Alternity Campaign: Star Trek

Introduction

While the authors of this page are not a full-fledged Star Trek gurus, we have designed these rules for use with the Alternity system to create adventures appropriate for the Star Trek universe.  Follow the links below to learn more:

History of Star Trek
Political Entities of Star Trek
Races of Star Trek
Ship Systems Appropriate to Star Trek
Personal Items Appropriate to Star Trek
 

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Brief History of the Star Trek Universe

2063:  Zefram Cochran demonstrates warp drive; first contact with Vulcans
2160:  Treaty of Algeron ends war with Romulans and creates the Neutral Zone
2161:  The Federation (UFP) and Starfleet Academy established in San Francisco
2168:  Incident on Sigma Iota II prompts adoption of the Prime Directive
2218:  First official contact between the Federation and the Klingon Empire
2264:  Kirk takes command of Constitution-class Enterprise NCC 1701
2344:  Romulan attack on Narendra III leads to the Khitomer Accords
2365:  Picard takes command of Galaxy-class Enterprise NCC 1701-D
2367:  First Borg invasion of Earth’s sector (battle of Wolf-359)
2370:  Cardassian Union turns Terok Nor (Deep Space 9) over to Starfleet

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Political Entities in the Star Trek Universe

United Federation of Planets:  San Francisco, Earth, led by Federation President
Klingon Empire:  First City, Qo’noS, led by Chancellor and High Council
Romulan Star Empire:  Romulus, led by Proconsul and Imperial Senate
Cardassian Union:  Cardassia Prime, led by military Central Command
Ferengi Alliance:  Ferenginar, led by the Grand Nagus
The Dominion:  Gamma Quadrant, led by the Founders through the Vorta
Borg Collective:  no known capital, led by possible central intelligence ("Borg Queen")

Star Trek Races
Race Special Abilities and Limitations
Klingon
  • Maximum STR 15 and CON 15
  • 1 extra Mortal point (which does not count towards Dazed penalty)
  • -1 step bonus on any Melee weapon attack
  • Critical Failure on 19 or 20 on any Personality-related check
  • Broad Skills: Melee Weapons instead of Interaction, Resolve instead of Awareness
Vulcan
  • Maximum INT 15 and WIL 15
  • -1 step bonus on any Will-related check
  • Nerve pinch (target automatically loses all Stun points on Amazing Unarmed attack)
  • May train in Mind Meld skill (cost 2) under ESP broad skill (cost 5) as a Talent
Cardassian
  • Maximum WIL 15
  • +1 Will Resistance Modifier
Ferengi
  • Maximum STR 12 and DEX 15
  • All attempts at using psi powers on the Ferengi mind suffer +3 step penalty
  • May choose to buy Filthy Rich perk for half-cost (3)
  • Broad Skills: Business instead of Vehicle Operation, Deception instead of Stamina
All other races (Bajorans, Romulans, etc.) function as humans

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Star Trek Ship Systems
Type System Dur Pow Notes
Pow Antimatter Reactor Core 2 * Per 7 PF generated (see below)
Pow Forced Singularity Core 2 * Per 6 PF generated (Romulans only)
Pow Auxiliary Power Unit 1 * Per 15 EU maximum; every unassigned PF charges Auxiliary Power by 1 EU per round
Eng Impulse Engine 2 1 Per movement point generated (see below)
Eng  Planetary Thruster 1 1 Per 20 durability of ship (never on capital ships)
Eng Stabilizers 1 0 Per 20 durability of ship; functions as listed
Drv Warp Drive 2 1* Uses 1 EU per Warp Factor per day (see below);
capital ships require two warp drives
Sup Life Support 1 1 Per 20 durability of ship
Sen Long-range Sensors 2 0 Functions as CE Passive Sensors
Sen Short-range Scanners 1 1 Functions as Multiphase Radar (plus analysis)
Def Damage Control 1 1 Per 20 durability protected
Def Deflector Shield Emitter 2 0* Per 20 durability of ship (see below)
Def Ablative Armor * 0 Functions as Neutronite armor
Def Cloaking Device 1 3 Functions as Cloaking Unit
Comm Radio Transceiver 0 1 Functions as listed
Comm Subspace Transceiver 1 0 Permits warp-speed communications
Comp Ship Computer Core * 0 Ordinary = 1 Dur; Good = 2 Dur; Amazing = 3 Dur
Crew Detention Area 1 0 Per 4 prisoners; guarded by force fields
Crew Crew Quarters 1 0 Per 6 personnel (per 12 on capital ships)
Crew Specialty Room 1 0 Briefing Room, Ready Room, VIP Suite, etc.
Crew Lab Section 2 0 Per specific function (e.g., "stellar cartography")
Crew Sick Bay 2 0  
Crew Holodeck 1 0 Per separate unit
Car Cargo Hold 1 0 Includes anti-gravity lifting devices
Car Transporter Room 1 1 Requires additional 1 EU per person from Auxiliary
Car Shuttle Bay 1 0 Per 1 dur. of space vehicles (per 2 on capital ships)

Power Cores: Each Power Factor (PF) produces 1 Energy Unit (EU) per round. A system that requires a number of PF to function, in essence, requires that many EU per round. PF are assigned from the Power Core; EU can be generated through assigned PF or allocated from Auxiliary.

