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{{Game Infobox |name = Star Trek Adventures |picture = [[Image:Star_Trek_Adventures_Covers.jpg|200px]] |type = [[RPG]] |publisher = Modiphius Entertainment |authors = Dave Chapman, Maggie Carrol, numerous others |year = 2018 to present }} The newest RPG for [[Star Trek]] after around a decade since the last one died. Modiphius decided to use their 2d20 system for it, the same they use for most of their pulp action RPGs such as [[Conan the Barbarian]] and [[John Carter of Mars]]. The system also has a fair number of splats for it including books for each of the main Starfleet divisions (Command, Science and Operations), one for the Klingons and books on each of the four quadrants of the galaxy. ==The System== Modiphius's 2d20 system is pretty easy to use once grasped. Each character has Attributes (Control, Daring, Fitness, Insight, Presence and Reason which all range from 7 to 12) and Disciplines (Command, Conn, Security, Engineering, Science and Medicine and range from 0 to 5). When you want to do something the GM will tell you which Attribute and which Discipline to use, you then combine the two numbers and roll 2d20 (sometimes more, rarely less) and try to roll under the combined number. Anything under is a success, multiple successes add Momentum which can be spent later for more dice to roll on other checks or to make something terrible not as bad. If you roll poorly you can take a success anyway at the cost of Threat, a resource the GM can use to make checks harder or to add severe complications to tasks ("You get shields up but now the phasers are down!"). Threat can also be generated in other fashions and the game session always starts with a small pool of threat for the GM to use. A roll of a 1 on a d20 is an automatic two successes, and if you are able to use a Focus (discussed in a moment) with the roll then any roll under one's Discipline number results in two successes. The most dice one can roll is 5 which means the most successes one can accrue is ten. There is also Determination, a resource for each character but not pooled for others to use (under the vast majority of situations) which can be used in much the same way as Momentum as well as a few other nifty tricks like taking a double action but is overwhelmingly regenerated only by playing up a characters Values (see below). Character creation follows a mostly-lifepath system with you picking a Species (such as [[Vulcan]] or Andorian), your upbringing, some stuff about your time in the Academy and then some background stuff that you got up to before your current assignment. Along the way you get [[Feat|Talents]], Focuses (which can range from "hand-to-hand combat" to "alien psychology" and can add dice to your rolls when they can reasonably come up) and Values. Values are quirks and/or outlooks your character has that are more roleplay versus rollplay focused and when you play them up you can get Momentum for future rolls even if it's not good ("I'm too honorable to deal with this p'tagh!" for instance). All of these steps in the lifepath will add to your Attributes, Disciplines and varying amounts to their Talents, Focuses and Values. The ship the characters will cruise around in depends on the era of play for their game (Enterprise, Original Series or TNG eras). That said nothing really stops you from going with even the MMO era as long as you're willing to crunch a couple of numbers and tweak a ship's load out. Every ship can also be modified with it's own ship talents and unique abilities as well which plays into the fact the ships are basically characters in and of themselves. When the players want the ship to do something they roll not only for themselves but also for the ship and combine the results of successes and failures. This can be a tad clunky but works out fairly well for the pulpy action focus the game goes for. ==The Setting== It's [[Star Trek]], need we say more? Fine, we will. In the late 80s and through the 90s, Earth is wracked by massive wars sparked by genetically engineering stronger, smarter humans. However, mundane humans overwhelmed these modified humans and killed almost all of them, though some escaped into space. A while after these Eugenics Wars, World War III breaks out and wrecks Earth even more. However, as the wars finally die down, a genius named Zefram Cochrane invents the Warp Drive, testing it just in time for some [[Xenos|aliens]] called Vulcans to notice. This shocked the Vulcans because of how fucked the world was at the time, and fearing what could happen if Humans got out into the wider galaxy right after all these fucked up events then the galaxy would be screwed or Humanity would be destroyed. Very quickly, though, Humans start meeting and greeting various alien species, most notably the Andorians and Tellarites. After a series of major and minor conflicts with their neighbors (including but not limited to the Romulans, Klingons and Xindi), Humanity is able to act as a go-between for the various aliens in their immediate vicinity and they convince them they are all stronger as one than as their own petty nations and colonial holdings. As such, the Federation is made though at this time it is highly decentralized. (This is the Enterprise Era) Over the course of the next 150 years, the Federation grows by leaps and bounds as they admit more aliens into their fold and settle unpopulated planets. However, space is dangerous and only the most bold go out into the inky blackness of space. Heading the Federation's efforts in both exploration and military defense is the Starfleet, a multi-species (but apparently overwhelmingly Human) organization. After encounters with dying gods, petty wars, tangling with crystalline spiders from outside the galaxy, matching wits with time travelers and stopping giant space amoeba, Starfleet then enters an incredibly long period of relative peace where it's former growth looks downright miniscule. (This is the Original Series Era) With a working alliance with some of their former enemies keeping them from overly worrying about conflicts, Starfleet moves further away from it's military roots and heavily focuses on not only exploration and the sciences but also for outright comfort. This is seen in how many (if not most) of their new ships in this era are more like mini cities, filled with not only Starfleet personnel but civilians and even families (including children). But this era would come to an end by-and-large after one captain irked a space being with near-limitless power who decided to introduce humanity to one of it's most major (and ongoing) threats - the Borg, a species of android-zombies with a hivemind mentality whose sole goal is to assimilate all life into itself. (This is the Next Generation Era) ==Books== The game can be run with just the corebook as most RPGs can, but the game has provided a good number of supplemental books that expand character options and provide a shit ton of lore to help play/run the game. Each Division (Command, Engineering, Science) each got a book detailing subroles within each Division and the types of adventures one can have with them. All four Quadrants of the Milky Way galaxy also got a book each with lots of lore and tidbits of options and adventure hooks. Another book released was the Klingon Core Rules to you can finally shank a p'taq with a bat'leth. This book added a far better reputation mechanic and which is often modified and used in even Starfleet specific games now. One of the most recent additions was the starship-specific books "Utopia Planetia" which provided stats for dozens of starships (including example "hero" versions), expanded rules for mission pods (like the ones the Miranda or Nebula have), how to kitbash your own ships, stuff about starbases, some new mission ideas, and best of all official rules for Star Trek Online ships. Coming Summer of 2023 is another book, this one focusing on the Lower Decks cartoon in general and playing low-ranking Starfleet personnel in specific. Between all of these are dozens of Mission Briefs and Adventures. Adventures are pretty self explanatory but a Mission Brief is a one to two page outline of an adventure and how it could be set up and played out. Things such as "The ship finds a strange alien artifact that is taking over the mind of the captain," and coming up with a few twists and turns that can happen in it. So far there are only two major adventure books but there are rumors of more coming later. ==Gallery== <gallery> File:Janeway_Maneuver.png|Never emulate Captain Janeway or this will happen. File:STA Map.jpg|The primary map for Star Trek Adventures (Originally from Star Trek: Star Maps, no less) </gallery> [[Category:Awesome]] [[Category:Roleplaying]] [[Category:Star Trek]]
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