Star Trek Adventures 2E Character Creation

Boldly Going

Dear reader, if you have been around here for a while, you might be aware that I have an interest in Star Trek. I don’t know if I’m what you would call hardcore, but I am currently in the process of watching every episode of every Star Trek series I can get my hands on. I started more than a year ago on Star Trek The Next Generation and never intended to branch out of the TNG era. I continued watching Deep Space 9 and Voyager. As I approach the end of that series, I have found myself unwilling to give up just yet, so I’ve gone back to the Original Series as well. I’d seen a lot of them before. TOS was required watching in my house when I was a kid and I can vividly remember rushing home to watch TNG after school as a teenager. Anyway, I have more than a passing knowledge of the TV shows and movies, the universe, the tropes and the types of stories that Star Trek tackles. And yet, I had never played a Star Trek RPG! Since I have been on this marathon rewatch recently and because I picked up Modiphius’ Star Trek Adventure 2E in their Summer sale, I thought it was high time I rectified that.

The cover of the Star Trek Adventures 2E Start Set Campaign Book. A variety of TOS era characters are gathered performing investigative tasks on a planet's surface.
Star Trek Adventures 2E Starter Set

A review of the system, the game, and our campaign will follow in the future. We have only had two sessions so far, so I don’t want to jump the gun. Today, instead, I thought I would do a character creation post. Haven’t had one of them in a while, and they always prove quite popular. Also, since we are playing the campaign from the Starter Set, we are using pregenerated characters from that. The pregens are great, but, using them means I have not experienced the joys of character creation in this system. It always teaches me a lot about a game, so I think this will be a worth-while exercise.

Player Characters

Reporting For Duty Chapter two-page spread.  Illustration of a number of crewmembers escorting an injured crewmember on a gurney through a shuttle bay.
Reporting for Duty

Chapter 4.1 begins with an explanation of the types of player characters in Star Trek Adventures. These are split between Main Characters and Supporting Characters. Imagine the Main Character as being your regular PC, a member of the Starship’s bridge crew. Someone like Mr Sulu or Commander Riker, Supporting Characters, on the other hand, are created when needed. They might be a relatively random red-shirt who the players need to march off to investigate a suspicious crater on an alien moon or a transporter chief who needs to modify the transporter to beam back the away team full of Main Characters on the planet’s surface.

Next we have a look at the building blocks that go together to construct a character in this game:

  • Traits – a word or phrase that describes the essence of the character. Generally these would be things like Vulcan and Star Fleet Officer
  • Values – a few brief sentences that describe what your character believes, treasures, and thinks. They should guide roleplaying more than any other aspect of the character
  • Attributes – In this game these are:
    • Control
    • Daring
    • Fitness
    • Insight
    • Presence
    • Reason
  • Departments – These represent the general roles that Star Fleet officers might encompass. They are the areas they would be trained in. You add an Attribute value to a Department value to come up with the Target Number for you to roll equal to or under on 2d20 to complete tasks. That’s the core mechanic for this and other Modiphius games, Here’s the list of Departments:
    • Command
    • Conn
    • Engineering
    • Security
    • Medicine
    • Science
  • Stress – Like in Blades in the Dark, this is a Star Trek Adventures character’s super-power. If they ever want to avoid an injury, they can choose to take the equivalent amount of Stress instead and keep going. This is particularly important in a system where gaining an injury leads to the PC being Defeated, and essentially out of play.
  • Focuses – these are your character’s specialisms. A Main character has 6 of these
  • Talents and Special Rules – These are special benefits that are often selectable by members of particular species or by characters with certain departments above a specific rating. They can bestow bonuses of several kinds. Other special abilities are Species or Role specific.

Lifepath or Creation in Play

Star Trek Adventures presents the player with two options for character creation. The first, and most detailed, is the Lifepath method. It’s difficult not to think of the Traveller character creation method as a major influence on the choice of the designers to include this as the default option. It’s highly detailed, provides a wealth of tables to roll on or choose from and allows for the creation of the type of character you didn’t know you always wanted. Traveller, the OG space exploration sci-fi game, was doing doing this decades before anyone else, of course.

The other option is called Creation in Play. This simplifies the character generation system for those who already have a clear idea of the character they want to play and just need to construct them with stats etc.

It’s my habit is to create characters in as random a method as possible. As such, I have no choice but to go Lifepath here.

The Game of Life(path)

This is split handily into seven steps.

The steps of the Lifepath Creation method.
The steps of the Lifepath Creation method.