Impulse Engines: Multiple impulse engines can be linked together into a single large bank of thrusters. Impulse power provides the same acceleration and cruising speed as the Induction Engine.

Warp Drive: Traveling at warp speed requires 1 EU per day per warp factor, either from assigned PFs or with EU drawn from Auxiliary. Warp 1 is the speed of light, and each warp factor increases geometrically.
 
Warp 1 0.0027 light years/day Warp 4 0.1752 light years/day Warp 7 0.9391 light years/day
Warp 2 0.0219 light years/day Warp 5 0.3422 light years/day Warp 8 1.4018 light years/day
Warp 3 0.0739 light years/day Warp 6 0.5914 light years/day Warp 9 1.9959 light years/day

Deflector Shields: Each Shield Emitter protects up to 20 durability worth of adjacent compartments. Each EU allocated to a Shield Emitter generates 1 Ablative point. The total accrued Ablative points among all Shield Emitters on the ship can never exceed the ship’s total durability. Energy allocated to shields cannot be taken back, and all energy is lost when shields are lowered. Deflector shields function like the Ablative Shield, except that secondary damage is not blocked. Additionally, each round a System Operation-defenses skill check can be made to rotate shield harmonics (+1/+2/+3 attack penalty for the rest of that round).
 
Spaceship Weapons D P Acc Act Range Damage Type
Phaser Array 2* 2* 0 4 1 / 2 / 3 d4s / d4w / d6w (see below) En (e)
Photon Torpedo Tube 3 0* 0 1 2 / 5 / 10 2d4-1w / 2d4-1m / 2d4+1m En (e/g)
Light Disrupter 3 2 +1 3 1 / 2 / 3 d4+1w / d6+1w / d8+1w En (e)
Heavy Disrupter 9 6 +1 2 1 / 2 / 3 2d6w / 3d6w / d8+1m En (e)
Klingon Torpedo 8 4 +1 1 2 / 5 / 10 d8+1w / d6+1m / d8+1m En (g)

Phasers (Phased-energy rectification): Powering up a Phaser Array requires two assigned PF, and making an attack requires additional EU—each EU spent from Auxiliary adds +1 to the damage roll (at least 1 EU must always be spent). Phaser Arrays vary in size (2, 4, 6, 8, or 10 durability), and the number of EU that can be spent on any one phaser firing cannot exceed twice the durability of the Phaser Array. Capital ships can have multiple Phaser Arrays, but all of them still draw energy from Auxiliary.

Photon Torpedoes: Ships may have multiple torpedo tubes, and each tube is capable of independent firing each round. Torpedoes are generally En (e) weapons, but the torpedoes can be re-programmed to function as En (g) or other specialty attacks. Firing a torpedo requires 1 EU from Auxiliary.

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Personal Weapons and Armor
Weapon Skill Acc Range Damage Type
Type I Phaser pistol -1 20 / 40 / 200 Low Stun: d4+1s / d6+1s / 2d4+1s
High Stun: 2d4+1s / 2d6+1s / 2d8+1s
Kill: d4+1w / d6+1w / d4m
En/O
En/O
En/O
Type II Phaser pistol -1 20 / 40 / 200 Low Stun: d4+1s / d6+1s / 2d4+1s
High Stun: 2d4+1s / 2d6+1s / 2d8+1s
Kill: d4+1w / d6+1w / d4m
Full: d6+1w / d8+1w / d6+1m
En/O
En/O
En/O
En/G
Type III Phaser rifle -1 100 / 400 / 1000 Low Stun: d6+1s / d8+1s / 2d6+1s
High Stun: 2d6+1s / 2d8+1s / 2d12+1s
Kill: d6+1w / d8+1w / d6m
Full: d8+1w / 2d6+1w / d8+1m
En/O
En/O
En/O
En/G
Disrupter Pistol pistol +1 10 / 20 / 200 d4+1w / d6+1w / d4m En/O
Disrupter Rifle rifle +1 50 / 200 / 1000 d6+1w / d8+1w / d4+2m En/O
bat’tleth blade -1 personal d4+2w / d6+2w / d4+1m LI/O
mek’leth blade 0 personal d4+1w / d6+1w / d6+3w LI/O
d’ktahg blade 0 personal d4w / d4+2w / d4m LI/O
kut’luch blade 0 personal d4+1w / d4+2w / d4+3w LI/O
Weapon Mode Action Clip Hide Mass Notes
Type I Phaser F 2/1/1 10 +3 0 energy cost: 1/2/2 (by setting)
Type II Phaser F/wide* 4/2/2/1 30 +1 1 energy cost: 1/2/2/4 (by setting)
Type III Phaser F/wide* 4/2/2/1 100 n/a 4 energy cost: 1/2/2/4 (by setting)
Disrupter Pistol F 2 20 +1 2  
Disrupter Rifle F 2 40 n/a 4  
bat’tleth   2   n/a 4 Klingon traditional sword
mek’leth   3   +1 3 Klingon short sword
d’ktahg   4   +2 2 Klingon triple-bladed dagger
kut’luch   4   +3 1 Klingon assassin’s jagged dagger

* Use the Autofire rules for wide-beam phaser attacks (with triple the energy cost).
 
Armor Skill AP Type LI HI En Hide Mass
Klingon uniform Armor Op +1 O d6-2 d4-1 d6-3 +1 8
Cardassian uniform n/a 0 O d6-2 d6-4 d6-4 +3 4

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