Cast of Characters

From Karriviki

Captain Nathan Van De Velde, Commanding Officer (CO)

Nathan Van De Velde.jpg

Professional Abilities

Fighting Captain

If the command officer commands or is acting as first officer during ship combat, the ship receives a +2 to all command maneuvers. This ability applies even if the command officer does not actually command the ship; he need only be in command on the bridge during battle.

Journeyman

Science officers receive a broad scientific education to better confront the myriad situations they might encounter. With this ability, the science officer can use all skills in the Science skill group untrained; upon acquiring a Science skill, the science officer automatically gains one specialty of his choice.

Starship Duty

Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time.

Starship Tactics

Command officers study starship combat tactics and maneuvers. Once per game session, the command officer can reroll one Tactics skill test and use the better of the two test results.

We Come in Peace

Starfleet officers are trained in non-violent conflict resolution, and firmly believe in giving peace a chance. This sincerity impresses others. In Influence, Negotiate, and Persuade tests, Starfleet officers can reduce interaction stance penalties by half (rounding down); for example swaying a hostile/violent crowd would thus only be at -5 to TN.

Commander Ren Emer, First Officer/Executive Officer (XO)

Professional Abilities

Combat Piloting =

The conn trains in countless combat simulations to improve his reflexes and timing while piloting the starship. When presiding over the helm in combat, the conn can make one additional helm maneuver per round without suffering any additional action penalties.

Commanding Presence

Command officers stick to their guns when confronting hostile situations or negotiating with alien leaders. When making a Willpower reaction test, the command officer rolls an extra die (3d6), but keeps the highest two rolls. The rule for rolling double 6's still applies.

Get Your Hands Dirty

Even non-engineers often know their way around a blown circuit panel or a decoupled phase inverter. When making a Repair test on any piece of equipment on their own starship, a Starfleet officer can add +2 to the test result.

Hot Hands

It's all in the reflexes. When making a Quickness reaction test, the flight control officer rolls an extra die (3d6), but keeps the highest two dice. The rule for rolling double sixes still applies.

Starship Duty

Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time.

Starship Tactics

Command officers study starship combat tactics and maneuvers. Once per game session, the command officer can reroll one Tactics skill test and use the better of the two test results.

Lieutenant Commander Rageb F'ter, Chief Engineer

Professional Abilities

Engineering Expertise

Engineers develop particular areas of expertise. Designate one Engineering skill and skill specialty (Engineering: Propulsion [Warp Engines]). When making Engineering skill tests involving either the skill or specialty, the engineer gains an affinity bonus equal to half his Physical Science skill level, rounding up (+4). This ability may be acquired multiple times.

Starship Duty

Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time.

Technophile

The scientist knows how to make the most of his equipment, allowing him to make do with inadequate tools and systems. When making Construct, Engineering, or Repair skill tests, reduce any penalties resulting from equipment by as much as -3, and double any bonus modifiers conferred by equipment.

Lieutenant Nikora Romana, Tactical Officer/Security Chief

Lieutenant Commander Selar Tarses, Chief Medical Officer (CMO)

Lieutenant Merlin Drayton, Counselor

32 years old human.

Merlin Drayton portrait.jpg

Professional Abilities

Battlefield Comfort
Infinite Diversity

Starfleet is the most multi-cultural environment in the known galaxy, and Starfleet officers have met still more species on missions of diplomacy and exploration, and learned about still others at the Academy.

Intrepid

Starship officers boldly go where no one has gone before. When spending Courage to improve professional skill rolls, the starship officer gains a +5 Courage bonus instead of the normal +3.

Pathos

A counselor makes people feel at ease, encouraging them to talk more freely. Whenever the counselor makes an Inquire (Interview) skill test, ignore all social penalties.

Professional Demeanor
Ship's Counselor

The ship's counselor is an expert at psychological medicine. When the counselor makes any Medicine (Psychology) skill test, he gains a +4 bonus to the test result.

Sense Motive
Starship Duty

Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time.

Therapy

Counselors help others through their emotional or psychological problems, enabling them to perform their duties better. The counselor can make a Medicine (Psychology) skill test (TN 15) to calm a patient and refresh one spent Courage point. The therapy session has a base action time of 1/2 hour. Therapy may be administered to any number of patients in a given day, but an individual patient can undergo therapy only once per game session.

We Come in Peace