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7/14/2016 StarTrek:CypherIntroductionMephitJames'Blog

MephitJamesBlog

StarTrek:CypherIntroduction

PUBLISHEDONJune28,2016July14,2016bymephit1916
So,Ivepostedonsome(hps://mephitjamesblog.wordpress.com/2016/05/19/startrekcharactersheet/)
other(hps://mephitjamesblog.wordpress.com/2016/05/12/startrekswithoutnumbers/)postsaboutmy
searchforamoremoderngameengineforrunningStarTrek.IliketheDeciphersystem,butitsalile
oldschoolandalsoconvincingpeopletotakeonanewsystemissometimeshard.Iveseenadaptations
usingSavageWorlds(hp://savageheroes.com/conversions/red_alert.doc)(afew
(hp://savagepedia.wikispaces.com/Savage+Star+Trek)dierent(hps://savagestartrek.wordpress.com/)
ones,actually),onepublishedusingGURPS(hp://www.sjgames.com/gurps/books/primedirective/),andthen
thed20PrimeDirective(hp://www.drivethrurpg.com/product/88002/PrimeDirectivePD20Modern)books
whichIndparticularlytonedeaf.

ImnottotallyintoanyoftheseandsoImmakingmyownusingtheCypherSystemRules!
(hp://cyphersystem.com/)

WhyCypher?

Well,foronethingthesystemreallylendsitselftostorytelling,whichisabigpartoftheStarTrekmilieu.
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Well,foronethingthesystemreallylendsitselftostorytelling,whichisabigpartoftheStarTrekmilieu.
Crewsofstarshipsarealwayssolvingpuzzles,negotiatingothercultures,andgenerallyunraveling
mysteriesthatdontexactlymaptostandardRPGconicts(whichiswhythed20systemreallydoesnt
worksowell).

InCypher,thesepuzzlesareeasilydealtwithbyassigningthemalevel.Iftheawaymissionisto
observeandassessanewculturepotentiallysuitableforFirstContact,theGMcandecidethatsalevel4
missionandifthereisntalreadyadicultylevelforataskthenyoucandefaulttothatvalue.Likewise,
skillsareonlydescribedingeneraltermsandplayersareencouragedtondnovelwaystousethem.

Itsalsoagreatsystemformakingthingsuponthey.MonteCookGameshasanexcellentpostabout
HowtoMakeaCreatureinTenMinutesOrLess(hps://www.montecookgames.com/makeacreature
in10minutesorless/)thatreallysellstheutilityofthesystem.Ifyourplayerswandertoaplanetyou
didntplanforthemtoortheygopokinginadierentdirection,noproblem!Youcaneasilymakeup
someNPCstofacethem,sometimesevenwhileatthegamingtable.

ImnotsayingthatthisisthebeallandendallofStarTrekgaming,justthatitsmyfavoritet.Ithink
thatthesystemhasalotofqualitiesthatrecommenditforthisseingingeneral,though,andImgoing
tomakethecaseintherestofthispost.

MakingCharacters

Therstquestionis,whatdoInothavetodo.Well,tostartattheverybeginning,Cyphercreates
charactersusingasentencestructure:Ima[descriptor][type]who[focus].Thiscreatesboththe
mechanicsofthecharacterandagoodsummaryoftheindividual.Inafantasyseingyoumightbe
aSharpEyedWarriorwhoNeedsNoWeaponswhileinahorrorseingyoumightplayaSkepticalSpeaker
whoSolvesMysteries.Imgoingtotakeoneachoftheseaspectsinturn.

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Descriptor

Therstpartofthesentenceformulaisthesimplest.Thestraightforwardadjectivesworkforanyseing,
includingStarTrek.ThedozensofdescriptorsintheCypherSystemRulebookwilldonicelywithoutany
changes.Thereisonepartoftheequation,though,thatdoesneedtogetaddressed.

IntheCypherSystem,nonhumancharactershavedescriptorsthatgivethemtheirracialabilities.Idont
particularlylikethisfeatueranditsparticularlyinappropriateforStarTrekwherecharactersroutinely
areofsomeotherspeciesthanhuman.Ifyoureplayingashipfromsomewhereotherthanthe
Federation,everyoneinthepartymightbeanonhuman.

Inanswer,ImusingthesamesystemthatShotguns&Sorcery
(hp://outlandentertainment.com/project/shotgunssorcery/)uses.Theyhavetwodescriptors,oneforspecies
andonefortheyrepersonality.ThestatementforacharacterinStarTrek:Cypher,then,is[Character
Name]isa[GeneralDescriptor][SpeciesDescriptor][Type]who[Focus].Itsabitwordier,butityields
usefulphrasesfortheStarTrekuniverse.Evenhumansgetaspeciesdescriptor.Statpoolsandother
featuresnormallycoveredbytypeareinsteadtakenonbyspeciesdescriptors.Lookforafuturepost
aboutthose.

Type

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Incontrasttodescriptors,typesareaprobleminStarTrek:Cypher.TherearefourtypesintheCypher
SystemRulebookandthreeofthemarealmostentirelyunusable.Thereareseedsofusefulness,though,
thatcanbegrownintosomethingthatisuseful.

Warriorsareneastheyare,althoughImrenamingthemTacticalOcers.Someoftheabilitiesmight
belessusefulwithfuturisticweaponsbutthatsforplayerstogureout.

Explorers,pokingintotheunknownandndingpathsthroughthewilderness,makegoodScience
Ocers.Wellneedtoaddabunchofscienceandinstrumentabilitiesbutthatsforthelaterpost.

Speakerscouldmakegoodleadershiptypes,renamedasCommanders,andplayinguptheirmotivation
andmoraleboostingabilitieswillmakethemexcellentocers.Idontwanttorequireanyoneina
positionofauthoritytobeaCommander,though,soIllhavetogureoutawaytogiveleadership
abilitiestoothertypes.

Adeptsaretheworstcase.AsusersofmagictheyarejustnotusableatallinStarTrek.Wedoneeda
techietype,though,soadeptsaregoingtoberenamedEngineersandwellhavetoswitchtheirmagic
spellstotechnicalmagic.

Focus

TherearealotoffocithatworkinStarTrek,andplentyofideasfornewones.Actually,someofthefoci
answergreatquestionslikehowtoplayaliberatedBorgorhowtohaveamixedbloodcharacter.Illbe
makinggooduseofthesetogiveplayersgreatoptions.

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Cyphers

IntheCyphersystem,unsurprisingly,cyphersplayabigrole.Theycancoverallmannerofthingsfrom
tricorderstomobileholographicemierstocloakingdevices.Imightevenusethemorsomethinglike
themforshipsbutwellseewhatoptionsmakesensewhenwegettothatpoint.

Onethingtheywontbecoveringisweapons.Phasers,disruptors,andbatlethsarealljustregular
weaponsfollowingtherulesfromtheCypherSystemRulebook(maybewithafewtweaks).Charactersare
limitedinthenumberofcypherstheycancarryandIdontwantthemtohavetogounarmedbecause
theyarecarryingtoomanysensors.

ThePlan

So,thatsthestateofthings.Imgoingtotacklethingsoneatatimeinfuturepostssostaytunedfor
everythingyouneedtoplayStarTrek:Cypher.Illcomebackandlinkastheygetnished.

PartOne:Species(hps://mephitjamesblog.wordpress.com/2016/07/05/startrekcypherspecies/)
PartTwo:Type(hps://mephitjamesblog.wordpress.com/2016/07/14/startrekcyphertypes/)
PartThree:Foci
PartFour:Equipment
PartFive:Ships

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MephitJamesBlog

StarTrek:CypherSpecies

PUBLISHEDONJuly5,2016July14,2016bymephit1916
WelcometoPartOneoftheactualmaterialforStarTrek:Cypherproject.Lasttime
(hps://mephitjamesblog.wordpress.com/2016/06/28/startrekcypherintroduction),Iwentoverthe
basicsoftheideaandoutlinedwhyIwasusingtheCypherSystem(hp://cyphersystem.com/)andhow
Iplannedtoimplementthings.ImentionedanadditiontotheCypherformulatoaccountforspecies,an
extradescriptoratthebeginningofthecharacterssentence.Thisallowspeopletohavebothaspecies
andaregulardescriptor,somethingthatspreyessentialforthemultispeciesseingofStarTrek.

TherearedozensanddozensofspeciesinStarTrekandGMs,aswellasplayers,shouldbeencouraged
tomakeuptheirownforagivencampaign.ThelistthatfollowsisthelistofspeciesavailableintheStar
TrekPlayersGuidefortheDeciphersystem(minusthetwoDeltaQuadrantspecies).Iconsiderthisbook
preydenitiveforplayingStarTrekasaroleplayinggame.

IalsoamnotatalltakingcreditforthisadaptationoftheCypherSystemrules;itistakenfreelyfromthe
racesystemintheupcomingShotguns&Sorcery(hp://outlandentertainment.com/project/shotguns
sorcery/)game.LikeStarTrek,thatseingreliesalotondierentracesandsoaskingplayerstochoose
betweendecriptorsandraceisalileunreasonable.InStarTrek:Cypher,yougettopickboth!Yourracial
descriptordecidessomeskillsandinabilitiesforyou,aswellasgivingyouyourstartingpools(usually
coveredbyyourtype).

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Andorian

Andorians(hp://memoryalpha.wikia.com/wiki/Andorian)haveMight10,Speed10,andIntellect8.
Youdivideanother6pointsamongyourStatPoolsafterthat.
Skill:Andoriansantennaegivethemextrasensitivityoftheir
surroundings.Youaretrainedinalltasksinvolvingperception
ofheat,sounds,andenvironmentalchanges.

Skill:TheclimateontheAndorianhomeworldisharshto
saytheleastandAndorianshaveevolvedtocopewith
discomfort.Youaretrainedinanydefenserollsagainst
painandcoldbasedeects.
Keth:AllAndoriansbelongtoaclanorkethwhichusually
specializesinaparticularserviceasaculturaltouchstone.
Chooseoneofthefollowing.
Aldin:Youaretrainedinsciencetasks.
Athrun:Youaretrainedinpilotingtasks.
Birev:Youaretrainedinrepairtasks.
Dara:Youaretrainedinstealthtasks.
Dovoro:Youaretrainedinmercantiletasks.
Idisha:Youaretrainedinentertainmenttasks.
Kor:Youaretrainedinnegotiationtasks.
PTrell:Youaretrainedinrstaidtasks.
Languages:Graalen,FederationStandard

Bajoran

Bajorans(hp://memoryalpha.wikia.com/wiki/Bajoran)haveMight9,Speed10,andIntellect9.You
divideanother6pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Skill:Bajoransareaveryartisticandcreativepeople.Youaretrainedinartistictoolsofallsorts.

Skill:TheworshipoftheProphetsisanintegralpartofBajoransocietyandevennonreligious
BajoransknowtheSacredTexts.YouaretrainedintasksthatinvolvetheBajoranreligion.
Pagh:AllBajoranspossessapagh,somethingakintoasoulorlifeforceinotherreligions.The
strengththisaordsthemprovidesanadditional1onrecoveryrolls.

Language:Bajoran
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Language:Bajoran

Betazoid

Betazoids(hp://memoryalpha.wikia.com/wiki/Betazoid)haveMight9,Speed10,andIntellect9.You
divideanother6pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Telepathy:Betazoidsarenaturallytelepathic.Theycanreadothers
surfacethoughtsandprojecttheirownthoughtstoothertelepaths.
PsychicallyVulnerable:Wheneveryouarenearapsychicentity
orinalocationwherepeoplearefeelingalotofstrongemotions,
theGMcanuseoneintrusionagainstyouforfree.Thisintrusion
mightinvolvethepsychicentityspeakingthroughyou,thecloud
ofstrongemotionsinuencingyourownmood,oryouremotions
inadvertentlyprojectingtoothers.
Inability:Betazoidsarenaturallypeacefulandtheyincreasethe
dicultyoranytaskthatinvolvesintimidationorthreatening.
Languages:BetazoidandFederationStandard

Bolian

Bolians(hp://memoryalpha.wikia.com/wiki/Bolian)haveMight8,Speed9,andIntellect11.You
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Bolians(hp://memoryalpha.wikia.com/wiki/Bolian)haveMight8,Speed9,andIntellect11.You
divideanother6pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Skill:Boliansareexceptionallygregariousandcommunal.Youare
trainedinalltasksrelatedtomakingfriendsandwinningpeopleover.

Skill:Boliansareexceptionallygregariousandcommunal.Youare
trainedinalltasksrelatedtomakingfriendsandwinningpeopleover.
Enabler:SmallgroupdynamicsarewhereBoliansshineespecially
well.Whenusingacooperativeaction(seeCypherSystemRulebookp.
211)youincreaseanydicultymodicationsbyonestepmoreand
increaseanybonusesby+1.Forexample,ifyouaretrainedinclimbing
andhelpinganothercharacterclimb,youcandecreasethatcharacters
rollbytwostepsorgivethema+2bonusiftheyaretrainedinclimbingaswell.Thisworksaswell
fortheaackanddefensecombinations(TheOldOneTwoThree,HighandLow,andCoveringFire)
describedonpage211oftheCypherSystemRulebook.
Inability:Whenyouareisolatedoraloneinasituation,youincreasethedicultyofanytasksby
onestep.
Language:Bolian,FederationStandard

Cardassian

Cardassians(hp://memoryalpha.wikia.com/wiki/Cardassian)haveMight10,Speed9,andIntellect9.
Youdivideanother6pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Skill:Cardassiansaretrainedwithintensivementaltrainingfrombirth.Youaretrainedinmemory
tasks.
Skill:Cardassianchildrenalsoreceiveintensephysicaltraining.Youaretrainedintasksrelatedto
resistingpain.
Skill:CardassiansocietyrevolvesaroundsecretsandCardassiansareparticularlygoodatnding
themout.Youaretrainedintasksrelatedtondingoutsecretsaswellaskeepingthem.
Inability:Becauseoftheirpryingnatures,Cardassiansaredistrustedbyothers.Youincreasethe
dicultyoftasksinvolvingwinningovernonCardassiansbyonestep.
Vesala:LikeallCardassians,youhaveanetworkofpersonalcontacts,favorsowed,andalliestohelp
yougetthingsdone.YourGMmayuseyourvesalaatanytimeaspartof
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yougetthingsdone.YourGMmayuseyourvesalaatanytimeaspartof
thestory.
Language:Cardassian

Ferengi

Ferengi(hp://memoryalpha.wikia.com/wiki/Ferengi)haveMight8,Speed8,andIntellect12.You
divideanother6pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Skill:Ferengisenormousearsgivethemakeensenseofhearing.
Youaretrainedinhearingtasks.
Skill:AllFerengigrowupsurroundedbybusinessandnumbers,
andthespeciespossessesanintrinsicknackforcalculations.You
aretrainedinanybusinessorcalculationtasks.
Skill:Ferengisfourlobedbrainsmakethemresistanttothemental
abilitiesofothers.Youaretrainedindefenserollstoresistmental
eects.
Inability:TheresnoprotindyingandFerengiarenotorious
cowards.YouincreasethedicultyoftasksofSpeedchecksfor
initiativebyonestep.
Language:Ferengi

Human
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Human(hp://memoryalpha.wikia.com/wiki/Human)haveMight9,Speed9,andIntellect9.You
divideanother7pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Skill:Youaretrainedinanytwoskillsotherthan
aacksordefense.HumanFeatures
Versatile:Youcanreducethedicultyofanyaction
byonestep.Eachsessionyoucanusethisfeaturea
numberoftimesequaltothetieryouhaveaained.
YoucantuseVersatilemorethanonceperroll.
Language:FederationStandard

Klingon

Klingons(hp://memoryalpha.wikia.com/wiki/Klingon)haveMight11,Speed8,andIntellect9.You
divideanother6pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Skill:Klingonyouthsreceivecombattrainingfromayoungageand
cantakeapunchwell.Youaretrainedindefenserollsagainstpain
basedaacks.
Skill:Knownfortheirferocity,Klingonsareveryadeptatmaking
othersfeeluncomfortable.Youaretrainedinintimidationtasks.
Skill:AllKlingonwarriorsaretrainedintheuseoftraditional
Klingonweapons.
Braklul:Klingonphysiologyisfullofredundantorgansand
systems,makingthemveryhardtodamageorkill.Youincreaseyour
recoveryvalueby1.
Inability:HonorisamajorfacetofKlingonsocietyandwarriors
regularacceptgreatlossorevendeathbeforedishonor.Ifyourefuse
achallengeoraackahelplesspersonthenyouincreasethedicultyofallchecksbyonestepfor
thenexthour.
Language:Klingon

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KlingonWeapons

Batleth:Thisheavymeleeweaponisabroadcrescentthatcanbewieldedtwohandedlikeabladed
quarterstaoronehandedlikeasword.Itsnamemeansswordofhonoranditisthequintessential
Klingonweapon.
Dktahg:lightmeleeweaponhasalongstraightbladeandtwocurvedprongsthancanbereleased
withabuon.Itisoftenusedforceremoniessuchasritualbloodleingorcommiingsuicideinthe
faceofdishonor.
Mekleth:ThisshortswordhasaforwardcurvingbladelikeanEgyptiankhopesh.Itisamedium
meleeweaponandisconsideredlesselegantthanthebatlethbutmorepowerfulfortrulystrong
warriors.

Orion

Orions(hp://memoryalpha.wikia.com/wiki/Orion)havedierentStatPoolsdependingontheir
gender.MaleOrionshaveMight11,Speed9,andIntellect8whilefemaleOrionshaveMight8,Speed
10,andIntellect10.Eitherway,youdivideanother6pointstoyourStatPoolsafterthat.

SpeciesFeatures

Skill:OrioncultureisdenedbydecadenceandallOrionsareskilledat
negotiatingsocialsituations.Youaretrainedinalltasksinvolvingmakinga
goodimpressionorwinningallies.
Skill:TheOrionhomeworldisbathedinintensesunlight.Youaretrainedin
alldefenserollsagainsteectsbasedonelectromagneticradiation(suchas
gammarays,cosmicrays,andBertholdradiation).
Languages:Orionandoneotherdominantlanguageofthesectorthey
operatein(usuallyFederationStandardbutalsoCardassian,Klingon,etc)

Romulan

Romulans(hp://memoryalpha.wikia.com/wiki/Romulan)haveMight9,Speed9,andIntellect10.You
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Romulans(hp://memoryalpha.wikia.com/wiki/Romulan)haveMight9,Speed9,andIntellect10.You
divideanother6pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Skill:Romulanspossesskeensensesofhearing.
Youaretrainedinalllisteningtasks.
Skill:TheWayofDeraisacentralphilosophyin
Romulanculture,stressingdedicationandfocus.
Youaretrainedinallconcentrationtasks.
Skill:Romulansareconditionedfromavery
youngagetospyontheirneighborsandlookfor
anysignsofdisloyalty.Youaretrainedintasks
involvingassessinghonestyandnoticingdeceit.
Inability:CentraltothecultureoftheEmpireis
theneedforloyaltyanddedicationtothestate.
Romulansnditdiculttobetraytheirsuperiors
orworkwiththeenemyandtheyincreasethedicultyofallsuchtasksbyonestep.
Languages:Romulan

Trill

Trills(hp://memoryalpha.wikia.com/wiki/Trill)haveMight8,Speed9,andIntellect11.Youdivide
another6pointsamongyourStatPoolsafterthat.

SpeciesFeatures

Skill:Trillcultureisveryfocusedontheprocessofjoining,
whetherornotanindividualTrillevergoesthroughthe
process.Youaretrainedintwoskillswhicharentdefenseor
aack.SpeciesFeatures
Joining:Theprocessofjoiningmeldstwocreaturesintoone:the
wormlikesymbiontandthehumanoidTrill.Youcanchoose
whetherornotyougothroughwiththisprocess.Ifyoudo,use
theadditionalfeatureslistedbelow.
Languages:Trill,FederationStandard

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JoinedTrillFeatures

PastLives:YoursymbionthasbeenjoinedwithotherTrillinthepast.Roll1d4orchooseanumberto
determinethenumberofpastlivesithasbeenthrough.
Skill:Foreachpastlifeyoursymbionthaslivedthroughyouaretrainedinaskillofyourchoicethat
isnotaackordefense.Considerwhythispastlifemighthavethisparticularskill.
Inability:Youalsohavetheemotionalbaggageandexperiencesofyourpastlivestodealwith.You
increasethedicultybyonestepofaspecictaskforeachofyourpastlives.Givesomethoughtfor
whyyourpastlifemighthavethislimitation.

Vulcan

VulcanshaveMight9,Speed9,andIntellect10.Youdivideanother6pointsamongyourStatPools
afterthat.

SpeciesFeatures

Skill:Vulcanspossesskeensensesofhearing.Youaretrainedinall
listeningtasks.
Skill:AllVulcanshavesomepsychicability,eveniftheydontuse
themactively(seetheVulcanspecicfocusHasLearnedtoMeld
Mindsformoredetails).Youaretrainedindefenserollsagainst
mentalaacks.
Enabler:Whiletheyprefernonviolence,Vulcansdohaveaparticular
maneuverthattheycanusetorenderanyhumanoidunconscious.By
grippingthebaseoftheneckwithanunarmedaack(thetargetmust
besurprisedorunawareofyou)theVulcancharacterstunsthetarget
for2d6rounds,duringwhichthestunnedcharactercantakeno
action.
Inability:Vulcancultureisfocusedaroundlogicandrationality.Youincreasethedicultyofany
taskswhichareemotionallybasedorirrationalbyonestep.
Languages:Vulcan,FederationStandard

OtherSpecies
Noteverybelovedspeciesiscoveredhere,norwoulditbepossibletodescribeallofthemreally.Evenif
youexhaustivelycoveredeachandeveryspeciesintheStarTrekcanon,theresnovelsandfancandjust
neatideasthatpeoplewanttotryout.Toaccommodateallofthat,followtherulesbelowformaking
additionalspecies.
StatPools:Youdivide28pointsamongtheStatPools,makingnonehigherthan12orlowerthan7. 9/10
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StatPools:Youdivide28pointsamongtheStatPools,makingnonehigherthan12orlowerthan7.
Afterthat,playerscandistribute6pointsamongtheremainder(Humansareanexceptiontothis).
Traits:SpeciesgettwoSkillsandaLanguage.IfoneoftheSkillsisnotsousefulyoumightgivethem
three,andyoumightdecidetheyhaveaspecialfeature(likethermographicvisionortoughskin)
insteadofaskill.Foreachinabilitytheyget,speciescantakeanextraTrait.
Background:Ifthisisanestablishedspecies,justconsultyourfavoriteStarTrekresource(like
MemoryAlpha(hp://memoryalpha.wikia.com))forthespeciesdetails.Ifitsapersonalcreation,
thinkabouttheirhomeworld,theirrelationshipwithotherspecies,theircharacteristicmannerisms,
andtheirrecenthistoryaswellaswhateverelseyouthinkisrelevent.

FuturePosts
Thatwrapsitupforthespecies,sonextupischaractertype.Letmeknowinthecommentsifyouhave
anysuggestions,orifyoudoanyplaytestingandthinksomethingshouldbeadjusted.

PartOne:Species
PartTwo:Type(hps://mephitjamesblog.wordpress.com/2016/07/14/startrekcyphertypes/)
PartThree:Foci
PartFour:Equipment
PartFive:Ships

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CATEGORIES CAMPAIGNSKELETONS,STARTREK TAGS CYPHERSYSTEM,MAKING


CHARACTERS,NEWRULES,RACE,STARTREK:CYPHER

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1

Commander
The Speaker type in Star Trek: Cypher is called the Commander and it is often the leading officers on
board a starship. This includes captains and first officers, but the abilities of Commanders can cover
anyone who spends most of their time influencing, leading, and/or organizing people.

Commanders in Star Trek: Commander Chakotay, Gul Dukat, Captain Janeway, Captain Kirk, Kang,
Kor, Koloth, Captain Picard, Commander Riker, Captain Sisko.

Background Detail
Roll 1d20 and consult the table below to come up with a detail that colors your characters
background.