Step One: Species

You can ostensibly choose any species you can think of from the Star Trek universe, bearing in mind the species who have been contacted by Star Fleet during the era you want to set your game in. So, no Jem’Hadar in the TOS era, for instance. But, they have provided a one-pager on each of the major species from across multiple Star Trek shows, so I think it would be crazy not to choose one of those. Now, since the game I’m currently playing is set in the time of Captain Kirk’s famous five-year mission across the galaxy, I think I will choose to go for a TNG/DS9/Voyager era character. I have a much deeper knowledge of that time anyway. Also, it allows for far more options since many of the species listed are enemies of the Federation during that TOS era. There are 14 species to choose from so I’ll roll my DCC d14 for this:

  1. Andorian
  2. Aenar
  3. Bajoran
  4. Betazoid
  5. Cardassian
  6. Denobulan
  7. Ferengi
  8. Human
  9. Klingon
  10. Orion
  11. Romulan
  12. Tellarite
  13. Trill
  14. Vulcan

I got a 10! That’s Orion. An Orion appeared in the very first pilot of the the Original Star Trek show, but they have had more prominent roles in more recent ones like Discovery and Lower Decks.

They are green-skinned humanoids who are known as traders. The Orion Syndicate is an infamous criminal organisation that spans half the galaxy, also, so they come with some baggage.

Orion Page
Orion Page

Now that I know the Species I can start building my character

Every PC starts with a rating of 7 in each attribute and a rating of 1 in each department. But an Orion character starts with a +1 in Daring, Fitness and Presence. So here are my attributes at this stage:

- Control - 7
- Daring - 8
- Fitness - 8
- Insight - 7
- Presence - 8
- Reason - 7

They also gain the following trait:

Trait: Orion – Orions have similar environmental tolerances to Humans and are physically and culturally well-accustomed to interstellar travel. The Orions’ reputation as thieves, pirates, and illicit traders can make others wary of them, but it can also open doors and create opportunities in more unsavory parts of the Galaxy.

And the following Species Ability:

NEVER AT FACE VALUE (SPECIES ABILITY): Once per scene, you may add 1 Threat to ask the gamemaster a question about the situation, as if you had spent Momentum to Obtain Information.

That’s a handy little ability.

Step Two: Environment

There’s a table for the environment your character grew up in:

D20 ENVIRONMENT
1–3 Another Species’ World
4–6 Busy Colony
7–9 Frontier Colony
10–12 Homeworld
13–15 Isolated Colony
16–18 Starship or Starbase
19–20 Roll Again or Choose

The text of the section provides a short description of each of the options in the table, but it’s fairly self-explanatory, I think.

Anyway, I rolled a 12, which gives me “Homeworld.”

I need to choose a Value at this stage. Since several sample Values were provided in the description of the Orions as a Species, it seems right to take one of those for a personal from the Orion homeworld.

First Value – I thrive because I do not ignore opportunities.

On top of that, I get to add 1 to one of the attributes I improved when I settled on Orion as a species. I’ll add to Presence, making it a 9.

Finally, in the Environment step, I can add 1 to Command, Security or Science departments. I am beginning to see a potential role for this character so I will choose to add it to Command, making that a 2.

Step 3: Upbringing

It is interesting here that you can choose to either accept or rebel against your upbringing, and this will have a material effect on the character.

Here’s the table:

D20 UPBRINGING
1–3 Agriculture or Rural
4–6 Artistic and Creative
7–9 Business or Trade
10–12 Diplomacy and Politics
13–15 Science and Technology
16–18 Starfleet or Military
19–20 Roll Again or Choose

That’s a 1. Agricultural or rural. I think there is no doubt that this character rebelled against the life of a hydroponics farmer in the hinterlands of the Orion homeworld. They fled to the cities and the stars at the first opportunity.

Given that choice, they get to increase their Presence by 1 point again, making it 10. They also get to add 2 to Reason, bringing it to 9.

Next, they can increase one of the following departments by 1: Conn, Security or Medicine. I think they should be a good pilot. So Conn increases to 2.

I get to choose a Focus at this stage as well. They provide several examples that suit the upbringing. I’m going to choose Navigation as my first Focus.

This step also provides access to a talent. But you are given the option to wait until the end of character creation to choose it, so I’m going to do that since many of the talents have strict attribute requirements that this character cannot fulfil at this stage.

Step Four: Career Path

This is the most important step in building a character for Star Trek Adventures.
So, normally, I would make a roll for every aspect of a character I make on the blog, but, I have a clear idea of this PC being a Command track Star Fleet Officer. It is possible to roll for this. Here are the tables, if you’re interested in what else is available:

D20 CAREER PATH
1–4 Starfleet (Officer)
5–8 Starfleet (Enlisted)
9–10 Starfleet (Intelligence)
11–12 Diplomatic Corps
13–14 Civilian (Physician)
15–16 Civilian (Scientist)
17–18 Civilian (Official)
19–20 Civilian (Trader)

D20 TRACK
1–6 Command
7–12 Operations
13–18 Sciences
19–20 Roll Again or Choose

But, as I mentioned, I have already made the choice. Here’s what I get for my Orion character on the Star Fleet Command track Career Path:

