Post Nemesis Star Trek RPG!

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Like this campaign? Check out the full set: Star Trek Aftermath: Phase I, Star Trek Aftermath: Phase II, and Star Trek Aftermath: Phase III

Star Trek: Aftermath on Roll20

We will soon be an active campaign (playing Friday from 8pm to 12am Central Time US GMT-6) and we are actively considering new players players to join this campaign. This campaign runs concurrently with Phase I, set in the Cardassian Theater, and there are a couple of openings available there as well. We play privately using as our virtual tabletop, for voice comms we use Discord, and using ObsidianPortal to catalog our exploits and disperse information. is a cloud data spot where we keep docs that are linked on Obsidian Portal.

Interested parties may email me via to reserve a spot, space (the final frontier) is limited. We have some positions open at this time and will consider people for NPC play on an occasional basis. Expectations are that we will continue indefinitely on Saturdays. There is no problem joining if there is a slot available, people get transferred all the time in Starfleet. If no slot is available I am willing to invite you as a player here so you can read the details and join should a slot open, or perhaps have you as a ‘guest star’ NPC player. Interested players are encouraged to email me via to reserve a spot/go on the list/get more information/donate brain tissue.

Curious at what it’s all about? Check out the “Post Nemesis Situation” below to give you an idea. We are running the Star Trek: The Role Playing Game system by FASA which has been modified with updates as new information in the Trek universe has appeared, but nothing in the gaming system has been taken away. If you know and like FASA Trek you’ll feel right at home here. We are starting in 2387, post Dominion War (thus the Aftermath part) and a very few days before the Hobus system star explodes. Additionally, this takes place at roughly the same time as Phase I (with adjustments for potential character transfers from phase to phase). Therefore, while in the same universe, the events taking place/that took place in Phase I are unlikely to be something your characters will be aware of except in the broadest possible ‘nightly news’ sort of way. By all means do feel free to read the adventure logs from Phase I, no spoilers there.

Stan, GM

TACTICS are an occasional part of our game Our game tells an interesting STORY Our game has elements of EXPLORATION and MYSTERY I will MIRROR back player ideas I think are interesting in the game Our game uses pre-made MAPS and custom scripted content We roll DICE in the open and don't fudge the results in our game I play BY-THE-BOOK as much as possible for a home brew and "rule-zero" is not being used to alter existing rules CHARACTER DEATH is unlikely but possible in our game Our game focuses on interesting CHARACTERS and DRAMA to the degree the GM is capable


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 or you can tell what language that alien is speaking even if you don’t understand a word of it for example). A 10+ means you are qualified (can pilot a shuttlecraft or have a general conversation with that alien in that language with no roll necessary under normal circumstances). A 40+ means you are professional (you can pilot your shuttle under challenging circumstances or give a speech to a planetary governing body in their language without sounding like an idiot, considered fluent). A skill of 80+ means you are expert (you can pilot your shuttlecraft under extreme circumstances or you are completely fluent with no accent and even have a regional dialect or two). A skill of 96+ means you are a leader in the field (you can successfully pilot your shuttlecraft under dire circumstances or you know more about their language than their scholars do).

The Character Generator you are going to use represents a LOT of work done by my good friend Chris Pinckard, along with creative contributions, development, and core ideas from me, and data entry from both of us (and others). It will help me help you through the character building process and what is and is not reasonable for a good character build in the campaign, so that we should be able to knock this out and get everyone’s character done in one evening. Unlike other games, while your characters stats and skills are important, your decisions as a player are far more important to your overall success and your best character will be well rounded and multiply capable rather than a designing the ‘perfect combat platform’ that many people build in other gaming systems. 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, the personality has an impact on the events that are created, and these impact the promotions in rank of the character and how quickly they happen. It is dynamic; it works well, and creates complex, varied, interesting characters. (_To see how dynamic, try building a joined Trill character sometime!) You are NOT locked into the personality generated, it is a starting point, but if you change it, you will should create 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 campaign exceptions for Phase II:
No Ferrengi character above the rank of Lt.
No Klingon characters (inappropriate for this ship)
No Cardassian characters.
No Dominion race characters.
No rescued Borg characters.
No custom race characters please without the GM’s explicit pointing and laughing..
Unlike Phase I, Vulcan and Betazoid characters are welcome.
Exceptions can always be made, but will require significant story detail and reasons why.

Pulsar class exploration cruiser

Your ship assignment is integral to the characters. The ship, USS Marathon (above), 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.

