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Trek Table Top RPGs: Show us your PCs

Captain Killy

Commander
Red Shirt
I’m primarily a Fate Core & Fate: Accelerated player myself and have created a number of Fate PCs for various Trek games. Here are just a few of my favorites. Comments and critiques are always welcome.

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Simba 'Manx' M'rraawl
Refresh: 1

Aspects:
High Concept: Caitian Tactical Exchange Office, USS Endeavor (NX Class Refit)
Trouble: Lion amongst lambs
Aspect 3: Dominance must be established
Aspect 4: "Do not pet me."
Aspect 5: Nine lives

Skills:
Great (+4) Combat
Good (+3) Athletics, Physique
Fair (+2) Notice, Provoke, Stealth
Average (+1) Contacts, Empathy, Vehicles, Will

Stunts:
Combat: Eye of the Tiger, Pounce
Contacts: Chain of Command
Provoke: Predatory Smile

Extras:
Caitian Reflexes
Stunts: Land On Your Feet
Permission: Must be an Caitian
Cost: Aspect Slot indicating you are Caitian

Retractable Claws
Stunts: Signature Strike (Mauled)
Permission: Must be an Caitian
Cost: Aspect Slot indicating you are Caitian


Stunt Explanations:
Chain of Command - You are a soldier, and other soldiers answer to you. +2 to Contacts when using it to deal with soldiers from your organization (The Caitian Guard)

Eye of the Tiger - As a trained fighter, you are able to adopt a stance that makes it unequivocally clear how capable you are of handing someone his ass. Whenever displaying your fighting stance or threatening someone with violence, you may roll Combat instead of Provoke to scare them.

Land On Your Feet - Like a cat, you are able to fall from great heights without excessive harm. When making an Athletics roll to resist falling damage, add +2 to the roll.

Pounce - Once per scene, you may move one zone on foot, attack with Fight, and then move one additional zone, provided there are no situation aspects restricting movement.

Predatory Smile - You exude menace far in excess of your capability to act. Even bound and behind prison bars, you are so ripe with the promise of the awful things you could do that you're still scary. +2 to Provoke rolls when opposed by someone in a clearly superior position of power.

Signature Strike - You have a specific attack which you have honed to devastating perfection. Describe it as an aspect. Once per conflict, as a free action, you can attach this aspect to an opponent as a boost.

Notes:
Simba is a Caitian military rank roughly equivalent to that of a Starfleet Lieutenant Commander. Nala is the rank directly beneath Simba, while Sarabi is the rank directly above.

Manx is a nickname given to M'rraawl by her Starfleet crew-mates due to the fact that she belongs to a rare breed of tailless Caitians.
 
Lieutenant Commander Idrani Imaru sh'Kor
Refresh: 1

Aspects:
High Concept: Andorian Chief Science Officer, USS Memphis
Trouble: Overly competitive
Aspect 3: "If you’re not ready to make the big play, don't step out on the field."
Aspect 4: Really big family
Aspect 5: Sports & fitness fanatic

Skills:
Great (+4) Science
Good (+3) Athletics, Physique
Fair (+2) Art, Notice, Rapport
Average (+1) Combat, Provoke, Vehicles, Will

Stunts:
Athlectics: Sportswoman (Parrises Squares)
Science: Experimenter, It's Academic, Specialist (Astrometrics), Specialist (Xenozoology)

Extras:
Andorian Antennae
Stunts: Keen Sense (Hearing)
Permission: Must be an Andorian
Cost: Aspect Slot indicating you are Andorian

Stunt Explanations:
Experimenter - While others are content to read the journals, you have the training and drive to perform cutting-edge research. +2 to Science whenever you run original scientific experiments or gather original research data.

It's Academic - Once per scene you can spend a fate point (and a few minutes of observation) to make a special Lore roll representing a flash of insight. For each shift you make on this roll you discover or create an aspect related to your field of specialization, on either the scene or the target of your observations, though you may only invoke one of them for free.

Keen Sense - Choose a physical sense. You gain +2 to defend or overcome with Notice when that sense is the primary one being used.

Specialist - Choose a field of specialization, such as herbology, criminology, or zoology. You get a +2 to all Lore rolls relating to that field of specialization.

Sportswoman - Sports are your life. Pick a sport. You get a +2 to all Athletics rolls relating to that sport.
 
Last edited:
And Idrani’s Mirror Universe double...

Lieutenant Idrani Imaru sh'Kor
Refresh: 1

Aspects:
High Concept: Andorian Science Officer (Head of Astrometrics), ISS Conquistador
Trouble: Violent temper
Aspect 3: Blood sport fanatic
Aspect 4: First Officer's woman
Aspect 5: One of the good ones

Skills:
Great (+4) Science
Good (+3) Athletics, Combat
Fair (+2) Notice, Physique, Provoke
Average (+1) Art, Rapport, Vehicles, Will

Stunts:
Fight: Dirty Fighter, Gladiator
Science: Experimenter, It's Academic, Specialist (Astrometrics)

Extras:
Andorian Antennae
Stunts: Keen Sense (Hearing)
Permission: Must be an Andorian
Cost: Aspect Slot indicating you are Andorian

Stunt Explanations:.
Dirty Fighter - You have a talent for fighting dirty and are experienced in pulling all manner of tricks in order to get the upper hand on your opponents. Any time you invoke an opponent’s aspect in a physical fight, you get an additional +1 on the roll.

