Ch 03 - Ship and Character Sheets
U.S.S. Challenger (NCC-2023)
LAUNCH YEAR: 2243
TIMEFRAME: 2259 (16 years of service; 1 refit)
MISSION PROFILE: Multirole Explorer
TRAITS: Federation Starship, Constitution class
RESISTANCE: 3
SCALE: 4
RESISTANCE: 3
CREW SUPPORT: 4
SHIELDS: 14
Systems
| COMMS 07 | ENGINES 08 | STRUCTURE 07 |
|---|---|---|
| COMPUTERS 08 | SENSORS 09 | WEAPONS 07 |
Departments
| COMMAND 03 | ENGINEERING 02 | MEDICINE 02 |
|---|---|---|
| CONN 02 | SECURITY 03 | SCIENCE 03 |
Attacks
- PHASER BANKS: Energy, Medium, Damage 6, Versatile 2
- PHOTON TORPEDOES: Torpedo, Long, Damage 4, High Yield
- TRACTOR BEAM: Strength 3
Talents
- COMMAND SHIP: The ship has command and control systems allowing it to coordinate easily with allies during a crisis. When a character on the ship succeeds at a Command task to create a trait, they may always be assisted by the ship's Communications + Command, and they may confer the trait to allied ships, landing parties, or away teams with whom the ship maintains a communication link.
- MODULAR LABORATORIES: The ship has considerable numbers of empty, multi-purpose compartments that can be converted to laboratories when required. The opportunity cost of establishing a science lab is reduced to 0 for the first laboratory established, and to 1 for the second.
- RUGGED DESIGN: The ship is designed with the frontier in mind, with durable construction and easy access to critical systems that allow repairs to be made easily. Whenever a task roll is attempted to try and patch or repair a breach to the ship, 1d20 may be re-rolled. Further, if the task is successful, the crew may spend Momentum to patch a second breach; this will cost 2 Momentum, +1 per additional step of Potency on that second breach.
- SECONDARY REACTORS: The ship has additional impulse and fusion reactors which allow the ship to generate far greater quantities of energy. Once per scene, when you take the Reroute Power action, you may spend 2 Momentum (Immediate) to immediately regain the use of Reserve Power.
Special Rule
- SAUCER SEPARATION: Vessels of this class have the capability to detach their saucer section in an emergency to be used as a lifeboat. Once the saucer has detached, the two sections of the ship cannot be reconnected outside of a drydock. Ship's systems are halved (round up) for the saucer and the secondary hull when separated, the saucer is unable to enter warp speeds or launch small craft, and each section is considered a separate vessel with Scale 1 less than the original vessel; the secondary hull is commanded from Main Engineering. However, the saucer can land on a planetary surface with extended landing legs that fold down from the ventral side of its hull.
Commodore Nella Xen


Commodore Xen revels in the high-octane adventure of the final frontier, preferring to lead her own landing parties, fly her own shuttles, and fire her own phaser when things turn sideways. But she keeps an unusual secret. A freak temporal anomaly transported her to a dystopian alternate future where she met an elderly version of herself who carried a symbiont named Syl. This came as a surprise to Xen, who never considered becoming joined. The alternate version of herself suffered a fatal injury, and the only way for the Syl symbiont to survive was for Xen to undergo an emergency joining surgery. The newly joined Commodore Xen found a way to return to her timeline and reported the incident to the Department of Temporal Investigations, which ordered her to keep the incident, and the existence of the symbiont, a secret. The only member of her crew who knows about the symbiont is Dr. Voraal.
TRAITS: Trill, Joined, Syl Symbiote, Starfleet Officer
VALUES:
- Original thinker
- Prime Directive? More like Prime Suggestion
- Living with a secret
- Death has no power over me
FOCUSES: Helm Operations, Interstellar Trade, Negotiation, Starship Tactics, Team Dynamics, Zero-G Maneuvers
PASTIME: Dom-Jot
STRESS: 9
Attributes
| CONTROL 11 | FITNESS 09 | PRESENCE 10 |
|---|---|---|
| DARING 09 | INSIGHT 07 | REASON 10 |
Departments
| COMMAND 05 | ENGINEERING 02 | MEDICINE 01 |
|---|---|---|
| CONN 03 | SECURITY 03 | SCIENCE 02 |
Attacks
- Unarmed Strike: Melee, Stun 2, Size 1H
- Phaser Type-2: Ranged, Stun/Deadly 4, Size 1H, Charge
Abilities and Talents
- PATIENT (SPECIES ABILITY): When Xen succeeds at a task where she purchased one or more d20s by spending Momentum, she generates 1 bonus Momentum for each d20 purchased.
