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Star Trek Adventures - Enterprise - Player Characters

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100% found this document useful (3 votes)
845 views16 pages

Star Trek Adventures - Enterprise - Player Characters

Uploaded by

animefan26b
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ENTERPRISE

PLAYER CHARACTERS
00.10 THE CREW OF ENTERPRISE NX-01

CREDITS
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SYSTEM DESIGN ART DIRECTION PRODUCTION MANAGEMENT


NATHAN DOWDELL JIM JOHNSON PETER GROCHULSKI AND
STEVE DALDRY
PROJECT MANAGER GRAPHIC DESIGN
JIM JOHNSON RICHARD GALE VIDEO PRODUCTION
STEVE DALDRY
WRITING LAYOUT
PATRICK GOODMAN AND ROXANNE THOMPSON SALES AND MARKETING
NATHAN DOWDELL MANAGER
CHIEF CREATIVE OFFICER
RHYS KNIGHT
CANON EDITING CHRIS BIRCH
SCOTT PEARSON ASSISTANT SALES
CHIEF OPERATIONS
MANAGER
EDITING OFFICER
COLE LEADON
JIM JOHNSON RITA BIRCH
COMMUNITY SERVICE
PROOFREADING MANAGING DIRECTOR
MANAGER
KEITH GARRETT CAMERON DICKS
LLOYD GYAN
INTERNAL ARTWORK HEAD OF DEVELOPMENT
CUSTOMER SUPPORT
MICHAEL GARDNER, ROB HARRIS
SHAUN HOKING
00-101 COURTESY OF STAR TREK
HEAD OF PRODUCT
MODE SEL TIMELINES, AND CBS STUDIOS FOR CBS STUDIOS
SAM WEBB
MARIAN CORDRY AND
00-569
SEQ VERIFY
HEAD OF CREATIVE BRIAN LADY
JON WEBB
00-346
AUTOCONFIG
SYSTEM NOTES

COPYRIGHT

The 2d20 system and Modiphius Logos are copyright


Modiphius Entertainment Ltd 2020. 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
Published by Modiphius Entertainment Ltd.
2nd Floor, 39 Harwood Road, London, SW6 4QP, England. people and events, past or present, is purely coincidental and
unintentional except for those people and events described
in an historical context. TM & © 2020 CBS Studios Inc. © 2020
[email protected] Paramount Pictures Corp. STAR TREK and related marks
and logos are trademarks of CBS Studios Inc. All Rights
WWW.MODIPHIUS.COM Reserved.

Artwork and graphics © and ™ CBS Studios Inc. All Rights


Modiphius Entertainment Product Number: MUH051667-PDF Reserved., except the Modiphius Logo which is Modiphius
0031 Electronic version 1.2 0071 Entertainment Ltd.

STAR TREK TIMELINES character & ship artwork © 2020


0032 0072 Tilting Point

0033 0073

2 THE CREW OF ENTERPRISE NX-01


DOSSIERS
FILE
01.00
THE CREW OF
0201 ENTERPRISE NX-01
CONTENTS

02-210
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02-220
SEQ VERIFY

01.10 INTRODUCTION 004


02.10 CAPTAIN JONATHAN ARCHER 005
02.20 COMMANDER T’POL 006
02.30 COMMANDER CHARLES TUCKER III 007
02.40 LIEUTENANT MALCOLM REED 008
02.50 LIEUTENANT HOSHI SATO 009
02.60 ENSIGN TRAVIS MAYWEATHER 010
02.70 DOCTOR PHLOX 011
02-230
0202
CALIBRATE 02.80 COMMANDER THY’LEK SHRAN 012
02-240 03.10 ENTERPRISE NX-01 013
0203 RUN PROGRAM

