PLAYER CHARACTERS

THE OFFICER & NCO CLASSES For a Starfleet Officer, all D&D classes are considered Alien Classes; alien class levels may only be obtained via the rules under Multi-Classing and Back-Classing, below. Unless rolling an NCO version of these classes, all the officer classes in this chapter count as the “Starfleet Officer” class with the following features: • Usually no access to magic or to Alien feats (feats rare among Starfleet officers) • Usually no access to abilities unique to D&D classes (some starter packages unlock classes) • Skill Points at First Level: (2 + (Cha mod) + (Int mod) + (Wis mod)) x 4 • Skill Points per Level: 2 + (Cha mod) + (Int mod) + (Wis mod) • A Bonus Feat based advancement structure, with feats only available to Starfleet Officers • d6 hit dice unless noted otherwise • Gains rank (starting with Ensign) at levels 1 and 5 (except for Command Officers). Note on Class and Starter Packages: Starter packages are only mandatory if you want access to D&D classes, spells, and feats which would not normally appear in Starfleet skills and training. Note, starter packages only include full access to Starfleet feats if the package notes it. If no starter package is chosen, the character has full access to Starfleet feats. NCO Starfleet Classes: Replace Starfleet Officer feat with any (NCO) feat under New Feats. If an Officer-only feat is cited in a class description, replace it with any other available feat. NCO versions of classes are otherwise identical to their base class (whether an NCO version of the below classes, or a Starfleet NCO version of an alien (normal D&D) class). NCO Alien Classes: Use d20/D&D rules per class. Fighters, Monks and other classes with bonus feats must choose between Starfleet NCO or class feats for each bonus feat. All other classes add Starfleet bonus feats from (NCO) list at 1st, 4th, 6th, 8th, and 10th levels. Pure D&D Classes: If GM allows non-NCO pure D&D classes, such characters cannot take Starfleet NCO feats. No Wizards or Paladins: Paladin and Wizard features don't work away from alien home worlds. The Starfleet Officer Lvl B.Atk. Fort Ref Will Special 1 +0 +1 +1 +1 Starfleet Oficer (Ens), Class feat, plus one other feat 2 +1 +1 +2 +1 Class feat 3 +2 +1 +2 +2 Feat 4 +3 +2 +3 +2 Starfleet bonus feat 5 +4 +2 +3 +4 Class feat and Rank gain (except for Command) 6 +5 +3 +4 +4 Starfleet bonus feat, plus one other feat 7 +6/+1 +3 +4 +5 Class feat 8 +7/+2 +4 +5 +5 Starfleet bonus feat 9 +8/+3 +4 +5 +6 Class feat, plus one other feat 10 +9/+4 +5 +6 +6 Starfleet bonus feat

Alien Feats and Magic: This rule is very rough-draft. Rather than allow full use of D&D classes, a character from a modern society can take certain features, if allowed Alien Feats and Magic or given a list of unlocked classes. Use allowed spell slots per day as a guideline for casters. Other guidelines: • Avoid all spells, feats and features which cannot be given nonmagical explanations. • Clerics gain access to, and cast, at -2 Caster Levels for healing magic. • Clerics: -4 Caster Levels for gaining access to, and casting, other clearly magic spells. • There are no undead in . • Clerics eschew choosing daily spells, though they still must pray. • Clerics otherwise have full range of use, as with Bards and Sorcerers. • Brd/Src/Dru/Clr: Allow exceeding daily spell limits with a Fort save (-2 Fort and Spell DC penalty each additional spell, stacks.) Apply penalty after casting (even on spell failure) due to exertion; add Fatigue after 2 such casts. Multi-classing Starfleet & Alien Classes: Starfleet class must be attained at 2nd level; otherwise character must reduce to 1st level or be NCO. Alien classes must remain equal-or-lower level to highest-level Starfleet class upon multi-classing. Back-Classing to Alien Classes: Races which can have non-Starfleet versions of an Alien class as an NCO, may learn these classes at a maximum level of 1/2 their highest Starfleet Officer class level.

SPECIFIC STARFLEET CLASSES Each Starfleet oficer has one of the following as his or her actual class, and its additional features. Insert inspiring artwork here:

A bridge similar to Picard's Galaxy Class bridge but militaristic, JJ style. Camera between viewscreen and Captain, facing af. Bridge is at yellow alert. Back, from lef to right: Scientist at her station (facing away) holding up a hand, as if to say “wait!”; Medical oficer, glaring at captain, speaking into in one hand, medical in the other scanning (nearby) tactical oficer; Tactical oficer intense at his station; facing viewscreen; First Oficer standing next to engineer, sideways, watching engineering station; Engineer at his station siting sideways, watching captain. Front, from lef to right: Ops bracing hands white-knuckle on the near-camera edge of his station, looking at the captain as if she's insane; Captain, hand on navigator's shoulder, concealing the panic behind her orders by approaching the viewscreen; Navigator, entering manual navigation, focused on instruments, eyebrows raised. Behind navigator, Diplomat, glancing sidelong at captain while desperately reasoning with worried Guest Alien. COMMAND OFFICER At Level 1 take all: The C.O.'s (Command Oficer's) Key Advice: Afid Another (+1 max, no stack) as free action, untrained, 1x per Seg. job is to be qufick-thfinkfing and Indomitable: Add Great Fortitude or Iron Will feat for free at half (+1) benefit. quficker-actfing, and to lead by example when key teammates are Leadership: Ignore level requirement (GM discret.); take feat free. stumped, incapacitated, absent, Multi-class: Has other Starfleet Oficer class at Level 3. outnumbered, outgunned, adrif, At Level 2 take both: marooned, outclassed, diseased, Coordinate Decks: Use C.O. feats/Cha skills via comms/messengers. lacking life support, or worse. A Dare: Target/self atempt trained-only skill, untrained at -2; no stack. C.O. otherwise lets others do thefir At Level 3: take both: jobs or assfigns the best possfible Poker Face: +4 vs Sense Motive, Bluf, Det. Align., etc (non-Charm). help, lest the C.O. or crew rfisk Indomitable: Add remaining +1 benefit to Great Fortitude/Iron Will. mfissfing key finformatfionand At Level 4: take both: opportunfitfies. High Charisma and Symphony: 2 opposed Cha successes pre-combat gives Surprise Seg. Wisdom are necessary, because the Teach: Target PC gains current temp. skill pts (max 2 ) or current temp. Oficer character must ofen leap wfithout feat (lowest level temp Oficer feat), permanently. Req. RP and repeat temp. poss. lookfingand cope wfith the results. of skill/feat. At Level 5 take both: Rfiker: I'm not very good. Blunder: Can atempt trained-only skill untrained at -1; no stack. Pficard: Oh, fit doesn't mater, so long Wildcard: I.D. (in-)conspicuous subjects in crowd as Standard action. as you tk-tk-tk-poke-pop! At Level 7 take both: Insist: 1x per day; Target (not self) fakes 10 untrained (DC 5/can retry, time as Alignment: Any Lawful. Take 20, quality as bare minimum working order) Abilities: Cha and Wis are key to Distract: Cha/C.O. actions halve trgt's Wis&Cha mods vs other trgts. C.O.'s, plus Con and Multi- At Level 8 take both: Classing. Class feats: Command (Alfien Fleet Bestow Command: Target oficer temporarily can use your level-appropriate or Starfleet Officer (Rank)), & both Command class features and feats at half benefit untrained (with -4 penalty); categories from other class. Command lost when incapacitated, relieved, or absent in a crisis. (Target cannot Teach feats/can teach 1 skfill rank, must score 4 Cha wfins for Symphony, can Dare for Prereq.: Wis 16, Cha 14, Starfleet -3 untrafined atempt, and gfive Key Advfice as Standard Actfion once every 2 Segments.) Oficer Lv.3 (any) & silent majority Meet in Secret: 1x/month, conduct a secret, incognito meeting within 2 parsecs. vote at game start; OR spend 2x At Level 9 take: the total XP needed for whole next Grant Level: Roll d20 when using Teach afer target oficer succeeds on an level (i.e. 6,000 XP during level 3). untrained roll due to Dare, Insist, or Bestow Command; DC 20, target gains first If vote ties: Voting is closed; level in any class relevant to most frequently-used cc skfills/feats. Target can only tiebreaker d20: win by +5 or reroll; gain first level (of a new class), and cannot gain C.O. class, in this way (except as tiebreaker Nat.20, all win: tied below). Natural 20/DC 30: target and 2 best frfiends gafin +25% of total XP dfiference gained C.O. Level 1; everyone else between current/next character level (prfior to granted level). Natural 20 & Bestow starts level 3 instead of level 1. Command: If an RP-successful use of Bestow Command fis the target, target gafins C.O. Optional rule: Give Take 20 class at level 1 or ½ XP at C.O.'s optfion. Grant Level can succeed only once at 9th and C.O. 1 / Orig. Class 3, everyone! each subsequent level gain in C.O. class. Party of fresh department heads, Sojourn: Take level 1 in any class (Alien class as per this rulebook & req. GM or each C.O.'s of his/her/its own approv.) afer RP this level; cost 6,000 XP. You can never pass level 4 in that class. Small/old-gen/own-fleet ship. At Level 10 take both: Journey: Invent 1 class feature each for 1d(# of PCs in party)+1 PCs, gained free Rank Increase: Except levels 1 & when each target gains +3 levels under C.O.'s command (rule per GM's approval). 5, and ending at level 9, gain a rank Fascination: When alone & out of element, +2 all Saves & halve most check in Starfleet Oficer (or alien fleet if penalties. active service) at each odd- numbered Command level. Command Oficer level 9 locked Tips unless character commands his/her Command Oficers can be managers/supervisors, department heads, expert own ship full-time. operators, visiting aliens, etc. Without this class, few oficers rise above Lieutenant. If the captain is a PC, he might as well help GM; know your stuf and try random Lack of Bestow Command feature ideas to move RP. does not prevent the oficer at the conn from passing temporary authority to another.