- DAUNTLESS: Whenever another character attempts to intimidate or threaten Xen, she may take 2 Stress to ignore their attempt.
- JOINED: Xen gains an additional character trait, which is the name of the symbiont; this reflects potential advantages of being joined, as well as the ability to perform rites and rituals to awaken past hosts' memories, and the vulnerabilities inherent in the connection. Furthermore, up to twice per adventure, she may declare that a past host had experience or expertise in a particular field: She gains an additional focus when doing this, which remains for the rest of the adventure.
- REASSURING: When Xen succeeds at a task using Presence, she can spend Momentum to reassure her allies, so long as they are able to hear her. She can spend 1 Momentum (Repeatable) to allow one ally who can see and hear her to recover 1 Stress. That ally may not recover more than 3 Stress from one use of this talent.
- VETERAN: Whenever Xen spends Determination, roll 1d20. If the roll is equal to or less than her Control rating, she immediately regains that spent point of Determination.
Commander Xanthus th’Raviq


Commander th'Raviq is as icy and unforgiving as his homeworld, but the heart of a poet beats beneath his cold exterior. He is fiercely loyal to Commodore Xen, and he's learned to stop arguing when she decides to lead the landing party. Commander th'Raviq previously served as chief of tactical aboard the U.S.S. Azimuth before the ship vanished without a trace while he was leading a mission on a remote moon.
TRAITS: Andorian, Starfleet Officer
VALUES:
- A demeanor as icy as Andoria itself
- Don't start the fight, but don't back down from one either
- Ready for action
- Loyal to Commodore Xen
FOCUSES: Energy Weapons, Hand-to-Hand Combat, Infiltration, Shipboard Tactical Systems, Small Craft, Survival
PASTIME: Poetry
STRESS: 13
Attributes
| CONTROL 10 | FITNESS 11 | PRESENCE 08 |
|---|---|---|
| DARING 11 | INSIGHT 09 | REASON 07 |
Departments
| COMMAND 02 | ENGINEERING 02 | MEDICINE 01 |
|---|---|---|
| CONN 04 | SECURITY 05 | SCIENCE 02 |
Attacks
- Unarmed Strike: Melee, Stun 2, Intense, Size 1H
- Ushaan-tor: Melee, Deadly 3, Size 1H
- Phaser Type-2: Ranged, Stun/Deadly 4, Size 1H, Charge
Abilities and Talents
- INTENSE (SPECIES ABILITY): When th'Raviq succeeds at a task where he purchased one or more d20s by adding to Threat, he generates 1 bonus Momentum for each d20 purchased.
- MEAN RIGHT HOOK: Commander th'Raviq's Unarmed Strike has the Intense effect.
- PRECISION: Having detailed knowledge and understanding of ships' systems and operation, Commander th'Raviq can more easily pick out and target specific systems when making an Attack against an enemy vessel. When he makes an Attack with starship weapons that targets a specific ship system, he may re-roll a d20.
- TOUGH: Maximum Stress increased by 2.
- THE USHAAN: Commander th'Raviq is experienced in the tradition of honor-dueling known as the Ushaan, having spilt much blood upon the ice. When he makes a Melee Attack, or is targeted by a Melee Attack, and buys one or more d20s by adding to Threat, he may re-roll any number of dice in his dice pool for the task. Further, he owns an Ushaan-tor, a razor-sharp ice-miner's tool used in these duels. The Ushaan-tor is a blade, and it counts as Standard Issue for him.
Dr. Voraal


Dr. Voraal maintains the strict mental discipline characteristic of Vulcans, but she occasionally allows positive emotions to manifest in ways that make other Vulcans uncomfortable. This is due to a previous mission during which she initiated a mind meld with an energy being who could not otherwise communicate. The experience proved to be transcendent, as her consciousness blended with an alien intelligence that radiated joy. The incident opened Voraal to intellectual and philosophical possibilities beyond logic. Voraal is the only member of the crew to be informed of Commodore Xen's joining, which was necessary in case she has to provide medical care to the Syl symbiont.
