FATE - Star Trek Fate (v2013.02.09).pdf
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STAR
TREK
FATE
Notes on a Roleplaying Adaptation
by Aaron M. Sturgill
Version 2013.02.09
For personal use only. No copyright infringement intended.
CONTENTS
.
Introduction
.
Setting
.
Characters
.
Away Missions
.
Starship Operations
.
Starship Combat
.
Stories
.
Miscellaneous Ideas
.
Appendix A: Sample Characters
.
Appendix B: Sample Starships
03
.
04
.
06
.
17
.
20
.
24
.
32
.
34
.
37
.
40
.
INTRODUCTION
December, 2012. It’s almost Christmas (or the end of the world,
depending on who you talk to), and the
Fate Core
Kickstarter is in full
swing. Reading the preview PDF is getting a lot of people excited.
Concurrently, my wife started watching
Deep Space Nine,
rekindling my
lifelong love for (nearly) all things
Trek.
I’m excited to see what aspects and fate points will bring to the
Trek
universe. Maybe we can tackle some of the issues that make Gene
Roddenberry’s vision so difficult to compel at the gaming table.
A Few Assumptions
•
Experience with the setting.
I will not make any effort to
explain the concepts of
Star Trek.
If you’re reading this, I’ll
assume you already have a passion for the setting, and want to see
how it might work with
Fate.
Experience with the system.
If you don’t know about
Fate,
this
isn’t the place to start.
Starfleet and the UFP.
If you want to play privateers, there are
other settings that probably do it better. In my opinion, Starfleet
and the Federation are cornerstones of the setting: they represent
an ideology of progress and inclusion – a shared goal of working
together to address problems from an enlightened perspective.
Aliens and outcasts are vitally important – but if being on the
fringes of society is what brings you to the table, well… that’s
why God made
Firefly.
A storytelling bent.
This document represents an effort to use
the
Fate
engine to tell stories in the
Star Trek
universe. Unless I’m
way off the mark,
Fate
isn’t particularly suited to hack-and-slash,
min-max, rules-lawyering, or similarly pedantic playing styles.
•
•
•
Ì
SETTING
Time Frame and Tone
Star Trek
is more than one thing. It can be campy, or self-serious;
compelling, or bloated; blandly morose, or full of two-fisted, four-color
action. Many of these traits are strongly embodied within individual
‘generations’ of the franchise.
Choosing the when and where of your
Star Trek
story says a lot about the
tone that you’re after.
•
The Original Series
(and its related films)
embraced a sense of
wonder and exuberance at exploring the depths of space and the
human spirit. Captain Kirk could punch and/or kiss a female
supporting character without blinking an eye, and Dr. McCoy
could make derisive comments about Vulcans while voicing self-
righteous platitudes, all with a complete absence of irony. I also
got the impression that there wasn’t a lot of paperwork associated
with firing the photon torpedoes.
The Next Generation
was a procedural with a strong sense of
responsibility and enlightened ethics. Picard was the strong father
figure, Data the marionette
and
wunderkind (not Wesley) who
served to remind us of our frailty and brilliance. When giving the
order to “Fire,” you could see the weight of the galaxy on Picard’s
(or Riker’s) face.
Deep Space Nine
made everything more conflicted. Sisko nursed
a grudge against Picard and, by association, the rest of Starfleet.
His best friend became a traitor, and his son a writer (gasp).
DS9
gave us the Cardassians (space Nazis), the Bajorans (space Jews),
the Dominion War, Section 31, and a sense of epic, serialized
narrative previously foreign to
Star Trek.
Enterprise
presented the baby steps of a youthful, optimistic, pre-
Federation Earth, as it attempted to come to grips with the
politics of older space-faring races such as the Vulcans, Klingons,
and Xindi.
•
•
•
Eschewing any personal opinions on its writing, acting, etc., I don’t feel
that
Voyager
added anything distinctive in the way of setting or tone.
Making a Setting
I’m betting you don’t want to have your characters on anything named
Enterprise, DS9,
or
Voyager.
If you do, you’ll end up either playing second
fiddle to the established characters, or pussyfooting around them to have
your own adventures in the margins.
You (the GM) or the group as a whole should come to some consensus
about your setting. The setting will have a lot to do with the starship,
installation, etc. to which the PCs are assigned. Here are some ideas to get
you going.
•
•
•
•
•
•
A
starship
on an ongoing mission of exploration at the edge of
known space.
A
patrol ship,
assigned to keep watch over a conflicted area of
space (e.g., the Romulan or Klingon Neutral Zone).
A small
escort vessel
attached to a starbase or planetary station.
A
starbase
or planetary
station.
A cloaked
observatory
on a newly-discovered world inhabited by
a low-tech civilization.
A clandestine squad of
undercover operatives,
assigned to
collect intelligence from a hostile government.
Ì
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