Star Trek: Aftermath (Klingon Phase)

Session 0: Building Characters

Pre-Session Campaign Information

Star Trek: Aftermath, Cardassian Theater

Session 1: Character Building

1. Have fun, joke, snack, make rude noises, get full contact info for everyone.
2. Start off easy, meet each other.

3. Establish ship positions: Available positions can be found here (Crew Roster) and we can negotiate to see who gets which contested slot.
4. Create characters: Click here and do this stuff before we start please. Also, check out Trek Program Personality Stats Explained
5. Get operational assignment and first mission orders.
6. Meet your ship.
7. Training simulation with new bridge crew & department heads.

Each player is requested to build one primary character and one secondary character. Don’t panic if you are concerned about playing 2 characters, the secondary will basically guest star occasionally and your primary is your main character you will play.

Crew Roster

The available primary positions found on a typical Federation Starship are:
Captain – Starring Russ as Captain William “Bill” Gamble
First Officer – Starring Commander OPEN SLOT
Second officer – Starring UNASSIGNED
Chief Tactical Officer – Starring Joseph as Lt Samuel L Starrbon, Tactical Officer
Chief Science Officer – Lt Mary Washington “Wash” Shaw
Chief Medical Officer – Commander Burress, Tellarite
Chief Engineering Officer – Lt Angus McGreggor
Ship’s Counselor – Starring UNASSIGNED

Secondary Positions usually have less active participation but can be key contributors. These positions often have less direct role play opportunities but can still add a great deal of quirky fun. These are:

Crew Chief (Chief enlisted officer) – Starring UNASSIGNED
BCS – Bridge Command Specialist, Helm Officer LtJG Rixx, NPC
MCO – Marine Detachment Commanding Officer unassigned – 2nd Lt to Major or higher on very large vessels (assuming your ship carries marines, which yours does).

The game is a D100 based system, which is really easy to use and understand. You use percentile (D100) dice, and the goal is to roll low. The game is skill based, with skills ranging from 1 (barely know anything) to 100+. On an exceptional roll (a 5 or less) there is a chance of actually improving the skill you are using, and on exceptionally high rolls ugly things can. and often do, happen, and they don’t always happen to you. There are modifiers that can adjust your rolls up and down, of course, but a 100 on the die is a 100 on the die and is a massive fail no matter what, just as a 01 is a massive success. A skill level of less than 10 means you have incidental knowledge about the topic (you know something about shuttlecraft for example). A 20+ means you are qualified (can pilot one with no roll necessary under normal circumstances). A 40+ means you are professional (you can pilot one under challenging circumstances). A skill of 80+ means you are expert (you can pilot one under extreme circumstances). A skill of 96+ means you are a leader in the field (you can successfully pilot your shuttlecraft under dire circumstances).

The Character Generator you are going to use tonight represents a LOT of work done by my good friend Chris, along with creative contributions from me, and data entry from both of us (and others). I have asked Chris (if he is available) to help me help you through the character building process and he knows what is and is not reasonable for the campaign, so between us we should be able to knock this out and get everyone’s character done in one evening. The generator takes the FASA creation system and runs it as written, nothing deleted. The generator overlays a personality simulator and event generator onto the FASA character. The events generated have an impact on the personality of the character as the character’s history is built up, and the personality has an impact on the events that are created. It is dynamic; it works well, and creates complex, varied, interesting characters. You are NOT locked into the personality generated, it is a starting point, but if you change, you will need a rationale for some of the events that happened to you if you vary off of it. You may need the rationale anyway; some of the events are really interesting! You can build what you want, and the system will not allow you to build something that goes against the rules or the campaign. Basically, if it came from the system it’s a legal character with the following exceptions:
No Ferrengi or Romulan character above the rank of Lt. Cmdr.
No Klingon character above the rank of Commander.
No Cardassian character above the rank of Lt.
No Dominion race characters.
No rescued Borg characters.
No custom race characters please.

Your ship assignment is integral to the characters. The ship IS a character in the game, has its own stat sheet, and you each play a part of it. You want to take the time to get to know your ship, which is why the tactical simulation.

I’ve examined ship to ship combat from 4 different systems, and it’s all complex regardless of which system you use. Therefore, we’ll use the old FASA system which I am most familiar with, have the most material for, is the most logical, and which lends itself to group roleplaying most readily. If you are familiar with it you will see that it’s been adapted somewhat to reflect the time we are playing in and add functionality to our roleplaying situation.

Each player creates 3 characters – A command or department head character, a secondary leader role character, and a support character. After reviewing the ship and the combat system we may end the session or go on to the next session.


All characters have been ordered to report to the Utopia Planitia at Mars, Sol System. This is highly unusual, as the characters understand they are being deployed to the Cardassian peacekeeping theater, and would normally expect to report to their ship already in that area. They were informed that their ship, the USS Endurance NCC-83812, is an older (and out of production) Saint Louis class cruiser.

In it’s day, it was considered to be a combat powerhouse. These days, following the gear-up for the Dominion war, it’s on the lower end of cruisers, with some destroyers and escorts boasting more firepower and even more structural integrity. Still, it’s a well balanced design, capable, able to hang in a fight for quite a while, and if it can blow down a shield can bring combat to a rapid close with its marine contingent.

A quick search will reveal that this ship was severely damaged in the most recent Borg attack (featured in Star Trek: First Contact), and has never been fully brought back up to spec since that time due to the backlog of damaged vessels needing more extensive repairs from the Dominion War. The poor USS Endurance soldiered on escorting transport convoys on trade route patrol duty and has finally been called up for repair and refit. The ship is due for re-launch in 3 weeks with a week of shakedown tests en route to its mission area.

The enlisted crew is mostly intact and all of the engineering, including the crew chief, are returning. The officer compliment and marine detachment are from different duty stations and likely are unfamiliar with each other. It is strongly felt that this period of refit and shakedown will provide the captain and senior officers with an excellent opportunity to build the crew into a viable team and provide the training situations to let them enter the theater with a fair degree of efficiency.



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