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Star Trek: Destiny
\pagebreak ### Character Creation 1. Your new character starts with 35 Skill points to assign to 10 different Skills. You cannot set any skill to 10. You may have one skill of 8 or lower, two Skills of 6 or lower, and three Skills of 5 or lower. 2. You start with a maximum of 10 **Willpower**. 3. You start with 3 Trait slots. ### Skills | Skill Level | Modifier | Mastery | |:---:|:---:|:-----------:| | 0 | -3 | Untrained | | 1-2 | -2 | Novice | | 3-4 | -1 | Apprentice | | 5-6 | +0, +1 | Journeyman | | 7-8 | +2, +3 | Expert | | 9-10 | +4, +5 | Master | #### Communication Your basic language ability, empathy, and mastery of communication systems. #### Diplomacy Your verbal intelligence and aptitude for rhetoric. #### Engineering Your ability to manipulate existing technology or create new technology. #### Fitness Your muscular power, physical fitness, and ability to endure pain. #### Navigation Your instincts for ground and space navigation, as well as piloting. #### Nature Your proficiency at all tasks which interact with alien flora and fauna. #### Science Your aptitude for discovery and ability to assess information which emerges from the environment. #### Senses Your ability to gather information from your environment. #### Tactics Your knowledge of security protocols, combat training, and prowess with weapons systems. #### Versatility A combination of physical and mental flexibility applicable to varying circumstances. \columnbreak ### The Admiral The **Admiral** creates the scenarios the characters will encounter and will often prompt them to perform a *Skill Check* in order to complete a task. ### Skill Checks
Skill Check = 2d6 + Skill Modifier + Other Modifiers
Other modifiers include the roll of a **Luck Die**, modifiers from **Traits** and modifiers from one's **Status**. | Difficulty Level | Difficulty | |:---:|:---:| | 6 | Simple Task | | 8 | Minor Challenge | | 10 | Challenge | | 12 | Major Challenge | | 14+ | Impossible Challenge | #### Luck Die You can expend 1 **Willpower** to roll a **Luck Die** before the result of a *Skill Check* is determined. | 1d6 | Modifier | |:---:|:---:| | 6 | +3 | | 5 | +2 | | 4 | +1 | | 3 | -1 | | 2 | -2 | | 1 | -3 | #### Failure Die Every time a *Skill Check* is below the *Difficulty Level*, it counts as a failure. | 1d6 | Modifier | |:---:|:---:| | 6 | Partial Success with minor boon | | 5 | Partial Success | | 4 | Simple Failure | | 3 | Failure with minor side effect | | 2 | Failure with major side effect | | 1 | Failure with catastrophic side effect | #### Advantage When making a roll with **Advantage** you make the same roll twice, taking the greatest value of the two rolls. #### Disadvantage When making a roll with **Disadvantage** you make the same roll twice, taking the lowest value of the two rolls.