Roll Background
1 One of your parents was a famous starship captain and you are expected to excel as much as they did.
2 When you were a teenager, one of your siblings was on a shuttlecraft that went missing. They are presumed dead and
your family has never gotten over the loss.
3 You were accepted into a secret organization for students at Starfleet Academy. It styles itself as a grooming society
for officers and claims to have a protected database of redacted files from secret missions.
4 You lost one of your parents to addiction. He or she may still be alive but youd be hard pressed to find forgiveness.
5 You have no memory of anything that happened before you were found at a destroyed border colony at the age of 18.
6 Your grandparents raised you on a small outpost along the Cardassian border. Youd like to think the experience
taught you something about politics and gave you a wider view.
7 As an orphan, you were fortunate to live in the Federation where your needs were mostly cared for. Still, forming
bonds in adulthood was challenging.
8 You grew up on the outskirts of Federation space, among criminals and smugglers. You still have some connections
there that youd rather keep quiet.
9 You served on a long-term diplomatic mission to another government in the past and you still have friends there.
10 You have an annoying rival who always seems to get in your way or foil your plans.
11 After your captain was killed on one of your first missions you assumed command. This has set the stage for high-
expectations through the rest of your career.
12 On the first ship you served as a bridge officer, a diplomat was horribly murdered. Despite a long investigation, the
culprit was never found.
13 You were on a long five-year mission that toured much of the Alpha and Beta Quadrants. During that mission, you
acquired quite a collection of artifacts.
14 Your childhood sweetheart entered Starfleet Academy with you but you broke up soon after. They ended up with your
best friend (now your ex-best friend).
15 You know people who were part of the Maquis and you remember the injustices they faced and how they felt unjustly
dismissed.
16 You have a reputation for keeping up morale among the crew, something which reflect well on you personally but
sometimes influences your career.
17 You were part of a task force that infiltrated and arrested a criminal organization, and they want revenge.
18 You have a fondness for holodeck programs acting out famous plays and novels. The rest of the crew knows about this
and you frequently get requests for people to take on roles.
19 You are in a close, romantic relationship with another of the ships bridge officers.
20 Someone out there tries to pose as you, using your identity and often for nefarious ends. Youve never been able to
catch this person but youve been told they look and act exactly like you.

Outside of Starfleet
For characters that arent in Starfleet, there are still many different uses of the Commander type.
Captains of civilian starships or the leaders of colonies might have this type. This is also a
good type for characters who are strong leaders, even if they arent leading officers.
Other species with militaries (including the Bajorans, the Klingons, the Cardassians, and the
Romulans) also have commanders leading their ships.
Politicians and those with strong sway can be made with this type, avoiding any of the
overtly military abilities.

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Commander Features
Most of the features of the Speaker can be used with the Commander but the ones that are
supernatural in nature are not available. The following lists give which abilities are removed from the
list as well as new abilities for Commanders in Star Trek: Cypher.

First-Tier Commander Abilities


Enthrall and Erase Memories are not available.
Defensive Maneuvers (1 Intellect point): You direct your ship to follow pre-arranged
maneuvers for avoiding enemy fire. Reduce the difficulty for ship defense rolls against one
enemy vessel for the next round. Action.
Fire on My Mark (1 Intellect point): By directing your allies in an attack, you can
concentrate fire and take down an enemy. You designate a target that you can see, make an
Intellect check, and direct your allies to fire. Reduce the difficulty by one for attacks by allies
within ten feet of you made against the target. Action.

Second-Tier Commander Abilities


Babel, Impart Ideal, and Speed Recovery are not available.
Attack Pattern Alpha (2 Intellect points): You direct your ships crew to
follow prearranged procedures to increase your ships targeting potential. Reduce the
difficulty of ship attacks against a specific enemy for the next round. Action.
Careful Tactics (1 or 2 Intellect points): A good commander can size up an opponent and
spot their weaknesses. Make an Intellect roll against one individual in the immediate area
and spend either 1 or 2 Intellect points. If you spend 1 point, you gain information that you
can personally make use of to reduce the difficulty of your next attack or defense roll against
the target by one step. If you spend 2 points, you gain information that can be used by any of
your allies (or by yourself) to likewise reduce the difficulty of the next attack or defense rolls
against this target. In either case, if no one makes use of this advantage before the end of the
next round, it is lost. Action.
Plan of Approach (2 Intellect points): For one minute, you have an asset to one leadership
task such as negotiations, establishing a base of operations, or directing subordinates. If you
use this ability again before the previous use ends, you gain both assets simultaneously.
Action to initiate.

Third-Tier Commander Abilities


Blend In and Mind Reading are not available.
Attack Pattern Beta (3 Intellect points): You direct your ships crew to follow prearranged
procedures to disrupt your enemys targeting sensors. Reduce damage from successful
attacks against your ship for one round. Action.
Ship Footing (3 Speed points): As the ability on page 55 of the Cypher System Rulebook.

Fourth-Tier Commander Abilities


Confounding Banter, Psychosis, and Suggestion are not available.
Attack Pattern Delta (4 Intellect points): You direct your ships crew to follow
prearranged procedures to cause damaging feedback in your enemys shield arrays. For the
next round, when your ship successfully damages the target ship the targets shields Armor
rating is reduced by an additional point.
Quick Thinking: When performing a task that would normally require spending points from
your Speed Pool, you can spend points from your Intellect Pool instead.. Enabler.
Previous Training: Before you took on a command position, you served in a position in
another department. You gain an ability from another types third-tier or lower abilities.

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Fifth-Tier Commander Abilities
Foul Aura is not available.
Take Command (3 Intellect points): As the ability on page 42 of the Cypher System
Rulebook.

Sixth-Tier Commander Abilities


Shatter Mind, True Senses, and Word of Command are not available.
Action Surge (8 Speed points): You can take an additional action in a round in which you
have already acted. Enabler.
Attack Pattern Omega (6 Intellect points): You direct your ships crew to follow
prearranged procedures to disable an enemy ships subsystems. On a successful attack to
disable a system on an enemy craft, you deal damage as well as disabling the system.
Exploit Advantage: Whenever you have an asset for a roll, the difficulty of the roll is also
reduced by one step. Enabler.

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Engineer
There are no Adepts in Star Trek: Cypher, but the type is recast as Engineer. They have no magic
spells but the feats they perform with computer systems, warp drives, and energy manifolds are
often described as miracles. A good engineer is essential for a smooth voyage and as soon as any
action happens a crew without one is likely to start regretting it quickly.

Engineers in Star Trek: Lieutenant Commander Geordi La Forge, Chief Miles OBrien, Lieutenant
Commander Montgomery Scott, Lieutenant BElanna Torres

Background Detail
Roll 1d20 and consult the table below to come up with a detail that colors your characters
background.

Roll Background
1 You served under a well-respected chief engineer on your first assignment and people frequently ask you what it was
like to work under a master.
2 Your first mission was a secret operation for Starfleet Intelligence that required building eavesdropping devices.
3 You first started tinkering with computers at a young age, trading subspace messages with a group of children with
the same interests. Now youre all grown and scattered throughout Federation space, but you try to keep in touch as
well as you can.
4 On your first assignment, you stopped a warp core breach to save the life of a powerful person. He remains grateful to
you.
5 Your mother was also a skilled engineer and you live in her professional shadow.
6 You owe money to a number of people and dont have the latinum to pay your debts.
7 You failed disgracefully in Starfleet Academy and were dismissed. You reapplied and did much better the second time.
8 You were an incredibly gifted student at the Academy and top of your class. You were noticed by other engineering
officers and quickly moved up the ranks.
9 As a young ensign, you retook the ship when the rest of the crew was incapacitated. You earned the respect of many
and the jealousy of a few.
10 You started out as a tactical cadet before switching to engineering. Your former classmates in the tactical division
dont understand.
11 While studying at Starfleet Academy, you served on a diplomatic mission to the Ferengi Alliance. It was a strange
assignment but you managed to make a good impression on many very rich Ferengi businessmen.
12 Your family owns a large farm somewhere and exports a luxury item like wine, cheese, or clothing.
13 You served for a time on a well-known starship and the engineering department periodically uses their shore leave to
get together and reminisce.
14 You served as one of the head engineers on a small colony or space station. When it unexpectedly became the site of a
major diplomatic conference, you and your fellow officers got some surprising attention.
15 An experimental engine you were part of designing failed spectacularly. It was due to unforeseen conditions but the
event still sticks with you.
16 You are from a distant planet and sometimes have to adjust to designs and fashions that others take for granted.
17 You have a bad habit of putting people off by talking nonstop about ship systems.
18 Your best friend is chief engineer on another starship and you frequently share trade secrets and engine
modifications.
19 You enjoy working with local merchants to get supplies and materials for modifying and optimizing your ships
systems.
20 You get together for a monthly game with other bridge officers. It might be poker, velocity, or another game.

Outside of Starfleet
Engineers are needed everywhere there are starships and technology which is to say everywhere.

On colony worlds and other species ships engineers are necessary to keep everything
running smoothly. They might be formally trained or skilled amateurs.
Inventors and designers like Dr. Noonien Soong would work well as an engineer.
Many travellers and traders would be engineers since they need to maintain their own ships.
They might have a focus or a descriptor that gives them some people skills to make sales
with.

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Engineer Features
The abilities lists for adepts is almost entirely magical in nature. Rather than using those abilities, use
the ones below.

First Tier Engineer Abilities


Effort: Your Effort is 1.
Technical Mind: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.
Expert Cypher Use: You can bear three cyphers at a time.
Practiced With Light and Medium Weapons: You can use light and medium weapons without
penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step. Enabler.
Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items,
and four inexpensive items of your choice.
Special Abilities: Choose four of the abilities described below. You cant choose the same ability
more than once unless its description says otherwise.

Adjust Device (1 Intellect point): You can make small, quick changes to devices. This
ability cant change the devices fundamental functions but it can shift it slightly: changing a
replicator into a holo-emitter, a phaser to a bomb, or a deflector dish into a pulse
transmitter. You cant use adjust device to directly harm another creature or object, although
you can create a weapon with it and attack with that. Action.
Hacker (2 Intellect points): As the ability on page 54 of the Cypher System Rulebook.
Machine Interface (2 Intellect points): As the ability on page 54 of the Cypher System
Rulebook.
Overcharge Weapon (1 Intellect point): The engineer is able to increase the energy output
of a personal energy weapon for one shot. On your next attack with the weapon you deal 2
additional points of damage. Afterwards, the energy weapon will be depleted so the next
shot made with the weapon will increase the difficulty of the attack by one step. Action.
Practiced with Light Weapons: As the ability on page 31 of the Cypher System Rulebook.
Scramble Machine (2 Intellect points): As the ability on page 54 of the Cypher System
Rulebook.
Scan (2 Intellect points): As the ability on page 32 of the Cypher System Rulebook, although
it requires a tricorder or similar device. Using ships sensors increases the volume to a 300 m
cube.
Ship Distortion (2 Intellect points): You modify the energy outputs of your ship,
temporarily changing how other ships sensors detect it. Your ships signature jumps and
stutters, making it difficult to pin down and giving your ship an asset on Engine defense rolls
for one minute. Action to initiate.
Starship Training: You are trained in starship systems and you can attempt to understand
even exotic systems from alien species. With a quick inspection you can pick out the relevant
connections and understand the systems operation. Enabler.
Tech Skills: As the ability on page 54 of the Cypher System Rulebook.
Tinker (1 Intellect point): As the ability on page 54 of the Cypher System Rulebook.

Second-Tier Engineer Abilities


Choose one of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Cutting Light (2 Intellect points): As the ability on page 32 of the Cypher System Rulebook,
although it requires a laser cutter.
Distant Interface (2 Intellect points): As the ability on page 54 of the Cypher System
Rulebook.

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Flash (4 Intellect points): As the ability on page 33 of the Cypher System Rulebook, although
it requires an energy source such as an EPS conduit or comm badge.
Machine Efficiency (3 Intellect points): As the ability on page 54 of the Cypher System
Rulebook.
Overload Machine (3+ Intellect points): As the ability on page 54 of the Cypher System
Rulebook.
Sensor Readings (4 Intellect points): You can use sensors to read the systems of another
starship, determining the basic functions of the ship and what its planning. By seeing energy
building up in the weapons system, for instance, you can determine what weapons it will
attack with next. By reading the patterns in their impulse engines you can try to establish
their next maneuver. Once you have mapped the ships systems you can continue reading the
energy allocations for a minute without needing to spend more Intellect points. Action to
initiate.
Stasis Field (3 Intellect points): You can use a starships systems to erect a force field
around a dangerous hazard, isolating it for up to one minute. Plasma fire, electrical
discharge, dangerous gases, and other hazards can be neutralized with this ability. Action.
Tool Mastery: As the ability on page 55 of the Cypher System Rulebook.

Third-Tier Engineer Abilities


Choose two of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Adroit Cypher Use: As the ability on page 33 of the Cypher System Rulebook.
Barrier (3 + Intellect points): As the ability on page 33 of the Cypher System Rulebook using
a force field projector.
Countermeasures (4 Intellect points): As the ability on page 33 of the Cypher System
Rulebook, but with technological devices.
Energy Protection (3+ Intellect points): As the ability on page 33 of the Cypher System
Rulebook.
Ship Footing (3 Speed points): As the ability on page 55 of the Cypher System Rulebook.
Sensor (4 Intellect points): As the ability on page 34 of the Cypher System Rulebook,
although it requires a technological bug.
Targeting Eye: As the ability on page 34 of the Cypher System Rulebook.

Fourth-Tier Engineer Abilities


Choose one of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Boost Containment (4 Intellect points): You are able to increase the power of the
transporters to reduce the difficult of a check by one. You may only use this ability once for a
particular transport attempt. Action.
Emergency Repair Systems (6 Intellect points): You restore your ships Hull Pool or
Engine Pool in one of two ways: either the chosen Pool regains up to 6 points or it is restored
to a total value of 12. You make this decision when you initiate this ability. Points are
restored at a rate of 1 point each round. This procedure takes four rounds to complete and
you must be at a terminal or at the engine itself the whole time. In no case can this ability
raise a Pool higher than its normal maximum. Action.
Increased Effort: You treat rolls of natural 19 as rolls of natural 20 for either Speed actions
or Intellect actions (your choice when you gain this ability). This allows you to gain a major
effect on a natural 19 or 20. Enabler.
Quick Fix (4 Intellect points): While disabled systems usually only get fixed after a fight is
over, you know a few tricks that can get things working again temporarily. By rerouting

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7
power, adjusting system loads, and moving computer power to different systems you can fix
a disabled system in the middle of battle with 1d6 rounds of work. Action.
Rely on Your Training: When you make a Speed defense roll, you can use Intellect in place
of your Speed. Enabler.
Remodulate the Signal (4 Intellect points): When you are making a check to overcome
jamming attempts by an opposing force, you lower the difficulty by one step. This works for
communication, teleporters, scans, or any other long-range, technological efforts. While the
reduction of difficulty costs no points, you also have the option of spending 4 Intellect points
to mask your signal so that the opposing force attempting to jam it doesnt detect that their
efforts have been overcome. Enabler.
Reroute Emergency Power (5 Intellect points): Starships rarely use the entire energy
capacity of their warp drives at any given time. You know how to get just a little bit more out
of the drive in order to provide a small boost. In effect, you Reroute Power as the starship
action but you dont have to pull it from any other system. This only works for one round and
then you need to wait at least ten minutes to try again. Action.
Rotate Shield Frequencies (6 Intellect points): Its a difficult procedure, but starship
shields can be modulated so that they rotate through frequencies and repair damage to their
systems. By rotating your ships shield frequencies you can temporarily boost the shield
regeneration levels and restore some capabilities to your ship. Each round you maintain this
you restore one point of Armor to your ship; you cannot exceed the maximum armor of your
shields. Action to initiate.
System Modification (4 Intellect points): You modify a starship system or electronic
device to operate in a different way from normal. The new function must be somewhat
related to the devices normal function and it will have a level of 2 or lower. This alternate
effect can function for up to one minute. Action to initiate.
Another

Fifth-Tier Engineer Abilities


Choose two of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Boost Power (6 Intellect points): You boost a devices power with auxiliary reserves for
one short use. This can be an item, a cypher, or a ship system and the boost must be used
within five minutes. Doing so decreases the difficulty of the next action taken with the device
by three steps. Action.
Build Device (7 Intellect points): You create something quickly. You can create anything of
level 5 or lower (using the crafting rules on page 217 of the Cypher System Rulebook) in a
time period as if it were two levels lower (minimum of 0). For instance, a standard phaser
(level 5) would normally take one week to make but you could build one in one day (as if it
were a level 3 item). Items built so quickly are inherently unstable but they should last a
number of hours equal to 10 minus the difficulty to create them. The phaser in the example
above would last 5 hours before needing repairs to continue functioning.
Disable Device (6 Intellect points): You are able to shut down a device by manipulating its
circuitry or power flow with an Intellect check. If you disable a cypher, you render it useless.
If you disable an artifact, roll for its depletion. If you disable another kind of device, the GM
determines whether its power is fully drained. In any case, you completely disable the object
touched until someone spends at least ten minutes undoing your work. If you fail at this
check, the device overloads and you take 5 points of damage. In the case of an overload, you
can attempt another Intellect check (at a difficulty one higher) to have the device fail
anyways. Usually this sets off alarms and has other unwanted effects (GM intrusions) but
you can still disable the device. Action.
Divide Your Mind (7 Intellect points): As the ability on page 36 of the Cypher System
Rulebook.

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Extensive Training (6 Intellect points): You know a lot about technology, even unfamiliar
technology, and you can often intuit the answers to technological questions. You can ask the
GM one question about a technological device or problem and get a general answer. The GM
assigns a level to the question with more obscure or difficult questions being higher
difficulty. Questions about common technologies are generally level 1, whereas a strange
alien device would be level 7. Action.
Jury-Rig (5 Intellect points): As the ability on page 56 of the Cypher System Rulebook.
Master Cypher Use: As the ability on page 36 of the Cypher System Rulebook.
Mastery With Defense: As the ability on page 42 of the Cypher System Rulebook.
Protective Measures (7 Intellect points): You can modify body armor and field dampeners
to resist specific types of energy such as thermal, x-rays, polaron, or triolic. You can even
make a protective measure for extreme cold or toxic atmospheres. The measures you create
offer Armor equal to their level against the conditions it was designed for and it can last up
to twenty minutes of constant exposure before it needs to be refitted. This ability takes an
action (difficulty decided by the level of the measures taken) to create the protective
measures and the expenditure of 7 Intellect points. Refitting the measures for another use
takes another check and the expenditure of 1 Intellect point. Enabler.
Rig Explosion (6 Intellect points): Given some materials, you are able to disable safeties,
reroute power to damaged relays, and otherwise set something up to explode. It will
detonate with enough power to affect everything within short range. You make an attack roll
against each target and deal 5 damage on a successful attack and 1 damage on an
unsuccessful one. When you rig the explosion you can decide when the improvised explosive
detonates, up to five minutes in the future. Action.

Sixth-Tier Engineer Abilities


Choose one of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Combine Cyphers: You destroy one cypher that you bear in order to integrate it with
another. Both cyphers must have effects that are not continuous. The combined cypher can
use either power in a round but not both. You can choose a cypher when you gain this ability
or wait and make the choice later. However, once you have combined cyphers in this way
you cannot use this ability again until you dismantle the original prototype; inspiration only
hits rarely. Dismantling your combined cypher destroys both the cyphers that went into
making it. Use the crafting rules on page 217 of the Cypher System Rulebook to determine the
time it takes to combine or dismantle the cyphers. Action to initiate.
Establish Connection (6 Intellect points): You use a terminal to establish connections with
any computer terminals within 2 km wirelessly or within the same hardwired network. You
can scan for one basic detail such as a specific user, a compromised terminal, a particular file,
or controls for a system. Action.
Inspiring Success (6 Intellect points): As the ability on page 49 of the Cypher System
Rulebook.
Subvert Machine (8 Intellect points): You can take over the command structure of a
machine or system. You need access to a terminal connected to the target but once
established you can control the functions of the machine completely. You can change the
controls lockouts as part of this procedure so that the system will continue following your
instructions even if you are aware of it. This lasts until someone removes your control.
Action.
Im Giving It All Ive Got! (8 Intellect points): You can take an additional action in a round
in which you have already acted. This additional action must be to repair, modify, or disable
some device that you have access to. Enabler.

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9
Scientist
The Explorer type in Star Trek: Cypher is called the Scientist. This includes science and medical
officers on starships but also colony researchers, mineral prospectors, and others who rely on
intelligence and knowledge to make their way through the galaxy. In particular, scientists are fast as
well as smart so they make excellent members of an away team.

Scientists in Star Trek: Dr. Julian Bashir, Dr. Beverly Crusher, Lieutenant Commander Neela Darren,
Lieutenant Commander Jadzia Dax, Dr. Leonard McCoy, Dr. Katherine Pulaski, Commander Spock,
Voyagers Emergency Medical Hologram.

Background Detail
Roll 1d20 and consult the table below to come up with a detail that colors your characters
background.

Roll Background
1 You entered the science division to get out and explore rather than staying in a lab. Youre happiest when you are
trekking across an alien world.
2 You have a relative who is head researcher at a distant colony and sometimes you take your leave there and help with
their research.
3 While youre happy as a Starfleet scientist, you still harbor dreams of discovering something amazing that will allow
you to retire in glory.
4 You started out in the command division but switched to science after a bad experience on a training mission.
5 Your parents were explorers and you grew up on their ship traveling the galaxy. You got to see many different worlds,
now you want to do the same with Starfleet.
6 You served on the science staff of a ship on the front lines of a conflict and earned the respect of the combat officers
despite your preference for the lab.
7 Your entry into Starfleet Academy was supported by a high-ranking Starfleet officer. Now that you have your rank they
seem to expect something in return.
8 You were a top graduate of Starfleet Academy, gaining high marks in both the science division and your physical
training.
9 Your best friend from childhood joined the Federation ambassadors corps rather than Starfleet and now they are a
high-ranking member of the political class.
10 You had a career as an educator before you joined Starfleet and you still have students who contact you all these years
later.
11 You used to be involved in a criminal organization but you turned on them in exchange for a deal. Its all in your record
but youd prefer your crewmates didnt find out.
12 Early in your career you were part of a research mission that gathered amazing results. There was an accident, though,
and all the data was lost when your ship blew up.
13 You formed a club with other science division cadets in Starfleet Academy and you still keep in touch with the network
to this day, sharing stories and research.
14 As a child your colony was attacked and destroyed. You are one of only a handful of survivors.
15 You suffered from an addiction as an adolescent that nearly ruined your life. Now youre determined to make
something of yourself.
16 You were part of a first contact team to an alien world. You saw something amazing and unexplainable during the
mission that you still think about sometimes.
17 While youre a serious and focused scientist while on duty, you have a recreational pastime that makes you very
popular on the ship.
18 You developed a new theory or medical procedure that earned you some acclaim early in your career. Now youre
trying to live up to the expectations it created.
19 One of your relatives is a science officer at Starfleet Academy and they are sometimes willing to help you with research
using the Academys facilities.
20 One of your parents is a high-ranking tactical officer with connections throughout Starfleet, but contacting them means
hearing about how youre in the wrong division.

Outside of Starfleet
There are many different cultures and all of them have a curiosity to some degree of the world
around them, producing their own Scientists.

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Researchers and academics would be scientists, even if they dont know a tricorder from a
hypospray.
Many solo explorers would be scientists, with abilities that allow them to survive in
interstellar space as they pursue their personal projects.
Archeologists, particularly the adventurous kind, would be scientists and even surveyors or
prospectors could make use of the scientists perceptive and tough abilities.

Scientist Features

First-Tier Scientist Abilities


Effort: Your Effort is 1.
Mental Nature: You have an Intellect Edge of 1, a Speed Edge of 0, and a Might Edge of 0.
Cypher Use: You can bear up to two cyphers at a time.
Practiced With Light and Medium Weapons: You can use light and medium weapons without
penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step. Enabler.
Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items,
two moderately priced items, and up to four inexpensive items.
Special Abilities: Choose four of the abilities described below. You cant choose the same ability
more than once unless its description says otherwise.