TRAITS: Vulcan, Starfleet Officer, Physician
VALUES:
- Logic should not preclude joy
- Truth seeker
- Pleasant bedside manner
- My highest calling is a healer
FOCUSES: Computers, Emergency Medicine, Genetics, Infectious Disease, Philosophy, Psychiatry
PASTIME: Galactic Religions
STRESS: 10
Attributes
| CONTROL 10 | FITNESS 08 | PRESENCE 09 |
|---|---|---|
| DARING 07 | INSIGHT 10 | REASON 12 |
Departments
| COMMAND 01 | ENGINEERING 02 | MEDICINE 05 |
|---|---|---|
| CONN 02 | SECURITY 02 | SCIENCE 04 |
Attacks
- Unarmed Strike: Melee, Stun 2, Size 1H
- Phaser Type-2: Ranged, Stun/Deadly 4, Size 1H, Charge
Abilities and Talents
- MENTAL DISCIPLINE (SPECIES ABILITY): Voraal's maximum Stress is based on Control rather than Fitness, and she may suffer 2 Stress to avoid suffering any trait representing an emotional state. If Fatigued, she increases the potency of any emotion-related trait by 1.
- BEDSIDE MANNER: When Voraal succeeds at a Medicine task to heal an Injury, she may immediately remove a negative trait from the patient, even if that trait was unrelated to the Injury being treated. In addition, whenever Voraal attempts a Reputation check, they are considered to have one additional positive influence.
- CUTTING EDGE MEDICINE: Whenever Voraal attempts a Medicine task with a Difficulty of 3 or more, she may spend up to 3 Momentum (Immediate) to reduce the Difficulty by the number of Momentum spent, to a minimum Difficulty 1. However, as these latest advances are often experimental, the complication range of the task increases by 1 for each Momentum spent.
- MIND MELD: Voraal has undergone training in telepathic techniques that allow the melding of minds through physical contact. This always requires a task (normally Control + Science ) with a Difficulty of at least 1, which can be opposed by an unwilling participant. If successful, she links 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. Complications can result in taking Stress, pain, disorientation, or lingering emotional or behavioral difficulties.
- STUDIOUS: Whenever Voraal spends 1 Momentum to Obtain Information, she may ask one additional question (in total, not per Momentum spent).
Lt. Cmdr. Burk ven Jaxa


The only thing Lt. Cmdr. Burk ven Jaxa loves as much as a level-1 diagnostic is a good debate. Ven Jaxa grew up on a Tellarite mining colony situated inside an asteroid belt, and he learned to keep all the machinery operating at peak efficiency long before he left for Starfleet Academy. He fancies himself an inventor and has converted a lab into a personal workspace, where he tinkers with his newest gadgets.
TRAITS: Tellarite, Starfleet Officer
VALUES:
- Never be afraid of an honest debate
- Speak your mind
- Nothing's perfect, but it can always be better
- If there's no solution to your problem, invent one
FOCUSES: Computers, Reverse Engineering, Starfleet Protocol, Rhetoric, Transporters, Warp Drive
PASTIME: Metallurgy
STRESS: 8
Attributes
| CONTROL 10 | FITNESS 08 | PRESENCE 10 |
|---|---|---|
| DARING 08 | INSIGHT 09 | REASON 11 |
Departments
| COMMAND 02 | ENGINEERING 05 | MEDICINE 01 |
|---|---|---|
| CONN 03 | SECURITY 03 | SCIENCE 02 |
Attacks
- Unarmed Strike: Melee, Stun 2, Size 1H
- Phaser Type-2: Ranged, Stun/Deadly 4, Size 1H, Charge
Abilities and Talents
- STURDY (SPECIES ABILITY): Ven Jaxa's blend of physical resilience and mental fortitude is such that he's difficult to subdue. He gains 1 Protection against Stun Attacks only. Further, when he suffers a complication that represents a physical hindrance or being stunned, dazed, or disoriented, he can take 1 Stress to ignore that complication (and remove any associated trait).
- IN THE NICK OF TIME: Whenever ven Jaxa succeeds at an Engineering or Science task as part of an extended task, increase his Impact by 1.
- INCISIVE SCRUTINY: Ven Jaxa has a knack for finding weak spots in arguments, theories, and machines alike to glean information from them, learning about how they respond to pressure against vulnerabilities. When he succeeds at a task using Control or Insight, he may ask one question, as if he had spent Momentum to Obtain Information.