\pagebreakNum ### Skill Progression #### Gaining Experience You can choose to train a Skill instead of regaining **Willpower** during a short or long rest; you gain 1 XP in the Skill. When making a *Skill Check* of a *Difficulty Level*, **DL**, which is equal to or greater than your base **Skill Level**, you gain 1 XP, an experience point, in the Skill. You gain an additional 1 XP if you succeed due to a **Luck Die**. Be sure to mark any XP gains as a part of your total XP. #### Spending Experience **Skill Levels** can be increased after character creation using XP. During a long rest if you have XP equal to 10 + your current **Skill Level** for a given under 10 **Skill Level**, you can spend the required XP you to increase your **Skill Level** by 1. You can increase the **Skill Level** of more than one Skill at a time. ### Willpower You can expend 1 **Willpower** in order to re-roll any *Skill Check* or the **Luck Die** before it is determined whether you succeed or fail. You can also expend 1 **Willpower** in order to use your **Versatility** skill after having failed a *Skill Check* previously in the same scene; or 2 **Willpower** to to use your **Versatility** for any *Skill Check* instead of the required skill. Finally you can expend 1 **Willpower** to re-roll the **Failure Die** or re-roll a **Luck Die**. You can rest to restore 1 **Willpower** for every 2 hours of recreation or relaxation so long as you have 4 or more **Willpower** remaining. | | Willpower | Modifier | |:---:|:---:|:---:| | Good Spirits | 10-9 | +1 modifier to all skill checks | | At Ease | 8-6 | - | | Ailing | 5-4 | -1 modifier to all skill checks | | Demoralized | 1-3 | **Stressed**, *Disadvantage* towards all *Skill Checks* | | Broken | 0 | You automatically fail all *Skill Checks* | #### Stressed If you have 1 to 3 **Willpower**, you will be visibly stressed, unable to be calming, and more likely to increase stress in others; meaning all other characters in the scene must make a **DL** 8 **Versatility** *Skill Check* or lose 1 **Willpower** everytime you attempt a *Skill Check*. You also have *Disadvantage* towards all *Skill Checks*. \columnbreak ### Health & Wellbeing Characters are all effected by their current wellbeing. Injuries incur stress and make performing their duties much more difficult. Injuries or wounds, decrements to a character's health level can be incurred by combat or other perilous situations. Additionally the passage of time can reduce a character's wellbeing from **Well-Rested** to **Ready**. Your **Status** further decrements over time for every 8 hour period you do not engage in a short rest. | Status | Modifier | |:---:|:---:| | Well-Rested | +1 modifier to all skill checks | | Ready | - | | Wounded, Tired | -1 modifier to all skill checks, Maximum **Willpower** -3 | | Heavily Wounded, Worn Out | -2 modifier to all skill checks, Maximum **Willpower** -5 | | Critically Injured, Exhausted | -3 modifier to all skill checks, Maximum **Willpower** -7 | #### Illness Throughout the course of a character's space-faring career they may fall ill due to contact with alien or manufactured pathogens. If you are **Ill** or **Moderately Ill** your **Status Condition** increments by one **Status Condition** level with every other short rest, or by one with a long rest. **Severe Illness** must be treated by a doctor who must make a **Science** *Skill Check* in order to increment your **Status Condition**. | Status Condition | Modifier | |:---:|:---:| | Good Health | - | | Ill | -1 modifier to all skill checks | | Moderate Illness | -2 modifier to all skill checks | | Severely Ill | -3 modifier to all skill checks, *Disadvantage* towards **Fitness** *Skill Checks* | ### Rests Short rests are 8 hours periods in which you either relax, engage in light activity, or sleep. You recover 1 **Willpower** after completing a short rest. If you were **Ready** before initiating your short rest, you become **Well-rested**. Additionally if you are **Wounded** or worse, your **Status** increments by a **Status** level. Long rests are 48 hour periods in which you engage in a combination of relaxation, recreation, socialization, moderate to light off-duty activity as well as sleeping and rests. You recover **Willpower** equal to your **Versatility** *Skill Level*. If you are **Wounded**, **Tired** or worse, your **Status** increments by two **Status** level.
