Star Trek

### Overview

The year is 2259. Pike commands the Enterprise, whilst Kirk is yet a lowly Lieutenant on the Farragut. The Federation is two years into a difficult recovery from the Federation-Klingon War of 2256-57, which saw the deaths of over a hundred thousand Federation citizens, the destruction of a third of its starships, and the atmospheric obliteration of the planet Kelfour VI. The Romulan Empire is still in isolation, watching with a secretive resentment from behind the neutral zones that separate them from their Federation and Klingon neighbours. Meanwhile, the Klingon Empire is a military juggernaut inexplicably halted in its near-victory against the Federation by reasons unknown to most, barely holding onto T'kuvma's concept of unified Great Houses, and leashed under the reign of High Chancellor L'Rell.

It is a time of adventure and exploration, but also a time of high tension and simmering conflict. It is 2259, and you are about to make your mark on the galaxy.

***Federation territory and borders to the galactic south-east, circa 2259.***

## Cliches

### Species Cliches

First, you must select your species Cliche, against which you may spend **up to 3 dice.** This represents your knowledge of history and culture related to your own species. Some Cliches provide additional abilities to the player. The main species in Star Trek are:

 Vulcan
 Andorian
 Tellarite
 Caitian
 Deltan
 Klingon
(not selectable for
Starfleet players)
combat, but -1 dice to any actions
 Romulan
(not selectable for
Starfleet players)
deception, but -1 dice to any
actions involving persuasion.

**Starfleet Officer -** Each character who is a member of Starfleet **MUST** spend **2 dice** from their pool to gain Starfleet Officer (2) as a Cliche. These dice can be used for anything a Starfleet officer might know or do – it basically represents the basic education provided in the Academy. It includes (but isn’t limited to) basic tasks of science, leadership, engineering, weapons, hand-to-hand combat, piloting, first aid, or any other reasonable thing you’ve ever seen a Starfleet Officer do. If you’ve ever watched any incarnation of Star Trek, you’d know that the Academy produces very well-rounded officers.

### Starfleet Department List:

Next, you’ll need to select your Starfleet Department. You may spend up to **3 dice** from your initial pool of 10 dice on your Department. When performing tasks related to your Department, you will add your Department dice to your Officer dice – the resulting total is your dice pool for that action. Essentially, the combined dice are considered a single Cliche.

The below examples are not exhaustive, and should a player be able to reasonable justify their actions being covered by their department choice then this should be allowed by the GM.

 **Security Officer** | Starship Tactical (Weapons, Shields, etc.), Interrogation, Ground Tactics

### General Cliches:

Players may spend **any remaining dice** on the following Cliches to fill out their dice pool. Where these Cliches may assist with activities that also match with Department and/or Starfleet officer, you may request the GM to add these dice to the pools created by those Cliches. As before, examples are not exhaustive and serve only to provide examples of activities suitable to each Cliche.

### Custom Cliches

Should a player have any ideas for custom Cliches, they are free to suggest them to the GM for utilisation in the game.

## General Equipment

General Equipment allows players to undertake certain tasks and - in some cases - assist them with their ability to undertake the task. General Equipment is broadly divided into the following categories and each provides the same category-specific bonus to character capabilities. However, should players be able to propose a compelling argument for a piece of General Equipment to provide benefits outside the category-specific bonus, the GM may rule that such can occur.

Players may select **up to 3 items in total** and may select items from different categories.

The following outlines the General Equipment categories and their category-specific bonuses, alongside examples of General Equipment that can be chosen by players. However, players are allowed to propose their own equipment ideas should they have any particular preferences.

 **Command**

* **Category-specific bonus:** Per piece of equipment, re-roll 1 dice in a skill check relating to Command-related challenges; e.g. Administration, Negotiation, Starship Tactics, Issuing Orders, Strategic Planning
* **Example items:** Starfleet commendation medal (see list here for examples), Commbadge Vocal Amplifier, Starfleet Officer's Manual

 **Sciences**

* **Category-specific bonus:** Per piece of equipment, re-roll 1 dice in a skill check relating to Sciences-related challenges; e.g. Medical Treatment, Scientific Analysis, Scientific Creation
* **Example items:** Science / Medical Tricorder, Medkit, Biochemical Sampling Kit

 **Operations**

* **Category-specific bonus:** Per piece of equipment, re-roll 1 dice in a skill check relating to Engineering or Navigation-related challenges; e.g. Transporter Operation, Starship Navigation, Repairs, Mechanical Analysis
* **Example items:** Hyperspanner, Engineering Tricorder, Basic Repair Kit

 **Tactical**

* **Category-specific bonus:** Per piece of equipment, re-roll 1 dice in a skill check relating to Combat or Security challenges; e.g. Phaser Combat, Close-Quarters Combat (CQC), Tactical Analysis, Intimidation
* **Example items:** Phaser, Stun Baton, Stun Grenade, Handheld Combat Scanner