/r/startrekadventures
The primary subreddit dedicated to the "Star Trek Adventures" Tabletop Role Playing Game by Modiphius Entertainment.
The primary subreddit for the Star Trek Role Playing Game, Star Trek Adventures, by Modiphius Entertainment.
Discord Server: Discord for the Subreddit
Buy the Books: Modiphius' official site for STA
Character/Starship Builder App: Revised version of Modiphius' official app
List of Adventures: List of free adventures for STA
Continuing Mission: Main collection of homebrew content for STA
Actual Plays: A list of Actual Plays of STA
Basic Rule Guides: A playlist from Modiphius that goes over the basic rules of STA
Living Campaign: Free, connected, on-going adventures by Modiphius
Community Wiki: Additional Links not covered in this list
Star Trek: Primary Star Trek and all Trek-related things subreddit.
Daystrom Research Institute: In-depth discussion of everything and anything related to the Star Trek franchise.
Treknobabble: A Star Trek multi-reddit, with discussion and images, and a hub to other Star Trek related subreddits.
StarTrekGifs: Subreddit dedicated to the creation and collection of Trek-related Gifs.
TrekFic: Star Trek Fan Fiction subreddit.
Star Trek Online: Official Subreddit for the Star Trek MMO
/r/startrekadventures
During our last session my crew decided they wanted to talk to a vendor in the local marketplace to see if they could get some information about the mystery they were investigating and so I gave them an Andorian thrift shop owner they immediately latched on to.
So far they've been trading knick-knacks with no real value; the captain traded a few dresses for some local gossip, the first officer traded a copy of the holodeck library for an antique movie projector, our Bajoran engineer traded for a model of an ancient Bajoran sail ship that was found near the Denorios Belt, and our helmsman/junior science officer traded star charts for rare local flora.
Since they like him so much, I want to bring him back occasionally and I already had an idea for a thing or two to set up plot stuff for our second arc (e.g. an Elbbirt - A tribble that is out of sync with normal space time that can be used as a detector for temporal anomalies). But I'm fairly new to both GMing and the system so I was hoping to get some ideas for items that would be useful to my crew while still being balanced.
If it helps, our campaign is parallel to DS9 in the timeline
https://sta.bcholmes.org/index.html
This for practical purposes (and only for characters so far) seems an incredibly comprehensive character generator that works with 2e.
I'm in the process of preparing a campaign for the first time, so I'm looking for suggestions and feedback as to appropriate resources as a GM to allow?
Era is easy enough to choose as is crew, but then it starts breaking down for me as I'm not as familiar as I'd like to be with some of the other books. All feedback would be most welcome as I'm setting the game in the Star Trek Online canon post-Picard s3.
Hi all,
I'll be running the 2e Quickstart for friends soon and have a couple of questions about the rules:
When the target of an attack wins the opposed roll and spends momentum to injure the attacker in a counterattack, do they have to roll or is the injury automatic?
On p.25, it says people can recover from being defeated "in a few ways, described in the following sections". But those aren't then described. So far, I can only find First Aid as a means of recovery. What are the others?
2a) It's also unclear as to whether treating an Injury also removes the Defeated condition.
If there's any other traps or unclear things people have run into in the QS, by all means reply with advice or solutions!
Just pointing out here, as email has gone unanswered for a couple of weeks now...
You've such a misleading–deliberately or otherwise–STA online store. Notably nothing about either descriptive text, nor graphics distinguishes your Klingon Core Rulebook as either first- or second-edition.
Sufficiently so that I, having gone on a modestly all things STA and DUNE shopping spree in purchasing said Klingon core set specifically to give a copy of Second Edition rules so he can join in our play.
I finally discovered its being a First Edition product and thereby utterly useless as a rulebook about two minutes and eleventy seconds after download when I peered inside.
Chagrined I used your contact form to relate this and ask if, while of course deleting said Klingon book (I prefer John M. Ford's take on Klingons anyhow) you might kindly provide either a refund, or equivalent credit so I might go find some other as-yet un-acquired supplement.
Once again I mention it's been two weeks since I used your: Contact Us form to file my request.
Still no answer.
Is there a resource for Time Travel adventure hooks. I want a reason to bring the characters to modern day Earth 2024. But I don't want to trap them there forever or have them interfere with their past. Just an evening of "episodic" time Travel shenanigans.
Hey everyone, so how do you get groups or players? I tried LFG but most ppl there want DnD or Pathfinder
any recommebdations?
For those interested in a game in the box, inexpensive intro to STA and 2e, the 2e Starter Set is now available for preorder!