\pagebreakNum ### Traits ##### Android You can make a **Communication** *Skill Check* with *Advantage* in place of a **Science** or **Engineering** *Skill Check* when interacting with advanced technology you can interface with. You have *Disadvantage* with **Communication** or **Diplomacy** *Skill Checks* towards humanoid lifeforms. Additionally you gain 2 Skill Points toward **Fitness** and **Senses**. ##### Aspiring Human **Prerequisite: Android**
When interacting with humanoids, your total *Skill Check* value cannot exceed 8 on a **Communication** or **Diplomacy** *Skill Check*, but you gain 1 **Willpower** if you succeed. ##### Astrometrist **Prerequisite: Navigation 5+**
If you are aboard a starship, you may choose to use astrometric systems to boost any character’s **Navigation** roll by +2 (or **Senses** if using ship’s sensors), or +3 if you are in a dedicated Astrometrics Lab. This benefit can only be conferred if you have spent at least two hours working in the Astrometrics Lab or if there is no Astrometrics lab, you must have spent at least one hour studying stellar cartography. ##### Berserker **Prerequisite: Fitness 5+**
While your ship or party is at Yellow Alert (or equivalent) you gain +1 to **Fitness**, **Tactics**, and **Senses** *Skill Checks*. While either your ship or party are at Red Alert (or equivalent), you gain +2 modifier to the previously specified skills. While there is no alert, you have -1 to **Communication** and **Senses** *Skill Checks*. ##### Barterer **Prerequisite: Diplomacy 5+**
You can expend 1 **Willpower** after having failed a **Diplomacy** *Skill Check*, not have to roll a **Failure Die**, and immediately attempt a **Communications** *Skill Check* of the same difficulty. ##### Command Experience **Prerequisite: Tactics 5+**
Once per day during a tense situation, you can choose to gain 4 **Willpower**. After the situation is resolved you lose 6 **Willpower**. ##### Counselor **Prerequisite: Communication 5+**
You can expend 2 **Willpower** and spend 1 hour of time talking alone with an individual restores their **Willpower**, up to your **Communication** *Skill Level* divided by two and rounded down. \columnbreak
##### Cyber-Infiltrator **Prerequisite: Engineering or Science 5+**
You can attempt to to hack technology to take control of its functions. The **Admiral** decides the *Skill Check* required, usually a mix of **Communication**, **Engineering**, **Tactics**, and **Science**. You have *Advantage* against less technologically advanced species of systems. If you fail the *Skill Check*, the owner of the targeted system is aware of your attempts and has a chance to hack your systems. ##### Destined For any *Skill Check*, you can choose to succeed it. Doing so reduces your **Maximum Willpower** by 2 until your next long rest, and costs **Willpower** equal to half the *Difficulty Level*. ##### Disciplined For any *Skill Check*, the **Admiral** names the Skill which is the second most appropriate for the *Skill Check*, or **Versatility** if there is no second most appropriate Skill. You sum the Skill Levels you have in each skill to a maximum of 8 and use the new modifier for the *Skill Check* . This costs 2 **Willpower**. You cannot take the **Assist** Special Action. ##### Doctor **Prerequisite: Versatility 5+**
You can use your **Science** skill for medical treatment. All other **Science** skill checks for non-medical purposes have a -3 modifier, depending on how different the field of study is from medicine, at the **Admiral**’s discretion. ##### Driven **Prerequisite: Versatility 5+**
Your Maximum **Willpower** increases by 1. ##### Egotist **Prerequisite: Versatility 7+**
You have 2 more Maximum **Willpower**. If you fail a *Skill Check*, you lose 1 **Willpower**. ##### Engine **Prerequisite: Versatility 7+**
You do not exhibit signs of stress due to low or 0 **Willpower**. However you cannot expend **Willpower** to re-roll a *Skill Check* or to use your **Versatility** skill. ##### Expert **Prerequisite: Skill 5+**
You gain a +2 modifier to any one Skill. This unlocks certain Special Actions depending on the chosen Skill.