0204

THE CREW OF ENTERPRISE NX-01 3


01.10 THE CREW OF ENTERPRISE NX-01

INTRODUCTION
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There is something comforting about starships named widely believed that she was a spy for the High Command;
Enterprise. They’ve always been there, it seems, pushing in fact, she defied them on more than one occasion. She
back the boundaries of explored space, introducing our became one of Jonathan Archer’s closest friends and most
Federation to newly-discovered civilizations, and protecting trusted advisors.
us from untold calamity. It’s a tradition that goes back
centuries, before the Federation even existed, and it For the most part, though, Archer had the rare luxury of
started with the very first Starfleet vessel to carry the name being able to handpick his own crew. Many of his choices
Enterprise, the NX-01. were inspired. For instance, needing a skilled linguist at
the communications station, he chose Ensign Hoshi Sato.
As famous as the ship itself was, though, it was still a ship, Her skills in cryptography, as well as her instinctive ability
and a ship is only as good as its components. Nearly any to learn and translate languages, served Archer well during
Starfleet officer will tell you that the most vital component their mission. She would later revolutionize Federation
of a starship is its crew, and the crew manning the first diplomacy with the development of the universal translator.
starship Enterprise was exemplary. That should be no
surprise: Her launch was a major milestone in Earth’s Commander Charles Tucker III would pave the way towards
history, and Captain Jonathan Archer was given virtual warp six and beyond when he developed a method to
carte blanche in choosing his crew. compress the anti-matter stream into the injectors, thus
increasing the efficiency of the matter/anti-matter reaction.
It’s true that not all of Captain Archer’s choices were his He made many other modifications to the Warp Five
01-202 own. Circumstances surrounding his first mission caused Engine, as well as creating engineering protocols that
MODE SEL him to select the Denobulan Dr. Phlox as the ship’s medical would remain standard well into the 23rd century.
officer, since the mission required extensive knowledge of
01-478 Klingon physiology which Humans didn’t have at the time. None of them acted alone, of course, but each of these
SEQ VERIFY He also had to have Subcommander T’Pol of the Vulcan officers made significant contributions to a future they
High Command on board because of our relationship with had no real conception of at the time. They had no way of
02-346 the Vulcans at the time. knowing that their starship Enterprise would be the first
AUTOCONFIG of an illustrious line of ships to bear that name. Each of
T’Pol’s presence, of course, was the price Earth had to pay these ships would go on to protect a Federation that they
for the use of a Vulcan stellar database and star charts, couldn’t have known would exist when they started out
which were vital to completing their first mission. It was in 2151.

4 THE CREW OF ENTERPRISE NX-01


02.10 THE CREW OF ENTERPRISE NX-01

CAPTAIN
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0211

0212
JONATHAN ARCHER
COMMANDING OFFICER

“In spite of Vulcan naysaying at the time, Archer was absolutely the right man for the job. I’m
not sure anybody else had the sort of skillset required. He was skeptical, like any good scientist
should be, but at the same time open to new ideas. He looked for peaceful solutions to problems,
but he wasn’t afraid to fight. He was open to unconventional solutions, and unafraid to try them
himself when needed. Finally, he could see when he’d made a mistake, and more importantly, he
was able to admit it. Earth was lucky to have him out there.”

TRAITS: Human

VALUES:
■ Finish What You Start
■ Seek Out New Life and New Civilizations
■ We’re Stronger Together
■ You Can’t Be Afraid of the Wind

ATTRIBUTES
CONTROL 10 FITNESS 09 PRESENCE 10

DARING 10 INSIGHT 08 REASON 09

DISCIPLINES
COMMAND 05 SECURITY 03 SCIENCE 02

CONN 03 ENGINEERING 02 MEDICINE 01

FOCUSES: Andorian Customs, Diplomacy, Leadership, Swimming, Vulcan Customs, Warp Engines