Danger Sense (1 Speed point): As the ability on page 39 of the Cypher System Rulebook.
Decipher (1 Intellect point): As the ability on page 39 of the Cypher System Rulebook.
Endurance: As the ability on page 39 of the Cypher System Rulebook.
Extra Edge: You have an Intellect Edge of 1 and a Speed Edge of 1.
Keen Mind (2 Intellect points): For the next ten minutes, the difficulty of all Intellect-based
actions other than attack rolls that you attempt is reduced by one step. Enabler.
Knowledge Skills: As the ability on page 40 of the Cypher System Rulebook.
Laboratory Technician: You can use any kit and you start the game with a kit of your
choice. Enabler.
Medical Skills: You are trained in two skills in which you are not already trained. Choose
two of the following: healing, diagnosis, virology, anatomy, and surgery. You can select this
ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Multitasking: If you succeed in a difficulty 2 Speed roll to use a device, you can complete
your task with the device and take another action in the same round. Enabler.
Sensor Camouflage (2 Intellect points): You create a dampening field that masks the
signature of up to ten individuals from sensor sweeps. For one minute, affected creatures
have an asset on rolls made to avoid detection by sensors. Action to initiate.
Strong Mind (2 Intellect points): You automatically block the next mental-based attack
made against you within the next minute. Action to initiate.
Surging Confidence (1 Might point): As the ability on page 40 of the Cypher System
Rulebook.
Understanding (2 Intellect points): As the ability on page 62 of the Cypher System
Rulebook.
Xenobiologist (2 Intellect points): Your insight into alien creatures helps you to
understand their instincts. For the next ten minutes, the difficulty of all Speed and Might
checks to defend against an alien creature or overcome its effects is reduced by one step.
Enabler.

Second-Tier Scientist Abilities


Choose four of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

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Eidetic Memory (2 Intellect points): This ability provides an asset to any tasks involving
memory or data, such as searching databases, recalling names, assessing data validity, or
repairing damaged computer files, and so on. Each use lasts up to a minute; a new use (to
switch tasks) replaces the previous use. Action to initiate.
Enable Others: As the ability on page 41 of the Cypher System Rulebook.
Eye for Detail (2 Intellect points): As the ability on page 41 of the Cypher System Rulebook.
Investigative Skills: As the ability on page 41 of the Cypher System Rulebook.
Navigation Skills: You are trained in two skills in which you are not already trained. Choose
two of the following: astrometrics, piloting, navigation, cartography, and subspace
phenomenon. You can select this ability multiple times. Each time you select it, you must
choose two different skills. Enabler.
Protective Shield (3 Intellect points): You use your equipment to erect a force field to
protect your allies. The field is stationary unless someone takes an action to relocate it and it
lasts for ten minutes. There is enough room behind the shield for a single humanoid (you can
erect multiple fields) and it offers +1 Armor until the effect ends. Action.
Quick Recovery: As the ability on page 41 of the Cypher System Rulebook.
Range Increase: As the ability on page 41 of the Cypher System Rulebook.
Skill With Defense: As the ability on page 41 of the Cypher System Rulebook.
Weak Spot: You target a creatures weak spots and deal it an especially painful strike. When
using this as an attack, you take a -1 penalty to the attack roll and inflict 3 additional points
of damage. This ability only works against biological targets. Action.
Ship Sensor Camouflage (3 Intellect): You adjust the energy distribution on board your
ship to dampen the vessels signature on sensor sweeps. For one minute, your crew has an
asset on rolls to keep the starship from being detected by sensors. Action to intiate.

Third-Tier Scientist Abilities


Choose three of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Battlefield Research (4 Speed points): You can move a short distance and make a
technical check to use a device or kit. While you do this, the difficulty for any defense rolls is
reduced by one step. Action.
Expert Cypher Use: As the ability on page 41 of the Cypher System Rulebook.
Medical Expert: You can use the helping rules (page 211 of the Cypher System Rulebook) to
provide a bonus to another character making a recovery roll. The bonus points they recover
is equal to your tier. Action.
Resilient Mind: You have +1 to Armor against any kind of mental damage, even damage that
normally ignores Armor. Enabler.
Reversed Frequency Field (4 Intellect points): You immediately end one ongoing
technological effect from a cypher, artifact, or special ability within short range. You must
succeed in an Intellect check against the level of the effect (this ability only costs 2 Intellect
points if you fail). Action.
Seize Opportunity (4 Speed points): As the ability on page 42 of the Cypher System
Rulebook.
Sensor Emplacement (4 Intellect): You create a sensor node that will last for 24 hours
unless it is destroyed. During that time, you can gain visual data (including thermal and
ultraviolet), radiation readings, and temperature readings through the emplaced node.
Action to create; action to check.
Sensor Expert: You can ignore the detrimental effects of being compromised on the ship
damage track for checks involving sensors Enabler.
Ship Footing (3 Speed points): As the ability on page 55 of the Cypher System Rulebook.
Synthesize Antidote (4 Intellect points): Once you have identified an infection, parasite, or
radiogenic danger, you can create a temporary antidote while you work on a long-term cure.

Star Trek: Cypher


12
Your can either antidote provides either +10 Armor against the effects of the threat for ten
minutes or +1 Armor against it for twenty-four hours. This ability only creates enough for
four people but you can use up to three levels of Effort to for more doses (instead of
lowering the difficulty of the task); each level of Effort creates two more doses. Doses will
remain viable for up to 24 hours. Action to initiate.
Think Your Way Out: As the ability on page 42 of the Cypher System Rulebook.
Wrest From Chance: As the ability on page 42 of the Cypher System Rulebook.

Fourth-Tier Scientist Abilities


Choose two of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Expert: As the ability on page 42 of the Cypher System Rulebook.


Increase Effects: As the ability on page 42 of the Cypher System Rulebook, but scientists
choose between Intellect and Speed.
Read the Signs (4 Intellect points): As the ability on page 42 or 62 of the Cypher System
Rulebook.
Runner: As the ability on page 42 of the Cypher System Rulebook.
System Expert: When your ship is compromised or disabled on the damage track, the
difficulty of System-based tasks and defense rolls you attempt with the ships computer
systems is decreased by one step. If you also have Sensor Expert, make an Intellect check
when you reach 0 points in all three of your Pools to immediately regain 1 System point and
avoid having your ship become crippled. Each time you attempt to save yourself with this
ability before the ships next ten-hour recovery roll, the difficulty increases by one step.
Field Medic: You can use an action to immediately heal another character who is impaired
or debilitated on the damage track. Doing so will provide them up to two points in Stat Pools
which are at 0. The difficulty for this action is based on the amount of points regained: if two
Pools are increased from 0 to 2 its a difficulty 4 task, if only one pool is being increased from
0 to 1 then its a difficulty 1 task. Treating a patient in this way does not count towards the
once-per-day limit on healing (see pages 210-212 of the Cypher System Rulebook).

Fifth-Tier Scientist Abilities


Choose three of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Adroit Cypher Use: As the ability on page 42 of the Cypher System Rulebook.
Medical Command (3 Intellect points): You issue a specific command to another
character. If that character chooses to listen, the difficulty of any healing checks he makes is
reduced by one step and he heals an additional 3 points. If your command is to perform a
task other than an attack, the difficulty of the task is reduced by two steps. Action.
Mentally Gifted: Any time you spend points from your Intellect Pool on an action for any
reason, if you roll a 1 or 2 on the associated die, you reroll. You always take the second
result, even if its another 1 or 2. Enabler.
Parry (5 Speed points): As the ability on page 42 of the Cypher System Rulebook.
Physically Gifted: As the ability on page 42 of the Cypher System Rulebook.
Scientific Expert (6 Intellect points): You have a wide grounding in scientific topics from
physics and astronomy to biology and temporal anomalies. You can ask the GM one question
about a research problem and get a general answer. The GM assigns a level to the question
with more obscure or difficult questions being higher difficulty. Questions about routine
surveys are generally level 1, whereas a new type of energy would be level 7. Action.
Vigilant (5 Might points): As the ability on page 43 of the Cypher System Rulebook.

Star Trek: Cypher


13
Sixth-Tier Scientist Abilities
Choose three of the abilities described below (or from a lower tier) to add to your repertoire. In
addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

Again and Again (8 Speed points): As the ability on page 43 of the Cypher System Rulebook.
Protective Measures (7 Intellect points): You can modify body armor and field dampeners
to resist specific types of energy such as thermal, x-rays, polaron, or triolic. You can even
make a protective measure for extreme cold or toxic atmospheres. The measures you create
offer Armor equal to their level against the conditions it was designed for and it can last up
to twenty minutes of constant exposure before it needs to be refitted. This ability takes an
action (difficulty decided by the level of the measures taken) to create the protective
measures and the expenditure of 7 Intellect points. Refitting the measures for another use
takes another check and the expenditure of 1 Intellect point. Enabler.
Magnificent Moment: As the ability on page 28 of the Cypher System Rulebook except
applied to Seize Opportunity.
Precise Blow (5 Intellect points): If you hit with a successful you may choose to make the
target stunned in addition to dealing damage. Enabler.
Trained Eye (6 Intellect points): You have such an attention to detail that you can
determine a lot about someone with ten minutes of careful study. You can determine the
basic characteristics about a humanoid target including their species (if known), the
foundation of their biology (carbon-based, silicon-based, etc), their temperament, and
anything else the GM thinks your character might know given their equipment and the
situation. In addition, you learn game statistics for the target including level, health, Armor,
movement, etc. Action.

Star Trek: Cypher


14
Tactical Officer
The Warrior in Star Trek: Cypher is known as the Tactical Officer and they are the premier combat
experts on a starship.

Tactical Officers in Star Trek: Lieutenant Tuvok, Lieutenant Commander Worf, Lieutenant Tasha
Yar.

Background Detail
Roll 1d20 and consult the table below to come up with a detail that colors your characters
background.

Roll Background
1 You served on another starship previously and still have friends there. Your former captain thinks highly of you.
2 You were part of a security detail for a prominent summit that was attacked by terrorists. Your teams failure is a
black mark on your record.
3 You were on the station security team for one of the Federations Deep Space stations and you got to know the
community there well.
4 Your Starfleet Academy mentor remembers you well and still offers advice if you need it. Being in his cadre has made
you enemies as well, however.
5 Your previous assignment in a remote sector of space made you very familiar with the capabilities of enemies in that
region but took you out of Starfleet politics for a bit.
6 You have a reputation for being unorthodox but effective from your previous assignment.
7 You have a disciplinary mark on your record for when you refused a tactical action in the past on moral grounds.
8 You come from a long line of Starfleet officers and sometimes feel the pressure to live up to your familys
expectations.
9 You served undercover with a hostile group for a while and your persona from those days can still call in favors.
10 You returned to the Academy to assist with a tactics course for a bit. Reactions from students are varied but the
experience was great for you.
11 You have a relative who was dishonorably discharged from Starfleet. Its one of the first thing people realize when
they meet you.
12 Your last assignment involved working as a security officer on a ship following a five-year touring mission. Youve
been to many different star systems as a result.
13 Your best friend in the Academy switched from the tactical division to the sciences division. You stayed friends and
helped each other study.
14 You and a friend both love a particular resort world for shore leave and often try to match up your leaves to be there
at the same time.
15 You are the first one in your family to join Starfleet and your choice of tactical division means you live up to all your
familys expectations of the grim and serious officer.
16 You are close with someone in the engineering section of the ship and you sometimes use your breaks to help them
with their work and catch up.
17 Your adviser at Starfleet Academy wrote a famous manual on tactics. When people find out you studied with her they
immediately want to know all about her.
18 Someone you served with on your first assignment retired from Starfleet and is now head of security on a well-
trafficked civilian station.
19 You were present to defend a colony against raiders early in your career. The grateful colonists have adopted you and
frequently send you messages.
20 Your previous captain frequently messages you and requests your tactical input. Its awkward but you can also gain
interesting rumors by engaging them.

Outside of Starfleet
The action-oriented Tactical Officer has a wide range of possibilities outside of the ranks of
Starfleet.
Warriors of any sort could be made with this type, including Kazon raiders, Romulan
soldiers, and Klingon warriors. This works for species without formal militaries as well.
Generals and tactically-minded admirals might also fall into this type. Creative GMs might
also borrow from the Commander type for additional ability options.

Star Trek: Cypher


15

Tactical Officer Features


Tactical Officers can take any of the abilities for Warriors in the Cypher System Rulebook, though
some which deal with ancient weapons or tactics might not be as useful.

Star Trek: Cypher


10/31/2016 StarTrek:CypherFociMephitJames'Blog

MephitJamesBlog

StarTrek:CypherFoci

PUBLISHEDONJuly19,2016September22,2016bymephit1916
AsIstatedlasttime,Ivealreadypublishedthetypes
(hps://mephitjamesblog.wordpress.com/2016/07/14/startrekcyphertypes/)andthespeciesdescriptors
(hps://mephitjamesblog.wordpress.com/2016/07/05/startrekcypherspecies/)forStarTrek:Cypher.This
isallthematerialyouneedtogetstartedsinceitsallthethingsImchangingfromstandardCypher.
Therestisadditionalmaterial,whichwillreallyenhanceyourexperienceandmakeitfeelmoreand
morelikeaStarTrekgame.

IhaveabiglonglistoffociIwanttomakeforStarTrek:CypherbutthelistisgrowingfasterthanIcan
writethem.ThatsoneofthechallengesofmakinghomebrewedmaterialfortheCypherSystem,
everythingissorichandnarrativethatyoucaneasilygetstuckinavortexofproductionandno
implementation.

UPDATE:TheStarTrek:Cypherpage(hps://mephitjamesblog.wordpress.com/startrekcypher/)lists
everythingtheprojecthasgoingonsoenjoy!

PublishedFoci

ThereareahugenumberoffocigivenintheCypherSystemRulebookandalargenumbercanbereused
forStarTrek:Cypher.Thelistbelowgivestheonesthatareappropriateforplayerstochoose,aswellas
somenotesonusingthem.

BuildsRobots:WhileandroidslikeDatashouldremainrare,therearemanyautomatedmachinesin1/6
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10/31/2016 StarTrek:CypherFociMephitJames'Blog

BuildsRobots:WhileandroidslikeDatashouldremainrare,therearemanyautomatedmachinesin
StarTrek,notleasttheshipscomputer.Thisfocusmakesthemabiggerpartiftheseing.
CalculatestheIncalculable:Sciencestaandnavigatorsareimportantmembersofthecrewand
theirabilitiestocalculatethebestsolutiontoanyproblem.
CraftsIllusions:ThiswouldbehologramsinStarTrekbutacharacterwhospecializesinholodeck
technologyandmaintainingholoemiersandcreatingconvincingprojections.Iftheshiphasan
EMHthischaractermightworkonitregularly.
CraftsUniqueObjects:Allengineerscanmakexesanddrawupmechanics,butcharacterswith
thisfocuscanmaketrulyimpressivethings.ThebiggestabilityforthisfocusisCyphersmith,the
abilitytoadjustcyphersandcreatenewones.Thisworkswellforcharacters,butbuildingship
cyphersisevenmoreuseful.
DefendstheWeak:Thisseemslikeitwaswrienforaknightandothermedievalarchetypes,butit
alsoworksforbodyguardsandcourageouswarriors.Thiscanalsoworkwellfordedicatedsecurity
ocerswhomaintainwatcheswell.

DoesntDoMuch:NoteveryoneinStarTrekisacourageoustacticalocerorabrilliantengineer.
Somepeoplejusttakeupspace,fromMornholdingupthebaronDeepSpaceNinetothoseother
medicalstawhoneverseemtohelpwithpatients.
Entertains:ThereareplentyofcharacterswhoareentertainingonStarTrekbuttherearealsosingers,
celebrities,andpersonalitieswhocheerpeopleup.
ExploresDarkPlaces:Thisisintendedasadungeondelver,butinStarTrek:Cypheritworksas
someonetrainedtoinltrateenemybasesandstealtheirsecrets.
HuntsWithGreatSkill:StarTrekmightbeanadvancedseingwithphasersandtransporters,but
therearecharacterswhotrackdownquarriestheoldfashionedwayfromKlingonhunterstoBajoran
pastoralists.Itevenworksforbountyhunters.
InterpretstheLaw:TheFederationhasalotoflawsandtheRomulansandCardassianspreymuch
liveperpetuallyundermartiallaw.EventheKlingonshaveconvolutedrulesofhonorandduty.
Someoneneedstoworkthroughthosemesses.
IsLicensedtoCarry:AnyStareetocerislicensedtocarryaweapon,butthisisthefocustopick
forthosedeadshotswhoreallyknowhowtousethem.
Leads:Commandershaveabilitiestohelptheircrews,butcharacterswiththisfocushaveanactual
cadreworkingforthem.ThiscouldbeKhansgeneticallyenhancedsoldiersorKirasguerillaghters
buteitherwayitworkswellforastarshipcrew.
LooksforTrouble:Despitehavingsomanyweaponsonhand,charactersinStarTrekalwaysseemto
bebrawling.MaybeyouretheStareetocerwholooksforbarghtsonDS9ortheRomulan
warrioralwaystryingtoprovoketheenemyintoaght.

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10/31/2016 StarTrek:CypherFociMephitJames'Blog

MastersWeaponry:TheKlingonshavetheirownmeleeghtingfocus(seeAspirestobeaDahar
Masterbelow)butotherspecieshavetraditionalweaponsandthosewhomasterthemarestillevery
bitasrespectedastheyveeverbeen.
MetesOutJustice:ThehighprinciplesofStarTrekmakethisaninterestingandpotentiallycomplex
focusforacharacter.Whenusedasintended(forachivalrousdefender)thismakesagoodfocusfor
asecurityocerorsoldieralwayslookingtodotherightthing,evenwhenitsthedicultthing.On
theotherhand,thevariousculturesintheseingcouldmakeasystemofjusticethatseemshorrible
tooutsidersbutstillholdsinnocenceandguiltforemost,suchastheharshtraditionsoftheKlingons
orthestrictlawsoftheVothintheDeltaQuadrant.
MovesLikesaCat:Stealthycharactersarealwaysusefulinaparty,whetheraswiftBajoranmilitia
memberoratrainedVulcanwarrior.Fastreexesandquickaacksalsomakethemgoodshotswith
phaserssothesecouldbesecurityocersaswell.
Murders:TheFederationdoesnotuseassassins.Thatbeingsaid,ifStareetIntelligencesends
someoneintohandleasituationandthatpersongoesalileoverboardwithouttheexplicit
instructionsoftheirsuperiorswellthatsreallyjustanunfortunateaccident,isntit?Other
governments,suchastheRomulansortheCardassians,dontmakeanyexcusesforusingtrained
killers,thoughtheyarejustascarefultokeeptheirassetsasecret.
NeedsNoWeapon:AllmembersofmilitaryforceslikeStareetortheKlingonDefenseForcesare
trainedinunarmedcombat.Someofthemareparticularlyadeptatghtingwithoutweapons,
however,andtheycansubdueandcounteranywouldbeaackerseveninsensitivesituationswhere
weaponsareprohibited.
NeverSaysDie:Thedeterminedheroghtingonagainstpain,adversity,anddespairtodotheright
thingisanimagethatcomesupoftenintheStarTrekseing.WhetheritsSpockinthereactorroom
savingtherestoftheEnterprisecrew,PicardresistingthementaltormentofRomulaninterrogators,
orNoglosinghislegtoJemHadarsoldiersatAR558,heroescangothroughalotwhentheyneed
to.

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10/31/2016 StarTrek:CypherFociMephitJames'Blog

OperatesUndercover:UndercoverassignmentsaretheusualfareforStareetpersonnel,butthey
happenregularlythroughouttheStarTrekcanon.Sometimesocersaregoingundercovertoexpose
theOrionSyndicateorelsetheymightbesurgicallyalteredtolooklikeKlingonsorRomulanstorun
recon.Thisisalsoagoodfocusforpeoplegoingundercoverintoaprecontactcivilizationtoassess
theirviabilityasamemberoftheFederation.
PerformsFeatsofStrength:Powerfulcharactersoftenendupinthemidstofbalebutevenon
peacefulmissionstheymightbeuseful.Climbingmountains,movingdebris,orhoistingequipment
areallusefulandstrongcharactersarehelpfulpartsofthecrew.
PilotsStarcraft:Thisispreyselfexplanatory:everystarshipneedsasteadyhandatthehelmand
characterswiththisfocusareevenbeerthanmost.Thisalsoworksforwandererswhomight
becomepartofastarshipscrew,likeNelixontheU.S.S.Voyager,whohaveaspecialconnectionto
theirships.
SolvesMysteries:Theotherpartofasecuritychiefsjob,besidesmaintaininglawandorder(seethe
MaintainsSecurityfocusbelow),issolvingcrimesandndingtalentedcriminals.Thisisalsoagood
focusforascienceorengineeringocer,however,forsomeonewholovesguringoutpuzzles.

TalkstoMachines:DespitetheartworkthatgoesalongwiththisfocusintheCypherSystemRulebook,
thisfocusisnotaboutbeingacyborg.Talkingtomachinesissomethingamechanicalprodigydoes
anditsagreatabilityforamemberofthecrew.Someabilities(likeIntelligentInterfaceor
InformationGathering)mightneedsomereavoringbutitsminor.
WieldsTwoWeaponsAtOnce:Thewordingofthismakesitclearthatthefocuswaswrienwith
dualswordwieldersinmind,buttheresnothingsayingtheycantbetwophasersortwodisruptor
pistols.ThisisadierentsortofrangedghterfromIsLicensedtoCarrybutitstillworkswell.
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10/31/2016 StarTrek:CypherFociMephitJames'Blog

pistols.ThisisadierentsortofrangedghterfromIsLicensedtoCarrybutitstillworkswell.
WorkstheBackAlleys:Somepeopleareusefultothecrewbecauseoftheirconnectionsotheship.
Thesecrewmembersmighthavecolorfulpastsorjustcomefromaplacewheretheyknowlotsof
usefulpeople.
WorkstheSystem:ThecomputerinterfacingversionofWorkstheBackAlleysalsoworksasan
ocerwithaquestionablepast.HackingisaliveandwellintheworldofStarTrekandsometimes
takingdowntheenemysshipratherthanfacingthemheadonisawelcomealternative.
WouldRatherBeReading:Smartandexperiencedocersareaboontoeveryship,particularly
thoseonaprimarilysciencefocusedmission.Itsimportanttorememberthatlargeshipslikethe
EnterpriseorVoyagerhavethousandsofcrewmembersandagoodportionofthemarejustspecialists
doingtheirjobanalyzingpulsarswhileothersworryaboutBreenraidsandtheQContinuum.

TherearealsoafewFocithatarehardtouseastheyarewrienbuttheyareeasytoadapttoStarTrek.

FusesFleshandSteel:ThisisthefocustouseforaliberatedBorgdronelikeSevenofNineand
Hugh.Havingthesebecommonplacecharacters,though,removesthethingsthatmakethese
charactersspecial.
ExistsPartiallyOutofPhase:ThisisthebestoptionforaholographiccharacterliketheDoctoron
Voyager.Theabilitytowalkthroughwallsisreallytheabilitytopassthroughphysicalobjectsby
adjustingyourholomatrix,theabilitytoresistaacksmeanstemporarilyturningophysical
coherence,etc.LikeliberatedBorg,dontoverusethis.

Thatsitfortoday,butThursdaywellhavesomebrandnewfociforyoutoenjoy!

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10/31/2016 StarTrek:CypherFoci,Part2MephitJames'Blog

MephitJamesBlog

StarTrek:CypherFoci,Part2

PUBLISHEDONJuly21,2016September22,2016bymephit1916
LasttimeItalkedaboutfoci(hps://mephitjamesblog.wordpress.com/2016/07/19/startrekcypherfoci/),
IwentthroughfocipublishedintheCypherSystemRulebookanddescribedhowtheycouldbetinaStar
Trekgame.TodayitstimetolookatsomefociwrienspecicallywiththeStarTrekgenreinmind.

