Welcome aboard. For some of you, this will be your first assignment, fresh out of Starfleet Academy. For others, this will be the next stage in your career within Starfleet. No matter where you are assigned on the ship — whether you are bridge officers, specialists in your fields, researchers who will be assigned to science stations, or operations crew ensuring the safety of the ship or to keep the engines running at peak performance — you all have a vital role to play on board.
A great part of the enjoyment of roleplaying games is in creating original Player Characters and telling their stories, and this chapter describes how to do so. Star Trek Adventures provides two distinct methods of creating those original characters, and these methods will produce roughly equivalent characters. Whichever method is used, it should be used for the entire group, to get the same play experience.
The term “character” applies to both Player Characters (those representing and controlled by Players) and Non-Player Characters (characters controlled by the Gamemaster). While Non-Player Characters (NPCs) are treated somewhat differently in some aspects of the game systems, they are otherwise like Player Characters and thus, the use of “character” in this chapter applies to both Player Characters and Non-Player Characters.
The Galaxy of Star Trek is filled with characters of all kinds, who populate its worlds, crew its starships, and interact with one another in all manner of ways, both mundane and dramatic. To represent this abundance and diversity, characters are composed of a several elements that collectively serve to depict how that individual interacts with the universe, both in game terms, and in story terms. These elements are Attributes, Disciplines, Focuses, Values, Traits, and Talents, and together they paint a picture of who the character is, what they are good at, and how they view the universe around them.
Characters are, broadly speaking, divided into three types for the purposes of play.
The elements that comprise a character are described in the sections below.
A character will typically have one or more Traits, one of which will always be the character’s Species. Traits are essentially descriptions of important parts of the character, in a single word or a short phrase. Alongside a character’s Values — which cover the character’s personality, motivations, and beliefs — Traits help define what the character is and what they can do, and they can be employed in the same way as Traits for a location or situation, such as to increase or reduce the Difficulty of Tasks.
First and foremost, we have the character’s species. Different species in Star Trek vary in many subtle ways, both biologically and culturally, and a Trait can encapsulate those many little differences easily. These are both positive and negative, and influence both how the character interacts with their environment and how characters interact with one another.
A character may obtain additional Traits because of things that happen to them during character creation — lifechanging events that will define the character going forwards — and they may occasionally gain more during play. This may be something about the character, such as a debility or impairment the character suffers from, or the influence of some external force, such as the impact of a harrowing experience.
Traits are neutral, and thus able to be applied both positively and negatively. There is no fixed number of Traits a character will have, though every character will have at least one: their species. Traits, and their effects upon play, are described in full on p. 76.
Example: Lieutenant Commander Geordi La Forge has two Traits: Human, and Blind. The first is his species: anything that affects a Human in a specific way, or for which being Human is advantageous or problematic, is impacted by this Trait. The second reflects the fact that Geordi was born without eyesight, and will thus impact any situations where eyesight is necessary or useful. Because of this second Trait, Geordi has a unique piece of equipment: his VISOR. This allows him to see, counteracting the effects of his blindness, but it comes with its own set of potential problems.
When a character is created, the character’s Player creates statements that describe the attitudes, beliefs, and convictions of that character. These are not simple opinions, but the fundamental structure of the character’s morals, ethics, and behavior. They are the things that define who a character is as a person, why they behave the way they do, and what drives them during times of struggle and hardship.
One type of Value is a relationship. Where most Values reflect something internal about the character, a relationship reflects a bond between two characters, or a character and an organization, specifically how the character regards the other party described by the Value. This bond doesn’t have to be positive — old grudges and resentments can have a definitive effect upon a character’s nature — but it must be something significant, and something that shapes who the character is and how they act.
However, a character’s Values are not static. They are potent driving forces for the character; people evolve and grow with their experiences, and in many cases, things that once felt like unshakeable beliefs may come to be seen differently as time passes. There will be opportunities during play to alter a character’s Values, and Values are an important part of how characters grow and develop over time.
Values differ from Traits (above) in that they describe what the character believes. They are statements about how the character regards the universe around them, and they are both subjective and potentially changeable. How Values are used in play is described on p. 87.
Example: Captain James T. Kirk has four Values, which define the core of his personality. These are “Doesn’t Believe in a No-Win Situation,” “There’s No Such Thing as The Unknown — Only the Temporarily Hidden,” “Married to the Enterprise” and “Risk is Our Business”.
Each character in Star Trek Adventures is defined by six Attributes. These are described elsewhere, but they’re repeated here as a useful reminder. They embody the character’s intrinsic physical and mental capabilities, when compared across species, and the ways they prefer to approach problems. These attributes are Control, Daring, Fitness, Insight, Presence, and Reason. Each attribute has a rating which determines its measure, with higher numbers reflecting greater ability. For humanoids, these attributes range from 7 to 12, with 8 representing average capabilities. Nonhumanoid creatures may have attributes across a broader range, and special abilities that increase their abilities further, though that is described more in the rules for Adversaries.
A character may encounter situations for which more than one of their Attributes are applicable. In these cases, it is important to consider the context of the situation, and how the character is choosing to approach the problem. The Gamemaster may choose which Attribute is most applicable to a situation if more than one could be used.
Control is about the character controlling themselves, and it covers precision, accuracy, and careful timing. It can rely on self-discipline and control of one’s emotions to ensure mechanistic precision, or it can be a mixture of fine motor skills, coordination, and familiarity with the activity.
A character might use Control…
Daring comes into play whenever a character reacts to a new situation without doubt, hesitation, or caution. It covers circumstances where characters take decisive action without a detailed plan or analysis, and relies on gut instinct and quick reflexes.
A character might use Daring…
Fitness is about enduring hardship and employing force. It covers physical conditioning, general health and well-being, fortitude, and endurance.
A character might use Fitness…
Insight is about understanding people and their feelings, and being open to different ideas and ways of thinking. It covers self-awareness, being conscious of a creature’s current state of mind, and hard-earned wisdom, and relies upon a person’s emotional intelligence, empathy, and experiences.
A character might use Insight…
Presence is power of personality, and the ability to command attention or respect. It’s used for being diplomatic during negotiations, giving orders during a crisis, and even being charming or seductive.
A character might use Presence…
Reason is about logic and meticulous analysis. It covers forming hypotheses and intricate planning, as well as recall of intricate facts, calculation of complex variables, and it relies on keen observation and a thorough command of the facts.
A character might use Reason…
In addition to the six Attributes, each character is trained in six Disciplines, which encompass the broad roles that Starfleet officers are expected to be proficient within. Each Discipline is rated from 0 to 5, with each rating representing a differing level of training, expertise, and natural aptitude. All Main Characters have at least a 1 in every Discipline — Starfleet provides extensive training and expects its officers to have at least basic proficiency in every discipline.
| DISCIPLINES TABLE | |||
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| DISCIPLINE | MEANING | ||
| 0 | Untrained, unskilled, lacking in innate aptitude. | ||
| 1 | Basic training, rudimentary skill, or a raw but undeveloped aptitude. | ||
| 2 | Professional competence, from a combination of training and talent. | ||
| 3 | Experienced and well-trained, or an aptitude developed through study and training. | ||
| 4 | Excellence within the field, achievable through dedication and experience. | ||
| 5 | Exceptional, often a combination of intense training, hard-won experience, and natural aptitude. | ||