Info here: https://www.startrekttrpg.com/buy-now#STARTER
Blog post here: https://modiphius.net/en-us/blogs/news/explore-the-unknown-with-the-sta-2e-starter-set
Hello there, Collective!
I intend to run a Star Trek one-shot for my friends, but I'm looking for a particular type of adventure, maybe you guys can help me. I've just bought the TNG crew minis, and I want an adventure where I can let the players be the one of the characters from the show and have some justification to use these minis.
So, here's what I'm looking for:
*A pre-made module for STA, ideally, a one-shot; but easily shortened "short adventures" might also do the trick.
*Ideally, the module should be set in the classic TNG era. If not, it should at least be "convertible" to this timeframe.
*Players will get to play the TNG crew from the Enterprise, and ideally, the adventure seed should allow for that (no missions for young cadets, for example).
*I'm looking for a module that features mainly character-based interactions and at least a couple of combat scenes so I can showcase the miniatures.
And that's it! :)
We've already played "Signals" from the 1e Quickstart (which would probably have checked all the boxes above!) and "The Celestial Algorithm", from the 2e Quickstart (which checks almost _none_ of the boxes above ;P), and I'm looking forward for your suggestions! o/
After contemplating whether to rescue their captain or find a home for the refugees, the Borg are noticed on sensors, heading straight for them.
Youtube
Spotify Audio Podcast - https://podcasters.spotify.com/pod/show/omegaomtv/episodes/Star-Trek-Adventures-2E-The-Omicron-Saga-EP-03-Escape-Plans-e2qud5i
I have been watching some 'History of' type videos of various video games and the influence they had on the industry and the System Shock series came up. I was reminded of how in their character generation you pick from 1 of 3 'classes' and then get to pick from 1 of 3 postings for a year long tour of duty. Do three of those to get different benefits for the choice and then your fourth year is on the ship that the game's story takes place on.
The postings seem like they are perfect for some Cadets in the Academy or even just fresh out of it. It could seriously happen at pretty much any time. I mean, look at the opening of Generations. It was essentially a press event to show the launch of the Enterprise B, which went without a lot of stuff because it was going to be installed on Tuesday.
I'm going to copy the full text of the various missions intros. There is a summary after the choice that comes up with a brief summary of what happened during that tour, but I figure that is less important for an RPG as it would be what they players get out of it.
Marines:
Navy:
OSA (Psychics):
As the title says! If I’m to GM a game for some people newer to both the game and Star Trek, what books would generally be recommended, or should I be fine with just the CRB to start?
I would love a place where I can questions as I'm reading and working on a campaign, But I don't want to clutter the subreddit.
Is there a better forum for asking little questions about the game?
FYI, I have no experience with first edition so I'm starting from scratch
Although it’s intended for solo play, Captain’s Log has some guidance in it for running guided play or a regular GM-led game. Has anyone here used the CL rules that way and if so what was the experience like?
I played in one way back in the AEG? version that was fun. I'm thinking of running something like it for STA2E but I haven't been able to google much toward base resources. I know there is something going with it in STO but I haven't looked at that much. Mainly looking for "canon" tech information. Because players always ask for technobabble if you don't have it.
Hi everyone!
I think the 2e core rule book mentions that there will be other releases for the current edition, but it doesn't go into detail.
I'm really excited to see what else is coming and love to expand my library, but I'm not sure if I should get species and ship compendiums if they're going to be updated for 2e. Is there any kind of roadmap that I could use to see what's coming?
Thanks so much!
Hi all,
Back again with a rules question - I feel like I've got a good handle on the rules now, but there's one thing that keeps bugging me. They replaced challenge dice with attack severity, which is all fine and good. If you get punched you take a Severity 2 attack, so either you have two protection (which nobody but Klingons would usually have, and no NPC has in the core 2e book), or you take two stress to avoid injury, or take an injury.
Minor NPCs (minions, if you will) cannot avoid injury at all. They go down in one hit. So even a minor NPC klingon can be punched in one shot and knocked out (because their protection downgrades severity 2 to severity 1, but they can't avoid injury so they are knocked out).
Notable NPCs can only use threat to avoid injury once per scene, so okay if you do a high severity attack they are less likely to survive, but even if they do they can only take a max of two hits.
Major NPCs have full stress tracks and a ton of threat so they can take lots of hits and here's where doing Severity 5 attacks with your bat'leth or whatever would matter.