\pagebreakNum ##### Focused **Prerequisite: Senses 5+**
Until the end of a tense situation, you can add your **Versatility** skill modifier to any other *Skill Level*, but every other *Skill Check* has a -1 modifier. You cannot employ the **Versatility** skill until after your next long rest. ##### Holographer **Prerequisite: Engineering 5+**
During downtime, you may create holographic programs. The quality will be determined by adding an **Engineering** roll and a roll of one other Skill of your choice. The nature of the program will be determined by which Skill is used for the second roll. Anyone using the holographic program must roll for that second Skill, and will regain **Willpower** depending on how well they roll, at the **Admiral**’s discretion. You may also use your own programs. Whenever you use your own programs, roll 1d6, if you roll a 1, you gain the trait "**Holographic Addiction**" as an "**Affixed Trait**", which does not fill a trait slot. **Holographic Addiction**: You cannot regain **Willpower** with short rests, but you gain 3 **Willpower** for every three hours you use the holodeck alone. If you have this as an **Affixed Trait**, you can choose to remove it at the expense of 5 **Willpower**. ##### Holographic You do not suffer injuries, illness or from exhaustion and are always have the **Ready** status. However you cannot leave your ship. Any damage the ship your code and memory is stored on has a chance to neutralize you, a 1 on a 1d6 which is rolled every time the ship receives damage. This is especially true of nearby internal damage for which the aforementioned roll is made at *Disadvantage*. ##### Homicidal **Prerequisite: Fitness or Tactics 5+**
You recover **Willpower** up to 10 when you deliberately cause the death of an individual you know. If your **Willpower** is below 5, you lose 1 **Willpower** every 24 hours and cannot regain it with a short rest. ##### Info-Tech **Prerequisite: Science 5+**
While researching or decrypting, any *Skill Checks* required to understand or utilize the information you uncover has a +1 modifier or a +3 modifier if you expend 1 **Willpower**. If you fail the *Skill Check* after having expended 1 **Willpower** and roll a 3 or lower on the **Failure Die** you will corrupt the data, making it unreadable. \columnbreak ##### Joker **Prerequisite: Versatility 6+**
You have *Advantage* when rolling a **Luck Die**. When rolling the **Failure Die** the major and catastrophic side effects are instead, hilarious. ##### Logical **Prerequisite: Science or Tactics 5+**
You choose to increase your **Science** or **Tactics** *Skill Level* by 3, however your **Diplomacy** and **Communication** rolls have a -2 modifier. ##### Machine-Minded **Prerequisite: Engeineering or Science 5+**
You cannot re-roll failures for **Diplomacy** or **Communication** *Skill Checks*. However after every long rest you can re-roll up to two failed **Science** or **Engineering** *Skill Checks*. ##### Mechanic **Prerequisite: Engineering 5+**
If you fail a roll using **Engineering**, you can try again using **Navigation** without expending any **Willpower**. You cannot use your **Science** skill for anything unrelated to warp mechanics, and using **Engineering** for anything else costs 1 **Willpower**. ##### Paragon You gain an additional two Trait slots and if this Trait is chosen during character creation you may fill them, otherwise you must the usual rules for acquiring a new Trait. ##### Philanderer **Prerequisite: Communication 5+**
You recover up to 10 **Willpower** when you have a pleasant sexual experience, increasing according to novelty. If your **Willpower** is below 4 or below, you lose 1 **Willpower** every 24 hours and cannot regain it with a short rest. ##### Pilot **Prerequisite: Navigation 5+**
You can use **Navigation** to fly any size of starship or vehicle. ##### Polymath **Prerequisite: Versatility 5+**
You can expend 1 **Willpower** to use your **Versatility** for any *Skill Check*. ##### Professional **Prerequisite: Skill 8+**
You suffer no negative effects from **Status**. You must expend 1 **Willpower** when making a **Versatility** *Skill Check*.