TALENTS:
■ Bold (Command): Whenever Archer attempts a Task with Further, he owns an Ushaan-
Command and he buys one or more d20s by adding to tor, a razor-sharp ice-miner’s
Threat, he may re-roll a single d20. tool used in duels: Melee, 2A,
■ Follow My Lead: Once per scene, when Archer succeeds Vicious 1, Size 1H.
at a Task during combat or another perilous situation, h may
spend one Determination. If he does, choose a single ally. STRESS: 
The next Task that ally attempts counts as having assistance RESISTANCE: 0
from Archer, using his Presence + Command.
■ Spirit of Discovery: Archer has the drive, spirit, and ATTACKS:
courage to voyage into the unknown. He may spend one ■ Unarmed Strike (Melee, 4 A, Knockdown, Size 1H, Non-lethal)
Determination to add three points to the group Momentum ■ Ushaan-tor (Melee, 5A, Vicious 1, Size 1H)
0213
pool. The normal conditions for spending Determination ■ Phase Pistol (Ranged, 6 A, Size 1H, Charge)
still apply.
0214 ■ The Ushaan: When Archer makes a melee Attack, or is EQUIPMENT: Communicator, phase pistol, Porthos, Ushaan-tor
targeted by a melee Attack, and buys one or more d20s by
0215 adding to Threat, he may re-roll the dice pool for the Task.

THE CREW OF ENTERPRISE NX-01 5


02.20 THE CREW OF ENTERPRISE NX-01

COMMANDER
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0221

0222
T’POL
FIRST OFFICER/CHIEF SCIENCE OFFICER

“Considering his personal attitude towards the Vulcans to that point, it’s ironic that it was Archer
who fought to keep T’Pol on board when the High Command attempted to reassign her. She
was clearly the Vulcan most influential in transforming his views on her people, though, and
Archer likewise affected her ideas about Humans. Without those changes in attitudes, however,
Enterprise’s mission might have taken a very different turn. The birth of the Federation, had it
happened at all, might have come about very differently if T’Pol hadn’t stuck it out on Enterprise
and Archer hadn’t fought to keep her there.”

TRAITS: Vulcan

VALUES:
■ Question Her People’s Dogma
■ Running From Her Past
■ We Do Not Lack Emotions; We Only Suppress Them
■ With Proper Discipline, Anything is Possible

ATTRIBUTES
CONTROL 10 FITNESS 10 PRESENCE 09

DARING 08 INSIGHT 09 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 03 SCIENCE 04

CONN 02 ENGINEERING 03 MEDICINE 01

FOCUSES: Composure, Hand-to-Hand Combat, Infiltration, Physics, Sensors, Tracking

TALENTS: STRESS: 


■ Intense Scrutiny: Whenever T’Pol succeeds at a Task using RESISTANCE: 0
Reason or Control as part of an Extended Task, she may
ignore up to two Resistance for every Effect rolled. ATTACKS:
■ Nerve Pinch: The nerve pinch counts as a melee weapon ■ Unarmed Strike (Melee, 4A, Knockdown, Size 1H, Non-lethal)
with 1A, Size 1H, and the Intense and Non-lethal qualities. ■ Nerve Pinch (Melee, 5A, Intense, Size 1H, Non-lethal)
T’Pol may use Science or Medicine instead of Security when ■ Phase Pistol (Ranged, 6A, Size 1H, Charge)
attempting a nerve pinch attack, and may increase damage
by her Science or Medicine Discipline instead of Security. EQUIPMENT: Communicator, tricorder, phase pistol
■ Quick to Action: During the first round of any combat, T’Pol
0223
and her allies may ignore the normal cost to Retain the
Initiative.
0224 ■ Veteran: Whenever T’Pol spends a point of Determination,
roll 1A. If an Effect is rolled, she immediately regains that
0225 spent point of Determination.

6 THE CREW OF ENTERPRISE NX-01


02.30 THE CREW OF ENTERPRISE NX-01

COMMANDER
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0231

0232
CHARLES TUCKER III
CHIEF ENGINEERING OFFICER

“Tucker? It was no surprise that Archer chose him; they’d known each other forever,
and each one knew how the other would react in a given situation. He was a key
asset to his captains and ships and was invariably among the smartest people on
board. No one knew their way around the warp five engine like he did.

“The best thing about him was that he was the same guy, whether he was talking to
an ambassador or a raw recruit. He treated you with respect until you gave him
a reason not to, and then he’d let you know what he thought of you … in no
uncertain terms.”