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. Rest assured, you WILL be rolling dice, lots of them!

Saint Louis class cruiser

USS Endurance

– Player’s ship from Phase I


2373-2375 50414.7-52151.7 Dominion War
2375 52000.0–52999.9 Deep Space Nine season 7
2377–2378 54000.0–55999.9 Voyager season 7
2379 56000.0–56999.9 Nemesis (movie)
2387 64000.0–64999.9 Countdown [comic book taking Spock back to 2258]

Click me → Star Trek Combined Timeline

2375, November – End of Dominion War. Captain Sisko successfully confronts and defeats the Pah-Wraiths. The Prophets (wormhole entities) restore the wormhole. All Dominion forces return to Dominion space. Last known cannon in Cardassian space.
2378, Stardate 54973.4 – Return of Voyager to the Alpha Quadrant bearing anti-Borg weaponry and defenses.
2379, Stardate 56999.9 – Events of the movie Nemesis (The role of Remans in Romulan military and culture revealed and explored somewhat).
2387, Spock travels to the Hobus star (in binary orbit with the Romulan star) in an experimental ship in an attempt to halt the Hobus star from going supernova and is never heard from again.

CARDASSIAN UPDATECardassian   obsidian order emblems
Following the end of the Dominion War, the carving up of the Cardassian Empire got off to a rapid start. The Federation re-acquired the worlds traded to the Cardassians in their 2370 exchange with the Cardassians in the re-drawing of their demilitarized zone. The Federation kept the systems gained in that exchange, took back all systems they ceded to the Cardassians as part of the peace treaty with the Dominion, and simultaneously issuing a blanket pardon to all members of the Marquis. The Klingons and Romulans didn’t bother with treaties, simply taking their pick of several worlds each. Fully 1/4th of Cardassian territory ended up in the hands of the victors, the majority of that in Klingon and Romulan hands. Even the Ferengi grabbed 3 systems for themselves.

Within 3 months of the end of the war, the Cardassian people had duly elected representatives and reestablished the old Detapa Council, taking political control back from Central Command and the Obsidian Order. One of the first acts of the reformed Detapa Council was to extend full pardons to all political prisoners and abolish the Obsidian Order (though many of the former operatives and personnel of the Order quickly found employment in the newly created Cardassian Intelligence Service, headed by Garrik).

Another of its initial acts was to mandate Central Command as a peace keeping force. As part of this mandate, Central Command was given authority to “act in the best interests of the Cardassian People” in protecting its worlds from the unlawful subjugation of its citizenry, assets, and worlds by foreign powers. Central Command’s overall fleet size, while somewhat smaller than it was at the start of the Dominion War, did benefit from dramatic upgrades in technology by the Dominion during the war. This left them with a force that was up to the challenge of stopping foreign aggression, but too small to launch a counter offensive to take back the worlds lost to the Romulans, Klingons, Ferengi, and Federation. Additionally the Detapa Council formally requested Federation assistance in patrolling their space to fight off an ever-increasing pirate and criminal presence, and help them deal with Klingon, Romulan, Ferengi, Orion, and Federation “privateers” and “conquistadors”.

Neither the Klingons nor Romulans have any intention of returning the worlds they took for “reparations” from the Cardassians in the days following the end of the war, particularly considering the rich resources found on those particular worlds. They both maintain “defensive” forces in the area, often facing off with each other, particularly as relations between the two continue to deteriorate. The Federation has their treaty with the Dominion to back up their claims for the worlds they “liberated”, but doesn’t exactly have the moral high ground on these issues. The Ferengi produced a rather dubious bill of sale for the three systems they now hold.

True Way forces continue to harass all who see things in any way differently from their viewpoint. The True Way was a Cardassian terrorist organization that operated in the 2370s. They believed the Federation to be the greatest threat to the Cardassian people, and the cause of the Cardassian Union’s economic and political difficulties. Until 2372 they had never committed any acts of terrorism against the Federation or Bajor. They have access to a moderate number of Dominion attack (around 25 or so) ships which they have found and repaired, as well as 2 full wings (18 ships) of salvaged and fully functional Galor class ships (inexplicably found completely operational, fully powered, and empty in a remote area of Cardassian space somewhat near the Breen border).