Experimenter - While others are content to read the journals, you have the training and drive to perform cutting-edge research. +2 to Science whenever you run original scientific experiments or gather original research data.

Gladiator - You excel on the mat or in the ring. +2 to attack with Fight as long as the combat is part of an adjudicated sport and a matter of life and death.

It's Academic - Once per scene you can spend a fate point (and a few minutes of observation) to make a special Lore roll representing a flash of insight. For each shift you make on this roll you discover or create an aspect related to your field of specialization, on either the scene or the target of your observations, though you may only invoke one of them for free.

Keen Sense - Choose a physical sense. You gain +2 to defend or overcome with Notice when that sense is the primary one being used.

Specialist - Choose a field of specialization, such as herbology, criminology, or zoology. You get a +2 to all Lore rolls relating to that field of specialization.
 
K'Tar: The Bitch of Rura Penthe
Refresh: 2

Aspects:
High Concept: Rebel Klingon Warrior, Commander of the Maurader Harlot's Revenge
Trouble: "Mongrel Bitch of a Thousand Fathers"
Aspect 3: "The Great Houses Must Fall!"
Aspect 4: Gelka the Dahar Mistress (Mother)
Aspect 5: The Harlot's Honor (Mek'leth )

Skills:
Great (+4) Combat
Good (+3) Athletics, Physique
Fair (+2) Notice, Provoke, Vehicles
Average (+1) Burglary, Deceive, Lore, Stealth

Stunts:
Combat: Once More Unto the Breach, The Sword of my Mother and Her Mother Before Her
Lore: Secrets of the Great Houses
Physique: Born to a Cold Hell

Extras:
Physiological Redundancy
Stunts: The Brak'lul
Permission: Must be a Klingon

Stunt Explanations:
Born to a Cold Hell - You were born and raised on the frozen prison planet Rura Penthe and developed a natural tolerance for the brutal conditions of that harsh & unforgiving world. + 2 defend with Physique against cold and exposure.

Once More Unto the Breach - Your skills & reputation as a warrior have attracted many to serve beneath your banner. You may roll Combat in place of Rapport when commanding your followers or recruiting others to your cause.

Secret of the Great Houses - Your mother shared with you every secret shame and dishonor of the ruling nobility of the Empire so that one day you might seek your vengeance. Gain a +2 bonus to create an advantage using Lore, whenever the situation has specifically to do with one of the Great Houses.

The Brak'lul - Once per session you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether.

The Sword of my Mother and her Mother Before Her - As a Klingon warrior weapons passed down from your forebears are more than just mere antiques. They are a legacy and a birthright, holy relics representing your family's storied honor. To wield one in battle is to wield the strength of all the warriors who have gone before you into Sto-vo-kor. +2 to Combat when using the ancestral arms of your house.
 
Captain Nog
Refresh: 2

Aspects:
High Concept: Ferengi. Commanding Officer, USS Chimera
Trouble: Wounded Warrior
Aspect 3: First Ferengi in Starfleet
Aspect 4: Son of the Grand Nagus
Aspect 5: The Rules of Acquisition

Skills:
Great (+4) Engineering
Good (+3) Combat, Pilot
Fair (+2) Contacts, Resources, Rapport
Average (+1) Burglary, Deceive, Notice, Will

Stunts:
Contacts: The River will Provide
Engineering: Jury Rigger
Resources: A Wise Man can Hear Profit in the wind

Extras:
Ferengi Physiology
Stunts: Keen Sense (Hearing), Never underestimate the Ferengi Immune System
Permission: Must be a Ferengi

Stunt Explanations:
A Wise Man can Hear Profit in the Wind - Other Fergengi may not think you have the lobes for business but you know a financial opportunity when you see one. You get an additional free invoke when you create advantages with Resources, provided that they describe a monetary return on an investment you made in a previous session.

Jury Rigger - After years of working side by side with your father Rom keeping Quark’s bar running on the cheap and training under Chief O’Brien as he forcefully cobbled together Cardassian and Federation tech, you’ve become an expert at making unconventional fixes. +2 to overcome with Engineering when making improvised repairs to machinery or equipment.

Keen Sense - Choose a physical sense. You gain +2 to defend or overcome with Notice when that sense is the primary one being used.

Never Underestimate the Ferengi Immune System - Evolving on the rainy, swamp like planet of Ferenginar, the Frengeni developed one of the most resilient auto immune systems in the Alpha Quadrant. Even the weaponized Babel virus proved no match against it. +2 to overcome with Physique when resisting infection and disease.

The River will Provide - From your time on DS9 working in your uncle’s bar and your time serving in Starfleet you’ve met many, many people and made all manner of useful contacts. You always seem to know exactly who to talk to whenever you need something or when someone who has something you want needs something. And you’re not afraid to make a deal. Once per session you may spend a Fate Point and declare you’ve obtained an important item or favor based upon a complex series of trades.
 
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