TRAITS: Human

VALUES:
■ Challenge Your Preconceptions, or They’ll Challenge You
■ I Like to Fix Things
■ Never Say Die
■ Sometimes, You Just Have to Improvise

ATTRIBUTES
CONTROL 10 FITNESS 09 PRESENCE 09

DARING 09 INSIGHT 09 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 02 SCIENCE 03

CONN 02 ENGINEERING 04 MEDICINE 02

FOCUSES: 20th Century Movies, Power Systems, Quantum Mechanics, Starship


Propulsion, Transporters, Warp Field Dynamics

TALENTS: only temporary and will last only a single scene, plus one
■ A Little More Power: Whenever Tucker succeed at an additional scene per Momentum spent (Repeatable) before
Engineering Task aboard his own ship, he may spend one they fail again. Jury-rigged repairs can only be applied once,
Momentum to regain one spent Power. and the Difficulty to repair a device that has been jury-rigged
■ Bold (Engineering): When Tucker attempts a Task with increases by 1.
Engineering and buys additional d20s using Threat, he may
re-roll a single d20. STRESS:  RESISTANCE: 0
■ In the Nick of Time: Whenever Tucker succeeds at an
0233
Engineering or Science Task as part of an Extended Task, he ATTACKS:
scores 1 additional Work for every Effect rolled. ■ Unarmed Strike (Melee, 3A, Knockdown, Size 1H, Non-lethal)
0234 ■ Jury-Rig: Whenever Tucker attempts an Engineering Task ■ Phase Pistol (Ranged, 5 A, Size 1H, Charge)
to perform repairs, he may reduce the Difficulty by 1, to a
0235 minimum of 0. If he does this, however, then the repairs are EQUIPMENT: Communicator, phase pistol, engineering kit

THE CREW OF ENTERPRISE NX-01 7


02.40 THE CREW OF ENTERPRISE NX-01

LIEUTENANT
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0241

0242
MALCOLM REED
ARMORY/TACTICAL OFFICER

“Sometimes, it was easy to underestimate him. Malcolm Reed was nearly always very calm, professional,
and polite, and was not one to blow his own horn very often. To talk to him, you wouldn’t know he’d
essentially invented the first practical force field, which would forever change the way starship security
was handled. Modern ship’s alert protocols? Those were his, too. He never really bragged about
these things because he was too busy worrying about the safety of his ship and his crewmates.

“Some mistook his demeanor for weakness. It was usually at their own cost; there were few
more determined opponents to be found, and Archer was wise to choose him for the post.”

TRAITS: Human, Section 31

VALUES:
■ Adapt, Improvise, and Overcome
■ I Like to Blow Things Up
■ Service Is a Family Tradition
■ The Security of My Crew is Paramount

ATTRIBUTES
CONTROL 10 FITNESS 09 PRESENCE 09

DARING 10 INSIGHT 08 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 04 SCIENCE 02

CONN 03 ENGINEERING 03 MEDICINE 01

FOCUSES: Espionage, Explosives, Extra-Vehicular Activity, Force Fields, Phase Pistols,


Starship Tactical Systems

TALENTS: STRESS: 


■ Close Protection: When Reed makes a successful Attack, RESISTANCE: 0
he may spend one Momentum to protect a single ally within
Close range. The next Attack against that ally before the start ATTACKS:
of Reed’s next turn increases in Difficulty by 1. ■ Unarmed Strike (Melee, 5A, Knockdown, Size 1H, Non-lethal)
■ Constantly Watching: When Reed attempts a Task to detect ■ Phase Pistol (Ranged, 7A, Size 1H, Charge)
danger or hidden enemies, reduce the Difficulty by 1.
■ Dauntless: Whenever Reed attempts a Task to resist being EQUIPMENT: Communicator, phase pistol
intimidated or threatened, he may add a bonus d20 to his
0243
dice pool.
■ Resolute: Reed increases his maximum Stress by 3.
0244

0245

8 THE CREW OF ENTERPRISE NX-01


02.50 THE CREW OF ENTERPRISE NX-01

ENSIGN
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0251

0252
HOSHI SATO
CHIEF COMMUNICATIONS OFFICER

“Hoshi was less than excited to accept Archer’s invitation to join the crew, but was unable
to pass up the challenge offered to her. Her list of accomplishments are legendary. She was
the first Human to fully grasp the complexities of the Klingon language. Her skill at languages
pulled her crew out of numerous potential disasters. And, she invented the linguacode
translation matrix, which has been an invaluable tool for the Federation and Starfleet ever since.