FERENGI UPDATEFerengi emblem
Peace is good for profits. War is good for profits. The Ferengi are supplying anyone and everyone with anything and everything while maintaining their neutrality to everyone (as far as anyone knows). Under the leadership of Grand Negus Rom, the appearance of a kinder, gentler Ferengi star nation has emerged. However, things are not always what they seem, and the demands of power have resulted in compromises. In order to retain his position and achieve the reforms he insisted on, he has been forced to turn a blind eye to much, and if not for the financial acumen of his mother would have been bankrupted long ago. As it is, he has a tenuous hold on his position, and is recovering financially.

The most notable achievement is the purchase of 3 former Cardassian worlds (now named Rom, Quark, and New Ferenginar) from a high ranking Vorta in exchange for certain useful intelligence. Of course, the Vorta in question is unable to be reached, believed killed in the last days of the war, and while the documentation seems completely legitimate, few lend credibility as to its authenticity. The real force behind the paper is the large contingent of Ferengi ships and personnel occupying the systems as well as a curious number of Orion Syndicate ships and an overall lack of will to do anything about it by Cardassian forces at the moment.

Outside of Cardassian space, it seems to be business as usual, with the Ferengi up to their usual activities.

ROMULAN UPDATERomulan tal shiar emblems
Following the Dominion War, the Romulans laid claim to several worlds rich in much needed resources for the empire. Their initially claimed worlds totaled around 20% of the former Cardassian Union, but now have been narrowed to around 9% of the former Cardassian territories. Klingon attacks, Cardassian liberations, and especially True Way led uprisings have resulted in the loss or abandonment of many of these new Romulan worlds, while a few simply were deemed to be more of a drain than they would yield and therefore were not worth exploiting. Finally, some were abandoned to reduce the defensible areas down to 2 primary territorial zones so that they weren’t spread so thin. The Romulans maintain a sizable defense force to hold these critical worlds and ensure the supply lines back to the Star Empire remain open.

2379, Stardate 56999.9 – Events of the movie Nemesis (The role of Remans in Romulan military and culture revealed and explored somewhat). The Reman leader, Shinzon, destroys the Romulan Imperial Senate and declares himself Praetor of the Romulan Star Empire. After his successful coup, he lures the Enterprise to Romulan space under the pretense of a diplomatic mission. The Enterprise and Romulan forces successfully end the threat posed by the Reman ship Scimitar. This leaves a distinct power vacuum at the top of the political pyramid of the Romulan Star Empire. Admirals, surviving politicians, and power brokers of every variety make their bids to put themselves or their chosen candidate onto the Emperor’s seat, and civil war is brewing.

Being the first to notice an opportunity to exploit a weakened enemy, the Klingons immediately launch their “defensive” units stationed along the Romulan border and take a dozen worlds for themselves previously lost to the Romulans over history. This invasion, more than any other force, provides the Romulans with the impetus for consolidation of power via the threat from a common enemy. Admiral Tomalok becomes the new Praetor of the Romulan Star Empire. The conflict with the Klingons quickly grinds to a standstill with the Romulans taking, then losing 3 Klingon systems, and recovering 2 of the 12 systems lost to the Klingon’s initial incursion. Consolidation of the Romulan forces along with Federation intervention prevented all out war between the two powers. Federation relations with the Klingons deteriorate as a result.

In 2387, Spock travels to the Hobus star (in binary orbit with the Romulan star) in an experimental ship in an attempt to halt the Hobus star from going supernova. The mission is co-sponsored by the Romulan Star Empire and Vulcan, coordinated and led by the Vulcan Science Academy. For reasons unknown, the attempt failed and Hobus will explode in a supernova in days by most estimates. Planning for the worst and with little time, the Romulans are packed up what they could of their culture, treasure, ships, government, and key personnel, and are evacuating the population of Romulus and Remus. To do so, ships of every variety are being used in the evacuation, including many (over half) of the Empire’s larger warships. The Federation, at the insistence of Vulcan, is suppling every mothballed ship they could muster, 12% of its merchant fleet, and all of its Assault Cruiser force (troop transports) to help in the effort. In spite of the use of planetary force fields and terraforming technology, the planets will be sterilized by the Hobus supernova in just under a year of its explosion, and several other nearby systems are in danger as well. Tomalok establishes the new seat of government on Romii, a core world close to the Romulus system and a key industrial and ship building center.

Again, seeing opportunity, and having had time to redistribute appropriate forces, the Klingon forces surge across the Romulan border en masse, overwhelming the unprepared defenders. They penetrate deep into Romulan territory, making a play for the new capital, destroying several unarmed Federation vessels loaded with Romulan citizens in the process. The Romulans seek immediate assistance from the Federation, and Vulcan is loudly demanding that the Federation comply. The Vulcan fleet mobilizes and moves towards Romulan space while their representatives and the Federation ambassador to the Romulan Star Empire work to create an alliance with the Romulans. Such an alliance would commit Star Fleet to the effort to hold the Klingons at bay and avert total war.