But what I want to understand is, aren't most enemies you face Minor NPCs? Like... Most Trek villains have a main henchman who has lines, then a bunch of guards. The guards are minor, the henchman is notable, and the villain is major, I get it, great setup, very Trek. But doesn't that mean the majority of the combat in the game is with minor or notable NPCs who are basically made of tissue paper, and against whom all the "increase severity" talents do basically nothing because even an unimproved punch would knock them out?
Am I missing a rule here? That's my question. I think I can work with this as is, but I'm just checking, is Severity just not important at all, or am I missing something?
Thank you!
I admit I'm a little busy IRL as at work so I can't read the book as thoroughly as I'd like at the moment but wondering about using Talents as few have abilities that can play in concert with each other.
For example:
Voice of Authority
REQUIREMENT: Presence 11+
When you Assist someone, and use your Presence to do so, you may add 2 Threat to treat your assistance die as if it had rolled a 1 instead of rolling it.
Defuse the Tension
REQUIREMENT: Command 3+
Whenever you attempt a task to persuade someone not to resort to violence, the first d20 you purchase for that task is free
There is something that jumps out at me at this conflicting ever without rules saying only one task. The first being Assist and the second being Attempt a Task. Am I Attempting a Task if I am Assisting, or does Attempting A Task mean I have to be rolling it as my action only?
Showing off this great assistant app for STA GMs that is also an amazing tool for Captain’s Log.
Hello! This question is as the title reads. I’ve had some interest since I have picked up this book but nothing more than an idea of “that could be fun”. I was wondering if you could even use the name Star Trek, or mention the places or races though? I don’t have a full understanding of trademark or copyright law.
Hi all,
So I've finally read the whole 2e book and I can't say why but dang it's so much easier to understand than 1e. I know that's just a layout thing and removing rules, but they did a great job. And from what I've heard, starship combat is more deadly than before, and just generally better.
My question is about starship weapons. A scale 4 ship has a phaser array. That means every shot is Versatile 2, and Area or Spread. Area doesn't seem like it would come up that much, but Spread says "attacks with this weapon make the cost of Devastating Attack equal one momentum, this is repeatable." What does it mean that it's repeatable? Surely it doesn't mean that Devastating Attack is repeatable at a cost of 1 momentum, that seems broken.
Devastating attack meanwhile rolls an additional hit on a different system (if I understand correctly, shields/breaches works just like stress/wounds, where you are going to get wounds/breaches unless you can spend stress/shields), but because it's based off the damage of the first attack it does NOT get the versatile bonus momentum, but it would benefit from it if you spent the bonus momentum on damage?
So I shoot my Scale 4 phaser array, dealing 4 damage. I spent my two bonus momentum on damage for 5 damage. I take a momentum from the pool to do devastating attack at a discount because of spread. Meaning I have a second attack at 3 damage (always round up?), which to be fair might be absorbed by shields, but I see why Devastating Attack encourages you to dump a lot of momentum and assists for big combos, right?
But what does Spread being repeatable mean? What am I missing? Maybe it actually does mean that you can repeat the devastating attack for one momentum each, but because those attacks will usually get absorbed by resistance it isn't too broken? What say you, group mind? Thank you!
so like what's the actual difference between "Lower Decks Season 1 Player Characters" and "Lower Decks Season 2 Player Characters" is there any?
Has anyone made stats for Lanthanites or worked out a way for races to live for extremely long times like a "Highlander" type race for Star Trek Adventures. Regeneration doesn't mean they can't be killed does it? I mean they could still be disintegrated...
Hello,
My friend has gifted me the STA Tricorder set and we've agreed that we are going to set upon giving it a shot. We have 3 players and 1 GM at the minimum onboard. I have a couple questions for experienced players:
1 - Will this be rough for RPG noobs? We have 1 hardened DND GM (not me), 2 PC gamers, and 2 DND novices playing (4 sessions each).
2 - Are there are any visual supplements I can provide for the players? Battle maps or the like? I have Keyhole of Eternity campaign in the Tricorder set, but no visual aids except the player sheet cards that came with the set. (Is it even needed?)
3 - Is this set enough to run a game?
4 - Any great GM resources or tips websites/videos? I'll be GM'ing this and it'll be my 1st time GM'ing an RPG.
Thanks
I've gotten myself Captain's Log Solo RPG been watching DS9 and listening to STA Europa podcasts. I've been wondering a couple of things: Are there any Star Trek episodes that played out like a Solo RPG session? Is there any place where the main characters of various Star Trek shows are statted out as NPCS for your Star Trek Adventures games? Just trying to figure out how to play this game and if I had NPCs I would like characters I'm familiar with.
Edit: game is Captains Log not captains chair