The Science Oficer's job is to be SCIENCE OFFICER curfious, methodfical, alert, and finventfive. High Intelligence and At Level 1: Wisdom help scientists notfice & Scan: +1 Gather Information with sensors (+2 with own ship or same fleet) understand new thfings and reffine Recheck: Recheck scan result for bonus or to support/reject (GM) a finformatfion. Charisma helps convey specific previous Theory mod.: Free act Nat 20, Std. DC 15, Full Seg. DC 10. finformatfion fin helpful ways. Classify: Gain Theory x2 bonus, by assuming event is of some general class, via Knowl. success; stack x3, to max 3.5xTheory & 1/8 Data gathering time. “Hey, dfid you ...see... vfiewscreen. Let Time XdY-(Int mod) & Knowl. DC subj. to Data/GM discretion. me look at.. oh. No. Oh, I should Field Research: New Knowl. skill 1st rank, present subject; see Theory rules. have... checked, no! NoOOO! It's Compensate: Target device +1 to +4 vs. event fx (Data & Theory) on success. down 79 percent! The rfif fis collapsfing! At Level 2: 85 percent! It's too late, we're all-” Inquiry: Glean information from object showing known-unusual reaction to -late Science report (all hands lost) unknown event with poor instruments (or unaided, at GM discretion). Relev. Knowl. as range: detect event on Threat; one source detail on Crit. “The rfif fis fluctuatfing ...45 degrees to DC 10: get Xd2 Data (X=Science level); DC 15: I.D. event if type known Port. And I thfink ...smaller. Conffirmed. Explain: +1 to +2 Afid Other Free action (relevance/GM discretion). Red alert, Captafin to the brfidge! Diferentiate: Theory +1 via compare/contrast per GM; stack twice/project. Brfidge to Engfineerfing, you mfight At Level 3: wanna prep more power to engfines...” -helpful Science report Improve Sofware: Atempt temp. device enhnc. (+Data or GM) w/ Theory. Simulate: Gain Theory and Data via known variables. RP/GM discret. Alignment: Not Chao.; pref. Law. Prototype Sensor: Try to craf sensor for faster Data gain using Theory. Abilities: Int & Wis are key; Cha is Reverse Polarity: Inversion atempt using Data and Theory (GM discret.) secondary for crew synergy. At Level 4: Class feats: Science & Engineering Sensor Prediction: Guess result details (RP per GM & Theory) to scan faster. Prereq.: Int 14, Wis or Cha 12 Salvage Theory: Keep approx. ½ Theory bonuses on Research critical failure. Protocol Jock: Make one temporary benefit from Improve Sofware, Gather Data Faster: Data gather Interfere, or Compensate, a permanent device protocol at GM discretion (Gather Info.) time is reduced by via Craf (Sofware); and, load sensor protocols as an Instant action. class features; these stack at GM At Level 5: discretion. Nested DB and Career Interfere: Dampen efect 1/4 to ½ and gain Data at GM discretion. Archfivfist require access to own DB. Nested DB: Knowl. rank as range; Get data faster 1x on Threat, 2x on Crit. Downgrade current action's time 1 Abstract: +2 to +3 Afid Other Free action (relev./GM discretion). step each usable multiple/feature: At Level 7: Multi-Seg→(Halve until 2-3 Seg) Emiter Jockey: Warmup emiter/swap protocol; Free action. → Full Seg. → Std. → Free. Qalify Observation: Observation with naked senses (Full Seg.) Rule Out: Try to rule-out factor; DC reduct./GM discretion. Theory: Theory is built, and adds to At Level 8: rolls, per feature; same-Theory mods Career Archivist: Knowledge total bonus as range; Threat/Crit. as Nested DB. stack as below. Bonus types & limits: Classification bonus: x2/stack 3 Postulate Cause: Formulate a guess with inadequate leads. Diferentiation bonus: +1/stack 2 Postulate Efect: Formulate a guess of efect without testing. Simulation bonus: +0 to+2/stack 4 At Level 9: Qalify bonus: +1 to +2/no stack Disintegrate: Devise method to disintegrate target. Recheck bonus: +1/stack 3 Phase Shif: Devise method to shif target out-of-phase. Rule-Out bonus +0 to +2/stack 2 Predict: +4 Spot/Listen/etc., &+2 Ref v. event; Aid Other: +1. Cause Hypoth. bonus: +0 to +2 At Level 10: Efect Hypoth. bonus: +0 to +1 Nullify: Negate the existence of an energy or force event. Theory is hidden by GM; apply to Qantum Shif: Target pulled/pushed to an alternate reality. Scan, Recheck, Compensate, Field Temporal Efect: Time travel/similar efect (RP vs GM discretion). Research, Explain, Simulate, Interfere, Prototype Sensor, Reverse Tips Polarity, Improve Sofware, Sensor Classfify, Dfiferentfiate, Qalfify, Sfimulate, Rule Out, Postulate: What scale, what Prediction, Abstract, Postulate type? What if we fly through it? Is the efect Temporal? Maybe it's an illusion; (Cause or Efect), Disintegrate, Phase let's test, is it afecting our minds? – Sensor Predfictfion, Nested DB, Career Shif, Predict, Nullify, Qantum Shif Archfivfist: Work smarter thus faster. – Explafin, Abstract, Predfict: Help others help & Temporal Efect. Gain 1st you. Buf ship with partial results. – Interfere, Reverse Polarfity, Dfisfintegrate, relevant Knowl. rank when bonus Phase Shfif, Nullfify, etc: Trust findings & try something. Simulate first for safety. = DC. MEDICAL OFFICER The Medical Oficer's job is to be diligent and observant, At Level 1: proactive and positive, and to stop Cure Light Wounds: (touch, med kit, basic dmg. types) damage and death – sometimes Field Diagnosis: +2 to Dx rolls when patient is present. on a mass scale. Field Study: +1 Knowl. ranks to patient's health afer 72 hours intense study. Informed Cure: +1 hp per heal die each 2 Dx or Rsch success pts. Dr Z: Stfill need gufidebook quote Use Medical Center: +4 (+6 own sickbay) to Dx w/ full equip. Dr A: Send as-fis, I'm fin surgery Medical Emergency: +1 personal Init. while performing triage. - comm log, Dr. Aarn, SB208MC At Level 2: Alignment: Not Chaotic Thorough Healer: +1 per healing die (Full Segment); stacks Abilities: Wis, Int, and Cha. Detect Agent: +2 Research present pathogen or phys/psych pathology Class feats: Medicine and Science Physical Therapist: Accel. recov. of Str, Dex, Con, & Fort by 1d4 dys. Prereq.: Wis 16, Int 13, Cha 11 Constant Colleague: +1 to give/take Afid with C.O. and Sci classes. Everyday Crisis: +2 personal Init. while in own sickbay Healing w/o gadgets: Sans the At Level 3: tech, find clean cloth or mesh; Cure Mod. Wounds: (touch, med kit, basic dmg. Types) water; hot compress is best. Make Holistic Medicine: Add relevant Knowl. rank to other skills at GM discret. the patient calm, comfortable, Predict Efects: Use data to foretell health risks of action/situation. lucid; draw them out of shock, Fortify: +1d4-1 (or +1) Con mod & Fort, all present (Dur. 1dy, 1x/lvl) calm fear, and do your best to At Level 4: reverse the course of ill health. Analyze Trace: +2 Rsch treatmt for opaque damage types. Observe, report, cry, consult, Sub-Cellular Medicine: Heal time reduced ½ w/ medkit, ¾ in sickbay. meditate, joke, do no harm. Old Crisis Synergy: +1 to give/take Aid with C.O., Dip, Eng, and Sci classes. ways are harder, but work. Keeping Busy: +3 personal Init. while in own sickbay, +1 elsewhere own ship At Level 5: Typical cure research steps: Devise Inoculation: Halt/prevent/slow agent efect; DC hidden; Monitoring/dx (ongoing); Data Duration 2d6+(Wis mod) hrs, safe 1d4+(Int mod) doses. research & chemical equations, Reverse Efects: Try to cure opaque damage types (GM discretion). serum creation, lab tests, and Psychic Healer: Accel recov of Int, Wis & Will damage by 1d2 days. proving. (Assumes biological ill.) Fortify: +2d4-2 (min. +2) temp Con mod & Fort save all crew present Read, Test, Report, Consult: Each (Dur. 2 day, 2x/level) Dx +2 halves research time. Each Salvage Theory: Retain ½ Dx bonus on Research critical failure. research success on relevant topic At Level 7: adds success overage +1 to Dx; if Spot Diagnosis: +1 Dx ea. min. observ. tgt action (stack 6, Dur GM) irrelevant, success overage -1 or 1. Medical Manager: +2 Aid bonus to one trained healer (Std act.1x/Seg) This mechanic only applies to Medical Professor: Live tutelage Afid (Free) gives+4 Heal & lab work. Medical class doing medical Cure Serious Wounds: (touch, med kit, basic dmg. types) research. At Level 8: Ego Aid: Aid recovery of Cha, lost XP, align. dmg, and Ref. dmg. Dx & Dx equipment: Multiple Dx Precedent Cure: Nat 20 or DC 30 to treat/cure opaque dmg. succeeds. rolls over time (w/ or w/o equip.) At Level 9: may add bonuses to all medical Breakthrough: Nat 20 or DC 30 Dx or Devise reveals test/cure. (GM) rolls. Correct dx halves cure DC. Fortify: +3d4-3 (min. +3) temp Con mod & Fort save all crew present (Dur. 3 day, 3x/level) Mystery Malady DC Modifiers Medical Director: Time 2 hrs; +1 Heal checks, all staf, 1 dy; stacks 2. Malady vector opaque +80 At Level 10: Patient race opaque +80 Limited Reanimation: Restart vitals afer death; GM discret.; no retry. Medical DB ofline +40 Desperate Treatment: Try risky/unsuitable treatment to extend life. Computer/sickbay down+40 Symptoms unheard of +20 Dead, cannot autopsy +20 Tips Unique or new agent +15 Heal/tgt. can be atempted every 3 hours & on change of cond. Patient race unfamiliar +15 Research mod: Use: Relevant Knowledge skill, full bonus; No trace +10 Gath.Inf/Apprse, 1/2 mod; both, 2/3 best; have all three, Knowl. + 2. No corpus +8 Watch and wait: Cure/Heal result reveals (otherwise hidden) quality of Theory. No symptom/complaint +8 Read Theory rules in Science Ofice sidebar for GM-chosen mechanics. Is benev. during incubat. +4 Was benign whole life +4 DC 30 + all applicable modifiers. TACTICAL OFFICER The Tactical Oficer's job is to be qufick wfith ffingers and wfits. At Level 1: Starship weapons can level cities Weapons Multitasker: +1 ship atack per Maneuver. and each shot is costly, so keen Alertness: Take Alertness feat for free. reflexes and tactfical senses are key Tactical Bridge: Can Qick Draw one hidden hand phaser at each bridge station. in every instant of combat. Working Closely: +1 to Afid benefits given to/gained from Sec, Eng, Nav, & Com. Evasive Patern: Can launch evasion navigation paterns as a standard action. Qote At Level 2: Optimal Range: +1 Atack with ship weapons w/in 1 range inc. Alignment: Not Chaotic Optimal Damage: +1 damage die w/ energy weapons; +2 if approaching target. Abilities: Dex and Wis are key Monitor Progress: Monitor a station and review stored Data & Theory results. skills for targeting and firing Hurt Subsystem: +1d2 beam dmg penetrates known shield tech on Nat 20 (GM). shipboard weapons. Atack Patern: Can launch aggressive navigation paterns as a standard action. At Level 3: Class feats: Tactical & Navigation Precision Targeting: +1 Atk bonus for targeting smaller targets and subsystems. Tactical Training: Rotate a ship section each week, as Tactical Bridge. Prereq.: Dex 14, Wis 14, Security 1 Cover Other: Take an extra 5-f step (in PC combat) instantly once per round. Lunch Breaks: Add Dip, Sci or Med (choose one class) to Workfing Closely. When not shooting or monitoring At Level 4: other vessels, the tactician can Lethal Layman: +1 Atk/Dmg if Explain/KeyAdvice relev. (GM discret.) demand information, suggest Optimal Burst: Ignore 1hp DR/die if Optfimal Damage or Optfimal Range in efect. research, or prompt other useful Alert Protocols: Roll ship's CPU vs atacker's Grid to raise as Instant. action from fellow oficers. Useful Nice Trick: Gain a level 1-2 Engineering or Navigation feature. information whizzing across the Computer Tips : +1 ship action per Maneuver on own ship. bridge grants the character At Level 5: bonuses for tactical synergy. Penetrating Shot: Full Seg Atk; beam hits combine vs. tgt shield DR Force Shockwave: Call X on firing; X projectile dmg converts to 10:1 Speed dmg. Tactical Bridge, Hidden Phaser: Tactical Drills: Most workstations on decks 1-8 & Engineering as Tactical Bridge. Each time phaser locations are Midnight Oil: Add both classes lef (from Dip/Sci/Med) to Workfing Closely. added or changed, can confer knowledge of location & access Tactical Trick: Gain a level 1-4 feature from any Starfleet class (not Tac/C.O.). tricks via RP. These phasers only At Level 7: exist if a Tactical Oficer PC Advantageous Shot: Increase dmg 10% ea 5 pts target AC exceeded maintains the features. Weapons Multitasker: +1 ship atack per Maneuver. Navigation Synergy: Free (1/Seg); Nav. or Tac. get +1 Afidper RP/GM. Perm. weap. enhancements: Computer Tips : +1 ship action per Maneuver on own ship. All require same target make/class: At Level 8: from Enh. Weap./Lethal Layman Pulverize Subsys.: Full Seg; ½ # avail atks; hits on tgt subsys if facing. are Tac. skill; requires same fleet Requires Navfigatfion Synergybonus received. from Enh. Weap./Eng. Synergy Bridge Synergy: Std. (1/Seg); Nav&Ops +1 Afided or Tac +1/+2 (GM). are sofware; req. craf (DC 10 Computer Tips: +1 ship action per Maneuver on own ship. immed., DC 15 1 week, DC 20 Trick Shot: Use of Sci/Eng protocols for atack and defense (bonuses per GM). afer) or install At Level 9: from Enh.Weap./Bridge Synergy Resonant Shot: Calibrate energy weapon vs specific target; are teamwork; req. same people 150% dmg. dice (vs tgt. hull only); req. 2 Seg science action & active scan from Enh.Weap./Nav. Synergy Requires Lethal Layman in efect, and relevant per GM are maneuv's; req. same people Engineering Synergy: Std act; Eng or Tac +2 Afided per RP/GM. or saved patern Computer Tips: +1 ship action per Maneuver on own ship. At Level 10: Extra Ship atacks/Ship actions: Structural Demolition: +50% base threat with profic. proj.; does not stack A ship atack (firing a weapon ) is a ship action, so extra “ship actions” Requires Optfimal Range and Navfigatfion Synergy in efect. can be used as either atacks, or Enhance Weapon: Make temp. dmg bonus vs. tgt type, permanent. Requires other tasks. Extra ship atacks Engfineerfing Synergy. Lethal Layman, or Brfidge Synergy in efect & relevance. reflect skill with tactical interfaces only, and can only be spent on Tips tactical tasks (fire, target lock, etc.). 