\pagebreakNum ##### Substance Reliance Social mind-altering substance-use restores 1 **Willpower** per hour up to 3, resetting upon your next short or long rest. Every **Willpower** restored while you have less than 5 **Willpower** does not count towards this total. You cannot regain **Willpower** from short rests. ##### Science Communicator **Prerequisite: Communication 5+**
You can expend 1 **Willpower** to remotely **Assist** with a **Science** *Skill Check* using only verbal communication. If your **Communication** *Skill Level* is below the **Science** *Skill Level* of your target, roll 1d6, on a 1 or a 2 the target has a -2 modifier to the *Skill Check*. ##### Schoolteacher **Prerequisite: Communication 5+**
While on the ship you can teach. Teaching during the day for at least 4 hours increases your **Willpower** recovered during a short rest by your **Communication** skill modifier, or 1, whichever is greater. If you do not teach throughout the duration of a day, you recover 1 less **Willpower** your next short or long rest. ##### Overclocker **Prerequisite: Engineering 5+**
You can expend 1 **Willpower** to improve any of the ship's systems. The effectiveness of the overclock is based on an **Engineering** *Skill Check*. This requires a reduction of effectiveness of another ship’s system, or a significant increase in the detectability of the ship, decided by the overclocker. When starting the overclock, roll 1d6. If it is 1, the overclock fails and may cause damage to the system. ##### Tinkerer **Prerequisite: Engineering 5+**
You can only train **Engineering** however you do regain **Willpower**; you gain 1 XP in the Skill. You can only regain **Willpower** from recreation if it is spent tinkering. This requires access to some sufficiently complex technology and solitude. ##### Veteran You can assign 6 additional Skill points (without exceeding 7 in any Skill you add to). However, every **Willpower** action costs an additional **Willpower**. ##### Visionary You have 4 more Maximum **Willpower**. if you fail a roll, you lose 2 **Willpower**. \columnbreak ##### Xenophile **Prerequisite: Communication 5+**
You have *Disadvantage* towards hostile actions targeting members of a species other than your own that requires **Fitness** or **Tactics** *Skill Checks*. However you have *Advantage* towards **Communications** and **Diplomacy** *Skill Checks* that target members of a species other than your own. ##### Xenophobe **Prerequisite: Communication 5+**
You have *Advantage* towards hostile actions targeting members of a species other than your own that requires **Fitness** or **Tactics** *Skill Checks*. However you have *Disadvantage* towards **Communications** and **Diplomacy** *Skill Checks* that target members of a species other than your own. ### Trait Mechanics As your character develops, through consistent role-playing, you gain Trait slots. Character development is generally defined as a profound learning experience which incurred a detriment upon the character which was accepted and required non-trivial extra effort or innovation to account for. Multiple minor or ambiguous examples can be compounded to generate a Trait slot. At the start of a campaign, you may choose to leave some of your Trait slots unfilled. If you do this, you can fill those Trait slots when over a short or long rest at the discretion of the **Admiral**. Trait slots can also be acquired by expending 30 XP total from one or multiple skills. #### Switching Traits Over a short or long rest, you can spend 6 **Willpower** and forgo **Willpower** recovery to change one Trait. At the discretion of the **Admiral**, this requirement can be waived, if for example there was a misunderstanding about the functionality of a trait, a character is not enjoyable to play, or if a Trait has not had an effect on play.
\pagebreakNum ### Stealth When rolling to avoid detection, make a **Fitness** or **Tactics** *Skill Check*, or both. If the physical environment is challenging to traverse, make a **Fitness** *Skill Check*. If the opponent is especially attentive, make a **Tactics** *Skill Check* whose **DL** is a **Senses** *Skill Check* made by your opponents. ## Ground Combat You may take one action per turn, unless an action otherwise states that you can take others. An action can be a **Combat Action** or a *Skill Check* attempt. A conflict only occurs if both sides are aware of the conflict and are not **Neutralized**. For example, if you get the drop on an opponent with your weapon pointed at them, they are essentially **Neutralized** and combat has not started. If, however, they are able to dodge out of the way or knock your weapon away, combat begins. #### Initiative The turn order in combat is determined by all participants rolling for **Tactics** or **Senses**. The participants act in descending order. Ties are broken by agreement between non-hostile participants, or by another **Tactics** roll if they do not agree or are hostile. ### Conditions #### Covered If an opponent attempts to target you with the **Shoot!** action your ally will be able to take a **Shoot!