“Her greatest asset, without a doubt, was her brilliant linguistic talents. She heard messages in
gibberish, saw patterns in chaos, and spoke the poetry of the stars. She was simply brilliant.”

TRAITS: Human

VALUES:
■ If You Know the Language, You Know the People
■ Is It Supposed to Do That?
■ These People Are Counting on Me
■ You Can Learn to Adapt

ATTRIBUTES
CONTROL 10 FITNESS 09 PRESENCE 09

DARING 08 INSIGHT 10 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 03 SCIENCE 04

CONN 02 ENGINEERING 02 MEDICINE 02

FOCUSES: Aikido, Computers, Cryptography, Instruction, Investigation, Linguistics

TALENTS: ■ Technical Expertise: Whenever Sato attempts a Task


■ Cautious (Science): Whenever Sato attempts a Task with assisted by the ship’s Computers or Sensors, she may re-roll
Science, and she buys one or more d20s by spending one d20 (which may be the ship’s die).
Momentum, she may re-roll a single d20. ■ Untapped Potential: Whenever Sato succeeds at a Task for
■ Intuitive Translator: Sato knows many languages, and which she bought additional dice with either Momentum or
enough about how languages work to be able to decipher Threat, roll 1A. She receives bonus Momentum equal to the
unfamiliar languages quickly. When she first encounters score of the A, and adds one point to Threat if an Effect is rolled.
an unfamiliar language, she must spend at least a minute
listening to or reading it. At the end of that time, perform an STRESS:  RESISTANCE: 0
Insight + Science Task, with a Difficulty of 2; increase the
0253
Difficulty based on how unusual or unfamiliar the language is. ATTACKS:
If successful, she has picked up the basics of the language, ■ Unarmed Strike (Melee, 4A, Knockdown, Size 1H, Non-lethal)
0254 enough to communicate in simple terms. Momentum may ■ Phase Pistol (Ranged, 6A, Size 1H, Charge)
be spent to further increase understanding. This Task may
0255 Succeed at a Cost. EQUIPMENT: Communicator, tricorder, phase pistol

THE CREW OF ENTERPRISE NX-01 9


02.60 THE CREW OF ENTERPRISE NX-01

ENSIGN
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0261

0262
TRAVIS MAYWEATHER
FLIGHT CONTROLLER

“Ensign Mayweather grew up on a freighter, and he’d logged more time in space than
most of the rest of the crew combined. That experience was something Archer had
in mind when he recruited the young man. Mayweather’s ability to acquaint other
crewmembers with the day-to-day realities of long-haul space travel was something no
Starfleet simulation at the time could offer, and was enormously beneficial.

“Of course, it also didn’t hurt that he could fly anything. For instance, he taught first himself,
then Commander Tucker, how to operate a Suliban cell-ship in a matter of hours. That
proved his worth on their very first mission, and his accomplishments didn’t stop there.”

TRAITS: Humans

VALUES:
■ It Isn’t Home Without a Pair of Warp Nacelles
■ Patience Is a Virtue
■ That’s Not So Strange
■ There’s Always Something New Up Ahead

ATTRIBUTES
CONTROL 09 FITNESS 10 PRESENCE 09

DARING 10 INSIGHT 08 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 03 SCIENCE 02

CONN 04 ENGINEERING 02 MEDICINE 02

FOCUSES: Astronavigation, Composure, Evasive Action, Extra-Vehicular Activity, Helm


