Trek Accelerated

Star Trek powered by Fate Accelerated Edition

Character Creation

Character creation is the standard character creation as presented in Fate Accelerated Edition (FAE). With a character creation process that is so open, the most important consideration is keeping your character within the spirit of the source material. There is a few things to keep in mind: - Your High Concept should represent your species and role onboard the ship. (ex. Vulcan Science Officer, Changeling Constable) - Your trouble should be something that could reasonably come into play every game. Having an enemy on a distant world you seldom get to is a wasted Aspect. - Special abilities are represented by Stunts (ex. Mind Meld, Change Form)

Character Types

  • Captain
  • First Officer
  • Science
  • Tactical
  • Helm
  • Engineer
  • Medical
  • Security

Example Characters

Suvok

High Concept: Vulcan Science Officer
Trouble: Enemies from the academy
Other Aspects: Top of his math class at the academy

Approaches

Careful: +3
Clever: +2
Flashy: +1
Forceful: +2
Quick: +1
Sneaky: 0

Stunts

Mind Meld: Because I know the Vulcan Mind Meld, once per game session I can read someone’s thoughts and emotions if I can remain still and in contact with them.
Warp Field Theorist: Because I am a Warp Field Theorist, I get +2 when I Cleverly create advantages when warp fields are involved.
(may take one more stunt without reducing refresh)

Refresh: 3

Starships

Ship Classifications

Primary references at Memory Alpha, and Ex Astris Scientia.

Size Length Scale Examples
10 4000 Colossal (7) Advanced Borg Cube (3040 +1 Size to account for shape)
9 3240 Colossal (7)  
8 2560 Enormous (6) Advanced  
7 1960 Enormous (6) Jem’Hadar battleship
6 1440 Huge(5) Advanced Romulan D’deridex
5 1000 Huge (5) Galaxy, Sovereign, Jem’Hadar battlecruiser
4 640 Large (4) Advanced Ambassador, Excelsior, Cardassian Galor, Ferengi D’Kora, Klingon Vorcha
3 360 Large (4) Constitution, Intrepid
2 160 Medium (3) Advanced Defiant, Hirogen hunter ship, Klingon Bird-of-Prey
1 40 Medium (3) Various support craft

Length = size * size * 40
Scale: see Starblazer Adventures p.310

Example Ships

USS Defiant

Class: Defiant
Size: 2
Length: 120 m
Pulse Phaser Cannons
Quantum Torpedoes
Ablative Armour
Romulan Cloaking Device

USS Voyager

Class: Intrepid
Size: 3
Length: 344m
Bioneural Circuitry
Streamlined

USS Enterprise D

Class: Galaxy
Size: 5
Length:
A specialist for every situation
Flagship of the Federation

Size Examples
Heavy (4) Jem’Hadar battleship, Romulan D’deridex, Galaxy, Sovereign, Jem’Hadar battlecruiser
Medium (3) Ambassador, Excelsior, Cardassian Galor, Ferengi D’Kora, Klingon Vorcha, Constitution, Intrepid, Defiant, Hirogen hunter ship, Klingon Bird-of-Prey
Light (2) Small Attack fighters
Support (1) Runabouts, shuttlecraft, other various support craft

Attacking

Size category equals Stress Boxes which is expressed as Shields. Consequences are expressed as systems going down.

The attacking ship’s tactical officer makes a roll against the defending ships helmsman. If the attacking ship wins, the shifts generated from the hit go towards damage.

The size difference between competing ships is used as shifts when attacking an enemy ship, a minus for a larger ship attacking a smaller, and a plus for a smaller attacking a larger. The size difference is also used to determine how much damage is caused by the hit, according to the formula below. The larger ship has a harder time to hit but does more damage. The smaller ship has an easier time to hit but does less damage. The bonus or negative is given to the attacking ship.

Equal size ships: Every shift does 1 damage.
Bigger Ship vs. Smaller Ship: Every shift does size difference +1 damage.
Smaller Ship vs. Bigger Ship: Size difference +1 shows how many shifts it takes to do 1 damage. Excess shifts have no effect.

O 100%
[] 90%
[] 80%
[] 70%
[] 60%
[] 50%
[] 40%
[] 30%
[] 20%
[] 10%
[] Shields Down
X Taken Out

Need to find out a way that makes various weapon and combat aspects useful. A Defiant Class ship should be able to pretty consistently hit above its weight.