15 Force dmg to hull causes 1 Speed damage; see Ship Combat/Speed Damage. Tricks: Per RP and GM discretion. SECURITY OFFICER The Security Oficer's Job is to be combat-ready but finterspecfies- At Level 1: aware; and to safeguard all lfives Assess Posture: +1 bonus to (personal) initiative. wfithfin the shfip fif possfible. Alertness: Take Alertness feat for free. At Level 2: Qote Covering Fire: Target movement restricted; target takes damage for certain move actions. Alignment: Pref. Lawful Dodge: Take Dodge feat for free. At Level 3: Abilities: Dex, Str, Con and Wis are all key to a security oficer, who Tactician: +2 to Spot, Listen, & Move Sil. must show restraint until forced to Veteran: +1 to Base Atack and all Saves (stacks) fight. At Level 4: Improved Initiative: Take Improved Initiative feat for free; stacks with Assess Class feats: Security and General Posture. At Level 5: Prereq.: Improved Dodge: Take feat for free. Home Speed Advantage: +2 (char.) Spd. on own ship. Improvised Security: +2 to use unknown systems (i.e. life support) to subdue on own ship At Level 7: Surgical Shot: +1 Threat with preferred ranged weapon type (req. Weapon Profficfiency with same weapon type). Cannot accfidentally kill with specific weapon type unless target is weak vs. damage type or is atacked again afer K.O. Veteran: +1 to Base Atack and all Saves (stacks) At Level 8 Surgical Blow: +1d Damage, and cannot accidentally kill, with preferred melee weapon (req. Weapon Ffinesse with same weapon type). At Level 9: Lethal Shot: +1 Threat with all proficient ranged weapons if shooting to kill. Veteran: +1 to Base Atack and all Saves (stacks) At Level 10: Overload Weapon: Force energy weapon to increase damage or act as a bomb. Inside and Out: Double base Saving bonus/halve untrained check penalties (own ship) The Security Oficer's Job is to SECURITY OFFICER be combat-ready but finterspecfies- aware; and to safeguard all lfives At Level 1: wfithfin the shfip fif possfible. Assess Posture: +1 bonus to (personal) initiative. Alertness: Take Alertness feat for free. Qote At Level 2: Covering Fire: Target movement restricted; target takes damage for certain Alignment: Pref. Lawful move actions. Dodge: Take Dodge feat for free. Abilities: Dex, Str, Con and Wis are At Level 3: all key to a security oficer, who must show restraint until forced to Tactician: +2 to Spot, Listen, & Move Sil. fight. Veteran: +1 to Base Atack and all Saves (stacks) At Level 4: Class feats: Security and General Improved Initiative: Take Improved Initiative feat for free; stacks with Assess Posture. Prereq.: At Level 5: Improved Dodge: Take feat for free. Home Speed Advantage: +2 (char.) Spd. on own ship. Improvised Security: +2 to use unknown systems (i.e. life support) to subdue on own ship At Level 7: Surgical Shot: +1 Threat with preferred ranged weapon type (req. Weapon Profficfiency with same weapon type). Cannot accfidentally kill with specific weapon type unless target is weak vs. damage type or is atacked again afer K.O. Veteran: +1 to Base Atack and all Saves (stacks) At Level 8 Surgical Blow: +1d Damage, and cannot accidentally kill, with preferred melee weapon (req. Weapon Ffinesse with same weapon type). At Level 9: Lethal Shot: +1 Threat with all proficient ranged weapons if shooting to kill. Veteran: +1 to Base Atack and all Saves (stacks) At Level 10: Overload Weapon: Force energy weapon to increase damage or act as a bomb. Inside and Out: Double base Saving bonus/halve untrained check penalties (own ship) NAVIGATOR The Navigator's job is to control the shfip's speed, facfing and posfitfion, At Level 1: ensuring it reaches destfinatfions Steady: +1 Agil. while increasing speed straight ahead (own ship or fleet). safely and performs smartly fin Tight Maneuvers: +1 to change Speed. combat. Pilot Awareness: +2 to Spot while sensors are working. Righting: If sensors work, halve temp penalties vs loss of control. Alignment: Any Calculated Bluf: Bluf using Riding. (-6 DC untrained/-2 without feature.) At Level 2: Prereq.: Dex 16, Wis 13 Escape: Increase speed as if Agil. +1 when Fleeing (stacks) Abilities: Dex and Wis are the Evasive: +1 AC if Fleeing; most critical abilities, for perceptfive stacks w/ Escape, dodge, & Position/Motion mods; not others and def executfion of maneuvers; Int Sure Fighter: Intimidate posture when approaching enemy ship. and Cha can refine a pilot's On Deck: In PC combat: +1 initiative, & 1 Nav feature as Free act. per Maneuv. intuitive edge and add presence in At Level 3: combat. As She Goes: +1 ship Agil. (own ship) when thrusters must be used. Cock Fighter: +1 Bluf/Intimidate (absent pilot, ram; 1x per enemy group) Class feats: Navigation and Command Intuition: +1 all Saves regarding ship control and reaction Tactical The Occasion: Spend 5,000 XP thfis level to gain C.O. 1 (RP/GM discret.). Bodies: Halve penalty for untrained checks based on Dex, Con, and Wis. All Nav features use Riding for skill At Level 4: checks. Precision Flight: +1 Agil. (all ships) due to expertise with maneuvering thrusters. Tight Maneuvers: +1 to change Speed. Stackable Coeficients: All AC, Seasoned Pilot: +Wis mod to ship AC & Riding unless Flat-Footed/Surprised Agil, and Speed efects from Nav Thruster Pugilist*: Afer Dogfighting, +2 to Intimidate/Bluf (-Atks per GM). features and feats stack with each Restless Pilot: Never Flat-Footed unless ordered all-stop/unable to move. other, and with similar bonuses, At Level 5: unless noted. Flight Cortex: Fake 20 instantly (DC 10) on Riding checks 1x/day Feint Fighter*: Sacrifice 1 Speed, gain flight-related +2 Bluf vs Sense Motive Fleeing: Ship is fleeing if applying Mousetrap*: On Bluf success, ship moves as if suddenly disabled continuous max accel/thrust away from enemy ships & projectiles. Gun It*: Begin fleeing (Full round action); GM discretion. Fleeing from one batlefront or At Level 6: enemy group toward another is Command Experience: Spend 8,000 XP thfis level to gain C.O. 1 (RP/GM discret.). allowed. At Level 7: Axis Factor: Change Speed as if Agil +1, if rotating ship at full speed; stacks Postures: Bluf, Intimidate, Flee Impulse Pugilist*: +2 Bluf/Intimidate (torps near-ready, intent to close) 2x/group and Dogfight are flight postures; Cover Tank*: Dogfight posture; cover friendly target on one shield side. Switching between Bluf & Escape: Increase speed as if Agil. +2 when fleeing (stacks) Intimidate bonus/use or