- JURY RIG: Whenever ven Jaxa attempts an Engineering task to perform repairs, he may reduce the Difficulty by 2, to a minimum of 0. If he does this, however, then the repairs are only temporary and will last only a single scene before they fail again; this duration may be increased by one scene by spending 1 Momentum (Repeatable). Jury-rigged repairs can only be applied once, and the Difficulty to repair a device that has been Jury-rigged increases by 1.
- TRANSPORTER CHIEF: Ven Jaxa is extremely wellversed in the operation of transporter systems and can often get them to function in extreme circumstances or to achieve outcomes that few others could manage. Such efforts are never without risk, given the delicacy of the technology. When he attempts a task to use, repair, or modify a transporter, he may add 2 Threat to reduce the Difficulty of the task by 2, to a minimum of 0.
Lt. Zoe Hernandez


The planet on which Zoe Hernandez grew up suffered a major ecological disaster, plunging the colony into sectarian strife. Still, Hernandez learned to flourish among the ruins of her failed colony. She studied the exotic plants that eke out an existence in the planet's harsh environment, earning her a crop genetics internship at the Daystrom Institute. She enrolled in Starfleet Academy soon after to pursue a career as a scientist.
TRAITS: Human, Starfleet Officer
VALUES:
- Plants are people too
- Life can flourish anywhere
- Mental toughness
- I'm a survivor
FOCUSES: Agriculture, Botany, Gardening, Geology, Physics, Sociology
PASTIME: Galactic Politics
STRESS: 10
Attributes
| CONTROL 10 | FITNESS 10 | PRESENCE 08 |
|---|---|---|
| DARING 08 | INSIGHT 09 | REASON 11 |
Departments
| COMMAND 02 | ENGINEERING 02 | MEDICINE 03 |
|---|---|---|
| CONN 03 | SECURITY 02 | SCIENCE 04 |
Attacks
- Unarmed Strike: Melee, Stun 2, Size 1H
- Phaser Type-1: Ranged, Stun/Deadly 3, Size 1H, Charge, Hidden 1
Abilities and Talents
- FAITH OF THE HEART (SPECIES ABILITY): Humans seem to have an irrepressible drive to explore, both the mysteries of the universe and the depths of their own natures. When Hernandez uses one of her values to spend or gain Determination, she may also add 1 Momentum to the group pool.
- COMPUTER EXPERTISE: Whenever Hernandez attempts a task that involves the programming or study of a computer system, the first bonus d20 she purchases is free.
- DEDICATED FOCUS (BOTANY): When attempting a task where her Botany focus applies, Hernandez scores a critical success for any die which rolls equal to or under twice the relevant department.
- DID THE READING: Hernandez absorbs information quickly and knows how to put it to good use. When she attempts a task, she may spend 1 Momentum (Immediate) to use Science on that task instead of the department she would normally use. In addition, she counts as having an applicable focus for that task. Each time after the first in a single scene that she uses this ability, the Momentum cost increases by +1: this is cumulative.
- TESTING A THEORY: When Hernandez attempts a task using Engineering or Science, the first bonus d20 she purchases is free, so long as she succeeded at a previous task covering the same scientific or technological field earlier in the same adventure. If she created a trait that represents a hypothesis about an unknown phenomenon, she may also re-roll one d20 on tasks related to that hypothesis.
Lt. jg Rashid Kemal


Radiation from the rings of Kemal's homeworld rendered transporters useless, so shuttles were essential for travel. Kemal came of age piloting small spacecraft through the rings of the planet and darting among its numerous moons. He entered Starfleet with the singular dream of piloting the most advanced starships in the Federation. He's not just a skilled pilot; he makes it look good.