** Combat action targeting the opponent first, ending your **Covered** condition and your ally's **Covering** condition. #### Covering You cannot take any other action while in this condition. #### Incapacitated You are unable to act until the conflict has ended. You become **Incapacitated** when you become **Critically Injured**. #### In Cover Opponents have a -2 modifier to their **Tactics** *Skill Check* towards **Shoot!** Combat actions against you. #### Neutralized You are either **Incapacitated**, or held unable to take an action by a clear advantage an opponent has. #### Stumbled You must take a **Recover** action before taking any other actions. #### Suppressed You cannot take the **Shoot!** or **Covering Fire** Combat actions. \columnbreak ### Combat Actions #### Approach Leave cover, removing the **In Cover** condition. Make a **Fitness** *Skill Check* of a **DL** determined by the **Admiral** and you will successfully approach an opponent and can immediately take **Brawl** action. If you fail, you enter the **Stumbled** condition. #### Brawl You and your opponent roll for **Fitness** and **Tactics**, adding the results together. The character with the lowest sum is **Neutralized**. #### Daring Assault Leave cover, removing the **In Cover** condition. Make a **DL** 10 **Tactics** *Skill Check*. If you succeed, gain a +2 modifier towards **Tactics** rolls during this conflict. If you fail, you enter the **Stumbled** condition. #### Covering Fire Target an ally. You enter the **Covering** condition, and your allied target enters the **Covered** condition. #### Daring Maneuver Roll for **Tactics** or **Fitness**. All opponents also roll for **Tactics** or **Fitness**. If your roll is at least 2 higher than all other opponents, you may **Neutralize** one chosen opponent, then roll 1d6, **Neutralizing** another opponent each time you do not roll a 1 or a 2. Once you roll a 1 or a 2 or all opponents are **Neutralized** your **Daring Maneuver** ends and you may immediately take the **Seek Cover** action. If your initial roll fails, you enter the **Stumbled** condition. #### Recover Remove the **Stumbled** condition from yourself. #### Seek Cover Make a **Tactics** or **Fitness** *Skill Check* of a **DL** determined by the **Admiral** for you to successfully find cover, depending on the geometry of the environment. Enter the **In Cover** condition. #### Shoot! While equipped with a ranged weapon make a **Tactics** *Skill Check* with the **DL** being equal to the target's **Tactics** *Skill Level*. Alternatively you can inflict the **Suppressed** condition against the target rather attempting to inflict damage. The target makes a **DL** 8 **Fitness** *Skill Check* to either dodge or resist the inflicted damage of the weapon. If they fail to dodge or resist the target suffers the damage inflicted by the weapon.
\pagebreakNum ## Special Actions For **Special Actions**, your **Combined Skill Level** requirement consists of your **Versatility** *Skill Level* up to 3, plus the appropriate Skill noted in the first column. #### Friendly Conversation | Communication | Ability | |:---:|:---:| | 1+ | Allows engaging in friendly conversation as a recreational activity to can gain **Willpower**. | | 3+ | Allows you to transfer 1 **Willpower** per day with conversation. | | 9+ | You confer an additional **Willpower** when **Counselling**. Requires the **Counsellor** trait.| #### Linguistics | Communication | Ability | |:---:|:---:| | 5+ | Allows learning unfamiliar languages (those not in the Universal Translator). Requires the **Expert (Communication)** Trait. | #### Medicine | Science | Ability | |:---:|:---:| | 1+ | Allows you to perform first aid. This includes only basic assessment and treatment.| | 5+ | Allows you to perform Surgery. Requires the **Doctor** Trait. | | 7+ | Allows you to perform Medical Research. Requires the **Doctor** Trait. | #### Operations: Comms | Communication | Ability | |:---:|:---:| | 1+ | Allows opening direct audio channels. | | 4+ | Allows opening wide-band channels. | | 5+ | Allows opening video channels. | | 6+ | Allows opening encrypted channels. Requires the **Expert (Communication)** Trait.| \columnbreak #### Operations: Sensors | Senses | Ability | |:---:|:---:| | 1+ | Allows surface geometry scans. | | 4+ | Allows internal scans. | | 5+ | Allows filtered scans, including for life-signs. Requires the **Expert (Senses)** Trait. | | 6+ | Allows attempting to penetrate scan-resistant materials. Requires the **Expert (Senses)** Trait.| #### Piloting | Navigation | Ability | |:---:|:---:| | 1+ | Allows speeds up to 60mph. | | 5+ | Allows speeds up to lightspeed. | | 7+ | Allows any speed. Requires the **Pilot** Trait.| #### Warp Mechanics | Science or Engineering | Ability | |:---:|:---:| | 1+ | Allows simple operation of warp systems. | | 5+ | Allows repairing warp systems. Requires the **Mechanic** Trait. | | 9+ | Allows improving warp systems. Requires the **Mechanic** Trait. | #### Tactical Engineering | Engineering | Ability | |:---:|:---:| | 1+ | Allows simple operation of vehicle tactical systems. | | 5+ | Allows repairing vehicle tactical systems. Requires the **Expert (Engineering)** Trait.| | 9+ | Allows improving vehicle tactical systems. Requires the **Expert (Engineering)** Trait.| ### Assist You target a character performing a *Skill Check* before the result is determined and make an appropriate *Skill Check* yourself of the same **DL**. If you succeed your target gains *Advantage* towards their *Skill Check*.