using Evasive: +2 AC if fleeing; posture-related abilities implies stacks w/ Escape, dodge, & Position/Motion mods; not others posture change. See Fleeing above. At Level 8: Intimidate: Every Segment you Flight Cortex: Fake 20 instantly (DC 10) on Riding checks 2x/day are within 4 Speed increments Cuter: Halve environment penalties against Speed / Agil. (your scale), smaller targets to fore Impulse Houdini: +2 Bluf vs enemy noticing change in posture. roll Will vs their AC (as if you were At Level 9: atacking), or Flee this or next Seg. Command Emergency: Spend 10K XP thfis level to gain C.O. 1 (RP/GM discret.). Dogfight: See Dogfighting AC in Ride Wavefront: Reduce force damage if fleeing (Instant) (may alter momentum) Ship Combat section. Gun It*: Begin fleeing (Instant/Free act, doesn't require your turn); GM discret. Bluf: Upon successful bluf, At Level 10: cannot take actions to break the Flight Cortex: Fake 20 instantly (DC 10) on Riding checks 3x/day bluf; GM may require Riding check, Will save, etc each Segment. Force Draf: Gain +1 Speed / +1 AC (current Seg.) twd missed/resisted Force dmg Level 7 versions of Escape and Tip Evade supersede Level 2 versions Save flight paterns; these are like Protocols (see Engineer sidebar) for flight. instead of stacking. (+2 total bonus Paterns are either aggressive or evasive and cannot embed benefits of Nav features. each, not +3). ENGINEER The Engineer's job is to repafir At Level 1: and fimprove the ship & its systems Trained Engineer: Prof. (24th Century Starfleet Engineer); can take 10/20 to Repair. & devices, carry out mafintenance, Diagnose Device: May Take 10/20 or Fake 10 at Appraise to learn steps to fix device. correct faults, and finvent thfings. Read Blueprint: Craft from plans/schema with proper parts at +4. Route Power: Provide power to a device/area despite faults/damage to EPS grid. Alignment: Any Actual Practice: Gain one level 2 Science class feature. Abilities: Wis and Int are the Space is Dangerous: Repair Take 10 unless PC combat/Spd dmg/penalty/GM discret. primary Engineer abilities. At Level 2: Class feats: Engineering, plus Avert Malfunction: +4 to avert imminent malfunction after Spot/Appraise success. Science at level 3. Fine Ship: +1 to Spot/Listen/Search if on, or inspecting, a starship; +2 own ship. Prereq.: Int 14, Wis 14 Firefighter: +2 to Fort saves, Repair, Appraise, Heal, and Atk w/ fire extinguisher. Ctrl-Meta-S: Create a Protocol of previous task(s); Standard action. (GM discret.) Some Modifiers: Protocol Mastery: Load, trigger, reload or restart up to 3 Protocols as Free action. +1 Skill Synergy or Advice; At Level 3: +2 Afid Another benefit; Shortcut: (1d4+2 Seg.): prep. device for faster op. next use (Full→Standard→Free) +1 to 3 Lab Study (take 20 + RP); Field Rig: Fuse/alter devices using sub-par tools; effects per RP/GM. +4 Can read Blueprint; Fundamentals: Gain one level 3 Science class feature. -1 Alien Language; Genius: Craft Crit relevant to Prof. is 2x normal Crit (i.e. gain extra functions, etc.). -2 Alien Approach, Damaged Savior: Nat. 20 (RP, GM discret.) delays ship destruction (Eng. lvl)d4+7 Segments. -2 Higher Tech; At Level 4: -4 Higher Science. Realign: Improve device (+2 to one: Atk, Dmg, HD, or Skill mod;); see sidebar. Realign: Device realignments are Prototype: Design/create new/upgraded device. New ability or +2 as Realign. corrections, not enhancements; Move Power: Override all controls and put/remove power in a device or area. they expire silently at GM Abuse Power: Misuse EPS grid, warp core, any power/drive system to GM discret. discretion, and cannot be made At Level 5: permanent by any ability. Prestige: Take 1 C.O. feature (level 4 or lower, free) or Command 1 (cost 2,500 XP). Realignment cannot stack on the Avert Disaster: +4 to avert results of misuse/damage after Spot/Appraise success. same device, but +2 bonus is a Protocolista: With protocols and tweaks, DC 25 +1d2 ship Saves, 1x/event, 1 retry suggestion; bonus, availability, and Not Safe Out Here: Fake 20 Concentration for Research and Prof. tasks. time/materials/work required is per 1,000,000 Ways: +15 DC to Spot / +10 DC to Appraise sabotage done by you. GM by Eng. level and situation. Particle Engineer: +2 all power/energy tasks related to Prof./at GM discretion. Roleplay required: Realignment At Level 7: requires RP, consistency, etc: e.g., Field Invention: Fuse various parts, even if alien, for new effects per RP/GM. +HD requires extended spacewalk Maintenance: +1 to Fine Ship and Realign bonuses, and Protocolista retry limit for external devices and device Intuit Device: +25 to determine function of strange device after inspecting internals. disconnected from power grid; Intensity: +1 to Cha-related rolls, Will saves, and Attacks; +3 to melee damage. +Atk/Dmg requires useful At Level 8: tactical/theoretical data; etc. Codify: Make device bonus permanent (single bonus/single stack incr.). GM discret. Safeties Off: Attempt to speed a ship system function or device process; see sidebar. Field Rig, Field Invention, and At Level 9: Masterwork: Required RP & time Miracle: 1x/month w/ X hours prep (X & DC GM discret.), Prof. task Take 20 Instant. scales with goal dificulty. Social Troubleshooter: Provide +1d2 Will Save or temp Cha or Wis bonus via RP. At Level 10: Safeties Of: GM may secretly Masterwork: Craft gives best scientifically possible results for variables at hand. increase Critical Failure range. Sandboxer: Fake 40 Research/Knowledge w/in Prof. (time x2 untrained, ½ trained). Protocols: Protocols are sets of Tips parameters and extra algorithms Engineering task skill check guidelines: for devices and systems. You must Most tasks with Starfleet equipment: Prof. (24th Century Starfleet Engineer) track protocols you've created, Repair alien device, read alien blueprint (known language): Prof (Engineering) (Wis) similar to spell creation; they Diagnose alien device with known function, detect malfunc/fault: Appraise (Int) reside in the ship's computer. Each is specific; i.e., “Compensate Shield When in doubt, all features and mechanics on this page refer to tasks relevant for Profession (24th DR +2 vs. Normal Stellar Ejecta.” Century Starfleet Engineer) except for Research which includes all Knowledge skills known by the character. Profession (24th Century Starfleet Engineer) skill cannot be taken except by this class. Protocols run indefinitely given power and other factors & have Class-Defining Skills efect per GM discretion. Signals and Communications Transceivers and Computers Signal Types and Media Signal Transmission Time Physical Data Movement Encoding and Decoding Encrypting and Decrypting Shorthand and Cyphers Intercepting Signals Hijacking Signals Piggybacking Signals Counterfeiting Signals Advanced Piloting