KLINGON UPDATEKlingon emblem
At the end of the Dominion War the Klingons had over 70% of their fleet in Cardassian space, making it quite easy to grab a quick iron fistful of systems for the Empire to exploit. These systems initially represented 29% of former Cardassian territory, but now that number is down to 12% as various of these systems have thrown off Klingon rule (some simply didn’t have resources the Klingons deemed important enough to defend, and others the Klingons simply didn’t have the forces to hold). The majority of these systems fall into 3 distinct clumps (one for each of the primary commands operating against the Dominion), with various single systems sprinkled throughout (taken by individual ships and fleet detachments, many of these systems initially taken were the ones which have since retaken their freedom).

Suspecting Romulan treachery, among other concerns, the Klingons redeployed the majority of their forces back to their home territories following the conclusion of the Dominion War, leaving approximately 10% of their units behind as an occupation force. This reduction in force resulted in the loss of systems mentioned above, and the unanticipated upgrade of the Cardassian Forces have resulted in the current stalemate. The Klingons maintain their right of conquest as victors in the conflict. The Cardassians have appealed to the Federation to help them to recover their lost worlds from the Klingons, however the Federation has not chosen to act in this matter as they believe that to do so would strongly erode their relations with the Klingon Empire.

The Klingons were ill prepared for the opportunity presented to them when the Romulan Praetor and the majority of the Romulan Imperial Senate were killed (see the movie Star Trek: Nemesis for full details). However, to the bold goes the victory and they launched across the borders into Romulan space with all haste, capturing 12 systems. Heavy fighting followed with several systems changing hands a few times. When peace was finally negotiated (through Federation arbitrators) 10 of these systems remained in Klingon hands. Many in the Klingon Empire called for a war with the Federation for “siding with” the Romulans in this matter, and relations between the Federation and Klingons steadily become strained as the warmongers among the Empire have twisted the details of the events to their own purposes.

The culmination of these events was the rise to power of Chancellor Kur’gek. Taking the reins of the Empire in 2382 following a dual with Chancellor Martok (and killing him), Kur’gek is a war hero of the Dominion War and a hawk. In his commencement speech, Kur’gek is quoted, “The natural state of the warrior is combat. We are a race of warriors, therefore the natural state of our race is war. When Klingons stray onto the path of peace we deny our nature, we deny that which makes us Klingon. We shall return to the way of the true warrior, and the essence of the warrior race.” Shortly thereafter, Klingon ambassadors approached Federation representatives to discuss the possibility of a joint assault on the Romulan Star Empire and the remnants of the Cardassian Union, beginning the consolidation of the Alpha Quadrant between the “two great powers” of the Quadrant. The Federation, predictably, cowered away from conflict. At the beginning of his rule, Kur’gek held a tenuous grip on power, but has been consolidating his base for the past 5 years through family entanglements, bribes, assignations, scapegoats, marriages, and every other trick in the book.

When the Hobus star began to near supernova, Klingon intelligence operatives alerted the Empire to possible opportunity. As events unfolded and prior to the Hobus star exploding, the Klingons began to quietly mass along the shared Romulan border, using cloaking technology and natural features to keep their forces hidden. Simultaneously, they refit many older and mothballed ships with the transponders of the vessels they had moved towards Romulan space, and these ships were moved about in Klingon space simulating normal operations of the Klingon fleet. Discrepancies were noticed, both by the Federation and Romulans, but the meaning was not realized until the Klingon launch was almost upon the Romulan forces. In some areas the Romulans are holding strong, but in other areas the Klingons have broken through and penetrated deeply into Romulan space.

Driving for the new Romulan capital world, the Klingons destroyed every Romulan ship that they could reach, and some overzealous Klingon captains made no distinction between Romulan ships and Federation ships rendering aid to their enemies (Old hatred of the Federation dies hard with Klingons). Due to the desperate and brilliant action of the Romulan commanders, the Klingons were beaten back from the Romii, the new Romulan capital, but the fight is far from decided. The cowardly Romulans now have gone begging the Federation do-gooders to help, and it looks like the meddling Federation may be about to side with Romulan treachery over Klingon Honor.