\pagebreakNum ### Gadgets #### Bipolar Torch A large tool requiring two hands that provides focused cutting power greater than a **Phaser Rifle**. #### Communicator A handheld device which allows person-to-person, inter-ship, and person-to-ship communications on subspace channels. #### Commbadge A badge with an integrated communication system allowing communications with others wearing a **Combadge** or communications systems while onboard a starship. #### Medical Tricorder **Prerequisite: Science 4+**
Provides a +1 modifier towards **Science** *Skill Checks* in order to render medical aid. #### Personal Access Display Device Handheld computer interface. Provides a +1 modifier towards **Science** *Skill Checks*. #### Tricorder A versatile, portable sensing device. Provides a +1 modifier towards **Versatility** *Skill Checks*. #### Trident Scanner A large handheld scanner used in repairs on starships. Provides a +1 modifier towards **Engineering** *Skill Checks*. #### Scanner A handheld device used perform general sensory functions such as generating floor plan views, locating bio-signs, or identifying technology. Provides a +1 modifier towards **Senses** *Skill Checks*. #### Universal Translator An ear piece which deciphers and interprets alien languages into the native language of the user so long as it is a known database. Provides a +1 modifier towards **Communication** *Skill Checks* when communicating with targets speaking a foreign language. #### VISOR A medical device used to aid patients who had either lost their eyesight or were born blind. VISOR-wearers are able to see in the infrared and ultraviolet ranges and beyond. \columnbreak ### Ranged Weapons #### Hand Phaser **Prerequisite: Tactics 2+**
Upon a successful **Shoot!** Combat action the target suffers 2 decrements to their **Status**. #### Phaser Rifle **Prerequisite: Tactics 6+**
Upon a successful **Shoot!** Combat action the target suffers 3 decrements to their **Status**. ### Starship Facilities & Technologies #### Holodeck A holographic environment simulator, is a holographic simulation room designed to run holographic programs. It is often used for entertainment, training, and investigative purposes. #### Replicator A device that used matter-energy conversion technology often to replicate foodstuffs. Replicators could be used for replicating an almost limitless range of other objects including complex devices, machine components, clothing, and medication. Industrial replicators can even be used to replicate heavier machine parts. Users can program their own replication patterns into the replicator with an appropriate *Skill Check*. #### Transporter The transporter is a type of teleportion machine, or teleporter. It is capable of almost instantaneously transporting an object from one location to another, by using matter-energy conversion to transform matter into energy, then beam it to or from a chamber, where it was reconverted back or materialize into its original pattern.