New Skills

Science and Metaphysics FEATS FOR STARFLEET CHARACTERS

OPEN FEATS The following Feats can be taken by anyone, and work as described in d20/the Player's Handbook. Acrobatic Great Fortitude Persuasive Agile Improved Critical Point Blank Shot (and dependents) Alertness Improved Initiative Qick Draw Animal Afinity Improved Unarmed Strike Run Armor Proficiency (and dependents) Self-Suficient Athletic Investigator Skill Focus Blind Fight Iron Will Stealthy Combat Expertise (and dependents) Leadership Toughness Combat Reflexes Lightning Reflexes Track Deceitful Martial Weapon Proficiency Two-Weapon Fighting Def Hands Mounted Combat (and dependents) Diligent (and dependents) Weapon Finesse Dodge (and dependents) Negotiator Weapon Focus Endurance (and Diehard) Nimble Fingers (and dependents)

NEW FEATS Characters who only have access to Starfleet NCO feats, can only pick from those with (NCO) in the name. Feats marked (MACO) can be chosen both by Starfleet and MACO characters (unless marked MACO-Only). Starfleet characters can learn any of these New Feats when a Starfleet bonus feat is ofered, and any feat within their Class Feat categories when a class feat is ofered. Indentation implies prerequisites.

NCOs gaining Non-NCO feats: Non-commissioned oficers who are given commission (gain the Starfleet Oficer feat) can then be authorized to learn and use systems; afer a training period, they learn the feat normally (if not adjusting an alien skill). Alien Oficers: NCOs beginning play can know oficer-only feats in advance only wfith respect to an alfien fleet; they operate at -4 using those feats for Starfleet equipment and personnel until subsequently commissioned and trained. (This does not apply to nonhuman members of Starfleet, and Inter-species Exchange Oficers are trained as appropriate prior to transfer.)

Engfineerfing Feats Engfineers can wfield sofware and machfines lfike weaponfized musfical finstruments. Logic Cracker (NCO): Intuits code, security, signals, logic, and electronics; +1, stacks. Logic Architect (NCO): Master of code, logic, and electronics; +1, stacks. Security Expert: Expert at Starfleet security; +2, stacks. Signals Expert (NCO): Expert at signals & signal-to-receiver interactions. +2, stacks. Power Engineer (NCO): Intuit power systems; +2 to tasks w/ power manipulation (+4 on own ship) Push Reserve Power: Target device operates twice as long as normal for the next use. Maximum Power: Device does 150% rolled/normal efect; nearby power may fluctuate. Intentional Overload: Device does full damage/efect w/o dice roll. Disabled in 1d4 uses. Blueprint (NCO): Fabricate a machine blueprint for use in mater replicators Mask Warp Signature: Warp in stealth by emulating an alien propulsion system. 1/3 Speed loss. Navfigatfion Feats Flfight officers understand the shfip's motfions lfike extensfions of thefir own bodfies. Defensive Navigation (NCO): Tendency to keep escape options open; +1 dodge to ship AC, stacks Aggressive Posturing (NCO): When dogfighting, +2 Atk. Init & +2 Bluf, and penalty only -1 AC Avoidance (NCO): -1 Speed for +2 dodge vs all projectiles (Instant, duration 3 Seg., doesn't stack) Gap Runner (NCO): +1 dodge to AC and ship Agil. at max. accel./top speed; doesn't stack Thruster Finesse (NCO): +1 to ship Agil. at cost of -2 Speed (at will); does not stack. Scater Impulse Wake: Sub-warp engine wake harder to detect and dissipates sooner; 1/3 Spd loss Move Subtly (NCO): -2/-4 penalty to Spot ship changes of speed (vs light, maneuver, etc) Scfience Feats Scfientfists change how devfices work at fundamental levels and use finformatfion creatfively. Replicator Equation (NCO): Design a datagram for chemical/biological replication Field Calibration: Target device(s) get double normal range in present location/condition. Spot Calibration: Target device adds one die/level of efect vs specific target or type of use. Sensor Savant (NCO): Take 20 in combat on sensor tasks; time 2 Maneuvers, own ship only. Passive Scan (NCO): Gain scan information without use of energy emiters Emiter Wiz (NCO): Use of energy emiters beyond their design; +2 atack with energy devices Prime Emiter (NCO): Prepare an emiter for instant operation using simulated conditions. Create Feedback (NCO): Targeted emission feeds back on successful opposed check. Mask Weapons Signature: Exploit enemy sensors to hide/create illusory weapons status. General Feats General Starfleet trafinfing. Starfleet Officer feat unlocks other Non-NCO feats, and stacks. Starfleet Oficer (Rank): Non-NCO feats. Ens., Lt., Lt. Cmdr., Cmdr, Capt. GM approval only. Starfleet Combatant Second Class (NCO): Melee (armed & unarmed) martial art. Starfleet Combatant First Class (NCO): Melee (armed & unarmed) martial art. Starfleet Sidearm Proficiency (NCO): Proficient with Starfleet's sidearm-style phasers. Starfleet Rifle Proficiency (MACO): Proficient with Starfleet's rifle-style weapons. Starfleet Munitions Profic. (MACO): Proficient with Starfleet explosive/thrown weapons. Starfleet EV Suit Proficiency (NCO): Move & fight with only -2 penalty in Starfleet space suits. Starfleet EV Combat Proficiency (NCO): Move & fight w/o penalty in Starfleet EV suit. Tactfical Feats Tactfical officers perform certafin computer and math skfills from habfit and muscle memory. Precise Targeting (NCO): Computer-aided weapons proficiency adds +2 Atack (stacks with Precise Shot). Array Targeting: Target +1 weapons in an array independently as a free action. Take up to 2 times. Torpedo Spread: Fire +1 torpedo tubes simultaneously at the same target w/o penalty. Take up to 3 times. Command Feats Command officers can prepare crew and devfices for finstant or specfial efects. Lockout Device: (Ens.): Render device useless without inputing a cryptographic key. Coordinate Secondary (Lt.): Prep secondary systems for instant efect. Emergency Docking (Lt. Cmdr.): Prep bay, crew & tractors for emergency (instant) shutle docking. Override Security (Lt. Cmdr.): Special access to systems, devices, and files. Coordinate Primary (Cmdr.): Preauthorize primary systems for instant/faster efect. Authorize Replicator (Capt.): Authorize use of replicators & other large drains for special projects. Dfiplomatfic Feats Dfiplomats get features per level as a Bard; and may take some Bard spells as (Ex) abfilfity feats.

