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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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7/14/2016 StarTrek:CypherSpeciesMephitJames'Blog
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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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.
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.
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.
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.
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.
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
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.
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.
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.
Scientist Features
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.
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.
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.
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.
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.
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
https://mephitjamesblog.wordpress.com/2016/07/19/startrekcypherfoci/
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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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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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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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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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!
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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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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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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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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.
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.
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.
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.
Territory: Anywhere in the Delta Quadrant and occasionally in the Alpha and Beta Quadrants.
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.
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.
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.
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.
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.
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.
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.
Use: Heavy escorts are common patrol craft for the Dominion,
used as mobile vessels to seize and control star systems.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Use: Any serious endeavor by the Ferengi will involve at least one DKora-Class Marauder.
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.
Territory: Klingon space and anywhere in the Alpha and Beta Quadrant when on mission.
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.
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.
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.
Use: The dreadnought can be found defending strategic points in the Empire or on extended missions in Klingon
space and allied systems.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.