Operations, Small Craft

TALENTS: of the Create Advantage Momentum Spend (where the


■ Bold (Conn): Whenever Mayweather attempt a Task with Advantage must represent some form of known or observed
Conn, and buys one or more d20s by adding to Threat, he weakness in the ship being studied).
may re-roll a single d20. ■ Tough: Whenever Mayweather Avoids an Injury, the cost is
■ Push the Limits: When Mayweather attempts a Conn reduced by 1, to a minimum of 1.
Task that has increased in Difficulty due to environmental
conditions or damage to the engines, reduce the Difficulty by STRESS:  RESISTANCE: 0
1, to a minimum of 1.
0263
■ Starship Expert: Whenever Mayweather succeeds at ATTACKS:
a Conn Task to identify a type of starship, or to try and ■ Unarmed Strike (Melee, 4A, Knockdown, Size 1H, Non-lethal)
0264 understand an unknown form of starship, he gains one ■ Phase Pistol (Ranged, 6A, Size 1H, Charge)
bonus Momentum, which may only be used on the Obtain
0265 Information Momentum Spend, or to pay part of the cost EQUIPMENT: Communicator, phase pistol

10 THE CREW OF ENTERPRISE NX-01


02.70 THE CREW OF ENTERPRISE NX-01

DOCTOR
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0271

0272
PHLOX
CHIEF MEDICAL OFFICER

“Let’s leave out the fact that he was a brilliant physician, whose fingerprints could still be found on Starfleet
medical procedures more than 150 years after NX-01 was decommissioned. That was the primary reason
Archer chose him, yes, but that might not have been his greatest contribution to the mission.

“Phlox held the crew together, especially during the early part of the voyage. For most, he was their
first encounter with a non-Human, at least one that wasn’t a Vulcan. He was an understanding ear,
a sage advisor. He gave nearly everyone on board the benefit of his perspective, which more
than once swayed decisions made by Archer and the senior officers.”

TRAITS: Denobulan

VALUES:
■ Cannot Treat an Unwilling Patient
■ Love Is a Many-Splendored Thing
■ My Patience Exceeds Your Stubbornness
■ You Must Learn to Embrace New Ideas

ATTRIBUTES
CONTROL 09 FITNESS 08 PRESENCE 08

DARING 09 INSIGHT 11 REASON 11

DISCIPLINES
COMMAND 02 SECURITY 02 SCIENCE 03

CONN 02 ENGINEERING 02 MEDICINE 05

FOCUSES: Emergency Medicine, Genetics, Infectious Diseases, Psychology, Unconventional


Medicine, Xenobiology

TALENTS:
■ Cultural Flexibility: When Phlox attempts a Task to learn ■ Triage: When Phlox attempts a Task to identify specific
about an unfamiliar culture, or to act in an appropriate injuries or illnesses, or to determine the severity of a patient’s
manner when interacting with members of such a culture, he condition, he may spend one Momentum (Repeatable) to
reduces the Difficulty by 1. diagnose one additional patient.
■ Doctor’s Orders: When Phlox attempts a Task to coordinate
others, or to coerce someone into taking or refraining from a STRESS:  RESISTANCE: 0
specific course of action, he may use his Medicine Discipline
instead of Command. ATTACKS:
0273
■ Parent Figure: When Phlox attempts or assists a Task, and ■ Unarmed Strike (Melee, 3A, Knockdown, Size 1H, Non-lethal)
two or more other characters are involved in the Task, the ■ Phase Pistol (Ranged, 5A, Size 1H, Charge)
0274 first Complication generated on the Task — either by the
character attempting the Task, or one of the assistants — EQUIPMENT: Communicator, tricorder, phase pistol
0275 may be ignored.

THE CREW OF ENTERPRISE NX-01 11


02.80 THE CREW OF ENTERPRISE NX-01

COMMANDER
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0281

0282
THY’LEK SHRAN
ALLY/ADVISOR

“The Andorian? He could be an incredible hothead at the most inconvenient times, but Archer simply could not have
achieved the things that he did without him. Shran was instrumental in teaching Archer about his
people, and enabling the human to start building the bridges between their respective species.

“Shran convinced Andoria to come to Earth’s aid during the Xindi crisis, and his assistance
during the earliest Romulan incursions helped to form the Coalition of Planets. So, even if you
choose to discount his personal interactions with Captain Archer, his contributions to the
founding of the Federation cannot be overlooked.”