Idomeangenre,bytheway,becausethisprolicuniversehascreatedsomuchmaterialandfoodfor
thoughtthatitslikeactioncategoryontoitself.Likeanygenretherearesubgenresthatpeoplelike
moreorless.Somepeoplereallylovethewildadventuresoftheoriginalseries,otherslikethe
diplomaticandphilosophicalpuzzlesofTheNextGeneration.TheseriesofDeepSpaceNineoerssomeof
thebestsoapoperamomentsandthebestwartimemomentsinStarTrekcanon.

IdlovetotrytohiteverynotethatplayersmightbeafterinStarTrekbutIrecognizethatsgoingtobe
anongoingbale.Ivenishedagoodnumber,though,andhadsomehelpfromJohannesEinloft(of
Astrositas(hps://mephitjamesblog.wordpress.com/2016/07/12/astrositasspaceshipsfornumenera/)
fame)withothers.Therewillbemoreinthefuturebutenjoythesefornow!

UPDATE:TheStarTrek:Cypherpage(hps://mephitjamesblog.wordpress.com/startrekcypher/)lists
everythingtheprojecthasgoingonsoenjoy!

https://mephitjamesblog.wordpress.com/2016/07/21/startrekcypherfocipart2/ 1/12
10/31/2016 StarTrek:CypherFoci,Part2MephitJames'Blog

CollectsRareSpecimen

Youcollectrareplantsandcreaturesfromall
overthegalaxy.Thishobbymightseemstrange
totherestofthecrewbutithasalotof
interestingsideeects,whichareprobablythe
reasonyouhavepermissiontokeepspecimens
intherstplace.Yourspecimenscomefromall
kindsofdierentplaces,andtheirabilitiescan
comeinhandyasoftenasthelatestgadgetfrom
EngineeringorinsightfromSecurity.Youalso
learnedtohandlethecreaturesgentlyenough
toprotectthem(andyourself)andyouhavea
rapportwitheachoneofyourmyriad
specimens.

Examples:Dr.Phlox(aboardtheoriginalEnterpriseNX01)

Connection:Chooseoneofthefollowing.

PickoneotherPC.Oneofyourspecimensisactuallyhispetbuthecouldnotgetpermissiontogetit
onboardhimself.
PickoneotherPC.Heisdeathlyafraidofoneofyourspecimens.
PickoneotherPC.Hehasaslightaddictiontoasubstanceproducedbyoneofyourspecimens.
PickoneotherPC.Heisconstantlyaskingyouaboutyourcollectioneveninsituationswheresuch
questionsareawkward.

AdditionalEquipment:Youhavealargenumberofterrariums,aquariums,andsimilarcontainersfor
youranimalsandplants.Youalsohaveenoughfoodandothersuppliestokeepthemaliveforatleasta
monthevenwhenthereplicatorswontwork.Youhadtosacricepersonalspaceforthis.

MinorEectSuggestion:Thedurationofyourabilityseectsisdoubled.

MajorEectSuggestion:Thedurationofyourabilityseectsbecomes24hours.

Tier1:SkilledCollector.Asacollectoryouareknowledgeableinawiderangeoftopics.Youaretrained
inanimalhandling,botany,andbiology.Enabler.
FragileCollection.Yourspecimensareveryfragileandsensitivetodierentphenomenathan
humanoids.Whenevertheshipcomesclosetoanunknownenergyeldyourcollectionwillreact
somehow,evenwhentheshipssensorsdontdetectit.Somecreaturesmaybecomerestless,change
colororevendie.Aslongasyouhavetimeinthedaytoaendtoyourspecimensyouwillnoticeany
changeslikethis,andifyoupurposefullybringaspecimenouttosearchforenergyeldsyoudecrease
thedicultyofidentifyingthatenergyeldbyonestep.Enabler.

Tier2:TarchannianHighwhistler(2IntellectPoints).TheplanetofTarchannenIIIisbathedin
perpetualtwilightandhometoveryinterestingbatspecies.Youarefortunatetohaveoneofthesein
yourcollectionandyouhavetrainedittodetecthiddenorinvisiblecreaturesontheship.Foronehour,

aslongasyouhavethebatonyou,youhaveanassetinndinghiddenintrudersontheshipandcan 2/12
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10/31/2016 StarTrek:CypherFoci,Part2MephitJames'Blog

aslongasyouhavethebatonyou,youhaveanassetinndinghiddenintrudersontheshipandcan
detectthepresence(thoughnotthedirectionorpreciseposition)ofinvisibleenemieswithinshortrange.
Afterbeingcoaxedintohelpingwiththisforanhour,thehighwhistlerneedstorest.Actiontoinitiate.

Tier3:FerengiSerratedSwampSnail(3IntellectPoints).Ferenginar,homeworldoftheFerengi
Alliance,isarainsoakedworldfullofswampsanddampforests.Youhaveaprey,multicoloredsnail
fromFerenginarinyourcollectionwhichcanbeusedasahealingaidwhenfedtherightfood.Thesnail
willtemporarilybondwithalivingbeingandinjecthealingcatalysts.Thecreaturecanusetheir10
minuterecoveryrollasanactioninsteadandtheyareconsideredtrainedinresistingpoisonsand
illnessesfor8hours.Action.

Tier4:HatorianDeathTulip(5IntellectPoints).TheKlingonborderplanetofHatoriahasmany
interestingbiologicalspecimensbutthemostwellknownisthesocalleddeathtulip.Thisblackower
(whichresemblesanEarthtulip)canbedriedandmadeintoapowderthat,onceinhaled,requiresthe
targettomakealevel5Mightcheck.Failuremeansthatthecreaturefallsintoacomalikestatefor28
hoursandappearsdeadtoallnormalscanners.Creaturesoflevel5orhigherareusuallyimmunetothis
eect,andcreaturescanalsopurposefullyfailthecheckiftheychoose.Enabler.
MasterCollector.Youarenowspecialisedinanimalhandling,botany,andbiology.Enabler.

Tier5:RegulanChameleonDaodil(6IntellectPoints).Thisextremelyrareplantemitsspores,which
canbeusedtocausemildconfusionandassistinimplantingmemories.Spiesandothermanipulators
havebeenknowntousethesesporestodeceivetargetsandconvincethemthattheyknowthe
manipulator.Whenuseapreparedsampleofthesesporesandplacethemonyourclothing,any
humanoidwhocomeswithinshortrangeofyoumustmakealevel6Intellectcheck.Iftheyfail,theyare
confusedandbecomeconvincedthattheyknowyouandcantrustyou.Thedicultyofallinteractions
withthoseaectedbythesporesismodiedbytwostepsinyourfavor.Thiseectlastsfor1hour.
Actiontoinitiate.

Tier6:JanusianMorek(8IntellectPoints).ThissnakelikecreatureissimilartothedeadlyHortaof
JanusIIIandproducesextremeheat.Whilenotasdestructiveasthehorta,themorekcanemitaburstof
infraredradiationwhichhitsallcreaturesinimmediatedistance.Youhaveworkedwiththecreature
(wearinginsulatedglovesandsueringmorethanoneseriousburn)andmanagedtotrainittousethis
abilityoncommand.Anyunprotectedhumanoidwilltake10MightdamageastheMorekspulseburns
them.Theheatwaveisevenstrongenoughtofryequipmentoflevel3orlowerwithinanimmediate
radius,requiringarepairchecktofunctionagain.Oncethemorekusesitsheatpulse,itneeds15
minutesofrestbeforeitcandosoagain.Action

HasMixedBlood

Youhaveparentswhowerefromtwodierentspecies,makingyousomeonewithoutaclearhome.
Sometimes,hybridindividualsaretheresultofrapeorassault,suchaswhenaworldisconqueredor
occupied.Othertimes,peoplefallinloveandhaveachild,sometimesagainsttheprevailingopinionsof
othersintheirculture.Whilemanyhumanoidspeciesinthegalaxyshareacommongeneticheritage,
medicalinterventionissometimesrequiredtokeeptheinfantaliveandovercomeanyproblemswith
laborandraisingtheinfant.

Onceanhybridchildisborn,theirparentsfacenew
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Onceanhybridchildisborn,theirparentsfacenew
challenges.Dotheyraisetheminoneculture?Dotheytryto
exposethemtobothatthesametime?Dotheyaemptto
forgeanewculture,possiblyndingacosmopolitanlocation
toliveinwheretheirchildisjustoneofmanyndinganew
cultureoftheirown.Whateverthecircumstancesoftheir
birthandupbringing,however,hybridsalmostalwayssuer
bigotryandignoranceinthegreatergalaxy.Somepeople
mightmakeassumptionsabouttheirheritagewhileothers
willmakecrudejokesorstereotypedcomments.Inmany
ways,hybridssuerbigotryfromthreesides:stereotypes
abouteachoftheirbiologicalparentsculturesaswellas
commentsabouttheirmixedheritage.Thisisadicultroad
butforthosewhoembracetheirhybridancestry,theycan
makeadierenceinthelivesofmanythroughoutthegalaxy.

Examples:BEllanaTorres(HumanKlingonchiefengineeraboardtheU.S.S.Voyager),DeannaTroi
(HumanBetazoidcounseloraboardtheU.S.S.EnterpriseD),ToraZiyal(BajoranCardassiandaughterof
GulDukat),Sela(RomulanHumancommander).

DoIHavetoPickThis?

Someplayersmaynotwanttodevotetheirfocuschoicetotheircharactersmixedancestry.Thats
completelyne,andthisfocusisntforeveryhybridcharacteroutthere.SomecharactersfromStar
Trekseries(suchasDeannaTroiandBEllanaTorres)haveparentsfromtwodierentspeciesbutit
hardlyenterstheirlivesatall.Others(suchasSela,daughteroftimedisplacedTashaYaranda
Romulanocer,orthehalfhumanSpock)areheavilyinuencedbytheirmixedbloodbuttheyhave
othermoreimportantfactorsthatdecidewhotheyare.

ThisfocusisforcharacterslikeToraZiyalonStarTrek:DeepSpaceNinewhosemixedheritageisa
deningfactorintheirlivesandsomethingtheyactivelypursue.Ifyouhaveahybridcharacter(using
eitheroftheoptionsundertheMixedSpecies)andyouwantthataspecttobealargepillarofthat
charactermovingforwardthenthisisthefocustoaccomplishthat.

AdditionalEquipment:Youhavetouchstonesfromeachofyourparentsthatremindyouofwhereyou
carefrom,orperhapsseveraltouchstonesthatremindyouoftheparentwhowasmoredistant.

MinorEectSuggestion:Theeortmakesyoumorecondentandselfassured.Thedicultyofyour
nextdefenserolltoresistthistargetisreducedbyonestep.

MajorEectSuggestion:Yourinventivespirittakesholdandyoucantakeanotheractiononthesame
turn.

Connection:Chooseoneofthefollowing.

1.PickoneotherPC.Theyknewoneofyourparentswellandtheyunderstandyourpositionstretched
betweentwoworlds.
2.PickoneotherPC.Theywerewithyouonamissionwhereyouranintooneofyourparentspeople.
Someuglythingsweresaidaboutyourheritageandyouareembarrassedthatyourcrewmatewas
present.
3.PickoneotherPC.Youknowthischaracterhasalsosueredfrombigotryandprejudice.Youcan
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3.PickoneotherPC.Youknowthischaracterhasalsosueredfrombigotryandprejudice.Youcan
bondoverthis.
4.PickoneotherPC.Thispersonthinksthatyouareafullbloodedmemberofoneofyourparents
species.Atthispoint,itwillbeveryembarrassingtocorrectthemisconception.

AdditionalEquipment:Youhavekeepsakesfromeachofyourparentscultures.Thesearepreciousties
toyourpast,andtoacombinedworldthatonlyexistsforyou.

MinorEectSuggestion:Yourcondenceovercomesyournormalinsecurities.Thedicultyofyour
nextcheckisreducedbyonestep.

MajorEectSuggestion:Youmakeanexcellentimpressiononthepersonyouaretalkingtoandchange
theiroutlook.Theyhaveafavorableopinionofyouafterthisinteractionor,iftheywereprejudiced
againstoneorbothofyourparentsspeciesthenthischangestheiropinion.

Tier1:HybridBiology.Yougainoneofthetraitabilitiesfromyourparentsspeciesthatyoudont
alreadyhave.IfthischaracterwascreatedusingtheoptionalHybridSpeciesrules(seetheSpecies
Descriptorssection)thenthiswouldbeoneofthetraitsfromthespecieswhoseStatPoolyouchose.If
youusedthetraitsandStatPoolfromallonespecies,thenthisisfromyourotherparentsspecies.
ComplementaryGenetics:Yougain+1toyourEdgeinyourlowestStatPool.

Tier2:ChildofTwoWorlds.Youaretrainedinculturalandhistoricalmaersforeachofyourparents
species.Beingsomewhatofanoutcastfrombothparentscultures,youhavedoneyourbesttolearn
whatyoucanaboutthemboth.Enabler.
PushtoProve.Youhavemoretoprovethanotherpeoplebecauseofyourdierence.Youaretrainedin
anareaofknowledgesuchaspolitics,history,weapondesign,orshipsystems.Ifyouchooseanarea
youarealreadytrainedin,youbecomespecializedinthatskillinstead.Enabler.

Tier3:AbletoPass.Youhavegeneticsfromtwodierentspeciesbutwithalileeortyoucanlook
likeoneortheother.Thismightinvolvealileobscuring,somesurgicalalterations,andadjustmentsin
mannerismandposturebutitcanbedonequicklyandwithminimalequipment.Thisdoesntletyou
looklikeanyoneinparticular,justlikeafullbloodedversionofyourself.However,becauseofyour
genetics,youcanpassmanyofthesimplerbloodscreeningsandotherteststhatmightexposeyou.
Enabler.
ExcellingGenetics:Yougain+1toyourEdgeinyouhighestStatPool.

Tier4:CulturalHeritage.YougainaTier4orlowerabilityfromaSpecializedFocusthatrequiresoneof
yourparentsspeciesasaprerequisite.Ifnoneisavailable,pickfromanotherfocusthatthematically
matchesoneofyourparentscultures.

Tier5:TiredofBigotry.Whensomeoneinsultsyourancestry,youhavenowestablishedyourself
enoughtodosomethingaboutit.Forthenexttenminutes,thedicultyofalltasksinvolvingthe
oendingindividual,includingaacks,aredecreasedbyonestep.Youcanonlyselectonepersonto
targetwiththisabilityatatime.Actiontoinitiate.

Tier6:TakeontheIgnorant.ThisabilityfunctionsliketheTier5traitabove,exceptthatyoucanselect
uptothreeindividualsasthetargetofyourability.Eachmusthaveinsultedyourheritageinthepast
week,thoughtheydonthavetohaveinsultedyouatthesametimethatyouinitiatethisability.Action
toinitiate.

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HasSpecialForcesTraining

StarTrekfocusesondiplomaticmissions,seekingout
newlifeandnewcivilizations,butattheendoftheday
Stareetisamilitaryorganization.AllStareetocers
aretrainedtohandlethemselvesincombatbutsome
receivespecialtrainingandexcelatthecombataspectof
Stareetsmission.Theyarequick,deadly,andastrong
deterrenttohostileforcesthinkingtheFederations
socialistutopiaissomehowweak.

Examples:MACOForces(introducedinStarTrek:
Enterprise),theJemHadar(astheelitewarriorsofthe
Dominion),theYanIsleth(theKlingonBrotherhoodof
theSword).

Connection:Chooseoneofthefollowing.

1.PickoneotherPC.Duringatrainingexercise,hislackofpreparationnearlygotsomeoneinjured.
Youwereangryenoughtocallhimoutonthisandembarrasshim.
2.PickoneotherPC.Whenthispersonsurprisedyouatonepoint,yougrabbedthemandputthemin
aholdandnearlybroketheirarm.ItsuptothatPCtodecidewhetherheresentsfears,orforgives
you.
3.PickoneotherPC.Whenthispersonwasindangerduringanawaymissioninthepastyouwentin
againstseeminglyimpossibleoddsandsavedthem.
4.PicktwootherPCs.Duringadangerousmissionyouwereforcedtomakeadicultdecisionand
saveoneofthesepeoplewhileleavingtheotherbehind.ThePCsdecidehowtheyfeelaboutthis
decision.

AdditionalEquipment:Youeitherhaveanadvancedsuitofbodyarmor(Armorisincreased+1from
normal)oranadvancedweapon(weapondoes+1damage).Theseareimprovementsonitemsgained
throughothermeansinsteadofnewitems.

MinorEectSuggestions:Yougaintheupperhandandthedicultyofyournextaackagainstthe
targetisdecreasedbyonestep.

MajorEectSuggestions:Thetargetisknockedunconscious.

Tier1:UnarmedCombatTraining.Youinict2additionalpointsofdamagewithunarmedaacks.
Enabler.
ExcellentShot.Youarepracticedwiththeuseofenergyweaponsandsuernopenaltywhenusingone.
Enabler.

Tier2:RapidResponse.Yougain5additionalpointstoyourSpeedPool.Enabler.
HandtoHandCombat.Youaretrainedinunarmedaacks.Enabler.

Tier3:PullItTogether.Whenyoumakeaoneactionrecoveryroll,youalsogain1toyourMightEdge6/12
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Tier3:PullItTogether.Whenyoumakeaoneactionrecoveryroll,youalsogain1toyourMightEdge
andSpeedEdgefortenminutesthereafter.Enabler.

Tier4:Snapshot.Youcanmaketwogunaacksasasingleaction,butthesecondaackismodiedby
twostepstoyourdetriment.Enabler.

Tier5:StunningAack(4Mightpoints).Youhityourfoeinjusttherightspot,stunninghimsothathe
loseshisnextaction.Thisaackinictsnodamage.Action.

Tier6:HeadOnaSwivel.EverytimeyousucceedataSpeeddefensetask,youcanmakeanimmediate
aackagainstyourfoeifyouhaveaweaponavailableandtheyarewithinrange.Thedicultyofthis
aackisincreasedbyonestep.Enabler.

LivedAmongOthers

Whilesomecharactersareontheoutskirtsofsocietybecause
theyhaveahybridancestry(seetheHasMixedBloodfocus
above),othersarecaughtbetweenworldsbecausetheyare
descendedfromoneculturebutraisedinanother.Theymight
beorphansadoptedbyparentsofanotherspecies,refugees
growingupawayfromtheirpeople,orevensimplychildren
ofStareetocerswhohadtheirparentsascultural
touchstonesbutneverreallyknewtheirspecieshomeworld
andculture.

TheultimateexampleofthisintheStarTrekseriesisWorf,a
fullbloodedKlingonwhoisforeveraectedbyhis
upbringingamonghumans.WorfwasbornonQonoS,the
Klingonhomeworld,thesonofapatriarchinoneofthe
EmpiresGreatHouses.HislifewouldhavebeenthelifeofaKlingonwarriorifitwerentfortheaack
onKhitomercolonybyaRomulanconspiracy.ButthataackchangedeverythingandinsteadWorfs
housewasdisgracedandhewenttoliveonEarth,adoptedbyaRussiancouplewhoraisedhimastheir
ownson.Asaresult,WorfisdenitelyaKlingonbuthehasdistinctlyhumanoutlookonmanythings.

Examples:Worf(Klingonraisedbyhumans),Odo(FounderwhogrewupwithBajorans),Rugal(a
CardassianorphanadoptedbytheBajoranProkaMigdal),Jono(ahumanorphanraisedbyaTalarian
captain).

Connection:Chooseoneofthefollowing.

1.PickanotherPCwhoisthesamespeciesasyou.Thatpersonmakesfrequentreferencetoyour
peopleshistoryandculture,somethingyoundpushyandannoying.
2.PickanotherPCwhoisthesamespeciesasthecultureyouwereadoptedinto.Youhavetriedmany
timestoengagethispersonontopicsfromyoursharedculture,butyougettheimpressionthey
arentinterestedandmightconsideryouanoutsider.
3.PickoneotherPC.Whenyourstmetthispersontheymadeareferencetoyourbiologicalpeoples
cultureandyouwereembarrassedwhenyoudidntunderstand.

4.PickoneotherPC.Youandthischaracterkneweachotherwhenyouwereyounger.Youcan
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4.PickoneotherPC.Youandthischaracterkneweachotherwhenyouwereyounger.Youcan
reminiscewiththispersonwhenyoustarttofeellost.

AdditionalEquipment:Keepsakesfromhome,giventoyouwhenyoulefthometoremindyouof
whereyourefrom,nomaerwhatpeoplesay.

MinorEectSuggestion:Youplayopeoplesexpectationsofyou,andthenreactinawaytheydont
expect.Thedicultyofyournextsocialtaskisreducedbyonestep.

MajorEectSuggestion:Yourwellgroundedspiritallowsyoutocenteryourselfinthefaceof
adversity.Yougetafree,noactionrecoveryroll.

Tier1:VariedExperience.Yourupbringinggaveyouauniqueoutlookonlife.Youaretrainedinany
twononcombatskillsofyourchoice.Enabler.

Tier2:BlendingIn.Youmightnotlooklikeamemberofthespeciesyoulivedamong,butyouknow
theirmannerismsandbehaviors.Thisknowledgeisanassetforanyaemptstoimpersonateamember
ofthatspecies(youwillstillhavetondawaytodisguiseyourappearance)ortospotmembersofthat
speciesindisguise.Enabler.
ViewfromtheInside.Youareintimatelyfamiliarwiththecultureofthespeciesyougrewupwithas
wellasyourownpeoplesculture.Youhaveanassetforanyknowledgechecksabouteitherculture.
Enabler.

Tier3:HeritageWeaponry.Chooseonetypeofaackinwhichyouarenotalreadytrained:light
bashing,lightbladed,lightranged,mediumbashing,mediumbladed,mediumranged,heavybashing,
heavybladed,orheavyranged.Studyingyourbiologicalpeoplesheritagehasallowedyoutostudy
combatskillsandyouarenowtrainedintheuseofthechosenweapontype.Enabler.

Tier4:NewExperiences.Chooseanytwononcombatskills.Youaretrainedinthoseskills.Enabler.
HeritageCombatTraining.YouaretrainedinMightdefense,Speeddefense,orIntellectdefense(your
choice).Ifyouarealreadytrainedinthattypeofdefense,youarespecialized.Enabler.

Tier5:PartoftheCommunity.Youknowthatpeopleexpectyoutobethebizarrealiensoyouve
cultivatedaskillofworkingwithothers.Whenyouheldsomeonewithatask,youalwaysreducethe
dicultyofthetaskbyonestepregardlessofyourownskillatthattask.Enabler.

Tier6:CitizenofSomethingBigger.Yourexperienceshavemadeyoudierentfromothermembersof
yourspeciesandgenerallyhavebeenstrengthenedbyyourexperience.Yougain+1Eortandadd+3to
eachofyourStatPools.

MaintainsSecurity

Whetheronaspacestation,astarship,acolony,ortheheartofaninterstellarempire,maintaining
securityisadicultventure.Whenloopholesorlapsesexistthenpeopletakeadvantageofthem,andall
sortsofthingscancomeaboarddespiteregulationsandlaws.Onthelessworrisomeend,youmightget
aninfestationoftribblesorsomestolengoods.Ontheothersideofthespectrum,youmighthavespies
aboardyourshiporexplosivesplantedbeforeamajorconference.

Examples:Odo(DeepSpaceNine),Worf(aboard
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Examples:Odo(DeepSpaceNine),Worf(aboard
theEnterpriseDandEnterpriseE),TashaYar
(beforeWorfontheEnterpriseD),Malcolm
Reed(aboardtheEnterpriseNX1),andMichael
Eddington(asStareetsecuritychiefonDeep
SpaceNine).

Connection:Chooseoneofthefollowing.

1.PickoneotherPC.Youarrestedthisperson
inthepastfordisorderlyconductandyou
suspecttheyholdagrudgeagainstyou.
2.PickoneotherPC.Someoneaemptedto
killthispersoninthepastandtheywere
onlysavedbyyourquickthinkingand
aentiontodetail.
3.PickoneotherPC.Youconsiderthisperson
toolaxandapotentialsecurityrisk.
Wheneverasensitivesituationarises,youdrathertheywerentontheteam.
4.PickoneotherPC.Thispersontrainedwithyouinhandtohandghtingandyoufeelabondwith
themevenyearslater.