TRAITS: Human, Starfleet Officer
VALUES:
- The need for speed
- Fly with style, dress with style
- A little mischief can get you noticed
- Live life at warp speed
FOCUSES: Astronavigation, Composure, Evasive Action, Hand-to-Hand Combat, Small Craft, Starship Tactics
PASTIME: Skateboarding
STRESS: 10
Attributes
| CONTROL 10 | FITNESS 10 | PRESENCE 09 |
|---|---|---|
| DARING 11 | INSIGHT 08 | REASON 08 |
Departments
| COMMAND 03 | ENGINEERING 02 | MEDICINE 01 |
|---|---|---|
| CONN 04 | SECURITY 04 | SCIENCE 02 |
Attacks
- Unarmed Strike: Melee, Stun 2, Size 1H
- Phaser Type-1: Ranged, Stun/Deadly 3, Size 1H, Charge, Hidden 1
Abilities and Talents
- FAITH OF THE HEART (SPECIES ABILITY): Humans have an irrepressible drive to explore, both the mysteries of the universe and the depths of their own natures. When Kemal uses one of his values to spend or gain Determination, he may also add 1 Momentum to the group pool.
- ATTACK RUN: Whenever Kemal succeeds at the Attack Pattern major action, enemy Attacks against his ship do not reduce in Difficulty due to that action.
- BOLD (SECURITY): Whenever Kemal attempts a task with Security, and buys one or more d20s by adding Threat, he may re-roll a single d20.
- PUSH THE LIMITS: When Kemal attempts a Conn task that has increased in Difficulty due to environmental conditions or damage to the engines, he may add 1 Threat to ignore the Difficulty increase.
- UNTAPPED POTENTIAL (DARING): Whenever Kemal succeeds at a task for which he bought one or more additional dice (by any means), roll 1d20 after the roll. If the roll is equal to or less than his Daring, gain 1 bonus Momentum; if the roll is higher, then add 1 Threat instead.
Ensign Laniyar Tennan


A brilliant and enthusiastic (some might say naïve) young officer, Ensign Tennan applies his formidable telepathic abilities to communicate with alien beings. Tennan sharpens his telepathy through daily meditation, and he views the mind as its own universe of possibility, every bit as wondrous and alluring as the cosmos. He's never told anyone, but, when he settles into the very deepest layers of his subconscious, he sometimes hears a voice calling to him as if from a great distance.
TRAITS: Betazoid, Starfleet Officer
VALUES:
- Let's talk this out
- Empathy is key
- The subconscious is the real final frontier
- Clear communication is more likely to save the day than phasers
FOCUSES: Deep Space Communications Technology, Starship Protocol, Shipboard Tactical Systems, Subspace Pathways, Universal Translator, Psychology
PASTIME: Code-breaking
STRESS: 9
Attributes
| CONTROL 11 | FITNESS 09 | PRESENCE 10 |
|---|---|---|
| DARING 08 | INSIGHT 08 | REASON 10 |
Departments
| COMMAND 02 | ENGINEERING 04 | MEDICINE 01 |
|---|---|---|
| CONN 03 | SECURITY 03 | SCIENCE 03 |
Attacks
- Unarmed Strike: Melee, Stun 2, Size 1H
- Phaser Type-1: Ranged, Stun/Deadly 3, Size 1H, Charge, Hidden 1
Abilities and Talents
- TELEPATHIC (SPECIES ABILITY): Tennan can sense the surface thoughts and emotions of most living beings nearby, and can communicate telepathically with other empaths and telepaths, as well as those with whom he is extremely familiar. Surface thoughts are whatever a creature is thinking about at that precise moment. Tennan cannot choose not to sense the emotions or read the surface thoughts of those nearby, except for those who are resistant to telepathy. It will require effort and a task to pick out the emotions or thoughts of a specific individual in a crowd, to search a creature's mind for specific thoughts or memories, or to block out the minds of those nearby. Increase the Difficulty of this task if the situation is stressful, if there are a lot of beings present, if the target has resistance to telepathy, or other relevant factors.
- BACK-UP PLANS: Tennan has plans and contingencies which are set into motion whenever something goes awry. Whenever he or an ally fails a task, he may add 1 point to the group's Momentum pool.
- COLLABORATION (ENGINEERING): Whenever an ally attempts a task using Engineering, Tennan may spend 1 Momentum (Immediate) to allow them to use his rating and one of his focuses.
- TECHNICAL EXPERTISE: Whenever Tennan attempts a task assisted by the ship's Computers or Sensors, he may re-roll one d20 in his pool or he may allow the ship to re-roll its d20.
- UNTAPPED POTENTIAL (REASON): Whenever Tennan succeeds at a task for which he bought one or more additional dice (by any means), roll 1d20 after the roll. If the roll is equal to or less than his Reason, he gains 1 bonus Momentum; if the roll is higher, add 1 Threat instead.