TRAITS: Andorian

VALUES:
■ I Don’t Like Being Indebted to Anyone
■ Learn From History, Lest You Repeat It
■ Mistrustful of Vulcans
■ Respect Must Be Earned

ATTRIBUTES
CONTROL 10 FITNESS 09 PRESENCE 09

DARING 10 INSIGHT 09 REASON 09

DISCIPLINES
COMMAND 04 SECURITY 04 SCIENCE 02

CONN 02 ENGINEERING 02 MEDICINE 02

FOCUSES: Andorian Customs, Hand-to-Hand Combat, History, Interrogation, Leadership, Starship Tactics

TALENTS:
■ Follow My Lead: Once per scene, when Shran succeeds at ■ Veteran: Whenever Shran spends a point of Determination,
a Task during combat or another perilous situation, he may roll 1A. If an Effect is rolled, he immediately regains that
spend one Determination. If he does, choose a single ally. spent point of Determination.
The next Task that ally attempts counts as having assistance
from Shran, using his Presence + Command. STRESS:  RESISTANCE: 0
■ Proud and Honorable: Whenever Shran attempts a Task
to resist being coerced into breaking a promise, betraying ATTACKS:
his allies, or otherwise acting dishonorably, he reduces the ■ Unarmed Strike (Melee, 5A, Knockdown, Size 1H, Non-lethal)
Difficulty by 1. ■ Ushaan-tor (Melee, 6A, Vicious 1, Size 1H)
0283
■ The Ushaan: When he makes a melee Attack, or is targeted ■ Andorian Plasma Rifle (Ranged, 8A, Intense, Size 2H,
by a melee Attack, and buys one or more d20s by adding to Accurate, Deadly)
0284 Threat, he may re-roll the dice pool for the Task. Further, he
owns an Ushaan-tor, a razor-sharp ice-miner’s tool used in EQUIPMENT: Communicator, Andorian plasma rifle, Ushaan-tor
0285 duels: Melee, 2A, Vicious 1, Size 1H.

12 THE CREW OF ENTERPRISE NX-01


03.10 THE CREW OF ENTERPRISE NX-01

ENTERPRISE
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0311

0312
NX-01
NX-CLASS EXPLORER

Famously commanded by Captain Jonathan Archer, the Enterprise NX-01 was humanity’s first Warp-5 starship, and was involved in
countless pivotal events in Earth’s early interstellar history, from establishing peaceful relations with the Andorians, to confronting
the Xindi crisis, taking part in the Vulcan Reformation, and even laying the groundwork for the Coalition of Planets that later became
the United Federation of Planets.

The vessel was decommissioned after the Earth-Romulan War and the founding of the Federation, due to battle damage suffered
during the war. Today, she is part of Starfleet’s orbital historical annex, where she receives hundreds of visitors a day.

CLASS: NX-class SYSTEMS


COMMISSIONED: 2151
COMMUNICATIONS 06 ENGINES 06 STRUCTURE 07

MISSION PROFILE: Multirole Explorer


COMPUTERS 06 SENSORS 06 WEAPONS 07

TRAITS: United Earth Starfleet Starship, DISCIPLINES


First of Her Class, Renowned
COMMAND 02 SECURITY 03 SCIENCE 03
SCALE: 3
CONN 03 ENGINEERING 02 MEDICINE 02
POWER: 6

RESISTANCE: 3

SHIELDS: 9
(Polarized Hull Plating)

WEAPONS:
■ Phase Cannons (Energy, Range C, 7A,
Versatile 1)
■ Photonic Torpedoes (Torpedo, Range L,
5A, High Yield)
■ Grappler Cables (Strength 2)

TALENTS:
■ Polarized Hull Plating: The ship does not have deflector shielding, but rather is equipped with layers of hull plating that can be
polarized to resist attack. This functions in the same way as Shields do, with one difference: the ship suffers a Breach if four or
more damage is suffered after deductions for Resistance.
■ Grappler Cables: This precursor to tractor beams uses sturdy cables and magnetic grapplers to grab on to objects and ships.
This functions as a Tractor Beam, but if the target breaks free, roll 1A – on an Effect, the cables have been damaged and cannot
be used again until repaired.
■ Photonic Torpedoes: The vessel is equipped with Photonic Torpedoes instead of Spatial Torpedoes. Photonic torpedoes are
0313
a precursor to photon torpedoes, using an antimatter charge under magnetic containment, though the delivery method is still
unsophisticated, and they weren’t widespread during the Earth-Romulus War. They have a Range of Long and a base damage of
0314 2A, High Yield, modified by the ship’s Security as normal (incorporated above).