AdditionalEquipment:YourPADDisalwayssyncedwiththerecordsofwhohasarrivedorleftthe
station,ship,orcolonyyoumaintainsecurityover.

MinorEectSuggestion:Youhaveaplaninplaceforyouropponentstacticandsurprisethemwith
justtherightmoveorpieceofequipment.Thedicultyofyouraacksagainstthisopponentare
reducedbyonestep.

MajorEectSuggestion:Yourplanworksperfectly,throwingtheopponentoenoughforyourteamto
act.Youcreateanassetthatcanbeusedbyanyofyouralliestoreducethedicultyofaacksagainst
theopponentbyonestep.

Tier1:TakeIntoCustody.Youaretrainedatgrabbingandholdingcriminalstokeepthemfrom
escapingorharmingotherpeople.Youmightgrabtheirarmandtwistitbehindtheirback,putthemina
chokehold,orotherwiserestrainthem.Foraslongasyoutakenophysicalactionsormovementsexcept
toholdthecreature,theycannottakeanyphysicalactions,evenovermultiplerounds.Theycantryto
breakyourhold,butyouhaveanassetthatwillreducethedicultyofmaintainingitbytwosteps.You
canonlytakecreaturesyoursize(withinafewfeet)orsmallerintocustody.Action.

Tier2:StandWatch(2Intellectpoints).Astheexplorerspecialabilityonpage41oftheCypherSystem
Rulebook.

Tier3:SpotWeakness.Ifacreaturethatyoucanseehasaspecialweakness,suchasasensitivitytolight
oraweakspotintheirprotection,youknowwhatitis.(AsandtheGMwilltellyou).Enabler.

SecurityTeam(2Intellectpoints).Youcancallateamof1d6securityocerswhowillrespondtoyour
callandcometohelpyou.Theyarrivewithintwominutesofyourcall(assumingyouaresomewhere
accessible)andghtaslevel1NPCsofanappropriatespeciesandaliation.Action.

Tier4:TrustedDeputy.Youhaveacompetentandtrustedsecondwhoworksforyouandisaneective
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Tier4:TrustedDeputy.Youhaveacompetentandtrustedsecondwhoworksforyouandisaneective
assetinyoursecurityresponsibilities.Thisisalevel4characterandtheycanperformtasksjustlikeyou
werethere.Oncepersessiontheycanevenmakeuseofoneofyourabilities,usingthetrainingyouve
giventhemasamentor.Enabler.

Tier5:Vigilant(5Mightpoints).Astheexplorerabilityonpage43oftheCypherSystemRulebook.

Tier6:SecurityNet(6Intellectpoints).Youcansetupasensornettoaccountforblindspots,likely
avenuesofentry,andevencloakingorotherstealthtechnologies.Overanareaofnomorethan150
squaremeters,youcanmakeperceptioncheckstospottroubleasifyouwerestandingintheimmediate
area.Thisletsyouwatchtheentireareafromyoursecurityfeedstoseepotentialproblemsbeforethey
start.Actiontoinitiate.

PreservesLife

Youuseyourmedicalequipmenttosavetherestofthecrew
frominjuries,diseases,poisons,alienparasitesandallkindsof
othernastythingsnooneelsewantstodealwith.Youarealso
skilledinothercomplicatedprocedureslikeoperations,mind
manipulation,andanalyzingstrangelifeforms.Youmightenjoy
yourworkandtakecareofmaersinSickBaywhiletherestof
thecrewhandlesnavigationandnegotiations,oryoumightbe
annoyedwithalltheproblemsthatyourcaptainthrowsyour
wayandexpectsyoutohandle.Eitherway,youareadoctorrst
andforemostandyouroathsmeanthatyouarealwaystherefor
yourpatientsnomaeryourpersonalfeelings.

Examples:LeonardBonesMcCoy(U.S.S.Enterprise),BeverlyCrusher(U.S.S.EnterpriseDandE),
JulianBashir(DeepSpaceNine),theDoctor(U.S.S.Voyager)

Connection:Chooseoneofthefollowing.

PickoneotherPC.Youoncesavedhislifeinaverydangerousmission.
PickoneotherPC.Hehelpedyoucoverupthefactthatyoufailedanimportantexamatthe
Academy,thoughtheinformationwaslatererasedfromyourle.
PickoneotherPC.Heconstantlyvisitsyouforeventhemostbanalinjuriesorpossibleillnesses.
PickoneotherPC.Hehasachronicsicknessandneedsregulartreatmenttooperationsfromyou.

AdditionalEquipment:Youhaveamedicalkitwhichhasamedicaltricorderinitinsteadofthe
standardtricorder.

MinorEectSuggestion:Yourtreatmenthealsoneextrapoint.

MajorEectSuggestion:Yourtreatmenthealstwoextrapointsandthepatientsnextcheckisonestep
easier.

Tier1:EmergencyInfusion(2IntellectPoints).Youprovideaninjectionwithahypospraythat
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Tier1:EmergencyInfusion(2IntellectPoints).Youprovideaninjectionwithahypospraythat
immediatelyheals1d6PointsofMightDamageononeSubject.Thisabilitycanbeusedonceperday.
Action
TrainedDoctor:Youaretrainedintasksinvolvinghealingandbiology.Enabler

Tier2:Vaccination(3IntellectPoints).Chooseonetypeofillnessorpoisonthatyouhaveidentied(or
thatisinyourdatabase).Youcancreateahyposprayinjectionthatprotectsonehumanoidagainstthe
aectsofthisthreat.Thetargetgainsanassetontaskstoresistthisthreatforoneweek.Action.

Tier3:DisguiseOperation(4IntellectPoints).Youperformanoperationthatwillchangethe
appearanceofahumanoidpatienttodrasticallychangetheirappearance,eventothepointof
resemblingadierentspecies.Theoperationrequiresafullystockedsickbayandatleastonehourof
time.Thechangeispurelycosmeticandwillnotfoolgeneticscannersormedicalprocedures.You
cannotchangethepatientsappearanceintosomeonespecic.Thepatientsappearancewillremain
changeduntilyouareabletoperformanoperationtochangethemback.Changingtheappearanceofa
humanoidpatientwillonlybesuccessfulwhenmakingthemresembleanotherhumanoidspecies.
Likewise,nonhumanoidpatientscanonlybechangedtoresemblesimilarspecies(suchaschanginga
GorntolooklikeaSaurian).Action.

Tier4:ImprovedInfusion.Youremergencyinfusionnowheals2d6points.Enabler
AcquiredImmunity.YouarenowimmunetoallcommonIllnessesorPoisons.Enabler.

Tier5:ChangedPhysiology(5IntellectPoints).ThisabilityfunctionslikeVaccinationbutitcanalsobe
usedtoadaptapatienttoadierentenvironmentlikeincreasedheat,lackofair,radiationorsimilar
eects.Thepatientgainsanassetontaskstoresisttheseenvironment.Theassetlastsoneweekbutcan
beendedearly,andapatientcanonlyhaveoneChangedPhysiologyassetatatime.Action.
MedicalWonder:Youarenowspecialisedintasksinvolvinghealingandbiology.Enabler

Tier6:MiracleWorker(10IntellectPoints).Yourmedicalskillisnowlegendaryevenamongyour
peers,andyoucanachievefeatsthatotherdoctorsonlydreamabout.Withsixhoursofoperatingtime,
youcanprovideyourpatientwiththefollowingbenets.Action.

Bringapatientbackfromdeathbyreturning1pointtotheirMightandSpeedpools.Thepatient
musthavediedlessthanfourhoursprior.
Permanentlychangethespeciesofsomeoneintoadierent,similarspecies.Thischangewillbeata
geneticlevelandwillbenexttoimpossibletouncover.
Removeafullbodyinfection,includingthemechanicalpartsofapatientcompletelyassimilatedby
theBorg.
Healapermanentaictionsuchasamissinglimb,blindness,oradegenerativegeneticdisease.

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MephitJamesBlog

StarTrek:CypherEquipment

PUBLISHEDONJuly28,2016September22,2016bymephit1916
StarTrekhasathousanddierentdevicestoplaywithwhichmakeiteasytocomeupwithideas.
Theresalmosttoomuch,though,inthatplayersexpecttobeloadedoutwithdeviceswhiletheCypher
Systemexpectsthenumberofhighpowereditemstobecontrolled.Thebalancebetweenitemsand
cypherscanbeasstrictoruidasyourcampaignlikes,butherearesomestartingpoints.

UPDATE:TheStarTrek:Cypherpage(hps://mephitjamesblog.wordpress.com/startrekcypher/)lists
everythingtheprojecthasgoingonsoenjoy!

Prices

Inotherpartsofthegalaxymoneyisusedtobuyitems,butintheFederationeverythingismoreorless
providedforFederationcitizens.Thingsstillcost,however,andcomputersystemskeeptrackofhow
muchenergyandresourcessomeoneisusing.Overlytaxingthereplicatorsandstoresonastarship,
base,orcolonywillprobablyleadtoavisitfromtheauthoritiesandadiscussionofsocialresponsibility
(oramorethoroughquestioningifitsdangerousitems).

Toexpressthis,charactersarestilllimitedbypricecategoriesasdescribeonpages182183oftheCypher
SystemRulebookeventhoughmoneyisntactuallychanginghands.AStareetoceriswellwithin
theirrightstorequestseveralinexpensiveitemsinaday,amoderatelypriceditemeveryfewdays,an
expensiveitemeveryweekorso,andaveryexpensiveitemeverymonthortwo.Requestingitems
beyondthisrequiresasocialchecktoconvincesuperiorocers,anengineeringchecktocoaxmore
energyoutofthereplicatorsystems,oralogisticschecktomanageresourcesasthesituationrequires.It1/11
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energyoutofthereplicatorsystems,oralogisticschecktomanageresourcesasthesituationrequires.It
isuptotheGMtohavesomeoneintervene(evenifitisthechiefofengineeringlodgingacomplaint)
shouldaFederationoceroverextendtheirresourceshare.Ifextremeaccuracyisrequired,energy
creditscanbemeasuredforpurchases(aninexpensiveitemprobablycostsaroundftyenergycredits
whileaveryexpensiveitemcaneasilycostmillions).

OutsideoftheFederation(andonvacationplanetswithintheFederation)therearemanydierent
currenciesthatmightbeexchanged.Forexample,theKlingonEmpireusesthedarsek,theCardassian
Unionusesthelek,andtheBajoranProvisionalGovernmentusedthelita.Themostcommonlyaccepted
formofcurrencyintheAlphaandBetaQuadrants,popularizedbytheFerengiAlliance,isgoldpressed
latinum.Latinumisasilverymetal,liquidatstandardtemperatureandpressure,whichisextremely
rareandimpossibletoreplicate.Foreaseoftransaction,itissuspendedinrelativelyworthlessgoldand
pressedintoslips,strips,andbars.

1bar=20strips=2,000slips

Inexpensiveitemslikeamealcostaround1050slipsoflatinum,moderatelypriceditems1001,000slips,
expensiveitems1,00010,000slips,andveryexpensiveitems10,000100,000slips.Whenusingbars,
rememberthateachbarisworthanextremeamount.IntheDeepSpaceNineseries,Quarkgathers
togethereveryoneofhisliquidassetsatonepointtoeethestation:theamountofmoneythislucrative
andsavvybusinessmancouldgatheramountedtojust600bars.

ItemKeywords

Accurate:Thisweaponiseasiertoaimthanothers.Procientghtersgaina+1toaackswiththis
weapon,orthetargetnumbertododgesuchaweaponisincreasedby+1.
Complex:Thisitemisintricateenoughthatitcannotbereplicated.Dependingontheitemitmight
bepossibletoreplicateparts,buttheitemitselfmustbemadebyacrafter.
NonLethal:Thisweapondoesnotdealdamagethatwillkillanindividual.Instead,whensomeone2/11
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NonLethal:Thisweapondoesnotdealdamagethatwillkillanindividual.Instead,whensomeone
wouldbedeadfromanaackwithanonlethalweapontheyareinsteadunconscious.
Powerful:Thisweaponisespeciallyhardhiinganddeals+1damage.

StarTrekItems

InexpensiveItems

Weapons

EnergyPack:Powerforvariousenergyweapons,goodfor50shots.
Knife:Lightweapon

OtherItems

Clothing,replicated:Genericgarmentsfromareplicatortemplate,obviousoncloseinspection.
Flashlight:Comeswithaclipforweaponorshouldermounting.
Holonovel,simple:Astoryorsimulationamountingtolessthan48hoursoftimetogetthrough.
HolosuiteRental:Onehouroftimeinacommercialholodeck.
Liquor:AninexpensiveboleincludingRomulanale,Klingonbloodwine,andsynthale.
SurvivalRations:Enoughtofeedahumanoidforoneday.

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ModeratelyPricedItems

Weapons

BajoranPhaserPistol:Lightrangedweapon.
CardassianPhaseDisruptorPistol:Mediumrangedweapon.
DisruptorI:Lightrangedweapon.
DisruptorII:Lightrangedweapon,Powerful.
JemHadarKartakin:Heavymeleeweapon.
KlingonDktahg:Lightmeleeweapon.
PhaserI:Lightrangedweapon.
PhaserII:Mediumrangedweapon.
Stunrod:Mediummeleeweapon.Inictsnodamagebyhumanoidtargetlosesnextaction.
Grenade(stun):Explosiveweapon,inicts2pointsofdamageinimmediateradius,plusMight
defenserollorlosenextturn.
Grenade(photon):Explosiveweapon,inicts5pointsofdamageinimmediateradius.

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OtherItems

Autosuture:Whenusedduringasuccessfulhealingcheck,adds+2Mightpointstotherecoveryroll.
ClimbingGear:Assetforclimbingtasks.
Clothing,HandMade:Expensivelookingclothesinauniquedesign.
Communicator:Allowscommunicationacrossaplanetorwithshipsinorbit.
DermalRegenerator:Whenusedwithasuccessfulhealingcheck,
adds+2Speedpointstotherecoveryroll.
DylecMemoryTent:Biomimeticpolymerfabrictentthatstows
smallenoughforafabricbutexpandsintoashelterfor12
humanoidswithenvironmentalcontrols.
EmergencyBeacon:Sendsoutasignalthatcanbedetected
anywhereinthesamestarsystem.Every30minutes,thebeacon
transmitsitscoordinatesandamessage.
GraviticCalipers:Provideanassetonteststodisable,service,and
repaircomputersystems.
Holonovel,Complex:Alongitem(morethan72hoursoftime)ora
programinvolvingillegalmaterial.
Hyperspanner:Providesanassetonanyengineeringtestson
propulsionsystems,bothimpulseandwarp(stackswithmagnetic
probe).
Hypospray:Injectsdrugs,medicalnanites,andserumsintopatients.
Jewelry,Replicated:Beautifulbutinexpensivejewelry.Obvious
withaninspectionatarmslength.
MagneticProbe:Providesanassetonanyengineeringtestsonwarp
cores(stackswithhyperspanner).
NeuralStimulator:Whenusedduringasuccessfulhealingcheck,
adds+2Intellectpointstotherecoveryroll.
PADD:PersonalAccessDisplayDevice,ahandheldcomputerinterfacewithawidescreen.
PlasmaTorch:Inveminutes,acharactercanboreaholeinduraniumortritanium0.5mdeepor
makea0.5mlongcutthroughaplate1cmthick.Acharactercanweldattwicethisrate.Theplasma
torchprovidesanassetonlargescalerepairtests.
Restraints:Keepsahumanoidboundwhilelocked.
Tricorder:Scanareaforradiation,environmentalconditions,andlifesigns.Ingeneral,tricorderscan
lowerthedicultyoftasksthatwouldbeverydicultwithoutatricorder,attheGMsdiscretion.

ExpensiveItems
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Weapons

AndorianUshaantor:TraditionalAndorianicecuingtoolandduelingweapon.Lightmelee
weapon,Powerful.
CardassianPhaseDisruptorRie:Heavyrangedweapon.
DisruptorIII:Mediumrangedweapon.
DisruptorRie:Heavyrangedweapon.
KlingonBatleth:Large,crescentshapedblade.Heavymeleeweapon.
KlingonMekleth:Bladedsword.Mediummeleeweapon.
NausicaanTegolar:Long,serratedsword.Heavymeleeweapon,Accurate.
MedicalKit:Includestricorder,anautosuture,abloodinfuser,adefribrillator,adermalregenerator,
twohyposprays,andaneuralstimulator.
PhaserIIIRie:Mediumrangedweapon,Accurate.
PhaserIIIBRie:Heavyrangedweapon,Accurate.
PhaserIIICRie:Heavyrangedweapon,Accurate,Powerful.

OtherItems

EngineeringKit:Includesatricorder,apairofgraviticcalipers,ahyperspanner,amagneticprobe,
andaplasmatorch.
EVASuit:Provides24hoursofatmosphereand+10Armoragainstextremetemperatures,also
includesmaneuveringjetsformicrogravity.Weighs19.6kg
GillPack:Afullfacemaskthatallowstheusertobreatheunderwaterupto3atmospheres.Weighs
0.8kg.
HandheldScanner:Assetforidentifyingtasks.Requirestricordertouse.

HolographicRecorder:Canrecordthreedimensionalimagesinaspacethesizeofaroom.
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HolographicRecorder:Canrecordthreedimensionalimagesinaspacethesizeofaroom.
Jewelry,Nonreplicated:Handmadejewelry,obviouslyexpensiveevenwhenseenupclose.
PaernEnhancer:Assetfortransportertasks.
SpecializedTricorder:Whilethestandardtricordercancollectawiderangeofdata,specialized
tricordersareoptimizedforspecictasks.Theyhavethesamecapabilitiesasstandardtricordersbut
provideanassetonspecictasks.Commonspecializedtricordersincludeengineering,medical,
environmental,andsecurity.

VeryExpensiveItems

Weapons

JemHadarPolaronPistol:Mediumrangedweapon,Powerful.
JemHadarPolaronRie:Heavyrangedweapon,Powerful,Accurate.
RomulanTeraln:Tridentlikeweapon.Heavymeleeweapon,Powerful.
VulcanLirpa:Longweaponwithafanlikeblade.Heavymeleeweapon,Accurate.

OtherItems

SubspaceBeacon:Workslikeanemergencybeaconbuttransmitsupto20lightyearsaway.
TransporterInhibitor:Increasedicultyoftransportertasksbytwosteps.

Cyphers
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TherearetwotypesofcyphersintheCypherSystemRulebook:manifestandsubtle.Manifestcyphers
haveaphysicalformandrepresentactualitemsthatdointerestingthings.InStarTrek:Cypherthis
wouldbetechnology,religiousartifacts,viruses,computerprograms,andotheritemsthatyoucould
givefromonepersontoanother.Subtlecyphersaresomethingmorelikeagamebonus,representing
somestrokeofluckorsourcesofinspiration.TheCypherSystemRulebookhasagoodlistofsubtlecypher
ideasonpage343butinStarTrek:Cyphertheseareespeciallygoodforreputations,skillsets,and
temporarymodicationsthatcannotbeshared.

ManifestCyphers

ThefollowingmanifestcypherstwellwithStarTrek:Cypher.

Adhesion:ThistsbeerasMagneticGripPadsor
somethingsimilarbutthisisagreatcypherforaway
teams.
Antivenom:Agoodadditiontoamedkitwhen
exploringajungleplanet.
ArmorReinforcer:ForextrastrongKlingonor
Breenarmor.
Aractor:Reavoredasahandheldtractordevice.
Catholicon:Anotherexcellentmedicalcypher.
ChemicalFactory:Ratherthanbeingsomeones
sweat(unlessyouwantastrangealienspecies)these
areminireplicatorsincludedinsomeemergency
kits.
Darksight:Thesevisualcortexstimulators,similar
toGeordiLaForgesvisorareusefulforstriketeams
orawayteams.
Detonation(Any):Personalscalemortarsfor
securityteams.
DisguiseModuleandVisageChanger:Portable
medkitsforchangingyourappearance.
Eaglesye:Similartothedarksightstimulatorbut
withlongrangevision.
EectResistance:Amedicaltreatmentfordangerousenvironments.
EnduringShield,ForceField,andForceShieldProjetor:Apersonalforceeldforcombat
personnel.
EquipmentCache:Forthewellpreparedawayteammember.
FireproongandFlameRetardantWall:AsuitforprotectionagainstDemonClassplanetsand
onboardres.
ForceCubeandForceScreenProjector:Strongerandfartherrangeforceeldsfromemiers.
FrictionReducer:Industrialtoolorwhackyprank,youdecide.

GasBomb:Anonlethalcrowdcontroldevice.
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GasBomb:Anonlethalcrowdcontroldevice.
GravityNullifer:Theoppositeofthearticialgravityplatingonstarships.
Hunter/Seeker:ForthewouldbeHirogeninyourcrew.
ImageProjector:Aportableholoemier.Anyholoemmiterswithalevelabove1canbe
programmedwithwhateverimagetheuserwants.Anyabovelevel3canbeprogrammedwith
interactiveholograms.
Inltrator:ForthewouldbeObsidianOrderagentsinyourcrew.
InformationSensor:Otherwiseknownasanautomatedtricordersensor.
InstantServant:TherearedenitelyautomatedmachinesinStarTreksothismakesperfectsense.
InstantShelter:Partoftheemergencysuppliesonshulesandremotestations.
MachineControl:Tricksfortheengineer.
MentalScrambler:AdeviceusedbytheRomulans,Cardassians,andsomeothertopunish
prisoners.
MindMeld:ObviouslynottheVulcantechnique,butusableasamentalimplant.
MindRestrictingWallandSubdualField:Astuneldforpreventingtrespassers.
Monoblade:Aspecializedweaponusedbyviciousmercenaries.
MotionSensor:Thiscypherisespeciallygoodforseingupasecuredcamponanalienplanet.
NullicationRay:Anionizationbeamthatshutsdowncyphers.
PersonalEnvironmentField:Anothergoodadditiontosurvivalpacks.
Poison(Any):Thetoolofassassinsandinterrogators.

RadiationSpikeandRayEmier:GreatforaackingoutofphaseopponentslikeDevidians.
RayEmier:Someothernonlethal(butseriouslymessedup)crowdcontrolitems.
Remembering:Amentalrecallorrecoverytreatment.
RepairUnit:Anengineeringrobot.
SleepInducer:Aknockouthypospray.
SniperModule:Optionalequipmentforries.
SoundDampener:Anactivecounteragentdevice.
Spy:Anotherusefulroboticdevice.
StasisKeeper:AskKhanhowwellthesework.
Stim:Anadrenalboostingdrugfromahypospray.
TissueRegeneration:Anothermedbaywonder.
Tracer:Forsecuritypersonnel.
VisualDisplacementDevice:Acleveradaptationoftheholoemier
WaterAdapter:Essentialforsomeawayteams.
WeaponEnhancement:Eitherpersonaltinkeringwithyourweaponoravariantprototype.

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SubtleCyphers

ThefollowingsubtlecypherstwellwithStarTrek:Cypher.Theoptionalsubtlecyphersonpage347of
theCypherSystemRulebookareallgoodts.

Analeptic:Fastorquickwiedocerscanutilizethiscypher.
ConditionRemover:Anabilityforcounselorsanddoctors.
ContingentActivator:Engineerscansetupothercypherstoautomate.
Curative:Otherwiseknownasmedicaltraining.
EortEnhancerandEortEnhancer(Combat):Thegritofadeterminedocer.
IntellectBooster:Amentalfocusingtechniqueorspecialtrainingratherthananeuraliticdrug.
IntelligenceEnhancement:Beingonarollorreallyfocused.
KnowledgeEnhancement:Somehardcorestudyingonacertainsubject.Iwouldchangeitfrom
twentyfourhourstoaspeciclocationorsubject.
MeditationAid:AVulcansbestfriend.
MemorySwitch:Asurgicaltechniqueofquestionablemorality.
MindStabilizer:Powerfulmentaltrainingoraninjection.
NutritionandHydration:Worksaswildernesssurvivaltraining.
PerfectMemory:UsedasSherlockHolmesmemorypalace.
ReexEnhancer:Cleverandfastocersinyourcreworpossiblyexcons.
Rejuvenator:Acharacterssecondwind.
Secret:Selfexplanatory.
SkillBoost:Extratraining.
SpeedBoost:Fastocersandsprinters.
StrengthBoostandStrengthEnhancer:Forstrongcharacters.
Teleporter(Interstellar)orTeleporter(Planetary):Sitetositetransportersystems.Very
experimental.