Size of Attacker - Size of Defender To-hit Modifier Shifts Needed per 1 damage
-9 +9 10
-8 +8 9
-7 +7 8
-6 +6 7
-5 +5 6
-4 +4 5
-3 +3 4
-2 +2 3
-1 +1 2
Size of Attacker vs. Size of Defender To-hit Modifier Damage per 1 shift
0 0 1
+1 -1 2
+2 -2 3
+3 -3 4
+4 -4 5
+5 -5 6
+6 -6 7
+7 -7 8
+8 -8 9
+9 -9 10

Example: Defiant (2) vs. Galor (4). Same skill, same roll. Defiant would hit with 2 shifts, +4 for 2 aspects = 6 shifts = 2 damage (size indicates that it takes 3 shifts to do 1 damage).

Example: Galaxy (5) vs. Bird-of-Prey (2). Same skill, same roll. Galaxy would need to roll 4 better than the Bird-of-Prey to get 1 shift. That one shift would do 4 damage (size difference +1). The Klingons are down to 60% shields with that one hit!

Example: Runabout (1) vs. Borg Cube (10). Same skill, same roll = no damage. Roll 1 higher = 1 damage. Roll 11 higher = 2 damage. Roll 21 higher = 3 damage.

Do math for 1 ship vs. an array of different sized ships. See how much damage it will do until the enemy is destroyed and keep track of how many extra damage it will do because Consequences need to be taken into account.

Starship Math Spreadsheet (yellow squares are for player input)

. A B
1 Attacker Size Input
2 Defender Size Input
3 Attacker Roll Input
4 Defender Roll Input
5 Size Difference =B1-B2
6 Shifts =B3-B4-B5
7 Damage =INT(IF(B6<=0, 0, IF(B5>=0, B6*(B5+1), B6/-(B5-1))))

Google Spreadsheet

Alternate System 1

Smaller ship attacking larger ship: +1 to hit, -2 to damage per size difference.

Larger ship attacking smaller ship: -1 to hit, +2 to damage per size difference.

Example: Defiant (2) vs. Galor (4). Same skill, same roll. +2 to hit, -4 to damage for the size difference. Defiant would hit with 2 shifts, +4 for 2 aspects -4 for the size difference = 2 damage.

Example: Galaxy (5) vs. Bird-of-Prey (2). Same skill, same roll. Galaxy would need to roll 4 better than the Bird-of-Prey to get 1 shift. That one shift would do 7 damage (size difference of +6 +1 shift). The Klingons are down to 30% shields with that one hit!

Size of Attacker vs. Size of Defender To-hit Modifier Damage Modifier
-9 +9 -18
-8 +8 -16
-7 +7 -14
-6 +6 -12
-5 +5 -10
-4 +4 -8
-3 +3 -6
-2 +2 -4
-1 +1 -2
0 0 0
+1 -1 +2
+2 -2 +4
+3 -3 +6
+4 -4 +8
+5 -5 +10
+6 -6 +12
+7 -7 +14
+8 -8 +16
+9 -9 +18

Stuff to Do On-board

Repair/Boost System

Engineering check versus a set difficulty. Possibly used to get shield hits back or to mitigate consequences. Worse consequences should be harder/take longer to repair. Probably should be categorized with Transfer Power.

Transfer Power

Engineering or Systems Operations (Ops) check (more difficult than Engineering) versus a set difficulty. Possibly used to get shield hits back or to grant temporary Aspects on the ship. Probably should be categorized with Repair/Boost System. More difficult the more shield damage taken?

Fire Weapons

Systems Operations (Tactical) versus Pilot. If successful, add the difference between the ship’s sizes (positive or negative) to the result. This could reduce the damage to 0, resulting in an ineffectual attack against the opposing ship’s shields.

Use Sensors

Systems Operations check versus a set difficulty.

Use Science/Computer Systems

Science check versus a set difficulty.

Manoeuvring

Pilot check versus a set difficulty.

Issuing Commands

Leadership check versus a set difficulty.

Diplomatic/Intimidate Actions

Deceit, Intimidation, or Rapport check versus adversaries check.

Notes on using Spin

Does Spin still exist in FAE? It might be Boost.

Spin can be given from one character to another, even if different skills are used. For example, a successful Engineering check to boost phaser power could give Spin to the Tactical Officer to make his Systems Operations check.