0315

THE CREW OF ENTERPRISE NX-01 13


EXPLORE STRANGE NEW
WORLDS ALL ACROSS
THE GALAXY

Expand the Star Trek Adventures Roleplaying Game core rulebook


with the complete collection of quadrant sourcebooks:
Alpha, Beta, Gamma, and Delta.

Each volume presents setting details focused on a specific quadrant,


information to expand the game beyond 2371, descriptions of worlds
and civilizations, many new playable character species themed around
the quadrant, and a wide selection of NPC vessels and characters to
challenge your crew. Set your course and engage warp drive!

® TM & © 2020 CBS Studios Inc. © 2020 Paramount


Pictures Corp. STAR TREK and related marks and
logos are trademarks of CBS Studios Inc.
All Rights Reserved.
EXPLORE NEW WORLDS

This box is This box is


18mm square 18mm square
for the wrap for the wrap
and bleed and bleed

CO-OPERATIVE BOARD GAME

45-60 10+ 1- 4
10-30 8+ 2- 4

MATT LEACOCK
DESIGNED BY

45-60 10+ 1- 4

10-30 8+ 2- 4

MATT LEACOCK
DESIGNED BY

CO-OPERATIVE BOARD GAME


CO-OPERATIVE BOARD GAME
CO-OPERATIVE BOARD GAME

DESIGNED BY
MATT LEACOCK

2- 4 8+ 10-30

1- 4 10+ 45-60

DESIGNED BY THE GAME OF INTERNATIONAL RESCUE A Furious Co-operative Game


MATT LEACOCK FOR 1- 4 PLAYERS 2- 4 8+ 10-30 For 2- 4 Players

DESIGNED BY
MATT LEACOCK

2- 4 8+ 10-30
1- 4 10+ 45-60

CO-OPERATIVE BOARD GAME


This box is This box is
18mm square 18mm square
for the wrap for the wrap
and bleed and bleed
tales from the loop

The landscape was full of machines and scrap metal


connected to the facility in one way or another. Always
present on the horizon were the colossal cooling towers,
with their green obstruction lights. If you put your ear to the
ground, you could hear the heartbeat of the Loop – the
purring of the Gravitron, the central piece of engineering
magic that was the focus of the Loop’s experiments.

Scifi artist Simon Stålenhag’s paintings of Swedish 1980s


suburbia, populated by fantastic machines and strange
beasts, have won global acclaim. Now, you can step into
the amazing world of the Loop.

In this roleplaying game you’ll play teenagers solving mysteries


connected to the Loop. The game rules are based on Mutant:
Year Zero, which was awarded with a Silver ENnie for Best Rules
at Gen Con 2015.

the roleplaying game

Key features:
■ Create your unique player character – including skills, items, prides,
problems, and relationships – in mere minutes.
■ Explore the secrets of the Loop in two main game settings – one
based on the Swedish Mälaren Islands, the other on Boulder City,
Nevada.
■ Investigate mysteries and overcome trouble using fast and effective
rules, based on the Mutant: Year Zero game engine.
■ Play the four complete scenarios included, tied together in the
campaign named Four Seasons of Mad Science.

“RPG Tales from the Loop lets you channel Stranger Things and ET.”
the Verge

“Tales from the Loop could very well be the RPG phenomenon of 2017.”
geek & sundry

ISBN 978-1-910132-75-3
MUH050645

COPYRIGHT © 2017
SIMON STÅLENHAG AND FRIA LIGAN AB
9 781910 132753 roleplaying in the ’80s that neVer Was

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