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CATEGORIES STARTREK TAGS CHARACTERS,CYPHERSYSTEM,EQUIPMENT,NEWRULES,


STARTREK,STARTREK:CYPHER

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10/31/2016 NPCsinStarTrek:CypherMephitJames'Blog

MephitJamesBlog

NPCsinStarTrek:Cypher

PUBLISHEDONOctober18,2016October17,2016bymephit1916
ThereisalotofadviceIvebeenwritingforStarTrek:CypherGMsincludinghowtocreateaship
(hps://mephitjamesblog.wordpress.com/2016/08/02/startrekcypherpcstarships/)withoutendingup
inastght.PartiallythisisbecauseIalwaysthinkofcampaignsfromtheGMpointofviewwhether
ImrunningitorplayingbutalsobecauseIvebeenreadingalotofKenHite
(hp://www.kenandrobintalkaboutstu.com/)sstu(includingtheDraculaDossier
(hp://site.pelgranepress.com/index.php/thedraculadossier/))whichismakingmethinkalotaboutcampaign
management.Inanycase,heressomemoreadviceonhandlingthecastofthousandsonastarshipand
thetoolsincludedinStarTrek:CypherfortheharriedGM.

NPCCreation

Theguidelinesonpage391393oftheCypherSystemRulebookgivesomegreatpiecesofadvicefor
creatingNPCsintheCypherSystemandRPGsgenerally.TheGMshouldusethosepagestohelpthem
createandmanageNPCsinawaythatdoesntmaketheirheadsexplode.TomakeveryquickNPCson
they,youcanusethesystembelow.

ProvidedintheCiviliansectionareexampleNPCsforanumberofStarTrekspecies.Ifyouneeda
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ProvidedintheCiviliansectionareexampleNPCsforanumberofStarTrekspecies.Ifyouneeda
randomKlingonforabarght,feelfreetousethestatsyoundwithalevelthatreectsthesituation.If
youneedaBolianpassengerthatthecrewinteractswithbriey,dothesame.Forsomethingalilemore
involved,combinethecivilianstatswitheithertheOcerTemplatesortheGeneralTemplatesforwhat
youneed.Crewmemberswouldusetheocertemplates(seethatsectionforabreakdownofhowlevel
andrankmightrelate)whileoutsiderscanusethegeneraltemplates.

MakingtheCrew

OnebigaspectofStarTrek:CypherwhichinvolvesNPCsisthecrewoftheplayercharactersship.The
party,evenifitsfairlybigasfarasPCpartiesgo,willonlybeaverysmallpartofthecrew.Asmall
starshiplikeVoyagerhasabout150crewmemberswhilealargeshipliketheEnterpriseDhasovera
thousand.Ineithercase,thebulkofthecrew(asinmorethan95%)willbeNPCs.Shouldyoustatoutall
ofthesecharactersandgureouttheircapabilities?Notatall.Shouldyouhavesomeready?Yes,that
willhelpyouinthefuture.

TherearethreegoodapproachestocrewNPCspresentedheretohelptheGMandplayersalikenda
middlegroundbetweenfacelessthousandsandoverlyintricatepopulation.

DesignMajorCharacters

Somecharactersyoushouldwriteupaheadoftime.Thesewouldbethemajorcharactersontheship
besidestheplayercharacters,theonesreceivingaGuestStarringcreditinaStarTrekseries.Guinan
wasanimportantpartofthecrewinTheNextGenerationbutthereweremanyepisodesfromwhichshe
wasentirelyabsent.ThesamecanbesaidofGulDukatonDeepSpaceNineandSeskaonVoyager,though
mostlyasvillainsinsteadofprotagonists.Otherswerecolorfuladditionswhocameupnowandagain
likeReginaldBarclay,NaomiWildman,andKeikoOBrien.

Itsagoodideatostatimportantpeopleoutaheadoftimeconsideringtheirconnectionsandfunctionsin
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Itsagoodideatostatimportantpeopleoutaheadoftimeconsideringtheirconnectionsandfunctionsin
thestory.Majoropponents,rivals,andNPCbridgeocersallareeasiertoworkoutaheadoftime.Just
becausetheyareimportantcharacters,though,doesntmeanthattheirstatisticsareanymore
complicatedthantheaverageNPCs.Whileimportantcharactersmighthaveuniqueabilitiesthatother
NPCsdonthave,theirmechanicsservetoshowhowtheyinteractwiththeplayercharacters,nothing
moreorless.

BuildAsYouGo

Thisisagreatoptionforthebulkofthecrew.YoudontneedtoknowwhoworksinAstrometricsuntil
thecaptaincallsdownforareport.Whenthathappens,pickaspeciesandname,givethemarank,and
usethetemplatesbelowtogivethecharacterthedetailstheyneed.Afterafewmissions,youwillhavea
smallpartofthecrewmappedoutanditwillgrowasdierentspecialitiesarerequired.

TheBuildAsYouGoapproachworksforthecrewasawholeandalsoforindividualcrewmembers.
ThisishowcharactersoftenworkonaTVseries,infact:thecharactergetsintroducedandtheyget
expandedalileeverytimetheyshowup.YoucantakethesameapproachasTVwritersaswell,
relyingonaudiencesurveys(i.e.yourplayersreactions)toseewhichcrewmembersareresonatingand
worktogivethemmoreairtime.IfLt.Ramos(randomlydeterminedwhenthecaptainmadethatrst
calltoAstrometrics)endsupbeingamemorableNPC,thenitjustmightwindupthathehappenstobe
ondutywheneversomeoneisneededinAstrometrics.Hemightstartoutasastandardstatblock,but
hellgaindierentabilitiesashegoessothathisuniquenessmatcheshisgrowingdepth.

HavethePlayersTakeControl

TheresanothertooltheGMhasforkeepingtrackofthecrew:delegation.TheCypherSystemalready
reliesontheplayersforalotofthings,mostnotablyalloftherolling,sowhynotthisaswell?Whenan
juniorocerinEngineeringisneeded,theGMcanturntotheChiefEngineerandaskwhotheyhaveon
dutyatthemoment.TheGMkeepstrackofthedepartmentsthatPCsdontoverseeaswellasanyNPCs
whoarentpartofthecrew,buthavingplayerskeeptheirowndutyrosterscanbeimmersive(itswhat
theircharactersaredoing,afterall),helpful(onelessthingfortheGMtoworryabout),andempowering

(theyreallyfeelliketheycontrolwhathappensintheirdepartment).Thecaptainandrstocer,ifthey3/4
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(theyreallyfeelliketheycontrolwhathappensintheirdepartment).Thecaptainandrstocer,ifthey
arePCs,canpickanunaacheddepartmentiftheywantandkeeptrackofthebridgeocerinchargeas
wellastheirsubordinates.

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STARTREK,STARTREK:CYPHER

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10/31/2016 StarTrek:CypherPCStarshipsMephitJames'Blog

MephitJamesBlog

StarTrek:CypherPCStarships

PUBLISHEDONAugust2,2016September22,2016bymephit1916
JustasimportantasthecrewofyourStarTrek:Cyphercampaignistheshipitself.Notonlywillalarge
proportionofthecampaigntakeplaceaboard(andprobablythemostoutofanysinglelocation)butitis
themeansbywhichthePCsgetaroundthegalaxy,interactwithothers,andcompletetheirmission.

UPDATE:TheStarTrek:Cypherpage(hps://mephitjamesblog.wordpress.com/startrekcypher/)lists
everythingtheprojecthasgoingonsoenjoy!

Thecrewsstarshipismorethanjustadeviceorabitoftechnology.Itsahome,aprotector,abaseof
operations,andafteralongvoyageanearlylivingthingwithaitudesandtendenciesjustlikeanyother
partofthecrew.Inthisway,astarshipinStarTrek:Cypherislikeanothermemberoftheparty,onethat
issharedamongstalltheplayers.Therulesherearelongbutthisisanimportantpartofthecampaign
soitsworthtakingtimetogetitright.

StarshipActions

Thecombatroundforstarshipsworksaliledierentlythanforcharactersbecausetherearetheships
involvedandthecrewsonboard.Allofthemcantakeactionsbutatthesametimetheprocessshouldbe
streamlined.AtthestartofstarshipcombatthePCsship(orshipsiftheyareondierentvessels)make

EnginerollsastheirinitiativerollandtheNPCship(s)usearesultofthreetimestheirlevel(seepage1971/16
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EnginerollsastheirinitiativerollandtheNPCship(s)usearesultofthreetimestheirlevel(seepage197
oftheCypherSystemRulebookformoreinformationoninitiative).Eachshipwillactonitsinitiativecount
andthecrewwillactimmediatelyafterit.

Oncetheinitiativeorderisdetermined,eachshipcantakeoneactionontheirturn:aack,activatea
specialability,move,wait,defend,ordosomethingelse.Theshipcanttakemorethanoneactionina
round,buteveryactioncaninvolvingcoastingwhichmeansmovingadistanceinthedirectionitwas
going(sinceshipsdontneedtoconcentrateonmoving,unlikepeople).Moreoncoastingcanbefound
intheStarshipMovementsection.

Intheturnafterastarshipacts,itscrewdoes.Whoeverwasmakingtherollforthestarship(whetherit
wasaacking,moving,etc)doesnotgetanotheractionbutotherPCcrewmemberscantakeactionsto
createassets,repairdamage,andothertasks.NPCstarshipsdonotrollexceptinrarecircumstances(in
whichcaseaplayerwillrollforit)buttheGMcanassumethattheNPCcrewcancompleteoneaction
withadicultylessthantheirshipslevelontheircrewturn.

StarshipSystems

Actionsmadebystarshipsareactuallymadebythepeopleatthestations.Therearethousandsof
systemsthatmakeupeventhemostsimplestarshipandnotallofthemneedtobeconstantlywatched.
Therearesomeimportantsystems(calledprimarysystems)whichdoneedconstantsupervision,
however,andothers(secondarysystems)thatcanoftenbeoverseenbyoneoftheothersystemsor
checkedoccasionallybysomeonewatchingamajorsystem.

PrimarySystems

Theprimarysystemsaboardastarshipareconsideredcriticalandwontbedeactivatedexceptindire 2/16
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Theprimarysystemsaboardastarshipareconsideredcriticalandwontbedeactivatedexceptindire
emergenciesorinthecaseofcompletefailureofthepowersystems.

Propulsion:Boththeimpulseenginesandthewarpdrivearerequiredtomovetheshipthrough
space.Travelspeedsandwarpfactorscanbefoundonpage100oftheNarratorsGuideoftheStar
TrekRoleplayingGame.AdditionalinformationcanbefoundintheShipMovementsectionbelow.
Sensors:Asidefromscienticscansandtacticalinformation,sensorsprovidetheinformationa
starshipneedstoavoidcrashingandexploding.MoreinformationcanbefoundintheDistancesand
Rangesectionsbelow.
Operations:Theinternalmonitoringandpowerallocationoftheshipcankeepothersystems
runningandpreventoverloads.Italsoincludestheoperationoftheshipscomputercore.
LifeSupport:NoFederationstarshipcanoperateforlongwithoutacrewandtheseindividualsare
keptalivebytheshipslifesupportsystem.
Weapons:Whilenotnecessaryforeverymission,astarshipsweaponsandshieldsareanimportant
aspecttokeepingitscrewsafe,asthecrewoftheveryrstEnterprise(NX01)wereeventuallyforced
toadmit.

SecondarySystems

Thesesystemsareimportantandprioritizedoverlessimportantsystems(referredtoastertiarysystems)
butifpowerlevelsbegintodroptheyaredisabledtopreservetheoperationoftheprimarysystems.

Communications:Beingabletocommunicatewithothershipsisveryimportant,particularlyforthe
diplomaticmandatethatStareetpersonnelareexpectedtouphold.
Transporter:Sincetheywereintroduced,transportershaverevolutionizedtheoperationofstarships.
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Transporter:Sincetheywereintroduced,transportershaverevolutionizedtheoperationofstarships.
Thetechnologyiscomplicatedbutalwaysimprovingandthesystemrequiresalotofcomputing
powertooperatecorrectly.

BridgeStations

AboardaStareetbridgethereareeightdierentstationsthatmustbestaedatalltimes:thecaptains
chair,thesixdutystationsonthebridge,andengineering.IfaPCisnotatoneofthesestations,anNPC
crewmembermusttaketheirplace.Thesestationsare

CaptainsChair:Inmostcasesthisisnotacriticalstationbecauseofthesystemsroutedthroughit;
whilesystemscanbecheckedfromthecaptainschairnonearerunprimarilythroughitsinterfaces.
Thecaptainschairiscriticaltostarshipoperation,however,becausethisiswherealltheorderscome
from.Whentheshipscaptainisnotpresentthemselves,theyhandtheconn(controloftheships
movements)tosomeoneelseintheirstead.Thisocer(traditionallycalledcaptainaslongasthey
havetheconn)isusuallythehighestlevelocercurrentlyonthebridgebutthisisntimmutable.
Communications:Anycontactwithoutsideships,planetarycommunities,orotherentitiesis
handledbythecommunicationsdutyocer.Aboard22ndand23rdcenturyships,thiswasa
complexenoughprocesstomerititsownstationandonsensitivediplomaticmissionsthatmightstill
bethecase,butmostofthetimelaterstarshipsleavethistotheoperationsocer(seebelow).
Engineering:WhilethereisanengineeringstationonthebridgeofeveryFederationstarship,most
ofthetimethisdutystationiscontrolledfromtheshipsmainengineering.Chiefengineers
communicatethroughcommswiththebridgecrewandstaywheretheycanmorequicklyrespondto
issueswiththewarpengineorengineeringcrewstodealwithdamagedsystems.
Environmental:Forsafetyreasons,lifesupportandenvironmentalcontrolsareheavilyautomated
aboardaFederationstarship.Thedutystationonthebridgeismostlystaedbysomeonemonitoring
levelstomakesuretherearenoissueswiththesecriticalsystems.Inastarshipbale,damagetoone
ofthesesystemsismorelikelyandcouldspelltheendfortheshipscrewsoavigilantoceris
denitelyneeded.

Helm:Theresponsibilitiesofthedutyoceratthehelmmightbethemostboringonthebridgeor 4/16
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Helm:Theresponsibilitiesofthedutyoceratthehelmmightbethemostboringonthebridgeor
themostexciting.Onlongdistancewarpjourneystheymonitorthecoherenceofthesubspace
envelope,thoughiftheengineeringocerisdoingtheirjobthisisredundant.Onimpulse
maneuverstheylayincoordinatestodirecttheshipsbutsometimesthisisonlyentering,
maintaining,andleavingorbit.However,afterpilotingthestarshipthroughtheirrstbale,many
helmocersgladlytaketheboringshiftsofroutineoperations.
OperationsManagement:Thisstation,mostoftencalledOps,handlesthepowerallocationand
routingonthestarship.Thiscanbedonethroughtheengineeringstationaswellbutmaintainingthe
systemsandcoordinatingthemareeachhugetasks.Inlessactionorientedtimes,theOpsstationis
alsowheretheoperationsocercoordinatescrewshifts,spaceallocation,andothermundanetasks
thatcouldbreakthecrewofalargestarshipifleftalone.
Science:Thesciencedutyocerhandlestheshipssensorsandconductsanyscienticresearchas
partoftheshipsmission.Thedutyocerisnotresponsibleforeveryresearchtaskthemselves,but
theydoneedtospendtimecoordinatingthescienceteamsonboardtomakesureresearchprojects
areontrack.
Tactical:Thetacticalstationisobviouslymostcriticalinabalebutevenwhenthreatsarenot
imminentthetacticaldutyocerneedstomonitorweaponsystemsandmakesurethestarshipis
readyforactionwhentheneedarrives.Theyalsomonitorinternalsystems,reviewsecurityreports,
andcoordinatesecurityteams.

DeterminingTaskDifficulty

Sincetheactionsofthestarshiparedeterminedbythecrewmembers,thesamerangeofdiculties
foundonpage191oftheCypherSystemRulebookareused,fromroutinetoimpossible.Starshipscando
thingsthatnohumanoidevercould,fromtravelingfasterthanlighttoliftingthousandsoftonsof
material,butthesetasksarenogreateortforatypicalFederationstarship.

ModifyingtheDifficulty

Whenaplayeratashipsstationtakesanactionusingtheastarshipstation,theycanuseskills,assets,
andEorttolowerthetasksdicultyfollowingthenormalrulesfoundonpage192oftheCypher
SystemRulebook.However,theycanonlyusetheEdgeandStatPoolsoftheship,nottheirown.Might,
Speed,andIntellecthavenobearingonacrewmemberseortsonboardastarshipsexceptinthatthey
allowthecharactertocreateassetsandusespecialabilitiesthatmighthelpthem.Somestarshipsoer
systemsthathelpwithcertainskillcheckssothatsomeonemightbeabletoconsiderthemselvestrained
inacertaintypeofskilleveniftheyarenttrainedwhenawayfromtheirstation.Ifatrainedcharacteris
aboardashipwithsuchabenet,theycanconsiderthemselvesspecialized.Iftheyarealready
specialized,theygainnofurtherbonus.

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GMIntrusion

Justaswithnormalcharacteractions,GMscanmakeintrusionsbyoeringXPorwhena1isrolled(see
pages193195oftheCypherSystemRulebook).Theseintrusionsmightbemalfunctionsontheship,
dramaticnegativeshiftstothecurrentsituation,orspatialanomaliesthatimpacttheship.UsuallyGM
intrusionsfromstarshiprollswillaectthewholestarship(partoftheexperienceoftheshipasa
sharedcharacter)butintrusionsinexchangeforXPwillusuallyaectjustonecharacter.

EXAMPLEGMINTRUSIONS

Thestarshiplosessomeofitssubsystems(seeSpecialStarshipDamagebelow).
Poweructuationssendtheshipocourseandintoacompromisedposition(seeAackModiers
andSpecialSituationsbelow).
Theshipgoesonemergencypowerlighting,increasingthedicultyofallonboardmovementand
aimingbyonestep.
Hullbreachesarereported,requiringimmediateevacuationsandalternateroutes.Thedicultyof
directinganyonboardteamsisincreasedbyonestep.
Aterminalexplodes,damagingyou.
Staticelectricityarcsintoyourarms,stunningyou.
Theklaxonsofredalertdrownoutyourordersandtheyeitherarentcarriedoutormisunderstood.
Damagetothesensorarrayscauseyoutomisreadwhatyouaredetecting.
Youdontrealizethatthetargetingrelaysareoutofalignmentandyournextshotgoeswide.

MinorandMajorEffect

Starshipactionscanresultinminorormajoreectsaswell(seepages193194oftheCypherSystem
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Starshipactionscanresultinminorormajoreectsaswell(seepages193194oftheCypherSystem
Rulebook).JustliketheGMintrusions,theseshouldbeeectsthatbenettheshipinsteadofindividual
crewmembers.Somesuggestedeectsforstarshipsaregivenbelow.

EXAMPLEMINOREFFECTS

ThetargethasDamagetoSecondarySystems(seeSpecialStarshipDamagebelow).
Asecondarysystemisknockedoine(seeSpecialStarshipDamagebelow).
Strikeaspecicpartoftheenemyship,preventingthatshipareafrombeingusedforoneround.
Theenemyshipisknockedocourseandisnowheadedinaverydierentdirectionfromwhereit
intendedtobe.Ifnearadangerousspatialanomaly,thiscanhavedramaticeects.
Anyoftheotheroptionsgivenonpage194oftheCypherSystemRulebook.

EXAMPLEMAJOREFFECTS

ThetargethasDamagetoPrimarySystems(seeSpecialStarshipDamagebelow).
Aprimarysystemisknockedoine(seeSpecialStarshipDamagebelow).
Theshipsimpulseenginesaremomentarilyknockedoine,bringingittoafullstop.
Oneoftheshipsweaponsisdestroyed.
Anyoftheotheroptionsgivenonpage195oftheCypherSystemRulebook.

Distance

Starshipshavethesamedistanceconsiderationsascharacters,thoughthedistancesareunderstandably
dierent.

Immediatedistanceisanythingwithin0.5kilometersofastarship.
Shortdistanceisanythingmorethan0.5kilometersandupto5kilometersofastarship.
Longdistanceisanythingmorethan5kilometersandupto10kilometersofastarship.

Inaddition,someinstancesmayinvolveHulldistancewhichis0kilometers:literallyonthehullitself.
Boardingparties,aachedspacefaringorganisms,anddetritusadheringtothehullarealltooclosefor
weaponstohitatallandmustbedealtwithsomeotherway.

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StarshipAttacks

Aackswithstarshipweaponsishandledbythetacticaldutyocerorsometimesbydedicatedtactical
teamsthatthedutyocerisdirecting.Aacksusethesamerulesascharacteraacks(page199ofthe
CypherSystemRulebook)exceptthattheyuseeithertheshipsEngineorSystemStatPoolsplayers
choice.Aacksaremadewiththeshipsweaponry(seeShipWeaponsbelow)andrequiresthatthe
targetbeintheweaponsarc(seebelow).

Damage

Damagealsoworkssimilarlytotherulesforcharacters(pages199200oftheCypherSystemRulebook),
althoughNPCshipshavestructuralintegrityinsteadofhealth.Likewise,PCstarshipstakedamageto
theirStatPoolsjustlikePCsthemselves.AlmostallaackstargettheshipsHullstatandifnoStatis
speciedyoucanassumethatswhatisaected.Systemdamageisusuallyfromcomputervirusesor
specializedradiationanditwillalwaysbelabeledasSystemdamage.Enginedamageisveryrareand
willusuallybegravitationaleects(oftenanenvironmentaleect)andwillalwaysbelabeled.

WeaponArcs

Starshipshavefourarcs:fore,aft,starboard,andport.Weaponscoveronetofourarcs(describedintheir
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Starshipshavefourarcs:fore,aft,starboard,andport.Weaponscoveronetofourarcs(describedintheir
sectionbelow)andanenemyshipmustbewithinaweaponsarctoberedupon.Usingpropscantell
whethertheenemyiswithinaspecicarcbutthefollowingguidelinescanalsoservetostreamline
things.

Ifashipisdescribedasmovingtowardsanothership,itwillhavethatshipinitsforeweaponsarc.
Ifashipiswithinshortdistanceandwasmovingtowardstheenemyshiplastround,itnowhasthe
enemyshipineitheritsstarboardorportweaponsarc.
Ifashipiswithinlongrangeandwasmovingtowardstheshiplastround,nextrounditwillhave
theenemyshipineitheritsstarboardorportweaponsarc.
Anenemyshipwillstayinastarboardorportweaponsarcforoneroundiftheshipsareatshort
distanceortworoundsiftheyareatlongdistance.Afterthistheenemywillbeintheaftweapons
arc.

Armor

Someshipshavereinforcedhulls,neutroniumplating,orotherarmorbuiltintotheirhulls.Thisisa
specialabilityandworksjustlikearmorforcharacters(page200oftheCypherSystemRulebook).
Normallyshipshavenoarmorplating.

Shields

Bycontrast,everystarshipcanbeassumedtohaveshields.Theseareenergybarriersthatkeepout
projectiles,energyweapons,boardingparties,andotherdangers.Ashipsshieldratingisdeterminedby
itstype(seeabove)andcanalsobemodiedbyfoci,specialabilities,andcyphers.Whenanaack
successfullyhitsaship,theplayersortheGM(dependingonwhetheritsaPCorNPCship)canchoose
tohavesomeorallofthedamagetakenbytheshieldsratherthantheStats/structuralintegrity.