Medfical Feats Healers get certafin spells as (Ex) abfilfitfies, efither as feats or per level progressfion.

ALIEN CULTURE FEATS Characters with access to Alien Culture Feats may take the following. Exotic Weapon Proficiency Rapid Reload Simple Weapon Proficiency Power Atack (and dependents) Shield Proficiency (& deps)

ALIEN FEATS Only characters with access to Alien feats & magic (not Alien Culture feats) may gain the following. Augment Summoning Improved Counterspell Spell Focus (& Greater Spell Focus) Combat Casting Improved Turning Spell Mastery Eschew Materials Magical Aptitude Spell Penetration (and Greater Spell Extra Turning Natural Spell Penetration) COMBAT Combat in Star Epic is identical to d20/D&D 3.5 except where noted. The first two parts of this section (Starfleet Security Officer Tactics, and MACO Tactics) deal with how Starfleet's shipboard Security Officers, and armed-force away MACOs, excel. If you are playing a Security or MACO character (or are taking a cross-class level in Security or MACO), those sections apply to you, giving benefits in combat. After that, come Additional Combat Rules. These are available to all Starfleet personnel who completed , and/or all crew who keep- up with required ongoing education, including NCOs trained by experts in the field. Additional Combat Rules provide ways to turn roleplaying a good mission-planning session, into buffs, if the plan is sound. This bonus represents each fleet as an organization, focusing on certain aims and attitudes regarding person-to-person combat. The Additional Combat Options section is available at GM option, in all cases. Included in Additional Combat Rules is a simple but powerful Martial Arts system. Characters with appropriate class (Security or MACO) automatically learn Martial Arts at level 1; multi-classing in those classes requires time to commit to this training; Starfleet doesn't use brain-programming technology in the 24th Century. With appropriate backstory, the GM may rule that the Improved Unarmed Strike feat confers either Starfleet or MACO Martial Arts as if the character were that class; but only Martial Arts are learned in this way, not Tactics. The specific combos and tactical styles of Starfleet Security are not typical for other fleets. Even the Federation races who follow these codes while in Starfleet, might behave differently when surrounded only by members of their own race, or when acting on home soil. For example, on or near Andoria, might feel compelled to follow Ushaan code more strictly than Starfleet.

STARFLEET SECURITY OFFICER TACTICS Starfleet Security Officers can use, and teach, these tactics beginning at the indicated Class Level: Use: Level 2; Teach: Level 3 Run and Gun – Running (double move) under ranged fire confers +2/4 AC for -2 ranged Attack. Suppressive Fire – Full round attack; ranged attack of opportunity if target leaves cover this round. Prone Gallery – Lay prone and hold attack; +1 Suppressive Fire targets this round (& +4 ranged AC)

MACO TACTICS MACOs can use, and teach, these tactics beginning at the indicated Class Level: Use: Level 1; Teach: Level 2 Cover and Braid – If facing is unchanged, can hold and interchange ranged fire and 5-foot steps. Assault Fire – No penalties for running and gunning, except penalties for multiple attacks/turn. Aggressive Defense – If firing from cover, +1 ranged Attack.

ADDITIONAL COMBAT RULES The following additional rules apply to Star Epic person-to-person combat.

COMBAT TEAMWORK Tactical Patterns – When a fire team of any mixture (e.g. all MACO; or MACO & Starfleet; or Starfleet & Guard; etc.) and of the same overall culture (e.g. Federation) plans their assault roles and follows the plan (allowing for variables and opportunity) each character takes a role-appropriate +1 or +2 bonus, assigned by the GM. Sufficiently alien cultures may take lower-or-no benefit due to the effects of culture gap, especially if complicated concepts are being communicated or cultural/planetary references are being used as shorthand. Short-term interruptions in tactical role-based tasks does not immediately cancel the bonus; but failing to resume a key task within a critical timeframe may cancel bonuses for multiple teammates. Think of this as a link between faith in your friends as a feeling, and reliability of comrades' tasks as a factor of likely success; plans which can be salvaged somehow may result in restored (or altered) Tactical Pattern bonuses. Covering Fire – As a full round action from total cover; gain +2 attacks this round at -8 Attack bonus and roll Intimidation for each shot with a +4 modifier; each successful intimidation subjects that target to a -6 Attack penalty for the next 5 initiative ticks or until its next turn, whichever is shortest. All such bonus attacks must be used before your next turn. Not effective against targets which cannot be harmed by your weapons due to shielding, armor, or superior bioform. Stacks with Prone Gallery, Suppressive Fire, and Aggressive Defense; modifiers and Intimidation rolls apply to all your ranged attacks (normal, bonus, and ranged opportunity) this round. Effect is canceled if a Concentration check is forced and failed.

ADDITIONAL COMBAT ACTIONS Stun Butt – Using a blunt object, such as the butt of a ranged weapon, to strike an unsuspecting target at the equivalent of their brainstem (or any unprotected primary nerve bundle) may render them unconscious with nonlethal damage. After a successful Attack roll, roll Str (or Dex for Weapon Finesse, or other at GM ruling) vs the target's Fortitude save; if you beat the target, you reduce them to 1 HP via nonlethal damage; they regain 1 HP per minute and may make Fortitude saves upon reaching 6d4-(Con mod) HP (or ½ health, whichever is lower). Only applies if the target body area is minimally armored (not covered by bone/chitin or any other hard armor, be it natural or worn). Does not affect Crystalloid or Nebuloid life.

MARTIAL ARTS MACO and Starfleet Security classes learn Martial Arts at level 1 in those classes, as follows. Martial Arts in this guidebook draw moves from various Federation races. Starfleet and MACO masters have different priorities, and so each has developed its own pidgin of combat, combining from those sources which suit their goals. Earth MMA – In Earth's information age, many martial arts were studied in combination, to produce a science of human motion. Earth MMA combines all traditions, focusing on Human combatants but slowly incorporating alien wisdom, into a rich vocabulary of defense, parlance, and assault. Starfleet MMA – The long partnerships between worlds, and between extremely various career disciplines, has led to a diplomatic, multi-racial, and largely defensive school of martial arts. Starfleet arts focus on a variety of easily-learned, easily-taught techniques meant to stall or end the battle. Ushaan – The Andorians love combat, but hate killing; with roleplay, this inner conflict transforms into total viciousness; as the fighter assigns fault for the row to his or her target, and displays to the target that honor demands blood, the Ushaan transforms passion into a torrential conviction to kill. Suus Mahna – martial arts combine aggression and defense, with observation and surprise. Using a calm, logical approach, Suus Mahna artists turn a target's viciousness against itself, evade damage until a prime opportunity arises to strike, and reduce enemy forces with minimal effort.

MARTIAL ARTS RULES, COMBOS, AND TRADITIONS A move italicized in the Combo descriptions below, means any of that type of move may be used there; i.e. Dodge means any dodge action, Strike any melee strike, etc. Any move which is bolded in the Combo steps, refers only to standard use of the named mechanic from d20/D&D or any expanded mechanics from Star Epic; e.g., a Monk's Flurry of Blows or Security or MACO Flurry of Blows. Effects of combos are explained either in-line with the combo, after the semicolon, or are described with the effects of unique moves used in the combo, such as with combos involving the Navorkot. If the effect is explained inline, the benefit affects only the final move of the combo, unless noted. Ushaan combos: All moves must be successful to gain the benefit. Combos do not flow. Suus Mahna combos: The penultimate move must be successful to gain the benefit. Earth & Starfleet combos: All moves must succeed, but combos can be interrupted/resumed. Other combo rules: • Chatty monkey : Social moves in Starfleet combos need not succeed but must be attempted; and can be performed (or retried) out-of-turn & out-of- order. • Flow rule : Any combo can be aborted or completed and flow into another combo according to the new combo's rules (given its school of arts). Ushaan combos cannot flow (in or out). • Ushaan code : At least two attempts to dissuade combat (via use of social skills), must precede an Andorian's combat actions, unless he or his allies are attacked first. This also applies to uses of Ushaan moves, because in its fighting style, the conviction confers the bonuses; thus combos which do not begin with Intimidate, are loosely unlocked by using combos which do.