\pagebreakNum ___ > ### Captain >|Maximum Willpower| >|:---:| >| 12 | > >|Com|Dip|Eng|Fit|Nav| >|:---:|:---:|:---:|:---:|:---:| >|6 (+1)|8 (+5)|0 (-3)|0 (-3)|0 (-3)| > >|Nat|Sci|Sen|Tac|Vers| >|:---:|:---:|:---:|:---:|:---:| >|0 (-3)|0 (-3)|5 (+0)|5 (+0)|6 (+1)| > #### Traits > - **Barterer**, **Egotist**, **Expert (Diplomacy)** ___ > ### Counsellor >|Maximum Willpower| >|:---:| >| 11| > >|Com|Dip|Eng|Fit|Nav| >|:---:|:---:|:---:|:---:|:---:| >|8 (+3)|5 (+0)|0 (-3)|0 (-3)|0 (-3)| > >|Nat|Sci|Sen|Tac|Vers| >|:---:|:---:|:---:|:---:|:---:| >|0 (-3)|5 (+0)|6 (+1)|0 (-3)|6 (+1)| > #### Traits > - **Counselor**, **Driven**, **Polymath** ___ > ### Chief Engineer >|Maximum Willpower| >|:---:| >| 10| > >|Com|Dip|Eng|Fit|Nav| >|:---:|:---:|:---:|:---:|:---:| >|5 (+0)|0 (-3)|8 (+5)|0 (-3)|0 (-3)| > >|Nat|Sci|Sen|Tac|Vers| >|:---:|:---:|:---:|:---:|:---:| >|0 (-3)|6 (+1)|0 (-3)|6 (+1)|5 (+0)| > #### Traits > - **Expert (Engineering)**, **Machine Minded**, **Mechanic** \columnbreak ___ > ### Chief Helmsman >|Maximum Willpower| >|:---:| >| 10| > >|Com|Dip|Eng|Fit|Nav| >|:---:|:---:|:---:|:---:|:---:| >|5 (+0)|0 (-3)|0 (-3)|0 (-3)|8 (+3)| > >|Nat|Sci|Sen|Tac|Vers| >|:---:|:---:|:---:|:---:|:---:| >|0 (-3)|0 (-3)|6 (+1)|5 (+0)|6 (+1)| > > #### Traits > - **Astrometrist**, **Focused**, **Pilot** ___ > ### Medical Chief >|Maximum Willpower| >|:---:| >| 10| > >|Com|Dip|Eng|Fit|Nav| >|:---:|:---:|:---:|:---:|:---:| >|5 (+0)|0 (-3)|0 (-3)|0 (-3)|0 (-3)| > >|Nat|Sci|Sen|Tac|Vers| >|:---:|:---:|:---:|:---:|:---:| >|6 (+1)|8 (+3)|5 (+0)|0 (-3)|6 (+1)| > > #### Traits > - **Doctor**, **Disciplined**, **Professional** ___ > ### Operations Chief >|Maximum Willpower| >|:---:| >| 10| > >|Com|Dip|Eng|Fit|Nav| >|:---:|:---:|:---:|:---:|:---:| >|8 (+3)|0 (-3)|2 (-1)|0 (-3)|0 (-3)| > >|Nat|Sci|Sen|Tac|Vers| >|:---:|:---:|:---:|:---:|:---:| >|0 (-3)|5 (+0)|8 (+3)|5 (+0)|6 (+1)| > > #### Traits > - **Android**, **Aspiring Human**, **Xenophile**
\pagebreakNum ___ > ### Security Chief >|Maximum Willpower| >|:---:| >| 10| > >|Com|Dip|Eng|Fit|Nav| >|:---:|:---:|:---:|:---:|:---:| >| 5 (-2)|5 (-2)|0 (-3)|8 (+3)| 0 (-3)| > >|Nat|Sci|Sen|Tac|Vers| >|:---:|:---:|:---:|:---:|:---:| >| 0 (-3)| 0 (-3)|5 (+0)| 9 (+4)|7 (+2)| > > #### Traits > - **Command Experience**, **Logical**, **Veteran** ___ > ### Science Chief >|Maximum Willpower| >|:---:| >| 10| > >|Com|Dip|Eng|Fit|Nav| >|:---:|:---:|:---:|:---:|:---:| >|5 (+0)|0 (-3)|0 (-3)|0 (-3)|0 (-3)| > >|Nat|Sci|Sen|Tac|Vers| >|:---:|:---:|:---:|:---:|:---:| >|6 (+1)|8 (+3)|6 (+1)|0 (-3)|5 (+0)| > > #### Traits > - **Cyber-Infiltrator**, **Info-Tech**, **Science Communicator**