TheDamageTrack

Justlikecharacters,starshipsthattakedamagefollowadamagetrack(seepage202oftheCypherSystem
Rulebook).

Operational:WhenallthreeStatPoolsat1orhigher,theshipoperatesnormally.Thisisthe
equivalentofahalecharacter.
Compromised:WhenashiphasoneStatPoolat0,ithastakenenoughdamagetocausesystemsto
begintofail.Theshiptakesalltherestrictionsofanimpairedcharacter.
Disabled:WhenashiphastwoStatPoolsat0,ithasbeenallbutdestroyedandisrelativelyhelpless
againstenemies.ItcantmovefasterthanquarterimpulseandifitsEnginePoolisat0thenitcant
evendothat.Justlikeadebilitatedcharacter,adisabledshipcanttakeanyotheractionexceptto
(possibly)moveandtomakebasicsensorchecks.

Crippled:WhenashiphasallthreeofitsStatPoolsreducedto0itisuerlydeadinthewater.Ifthe9/16
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Crippled:WhenashiphasallthreeofitsStatPoolsreducedto0itisuerlydeadinthewater.Ifthe
warpcoreisstillfunctional,itcannotpoweranysystemsonboardbecausetherelaysandconduits
aretoofargone.Theresnosensors,engines,comms,shields,orlifesupporttheremaynotbeany
atmosphereconsideringthemultiplehullbreachesithassuered.Theonlycourseistoabandonship
andpotentiallytotowtheshipbacktospacedockforsomeseriousrepairs.
Destroyed:Acrippledshipthattakesdamageequaltoitstierismorethandeadinthewater,its
uerlydestroyed.Thecoreexplodesandnothingisleftoftheshipbutscrapmetalhanginginspace,
orpossiblyrainingdownonaplanet.Thiscausesawarpbreachexplosion,whichcandamageships
aroundit(seeAreaAacksbelow).

RecoveringPointsandRestoringtheDamageTrack

StarshipsrecoverpointstotheirStatPoolsjustlikecharacters,throughresting.Thisisntsleepingor
goingintohibernationmode,ratherthestarshiptakestimeoutofacrisissituationtohaveengineering
teamsxingdamagesectionsoftheship.Theamountofpointsrepairedduringaperiodofrestis1d6+
1pertier,justlikewithcharacters,andraisingStatPoolsabove0willmoveastarshipbackupthe
damagetrackaswell(seepages202203oftheCypherSystemRulebookformoreinformation).Thetimes
forstarshiprestaredierentthanthoseforcharacters

RecoveryRoll TimeNeeded
FirstRecoveryRoll TenMinutes
SecondRecoveryRoll OneHour
ThirdRecoveryRoll TenHours
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FourthRecoveryRoll TwentyHours
SpecialStarshipDamage

Justascharacterscanbestunnedorpoisoned,starshipscansuerspecicconditionsasaresultofGM
intrusionorspecialabilities.RemovingtheeectsofthesespecialdamagesituationsrequiresaSystem
testfromsomeoneatanappropriatestationoranIntellecttestbyanengineeringocer(eithertodothe
repairsordirecttheteams).Thedicultyofthistaskisdeterminedbytheleveloftheshipor
phenomenonthatdealtthespecialdamagetobeginwith.

DamagetoSecondarySystems:Whenaparticularhitdamagesenoughpowerconduits(whetheror
notitwasaparticularlystronghitintermsofdamage),thestarshipscomputerbeginstoprioritize
criticalsystemsoversecondaryones.Thedicultyofalltasksinvolvingsecondarysystems(see
above)areincreasedbyonestep.Thisissimilartodazedforcharacters.
DamagetoPrimarySystems:Whenaprimarysystemishithardenoughitcanhaveacascading
eectthroughtheothercoresystemsoftheship.Ifthishappens,thecomputersareforcedto
recalibratetheentirepowerdistributionsystemandtheshiplosesitsnextturn(thoughitcandefend
againstaacksnormally).Thisissimilartostunnedforcharacters.
SpecicSubsystemOine:Sometimestheenemytargetsaspecicsystem,andsometimesthey
suerbadluckfromaGMintrusion.Regardless,ifacertainsubsystemisknockedoinethenthe
starshipsengineeringteamsneedtoxitbeforeitcanbeusedagain.

AreaAttacks

Starshipsveryrarelyhaveweaponsthatfunctionasareaaacks(thedevastatingisolyticburstusedby
theSonainStarTrek:Insurrectionisanexampleofapossibleexceptiontothis)butwhenstarships
detonatethisistreatedasanareaaacktoallshipswithinashortdistancefromthedetonatingship.
AnyPCshipsintheblastareamustmakeEngineorHullcheckstoavoidtheshockwavesortheywill
takedamageequaltotheexplodingshipslevel.NPCshipsstruckbyanexplodingPCshiparetargeted
asifbyaHullaackandsuerdamageequaltotheshipstier.ForNPCshipstooclosetoanexploding
NPCship,theGMcaneitherdecidewhatwouldbenarrativelybestorhaveaPCrollfortheirdefense.

Shipsinimmediaterangetaketwicethenormaldamage.

TargetingSubsystems

Itspossibleinstarshipcombattotargettheenemyssubsystemstoforcethemtoyieldwithoutactually
disablingtheirship.Todothis,thetacticaldutyocertargetsspecicsubsystemshopingtoknockthem
oine(seeSpecialStarshipDamageabove).Thedicultyformakinganaackagainstaprimary
subsystemisincreasedbytwostepsandthedicultyformakinganaackagainstasecondary
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subsystemisincreasedbytwostepsandthedicultyformakinganaackagainstasecondary
subsystemisincreasedbyonestep.Targetingspecicpartsofaship(aemptingtodestroythebridge,
forexample,ordisabletheshulebay)increasesthedicultybytwosteps.

AttackModifiersandSpecialSituations

Coverusuallydoesntapplytostarshipsbutsometimestheycanmovebehindanothertargetanduse
thelargervessel,asteroid,orspacestationasabarriertoaacks.Theserarecasesworklikecoverfor
charactersasdescribedonpageXXoftheCypherSystemRulebook.
Positioncomesintoeectinpitchedstarshipbalesbutitonlycomesintwosorts.Superiorposition
mightbecomingdownfromabove,movingquicklyandpowerfully,orbearingdownonaships
weakspot.Inferiorpositionmightbeincrampedconditionswheremaneuveringisdicultoronthe
oppositeendofasuperiorpositioningsituation.Eitherofthesepositionsmodifyaackrollsonestep
intheaackersfavor.
Starshipscanbenet(orsuer)fromsurprisejustlikecharacterswhentheyhaveanebula,ion
storm,orspatialanomalytohidethemorwhentheiropponentssensorsaredamaged.
TherulesforRangefunctionforstarshipsjustthesameascharacters.
Bycontrast,Illuminationdoesnottypicallyaectstarshipsexceptintheveryrarecaseswhere
sensorsaredeadbutavisualsightingisstillpossible.
Visibilityisdenitelyafactorforstarshipchaptersandcanleadtoasurprisesituation(seeabove).
Nebulasandotherinterstellarcloudsfunctionlikemist,adenseasteroideldortheatmosphereofa
gasgiantcanworkforahidingtarget,andcloakedshipsareconsideredinvisibletargets.
Obviously,Waterdoesntcomeintoplaymuchbutdensecloudsoratmospherescanalsoslowdown
starshipslikecharactersindeepwater.
MovingTargetsonlycomeintoeectwhentheaackerordefenderismovingatfullimpulse(see
StarshipMovementbelow).Starshipscannotbejostled.
GravityhasnoeectonstarshipcombatunlesstheGMconsidersthesituationtobesomething
extreme(suchasghtingclosetoablackholeorwhilebeingpushedinfrontofagravitywave).
StarshipscanAackObjectsjustlikecharacters.

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StarshipCombatBetweenNPCShips

JustlikewithNonPlayerCharacters,ghtsbetweenNPCshipsshouldbehandledeitherbyGM
narrativedecisionsorbyhavingtheplayersrollthedice.Ifaplayerhasavestedinterestinoneofthe
shipsthenthatmakesagoodcaseforthemtoroll,suchasanNPCshipwithaPCaboardtryingto
escapefromthebrigduringthebaleandhopingtheshipthattheyreinisntdestroyed.Rememberthat
anystarshipthathasaPCaboardandactingatastationbecomesaPCshipandshouldusethenormal
rules.

StarshipCombatBetweenPCShips

IntheunfortunatecaseoftwoPCshipsringoneachother,usetherulesonpages206207oftheCypher
SystemRulebookforplayervs.playerghts.IncaseswheretwoPCshipsareinthesamebalebutallied
witheachother,seethesectionCooperativeStarshipActionsbelow.

StarshipDefense

ShipsmakerollstodefendagainstNPCshipsjustlikecharacters.Thetacticalorengineeringdutyocer
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ShipsmakerollstodefendagainstNPCshipsjustlikecharacters.Thetacticalorengineeringdutyocer
canuseHulltodefendagainsttheaacksbyutilizingtheshipssolidconstructiontowithstandthe
aack.Ontheotherhand,thehelmdutyocercanuseEnginetododgetheaackorcreatespatial
waketodeectit.Ifashipisguarding(seepage210oftheCypherSystemRulebook)theyimprovethe
dicultyasnormal.

StarshipSpecialAbilities

Starshipsandthecrewmembersonboardhavespecialabilitiesthatcanhelptheshipnegotiatea
dicultsituation.Thesefollowallthestandardrulesonpage208oftheCypherSystemRulebook.

StarshipMovement

Starshipshavetwodierentpropulsiondrives,impulseandwarp.

ImpulseDrives

Impulsedrivesareforsublighttravelandareusedwithinsolarsystemsandwhileinorbit.Whileany
percentageofthefullimpulsedrivespowercanbeused,therearefourtypicalseingsforreference.

FullStop:Withtheimpulseenginesshuto,theshipisntmovingatall.Aacksagainstanon
movingtargetaremodiedbyonestepintheaackersfavor.Maintaininganorbitistypicallyvery
slow(lessthanonethousandththespeedofevenquarterimpulse)buttheyaremovingenoughthat
noadvantageisoered.Ashipatfullstopdoesnotmoveinacombatround.
QuarterImpulse:Thisistheslowestmoststarshipswilltravelinsystemunlesstheyhaveapressing
needtobeverycareful.Thisspeedisabout5%thespeedoflight.Ashipatquarterimpulsewill
moveanimmediatedistanceinacombatround.
HalfImpulse:Arespectablespeedthatisconsideredapolitevelocityforinsystemtravelwhena
shipneedstogetsomewhere.Itisalilemorethan10%thespeedoflight.Ashipathalfimpulse
willmoveashortdistanceinacombatround.
FullImpulse:Theupperlimitoftheimpulsedrivescanpropelashipat25%thespeedoflight.This
speedcancausedisruptivegravitywavesforanyshipsthatpassclosebysoitisbestleftfor
uninhabitedsystemsoremergencies.Ashipatfullimpulsewillmovealongdistanceinacombat
round,butneedstomakeadiculty4Engineactiontodoso.

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Intheroundafterastarshiphasuseditsactiontomoveitcancoastduringsubsequentactions.This
meansitcontinuestomoveforwardatthespeeditwasmovinginthedirectionitwasmoving.Thiswill
continueuntilthehelmoperatortakesanotheractiontochangecourseorspeed;increasingspeedisa
starshipactionbutdecreasingspeedisacrewaction.Ifashipismovingatfullimpulsethedutyocer
atthehelmwillneedtomakeacrewaction(diculty4)tomaintainthatspeedwhilecoasting.

WarpDrives

Warpdriveisthefasterthanlightpropulsionforstarships.Itsgenerallynotpossibletoengagein
combatatwarpspeedandothertaskslikesensorsweepsandtransportersareverydicult.More
informationonhowfastexactlywarpspeedtakesyoucanbefoundinothersourcebooksandaround
theinternet.

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Creating NPC Ships
The process for creating NPC starships is the same as creating NPCs themselves (see pages 389-391 of the

Cypher System Rulebook ) with a few small adjustments.

Level
There are no hard-and-fast rules for what level a ship should be but you can use the following as guidelines.
Level 1 and 2 ships should be small craft (like shuttles and fighters) or exceptionally fragile craft (like
the Bajoran lightships).
Level 3 and 4 ships should be fast and basic ships, used for quick assaults or everyday use, or the
starships of less technologically advanced cultures. This is a good level range for civilian transports.
Level 5 and 6 ships are equivalent to most ships-of-the-line (see the section on PC starships for more
information) and form the bulk of any fleets dependable ships.
Level 7 and 8 ships are the strongest ships-of-the-line in a fleet and their truly impressive capital ships.
These are rarely-encountered starships for most species in the Alpha and Beta Quadrants.
Level 9 and 10 ships are the truly frightening enemies one might encounter in space. Borg cubes and
Deep Space Nine. Powerful
doomsday ships fall into this category, as do large space stations like
spacefaring creatures like the Crystalline Entity can also be treated like level 10 starships.

Other Characteristics
For the most part, the level of the starship should provide all the data the crew needs to interact with it. This is a
definite bonus as it allows you to have large-scale encounters, spur-of-the-moment battles, and surprising
challenges without a lot of bookkeeping. The example ships provided below give you an idea of what ships your
crew might encounter while traveling the galaxy, as well as providing some tips on how to modify ships from
just a level if you have the inclination and time.
Description: This paragraph gives a basic overview of what the ship looks like.
Use: This description is mostly for the GM to let her know in what contexts the ship might be
encountered.
Territory: This describes where the ship might be found, usually limited to the space of the species that
uses it but also neighboring regions.
Structural Integrity: This is equivalent to Health for NPCs.
Damage Inflicted: Just like NPCs, this is typically equal to level.
Armor: Since NPC ships dont have shields, they have Armor ratings more often than PC ships to
simulate their shielding.
Movement: These use the same terms as NPC movement, but it uses the distances for starship combat.
Fast, maneuverable ships tend to have long movements while larger starships have short.
Modifications: Starships often have modifications for specific tasks. The descriptors for PC ships can
give you some ideas and other templates are included below.
Combat: This section describes common tactics and also lists what weapons the ship typically has.
GM Intrusion: This optional section lists what intrusions are available for the ship.

Converting from PC Ships to NPC Ships


There are tons of ship classes listed for PCs. Can you make use of those? Absolutely, you just need to translate
between Tier and Level.
Personnel craft will be Level 1 unless its a Tier 3 or higher personnel craft in which case its Level 2.
Tier 1 and 2 ships-of-the-line (thats cruisers, escorts, and science vessels) are Level 4.
Tier 3 and 4 ships-of-the-line are Level 5.
Tier 5 ships-of-the-line are Level 6.
Tier 6 ships-of-the-line are Level 7.
Other massive ships are Level 8.
Of course, there are exceptions to this and a very well-armed vessel might be a step higher than whats listed
here, just like a damaged or stripped vessel might be a step lower.
Borg Ships
Probe (Level 3)
The Borg probe is a small ship used by the Collective with an elongated shape. It is lightly armed as far as Borg
vessels go but this means it is merely equal to one Federation starship in terms of firepower. In addition to a
crew of Borg drones, the ship is equipped with the auto-regeneration units and transwarp coils found on many
Borg ships.

Use: The Borg send these vessels out as scouts ahead of a


larger force. They are one of the few Borg vessels that a
single starship could take on.

Territory: Anywhere in the Delta Quadrant and


occasionally in the Alpha and Beta Quadrants.

Structural Integrity: 9 | Damage Inflicted: 3 Armor:


2 | Movement: Long

Modifications: Scans and maneuvers as Level 4.

Combat: Regenerative Design. Heals 1 point of structural integrity at the beginning of its turn.

GM Intrusion: The probe sends out a subspace distress call. In the next round, two Borg probes or one Borg
sphere arrive on the scene.

Sphere (Level 5)
The Borg long-range tactical vessel, commonly referred to by
the Federation as a Borg sphere, is a sphere-shaped starship
used by the Borg Collective. Borg spheres have a crew
complement of 11,000 drones and are approximately 600
meters in diameter, with an interior bay large enough to hold
an Intrepid-class starship.

Use: Like Borg probes, spheres are used to scout an area


ahead of an advancing Borg force. They are stronger and
more powerful than a probe, however, so they are also used
to rapidly respond to situations ahead of incoming cubes.

Territory: Anywhere in the Delta Quadrant and occasionally


in the Alpha and Beta Quadrants.

Structural Integrity: 15 | Damage Inflicted: 5 | Armor: 4 | Movement: Short

Modifications: Scans and maneuvers as Level 6.

Combat: Regenerative Design. Heals 2 points of structural integrity at the beginning of its turn.

GM Intrusion: The sphere sends out a subspace distress call. In the next round, two Borg spheres or one Borg
cube arrive on the scene.

Cube (Level 7)
The primary vessels of the Borg Collective, these ships are crewed by tens of thousands of drones and with their
transwarp coils they can patrol the entirety of Borg space. The first officially publicized Federation contact with
a Borg cube took place in 2365, when the USS Enterprise-D encountered a single cube in System J-25. However,
civilian researchers on board the USS Raven had previously tracked a Borg cube twelve years earlier in 2353.

Use: This is the classic vessel of the collective and should


make an appearance any time the Borg are engaged in a
battle in force. They are versatile and can perform any duty
as needed.

Territory: Anywhere in the Delta Quadrant and occasionally


in the Alpha and Beta Quadrants.

Structural Integrity: 21 | Damage Inflicted: 7 Armor:


6 | Movement: Short

Combat: Regenerative Design. Heals 3 points of structural


integrity at the beginning of its turn.

GM Intrusion: The cube sends out a subspace distress call. In the next round, two Borg cubes or one Borg
tactical cube arrive on the scene.

Tactical Cube (Level 9)


Tactical cubes were developed by the Collective in response to
increasingly complex and powerful defences developed by the races
the Borg Collective targeted for assimilation in the 2370s, in particular
Species 8472 and the Federation. The first tactical cube observed by
Starfleet was encountered by the USS Voyager in 2376. The cube was
targeted by Voyager in their attempts to assist the people of Unimatrix
Zero and was later issued a self destruct command by the Borg Queen
in her attempt to counteract the efforts of Voyager's crew.

Use: A single tactical cube is the size of a small planetoid and so


represents considerable effort and resources for the Collective. As
such, it is only used in serious situations where overwhelming
firepower is called for.

Territory: Anywhere in the Delta Quadrant and occasionally in the Alpha and Beta Quadrants.

Structural Integrity: 27 | Damage Inflicted: 9 | Armor: 6 | Movement: Short

Modifications: Resists attempts to gain superior position as Level 10.

Combat: Regenerative Design. Heals 4 points of damage at the beginning of its turn.

GM Intrusion: The tactical cube sends out a subspace distress call. In the next round, another tactical cube
arrives on the scene.

Cardassian Ships
Hideki-Class (Level 2)
The Hideki-class is a Cardassian-built frigate used by the Cardassian Union and the True Way Alliance. The ship
is comparable to a fighter in terms of size and maneuverability but
has better hull strength, shields, and weapons.

Use: Cardassians use these ships as patrol craft around Cardassian


worlds or to support larger starships.

Territory: Cardassian space and nearby systems.

Structural Integrity: 6 | Damage Inflicted: 2 Armor: 1 |


Movement: Long

Modifications: Maneuvers as Level 3.

Combat: Spiral-Wave Disruptors. Deals 3 damage against targets with inactive shields.

GM Intrusion: Two Hideki-Class ships come at their target from opposite angles, increasing the difficulty of
defense rolls by one step for attacks from both Hideki vessels.

Galor-Class (Level 4)
The Galor-class is a versatile Cardassian-built cruiser with a long
history, reaching back to the days of the Cardassian-Federation
War. It is used by the Cardassian Union and the True Way Alliance.
The class has been built by the Cardassian Union for decades and
served as the Cardassians' workhorse during the Dominion War.
After the war, many of these ships were stolen by the True Way.

Use: Cardassians use these vessels for everything from transporting


troops to engaging enemy forces to conveying diplomatic missions.

Territory: Cardassian space and nearby systems.

Structural Integrity: 12 | Damage Inflicted: 4 | Armor: 2 | Movement: Short

Modifications: Resists shutdown of weapons and engines as Level 5.

Combat: Spiral-Wave Disruptors. Deals 5 damage against targets with inactive shields.

GM Intrusion: The crew reroutes power to structural integrity, healing 1 point of damage.

Keldon-Class (Level 6)
The Keldon Class is a Cardassian-built battleship used by both the Cardassian Union and the True Way Alliance
throughout Cardassian space. They have a similar design to the Galor Class, but are larger and slower.
Use: Unlike the smaller Galor-Class, the Keldon is only deployed in serious combat situations.

Territory: Cardassian space.

Structural Integrity: 18 | Damage Inflicted: 6 Armor: 3 |


Movement: Short

Combat: Spiral-Wave Disruptors. Deal 7 damage against targets


with inactive shields.

GM Intrusion: The crew reroutes power to structural integrity,


healing 1 point of damage.

Dominion Ships
Fighter (Level 1)
The Jem'Hadar Fighter is a small lightweight fighter vessel of Dominion
design. Crewed by Jem'Hadar, these fighters operate in groups from bases or
large support vessels. They are weaker than the attack ships more familiar
from the Dominion War, but they are much more limited in their range
making them poor choices for invasion.

Use: These ships are harassing vessels that support attacks from larger ships
or keep targets from escaping until more substantial Dominion vessels arrive.

Territory: Dominion space in the Gamma Quadrant.

Structural Integrity: 3 | Damage Inflicted: 2 | Armor: 1 | Movement: Long

Modifications: Maneuvers as Level 2.

Combat: Polaron Beam Arrays. At least one damage inflicted cannot be absorbed by shields on a successful
attack.

GM Intrusion: Two Dominion fighters come at their target from opposite angles, increasing the difficulty of
defense rolls by one step for attacks from both vessels.

Attack Ship (Level 2)


The backbone of the Dominion fleet, these ships are hauntingly
familiar to veterans of the Dominion War. Despite being small, these
attack ships are fast and maneuverable and they can inflict damage on
enemies larger than what would be expected from vessels of this size.
These ships are typically employed in groups of three, or occasionally
as part of larger fleets. They were capable of operations in a planetary
atmosphere and are able to land and take off from a planet's surface
but they are not designed to perform battle maneuvers while in a
planet's atmosphere.

Use: These are the bulk of the Dominion fleet and the most classic Dominion ship. They should be found
whenever the Dominion is involved in a situation.

Territory: Anywhere in Dominion space in the Gamma Quadrant and anywhere the Dominion is pushing into.

Structural Integrity: 6 | Damage Inflicted: 4 | Armor: 2 | Movement: Long

Modifications: Maneuvers as Level 3.

Combat: Polaron Beam Arrays. At least one damage inflicted cannot be absorbed by shields on a successful
attack.

GM Intrusion: Two Dominion attack ships come at their target from opposite angles, increasing the difficulty of
defense rolls by one step for attacks from both vessels.

Heavy Escort (Level 4)


The Dominions heavy escorts is a lighter alternative to a
battleship, being faster and more maneuverable. As a
consequence of its higher turn rate, the heavy escort's main
weapons are mostly forward facing, meaning the best tactic in
facing one of these vessels is to stay outside its forward firing
arc.

Use: Heavy escorts are common patrol craft for the Dominion,
used as mobile vessels to seize and control star systems.

Territory: Anywhere in Dominion space in the Gamma


Quadrant and anywhere the Dominion is pushing into.

Structural Integrity: 12 | Damage Inflicted: 6 | Armor: 3 | Movement: Short

Modifications: Maneuvers as Level 5, resists inferior position as Level 3.

Combat: Polaron Beam Arrays. At least one damage inflicted cannot be absorbed by shields on a successful
attack.

GM Intrusion: The heavy escort lines up for a perfect attack run, dealing double damage with its next attack.

Battleship (Level 6)
This powerful ship is the strong fist to the heavy escorts
precise strike. Waves of battleships formed part of the first
wave of Dominion ships to pass through the Bajoran
wormhole, following their annexation of the Cardassian Union
in 2373, and they were the command vessels of the Dominion
fleet during the war.