STARFLEET MARTIAL ARTS The Starfleet martial arts technique is developed year after year by masters from all participating races. This sometimes includes non-Federation worlds who agree to follow Federation sparring rules; these rules do allow for lethal blows, but only with sober and mutual consent, and witnesses. Focus: Starfleet arts focus on defense and even incorporate trickery and diplomacy. Teaching: All Starfleet Tactical Officers may teach Starfleet Martial Arts to 1 Level below their own. Moderate security appraisal, including advice from other involved officers, is usually considered first. Starfleet Combos (Melee) Suus Mahna – Navorkot → Navorkot → Navorkot → Strike See Navorkot, below Suus Mahna – Navorkot → Navorkot → Bluff → Tal-shaya See Navorkot, below Suus Mahna – Hide → Vulcan Nerve Pinch See Vulcan Nerve Pinch, below Starfleet – Dodge → Improved Unarmed Strike → Trip Attack; +1 Attack Starfleet – Navorkot → Navorkot → Navorkot → Social → Strike; +2 Threat Earth MMA – Grapple → Improved Unarmed Strike; +3 Threat Earth MMA – Flurry of Blows → Grapple; +2 Grapple Earth MMA – Flurry of Blows → Flurry of Blows → Trip Attack; +2/3 Trip Attack Earth MMA – Improved Unarmed Strike → Fighting Defensively → Disarm; +2 Disarm Earth MMA – Bluff → Disarm; +2 Disarm Earth MMA – Fighting Defensively → Fighting Defensively → Grapple; +2 Grapple Earth MMA – Total Defense → Grapple; +2 Grapple Ushaan – Intimidate → Weapon Finesse → Dodge; +1 Dodge bonus Ushaan – Intimidate → Weapon Finesse → Weapon Finesse; +1 next Intimidate per strike (max +2) Ushaan – Intimidate → Weapon Finesse → Power Attack; Target Fort vs Atk or lose next 1 action Ushaan – Weapon Finesse → Weapon Finesse → Weapon Finesse → Weapon Finesse; x2 Threat 3rd & 4th strikes Ushaan – Intimidate → Weapon Finesse → Flurry of Blows; Flurry of Blows as a Standard Action Ushaan – Weapon Finesse → Grapple → Power Attack; Critical Hit is lethal if player & GM agree

MACO MARTIAL ARTS MACO martial art techniques begins with Earth-devised MMA and historical military teachings, updated occasionally, with a focus on using the Human body in combat. New Starfleet moves are commonly adopted after they've been proved versatile in combat and tested by rigorous analysis by MACO tacticians. Focus: MACO arts concentrate on dealing damage, and holding or gaining ground. Teaching: MACO training is given in secured locations after extreme security appraisal. Characters can only teach up to 2 Levels below their own, and will usually only do so with a superior's blessing. MACO COMBOS (MELEE) Earth MMA – Flurry of Blows → Flurry of Blows → Trip Attack Starfleet – Dodge → Improved Unarmed Strike → Trip Attack

MACO Combos (Ranged/Mixed)

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NEW COMBAT ACTIONS Navorkot (Dodge) – A Vulcan dodge-and-observe technique. Lock eye contact and move to maintain enemy's weapon distance. Pivot backwards and to an angle when enemy attempts to strike, leaning slightly back with hips and legs as you maintain distance. Vicious attackers will be encouraged to risk stepping into your space to swing, and Gather Information rolls provide situational modifiers as to clean angles to strike. When Fighting Defensively or in Full Defense, the Navorkot portion of the combo progresses according to incoming attacks. Benefit: When Navorkot appears before a Strike in the above combos, each Gather Information success can be used as a +1 Melee Attack bonus (not damage) stacking to +3, applicable to the Combo's finishing strike. If +3 total is gained, the bonus can instead be used to double threat range for the finishing Strike. The Strike bonus only occurs toward a target you've been dodging and observing; Navorkot can be practiced against multiple targets, but the Gather Information rolls only focus on one of your attackers. Range: Navorkot is only useful against Melee attackers. Vulcan Nerve Pinch (Unarmed Strike/Grapple ) – Firmly and precisely pinching an appropriate spot using a Grapple action for the duration of a Standard Action causes the subject to make a Fort save at -2 penalty. The target spot must be a nerve bundle unprotected by hard armor (bone/chitin/worn/etc) and which is also attached to an artery connecting the brain to the heart. Under ideal conditions, the result is instant and long-lasting KO. Prerequisites: This move uses knowledge to partially bypass Con, and requires the ability to get a firm grip before the target resists; since the target is a specifically weak area, it is naturally resisted only by very high Con or by AC. Only trained Vulcans, and members of other races who are trained, and only characters with a Strength of 15 or greater, can attempt this; and it can only succeed on targets whose anatomy they know (Knowledge (Race) Rank 2, a Science or Medical character of appropriate level, a Vulcan-like education in backstory, or other qualifier at GM discretion) or after a Wis check with a GM- set DC (suggest 20+ if no applicable skill, 15+ if vague knowledge). Combo Prerequisite: If using as part of a combo, in addition to other prerequisites, the Grapple step of the combo must be italicized, or the practitioner needs a very significant or very relevant Vulcan-cultural backstory, i.e. studied under a Vulcan master, or PC is native to the Vega system). Target's Fort Penalty modifiers: At GM discretion, for high-Con targets, the penalty may stack for each Standard action the pinch is applied (at a maximum duration of a Full Round action). Target's awareness that it is about to be attacked reduces or negates the Fort penalty at GM discretion (as a rule of thumb, negate penalty when AC includes Dex or Wis unless target has 10 or lower Con score). GM may also increase target's Fort Save penalty if target is both flat-footed and has low Con (as the penalty represents a less-protected area being attacked with an open opportunity). Success: Target falls unconscious without further saving throws. (If the target is aware, their resistance is represented with Dex/Wis mods to AC; either way, they resist via Fort as above if conditions permit the strike). Target is unconscious for 1d4+1 hours. Speaking before KO is a Reflex save, with the same penalty used in the Fort save. Failure: No effect; targets with animal-or-better intelligence suspect an attacker is adjacent. Maintaining the Grapple takes a -4 penalty on failure because you are only pinching flesh.

TAL-SHAYA (UNARMED/PIERCING STRIKE) Attacking a nerve bundle as you would with Vulcan Neck Pinch, with intent to cause lasting physical harm. Prerequisites: All prerequisites and combo prerequisites apply as with Vulcan Nerve Pinch. Attacker must be unarmed or be using a weapon that allows piercing or bludgeoning strikes. Success: Tal-Shaya replaces all Critical Hits for Monks with very significant / very relevant Vulcan-culture backstories (see Vulcan Neck Pinch prerequisites), if they have declared willingness to kill the target and all prerequisites are also met. On applicable Monk Critical Hits, or when Tal-Shaya is the strike in combo sequence and the strike is a hit, triple damage for that strike. (If this is not an increase compared to a Critical Hit, double normal Critical Hit damage for that strike.) Failure: The only failure is a missed strike or lack of knowledge/opportunity.