  • Trait: Starfleet Officer
  • Value: The Prime Directive is there to remind us we are not gods and should not act like them. (This is one of several examples provided here. I like it as a stepping stone for the PC.)
  • Attributes: 3 points to be split between two or three attributes. I am choosing to add 2 to Control (now 9) and 1 to Daring (now 9.)
  • Departments: +2 to either Command or Conn and +1 to any two others. Can’t have any department over 4 at this stage. I’m going to top out Conn at 4, and I am going to make Command 3 and Security 2.
  • Focuses: These should reflect the Command track. I’m going to choose Inspiration, Persuasion and Helm Operations
  • Talent: another talent. Still saving these up till the end

Step Five: Experience

There is no table to roll on this time. I must choose Novice, Experienced or Veteran. I think my Orion is a brash young go-getter, so I will choose Novice.
Here’s what the Novice gets:

  • Value: I must prove myself (once again, chosen from some examples)
  • Talent: I receive the Talent, Untapped Potential
    • This means I can’t have any attribute above 11 or any department above 4 but when it has the potential to gain you extra Momentum during play whenever you succeed at a task.

Step Six: Career Events

Captain Picard overseas the Command Track.
Captain Picard overseas the Command Track.

You get two major career events that are likely to have shaped the character. There is a table for this that I can roll on twice. Here’s the table:

D20 CAREER EVENT
1 Betrayed Ideals for a Superior
2 Breakthrough or Invention
3 Called Out a Superior
4 Conflict with a Hostile Culture
5 Dealt with a Plague
6 Death of a Friend
7 Discovered an Artifact
8 Encountered a Truly Alien Being
9 First Contact
10 Lauded by Another Culture
11 Learned Unique Language
12 Mentored
13 Negotiated a Treaty
14 New Battle Strategy
15 Required to Take Command
16 Serious Injury
17 Ship Destroyed
18 Solved an Engineering Crisis
19 Special Commendation
20 Transporter Accident

I got a 15 – Required to Take Command for my first one.
In this case, since my PC is a novice, I am imagining a scenario in which their instructor at the academy was gravely injured in a shuttle crash during a training exercise. My PC was the first to get the situation under control and co-ordinate the efforts of the other cadets to repair the ship, call for rescue and stabilise their instructor.

Gains:
Attribute: +1 Daring (now 10)
Department: +1 Command (now 4)
Focus: Composure

Second roll, 10 – Lauded by Another Culture.
On their first mission, my Orion was involved in the rescue of a Ferengi trading vessel. On board the drifting ship, they managed to restore power, save the lives of the Damon and his crew and even brokered a profitable deal between them and the Federation.

Attribute: +1 Presence (Now 11)
Department: +1 Science (Now 2)
Focus: Ferengi Culture
Trait: Ferengi Trading Partner

Step Seven: Finishing Touches

Almost done. This step provides a little bit of everything and the necessary personal details that round out any character.

Value: Your expectations limit you (one of the Orion examples. They are still an Orion at heart, even if they are a Star Fleet Officer now)
Attributes: +1 to Daring (Now 9) and +1 to Fitness (Now 9)
Here are the final attribute scores:
– Control – 9
– Daring – 10
– Fitness – 9
– Insight – 7
– Presence – 11
– Reason – 9
Departments: +1 to Security (now 3) and +1 to Science (Now 3)
Here are the final department scores:
– Command – 4
– Conn – 4
– Engineering – 1
– Security – 3
– Medicine – 1
– Science – 3
Focuses: Got all 6, Navigation, Ferengi Culture, Composure, Inspiration, Persuasion and Helm Operations
Talents: Time to choose these. I should have two more in addition to Untapped Potential

  • Bargain: REQUIREMENT: Command 3+
    When you use Negotiation to make an offer to someone during social conflict, you may re-roll a single d20 on your next Persuade task to convince that person. If the social conflict with that person involves an extended task, your Impact is increased by 1.
  • Follow My Lead: REQUIREMENT: Command 3+
    When you succeed at a task during combat or another perilous situation, you may spend Determination. If you do, choose a single ally who can hear you. The next task that ally attempts counts as having assistance from you, using your Presence + Command. On this task, do not roll your assistance die: it counts as having already rolled a 1.
  • Final Details:
    Mesh is this character’s name and he uses the pronouns he/him.
    He is 22 years old.
    His passtime is Parisi Squares (a dangerous sport.)
    Mesh’s role is that of the Executive Officer. He gets:
  • ROLE BENEFIT: When an allied character in communication
    with you spends Determination, you may spend 3 Momentum (Immediate) to enable that character to regain the spent point of Determination.
    His rank is Lieutenant Junior Grade.
    Equipment is not important to this exercise so I’ll skip it.

Conclusion

This has taken a lot longer than I expected when I set out to make the character. My advice would be to leave a whole session for several players to make their characters, tweak them, decide on their relationships to the other PCs etc.

But it was fun. I enjoyed delving into the Star Trekness of it all and I think I would actually like to play Mesh, my Orion Lieutenant Junior Grade who dreams one day of commanding a ship of his own.