Territory: Anywhere in Dominion space in the Gamma


Quadrant and anywhere the Dominion is pushing into.

Structural Integrity: 18 | Damage Inflicted: 8 | Armor: 3 | Movement: Short


Combat: Polaron Beam Arrays. At least one damage inflicted cannot be absorbed by shields on a successful
attack.

GM Intrusion: The crew reroutes power to structural integrity, healing 2 points of damage.

Dreadnought (Level 8)
The Dominion dreadnought was a type of warship introduced in the Alpha Quadrant midway through the
Dominion War, in 2374. Initial observations of the vessel, conducted by the USS Valiant using sensor probes,
indicated that the dreadnought was twice the size of a Galaxy-class starship and three times as powerful.

Use: The dreadnought is the Dominion`s largest weapon of


war. They send it into the front lines against their enemies
and into orbit around planets they wish to cow.

Territory: Anywhere in Dominion space in the Gamma


Quadrant and anywhere the Dominion is pushing into.

Structural Integrity: 24 | Damage Inflicted: 10 Armor:


4 | Movement: Short

Combat: Polaron Beam Arrays. At least one damage


inflicted cannot be absorbed by shields on a successful attack.

GM Intrusion: The crew reroutes power to structural integrity, healing 3 point of damage.

Federation Ships
Shuttlecraft (Level 1)
The ubiquitous auxiliary craft of Starfleet is typically attached
to a starship or a starbase. Most shuttles are short-range
transports, possessing only impulse drive or a limited warp
capability. They are not principally combat craft but they can
act as such in emergencies.

Use: Shuttecrafts typically transport personnel and materials


over long distances when a larger starship isnt available or
isnt necessary.

Territory: Federation space and allied systems.

Structural Integrity: 3 | Damage Inflicted: 1 | Armor: 1 | Movement: Short

Modifications: Landing and maneuvering as Level 2.

Combat: Phaser Banks. When the shuttlecraft misses with an attack, the difficulty of the same targets defense
is increased by one for the ships next attack.

GM Intrusion: The shuttlecraft gains an asset to its defense checks until the start of its next turn.

Runabout (Level 1)
A vessel design smaller than a starship but larger than a shuttlecraft, runabouts are equipped with limited
weapons and drive systems but offer additional living space and the ability to be configured to mission-specific
cargo capacities. They have larger operational range and better weapons capability compared to shuttles, and
are capable of speeds of up to warp 5. Runabouts are typically assigned to space stations or starships as
auxiliary craft, the first of which were assigned to Deep Space Nine just before the Dominion War.

Use: Runabouts are used for low-risk missions and scouting runs, as well as serving the same transportation
functions as shuttlecraft.

Territory: Federation space and allied systems.

Structural Integrity: 4 | Damage Inflicted: 1 | Armor: 2 | Movement: Long

Modifications: Landing and maneuvering as Level 2.

Combat: Phaser Banks. When the runabout misses with an attack, the difficulty of the same targets defense is
increased by one for the ships next attack.

GM Intrusion: The shuttlecraft gains an asset to its defense checks until the start of its next turn.

Frigate (Level 2)
This is a design term for a small, maneuverable starship most
often applied to light cruisers. They are versatile ships designed
for a variety of missions but rarely as warships. Federation
designs considered frigates include the Miranda-Class, the
Centaur-Class, the ShiKhar-Class, and the refit Constitution-Class
line.

Use: Frigates are not terribly effective combat ships and so they
are most often sent on diplomatic or exploratory missions. Many
are captained by inexperienced commanders.

Territory: Federation space and allied systems.

Structural Integrity: 8 | Damage Inflicted: 3 | Armor: 3 | Movement: Short

Combat: Phaser Banks. When the frigate misses with an attack, the difficulty of the same targets defense is
increased by one for the ships next attack. Photon Torpedoes. The ship deals 4 damage with its torpedoes.

GM Intrusion: The frigate makes an extra movement action.

Civilian Escort (Level 2)


In some Federation systems, local governments prefer to keep
their own defensive ships on hand instead of relying on Starfleet.
The most common is the type called civilian escorts, strong and
fast vessels if light on engine- and shield-power.

Use: These are combat ships found in systems well within


Federation space, in places where attacks are deemed unlikely.
Territory: Federation space and allied systems.

Structural Integrity: 8 | Damage Inflicted: 3 | Armor: 2 | Movement: Short

Modifications: Maneuvers as Level 3. Resists subsystem targeting as Level 1.

Combat: Phaser Banks. When the civilian escort misses with an attack, the difficulty of the same targets
defense is increased by one for the ships next attack.

GM Intrusion: The civilian escort gains superior position.

Escort (Level 4)
These fast and powerful combat ships are the offensive and
defensive portion of Starfleet. They are quick to respond to
danger and can hit very hard. This designation applies to many
different classes of Federation ships including the Saber-Class,
the Rapier-Class, and the Ushaan-class. Stronger escorts like
the Defiant-Class and the Akira-Class would be level 5 or 6
ships while even tougher escorts like the Tempest-Class and
Ajax-Class would be level 7 or 8.

Use: These are vessels that are sent into combat zones. When
the Federation is expecting trouble, you can be sure to see escorts in the area.

Territory: Alpha and Beta quadrants.

Structural Integrity: 15 | Damage Inflicted: 5 | Armor: 5 | Movement: Short

Modifications: Maneuvers as Level 5. Navigates as Level 3.

Combat: Phaser Banks. When the escort misses with an attack, the difficulty of the same targets defense is
increased by one for the ships next attack. Photon Torpedoes. The ship deals 6 damage with its torpedoes.

GM Intrusion: The escort makes two attacks this turn or an extra movement action.

Cruiser (Level 4)
Cruisers are fast and tough ships sent out on exploratory
missions for extended periods. The U.S.S. Enterprise, any of the
series, is a premier example of this type of ship. They are not
designed for combat but when they must fight they can hold
their own against enemy warships. This designation applies to
many different classes of Federation ships including the
Excalibur-Class, the Cheyenne-Class, the Stargazer-Class, and
the Excelsior-Class ships. Larger and more advanced cruisers
like the Galaxy-Class and Venture-Class would be level 5 or 6
ships and the impressive Emissary-Class and Sovereign-Class
ships would be level 7 or 8.

Use: Cruisers are deep-space exploratory ships and might be encountered very far from the Federation core.
They are often the vessels to make first contact with other civilizations.

Territory: The Alpha and Beta Quadrants.

Structural Integrity: 13 | Damage Inflicted: 4 | Armor: 4 | Movement: Short

Modifications: Surveys and communications as Level 5.

Combat: Phaser Banks. When the cruiser misses with an attack, the difficulty of the same targets defense is
increased by one for the ships next attack. Photon Torpedoes. The ship deals 5 damage with its torpedoes.

GM Intrusion: The cruiser makes two attacks this turn.

Science Vessel (Level 4)


The research vessels and medical ships of the Federation are
sent on missions of scientific importance. While other
governments have science vessels, those of the Federation
tend to be the strongest and best-equipped examples in the
Alpha and Beta Quadrants. They are capable of defending
themselves as well as completing their mission and so are
sometimes encountered on long-range, autonomous
missions. This designation applies to many different classes
of science vessels including the Oberth-Class and
Nebula-Class. More powerful science vessels such as the
Intrepid-Class or Luna-Class are levels 5 or 6, as are
impressive science vessels from Federation member worlds
like the Vulcan DKyr-Class vessels.

Use: Science vessels are sent on research missions and aid missions, but they also go on long-range exploratory
missions at the edge of Federation space.

Territory: The Alpha and Beta Quadrants.

Structural Integrity: 12 | Damage Inflicted: 4 | Armor: 3 | Movement: Short

Modifications: Scans and scientific tasks as Level 6.

Combat: Phaser Banks. When the science vessels misses with an attack, the difficulty of the same targets
defense is increased by one for the ships next attack. Photon Torpedoes. The ship deals 5 damage with its
torpedoes.

GM Intrusion: The science vessel uses its deflector array to temporarily blind an enemys sensors. The difficulty
of all sensor tasks is increased by one step until the science vessels next turn.

Command Escort (Level 6)


A more powerful escort ship, the command
escort can serve as a mobile command center
for combat fronts. The best-known example of
this type of vessel is the Armitage-Class
Advanced Heavy Escort, the innovative
descendant of the Akira-Class Heavy Escort. While only a few Armitage vessels have been constructed, including
the prototype U.S.S. Armitage, Starfleet has plans to produce more in order to meet the escalating threats that
many in the Federation see on the horizon.

Use: These are prototype ships and very powerful. They will only be sent into important conflicts and serious
battle situations.

Territory: Federation space or, in case of war, anywhere in the Alpha or Beta Quadrants.

Structural Integrity: 20 | Damage Inflicted: 7 | Armor: 8 | Movement: Short

Modification: Targeting subsystems as Level 7.

Combat: Phaser Banks. When the command escort misses with an attack, the difficulty of the same targets
defense is increased by one for the ships next attack. Tricobalt Torpedoes. The ship deals 8 damage with its
torpedoes against two targets within short range of each other.

GM Intrusion: The command escort coordinates an attack between two allied vessels within sensor range. The
difficulty of defending against these vessels attacks is increased by one step until the command escorts next
turn.

Ferengi Ships
NaFar Shuttle (Level 1)
This small shuttle is used by the Ferengi for short trips and
for landing on planets. Its well-equipped to serve as a
portable store when landing to allow a Ferengi merchant to
conduct business from a location he controls. Though lightly
armed and shielded, NaFar-Class shuttles are fast and
maneuverable as well as durable enough for long-range
voyages. They are popular with many other species as well,
since the Ferengi are always willing to sell at a marked-up
price.

Use: Personal transportation for up to four passengers at


warp speed in relatively safe situations.

Territory: Alpha and Beta Quadrants.

Structural Integrity: 3 | Damage Inflicted: 1 | Armor: 2 | Movement: Long

Modifications: Maneuvers as Level 3.

GM Intrusion: A modification by the shuttles owners modifies some action by the ship one step in its favor: a
defense roll, a maneuver roll, a scanning test, etc.

DKora-Class Marauder (Level 3)


The most commonly-seen Ferengi vessels, these ships can be used as attack ships, transport ships, raiders, and
diplomatic vessels. They are sturdy, reliable, and near-infinitely customizable by the owner. Many stations will
only allow DKora-Class ships within transporter range since there have been several incidents of eavesdropping
equipment being attached to a station during docking procedures with a DKora vessel.

Use: Any serious endeavor by the Ferengi will involve at least one DKora-Class Marauder.

Territory: The Alpha and Beta Quadrants.

Structural Integrity: 9 | Damage Inflicted: 4 | Armor: 4 | Movement: Short

Modifications: Depending on the owners modifications, the


marauder should be considered Level 4 for one of the
following: scanning, initiative, stealth checks, or targeting
subsystems.

Combat: Phaser Banks. When the marauder misses with an


attack, the difficulty of the same targets defense is increased
by one for the ships next attack.

GM Intrusion: A modification by the marauders owners modifies some action by the ship one step in its favor: a
defense roll, a maneuver roll, a scanning test, etc.

Klingon Ships
Bird-of-Prey (Level 2)
The most common Klingon ship is, of course, their most
widely-produced combat ship. Since the 22nd century the
Klingons have used raider vessels termed birds-of-prey.
These include the classic Brel-Class vessel, the stronger
QulDun and QawDun designs, and the scouting BRotlh-Class
bird-of-prey. They are fast, deadly combat craft although not
as solidly-built as Federation escorts. Stronger variations
include the Kitang-Class and Heghta-Class birds-of-prey
which would be level 4 or 5 vessels.

Use: Used by the Klingon Defense Force and individual


Klingon houses for patrol, scouting, and attack missions.

Territory: Klingon space and anywhere in the Alpha and Beta Quadrant when on mission.

Structural Integrity: 6 | Damage Inflicted: 3 | Armor: 2 | Movement: Long

Modifications: Birds-of-prey have cloaking devices which allow them to stay hidden unless detected with an
active sensor scan. They are also considered Level 3 for maneuvering and initiative.

Combat: Disruptor cannons. The bird-of-prey deals 4 damage against targets with active shields. Torpedo
Spread: When attacking with torpedoes, the vessel can attack two targets in close range dealing 2 damage to
each on a successful hit.

GM Intrusion: The bird-of-prey lines up a perfect attack run, dealing double damage with its next attack.
Battle Cruiser (Level 3)
Klingon battle cruisers are slower than birds-of-prey but they
represent a serious assemblage of power and design. They
are the heavy spine of the Klingon fleet and serve as
defensive ships and the core of attack wings. The older
Ktinga-Class battle cruisers of the 23rd century have been
replaced with the more powerful KTanco-Class and
Vorcha-Class seen in the Dominion War. The still more
powerful NeghVar-Class and Mogh-Class Heavy Battle
Cruisers would be Level 5 or 6 vessels.

Use: These vessels are sent into serious engagements when


the raiding tactics of the birds-of-prey are insufficient. They
are also useful tools of intimidation.

Territory: The Beta Quadrant and sometimes the Alpha Quadrant.

Structural Integrity: 10 | Damage Inflicted: 4 | Armor: 3 | Movement: Short

Modifications: Battle cruisers have cloaking devices which allow them to stay hidden unless detected with an
active sensor scan.

Combat: Disruptor cannons. The battle cruiser deals 5 damage against targets with active shields. Torpedo
Spread: When attacking with torpedoes, the vessel can attack two targets in close range dealing 3 damage to
each on a successful hit.

GM Intrusion: The crew reroutes power to structural integrity, healing 3 points of damage.

Raptor Escort (Level 4)


A newer ship design, the raptor escort takes many design
principles from the Klingon raptor scouts of the 22nd century and
applies the heavier designs of the battle cruisers of more recent
years. The result is a ship that is fast but also powerful.

Use: Raptors are used as advance units in support of battle


cruisers or as rapid offensive units to quickly take and subdue a
star system.

Territory: The Beta Quadrant and sometimes the Alpha Quadrant.

Structural Integrity: 13 | Damage Inflicted: 5 | Armor: 3 | Movement: Short

Modifications: Raptors have cloaking devices which allow them to stay hidden unless detected with an active
sensor scan. They also maneuver as Level 5.

Combat: Disruptor cannons. The raptor deals 6 damage against targets with active shields. Torpedo Spread:
When attacking with torpedoes, the vessel can attack two targets in close range dealing 4 damage to each on a
successful hit.
GM Intrusion: The raptor makes a move action and also an attack in one turn.

VoQuv Dreadnought (Level 7)


The VoQuv-Class Dreadnought is a massive used by the
Klingon Defense Force as a launchpoint for small craft and
command center in battle zones. Developed after the Dominion
War at the insistence of Chancellor Martok. It is truly an
enormous ship and Martok has taken to sending these vessels
on extended exploratory missions in the same manner as
Federation cruisers. Until the launch of the first Bortasqu-Class
Dreadnought Battlecruiser the VoQuv was the largest vessel
design produced by the Klingon Empire.

Use: The dreadnought can be found defending strategic points in the Empire or on extended missions in Klingon
space and allied systems.

Territory: Klingon space and the Beta Quadrant.

Structural Integrity: 23 | Damage Inflicted: 8 | Armor: 4 | Movement: Short

Modifications: Dreadnoughts have cloaking devices which allow them to stay hidden unless detected with an
active sensor scan. They also resist inferior positioning as Level 8.

Combat: Disruptor cannons. The dreadnought deals 9 damage against targets with active shields. Torpedo
Spread: When attacking with torpedoes, the vessel can attack two targets in close range dealing 8 damage to
each on a successful hit.

GM Intrusion: The crew reroutes power to structural integrity, healing 5 points of damage.

Bortasqu Dreadnought Battlecruiser (Level 8)


Recently, the Klingon Empire has launched a new
dreadnought ship that outsizes even their massive
VoQuv-Class ships. The Bortasqu Class, named after
ceremonial Klingon battle armor, is a powerful
defensive platform as well as a formidable warship
capable of contending with a standard planetary
defense system all on its own. Its hold is even big
enough to serve as a drydock facility for refitting and
repairing birds-of-prey and smaller raptor ships. To
date, only three Bortasqu-Class Dreadnought
Battlecruisers have launched: the I.K.S. Bortasqu,
the I.K.S. KalRuq, and the I.K.S. Bortas. Still,
tacticians at Starfleet Command are very worried
about the Empires future plans.

Use: The three Bortasqu-Class ships have not been sent out on combat missions so far, only posturing missions
near the Federation and Romulan borders to show the Empires might. Eventually, though, they would serve as a
station-starship hybrid capable of being a forward command center for Klingon commanders.
Territory: Klingon space.

Structural Integrity: 26 | Damage Inflicted: 10 | Armor: 5 | Movement: Short

Modifications: Dreadnought battlecruisers have cloaking devices which allow them to stay hidden unless
detected with an active sensor scan. They also resist inferior positioning as Level 10.

Combat: Disruptor cannons. The dreadnought battlecruiser deals 11 damage against targets with active
shields. Torpedo Spread: When attacking with torpedoes, the vessel can attack two targets in close range
dealing 9 damage to each on a successful hit.

GM Intrusion: The massive ship launches a bird-of-prey from its hold to fight alongside it.

Romulan Ships
Tliss Light Warbird (Level 2)
The 23rd century design of the Tliss-Class warbird
has recently seen a comeback with so many vessels
lost during the Dominion War. Refitted with
modern weaponry and cloaking devices these older
ships are now frequent sights along the Romulan
border where they maintain regular patrol routes.
The sleeker Tvaro design is also seen recently, but
this newer class of vessel is not as common.

Use: Patrol missions and occassional raids in or


near Romulan space.

Territory: Romulan space.

Structural Integrity: 6 | Damage Inflicted: 2 | Armor: 2 | Movement: Short.

Modifications: Warbirds have cloaking devices which allow them to stay hidden unless detected with an active
sensor scan. They also maneuver as Level 3.

Combat: Disruptor cannons. The warbird deals 3 damage against targets with active shields. Plasma
Torpedoes. The difficulty of defense rolls when the ship is targeting subsystems are increased by one step.

GM Intrusion: The warbird gains superior positioning.

Dhelan Warbird (Level 3)


These vessels were intended to replace the older Tliss-Class Warbird in the early 24th century but the Romulan
Star Empire stopped the project after conflict with the Federation diminished. It has since been revived,
however, to combat Klingon aggression and the Dominion but its true strength lies in its autonomous
functioning. The Dhelan-Class Warbird is capable of long-range exploratory missions with excellent sensors and
reliable singularity drives. It is still a well-armed vessel but the Empire has dispatched Dhelan craft to
thoroughly catalog every part of Romulan space and nearby systems. The more streamlined Dhael-Class
Warbird is not as common but is much more of a
combat craft.

Use: Exploration missions and patrols.

Territory: Romulan space and the Beta Quadrant when on missions.

Structural Integrity: 10 | Damage Inflicted: 4 Armor: 2 | Movement: Short

Modifications: Warbirds have cloaking devices which allow them to stay hidden unless detected with an active
sensor scan. They also maneuver as Level 4.

Combat: Disruptor cannons. The warbird deals 5 damage against targets with active shields. Plasma
Torpedoes. The difficulty of defense rolls when the ship is targeting subsystems are increased by one step.

GM Intrusion: The warbird gains superior positioning.

Mogai Heavy Warbird (Level 4)


The recently-launched Mogai Class of warbirds is
intended to fill the gap between the lighter warbirds and
the full battlecruisers. Its deceptively thin-looking design
is very strong while maintaining the speed of the smaller
warbird designs. The blade-like Valdore-Class launched at
the same time with similar capabilities but improved
stealth capabilities.

Use: Extended missions into the larger galaxy and


long-range strike missions against hostile forces. Since the
Dominion War, a number of Mogai-Class ships have been sent on reconnaissance missions through the Bajoran
Wormhole.

Territory: The Alpha and Beta Quadrants.

Structural Integrity: 13 | Damage Inflicted: 5 | Armor: 3 | Movement: Short

Modifications: Warbirds have cloaking devices which allow them to stay hidden unless detected with an active
sensor scan. They also maneuver as Level 5.

Combat: Disruptor cannons. The warbird deals 6 damage against targets with active shields. Plasma
Torpedoes. The difficulty of defense rolls when the ship is targeting subsystems are increased by one step.

GM Intrusion: The warbird gains superior positioning.

Dderidex Battlecruiser (Level 5)


The warbird design referred to as D'deridex-Class, B-type Warbird, or Warbird-Class battlecruiser remains one
of the largest and most powerful mainstays of the Romulan Star Empire. It serves as the backbone of the
Romulan fleet ever since its development during the
fifty-year period of isolation during the beginning of the 24th
century. The more recent Dridthau-Class Battlecruiser is a
more compressed design and marks the more
recently-launched battlecruisers.

Use: Because of their cloaking devices, these large vessels can still patrol and scout but they are primarily used
as powerful attack vessels supported by Tliss-Class or Mogai-Class warbirds.

Territory: Alpha and Beta Quadrants.

Structural Integrity: 16 | Damage Inflicted: 6 | Armor: 4 | Movement: Short

Modifications: Battlecruisers have cloaking devices which allow them to stay hidden unless detected with an
active sensor scan.

Combat: Disruptor cannons. The battlecruiser deals 7 damage against targets with active shields. Plasma
Torpedoes. The difficulty of defense rolls when the ship is targeting subsystems are increased by one step.

GM Intrusion: The crew reroutes power to structural integrity, healing 3 points of damage.

Haapax Advanced Battlecruiser (Level 6)


The newest warbird designs sacrifice
maneuverability for increased stopping
power due to lessons learned during the
Dominion War. They are slow vessels but
juggernauts and their structural design
means they can take serious assaults and
still continue functioning. The
spread-winged Haakona-Class design has
slightly better maneuverability but still
remains a powerful vessel.

Use: These craft are sent as part of


Romulan assaults, forming the core around
which the wings of warbirds assemble.

Territory: Alpha and Beta Quadrants.

Structural Integrity: 19 | Damage Inflicted: 7 | Armor: 4 | Movement: Short

Modifications: Battlecruisers have cloaking devices which allow them to stay hidden unless detected with an
active sensor scan.

Combat: Disruptor cannons. The battlecruiser deals 8 damage against targets with active shields. Plasma
Torpedoes. The difficulty of defense rolls when the ship is targeting subsystems are increased by one step.

GM Intrusion: The crew reroutes power to structural integrity, healing 5 points of damage.

Scimitar Dreadnought (Level 8)


The first Scimitar-Class vessels were built immediately following the Dominion War but production was halted
after only a few models were launched. The first of the line was under the command of Shinson, a Tal Shiar clone
of Jean Luc Picard, who used it to destroy the other Scimitar-Class vessels before they were launched leaving
him uncontested in his bid for control of the Star Empire. Later, however, the I.R.W. Scimitar was destroyed in an
encounter with the U.S.S. Enterprise-E. After this inauspicious beginning, the Scimitar-Class line was restarted
with tighter controls. The newer Scimitar-Class dreadnoughts, along with the similar Falchion-Class and
Tulwar-Class designs, are still rare but they are formidable vessels even without considering the capabilities of
their thalaron-radiation cores.

Use: Dreadnoughts are the personal commands of high-ranking Romulan officials and typically pursue their
personal missions or important tasks on behalf of the Star Empire.

Territory: Alpha and Beta Quadrants.

Structural Integrity: 26 | Damage Inflicted: 9 | Armor: 5 | Movement: Short

Modifications: Dreadnoughts have cloaking devices which allow them to stay hidden unless detected with an
active sensor scan.

Combat: Disruptor cannons. The dreadnought deals 10 damage against targets with active shields. Plasma
Torpedoes. The difficulty of defense rolls when the ship is targeting subsystems are increased by one step.

GM Intrusion: The ship releases a pulse of thalaron radiation that affects all vessels within short range. This
pulse deals 6 damage to the crew aboard affected vessels and if they fail a Might check on the following round
they take an additional 6 damage.

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