The Federation emerged from the Dominion war with a clear advantage over every other alpha quadrant power in terms of number of ships, quality of ships, and technology of ships (though the Romulans are roughly their technical equals). Flush with victory snatched from the jaws of defeat and filled with righteous indignation, the hawk majority on the Federation Council demanded that they claim worlds of the former Cardassian Union as the Romulans and Klingons surely would. Led by representatives from Andor and Vulcan, a compromise was reached wherein the Federation would clam all worlds formerly ceded to the Cardassians in the 2370 treaty which redrew the Federation/Cardassian boundaries. The legal basis of this action was the clear violation of the Cardassians and their Dominion allies of the Cathcart Treaty, which established peaceful relations between the two powers and established agreed upon borders. As the amendment to this treaty was principally responsible for the distension of the peoples of these worlds that were previously Federation territory and therefore caused the creation of the Marquis, a general amnesty for all Marquis members who weren’t specifically being sought for war crimes was granted. Prior Star Fleet Marquis personnel were welcomed back at their former ranks, thus providing an immediate gain of experienced, trained personnel that were sorely needed due to war losses. While some conflict was expected as these individuals reintegrated back into Federation society, and especially into Star Fleet, feelings are strong in these matters and it has not gone as smoothly as hoped for.

The Federation is actively providing aid and support to the newly reformed Detapa Council of the Cardassian government, much to the irritation of the Romulan and Klingon governments. Whenever possible, the Federation has used diplomacy to resolve conflicts with the various entities making Cardassian space their new backyard, while always trying to support the Cardassians as they bring democracy back to their peoples for the first time in hundreds of years. Some members of Star Fleet feel stronger measures should be taken to protect the citizenry of the Cardassian Union, while others feel it isn’t our problem and we have problems enough at home. Tempers are running high and there have been several firefights between Star Fleet forces and various others. The situation is extremely fluid, the motives of the players are rarely clear, and everyone is trying to play everyone else against each other. Brinkmanship among individual captains is at a dangerous level, including those among Star Fleet forces. New leadership is being deployed in the area to calm and stabilize the situation.

The Romulans have certainly had their problems, and these have created strong diplomatic opportunities for the Federation. Capitalizing on the Vulcan/Romulan reunification movement and it’s good relations with the Klingons, the Federation was able to position itself to reach a peace between the Romulans and Klingons following the “Nemesis” incident and the assassination of the Romulan Praetor and Senate. Though the Romulans did lose some territory to the Klingons, all out war was averted. Following the revelation of the coming supernova of the Hobus star system, the Federation generously sent massive transport forces to help the Romulans evacuate their home system ahead of the destruction, crippling its own trade network in the process. As the evacuation proceeded and the supernova grew imminent, the Klingons took advantage of the situation to launch a massive assault across their shared border with the Romulans. Star Fleet intelligence admits it was unprepared for the tactics the Klingons used to assemble such a large force prior to the assault, and the heads of the Romulan and Klingon intelligence sector commands have resigned their positions. The resulting assault combined with Klingon blood lust and the resentment for the outcome of negotiations following their last incursion into Romulan space is suspected to be the primary cause for so many unarmed Federation transports and Assault Ships being destroyed. 38% of all ships deployed to aid the Romulans were destroyed or damaged so badly they had to be abandoned. Star Fleet vessels along with Romulan forces did finally manage to halt the Klingon advance and allow the final evacuation efforts to be continued up to the last minute, but roughly 65 million were still on the planets when the effort had to be abandoned.

With the return of the USS Voyager to Federation space in 2378 and the subsequent report of Captain Janeway and debriefing of the crew, the Federation Defense Subcommittee went into emergency closed session. Upon several days of deliberation, much of the logs of the Voyager were classified, especially all materials related to the Borg. Seen as an effort to contain information, Captain Janeway was promoted to Admiral and given duties suitable to keep her under close watch and out of trouble. The crew of Voyager was reassigned to various “secure” postings at starbases, installations, and Star Fleet facilities – none were returned to shipboard duty. Voyager was taken to the fleet evaluation yards at Utopia Planitia where its advanced technologies could be studied in detail and duplicated. The technology is currently being refitted to the ships of the Star Fleet Rapid Deployment Force and its very existence is a closely guarded secret of the Federation. New Borg activity is expected considering how Janeway and the Voyager stirred up the hornets’ nest as they left the Delta quadrant. Formal charges for violation of temporal law were considered against then Captain Janeway but were dropped as she benefited from the actions of her future self, but did not herself commit the acts, and the future benefits of the technology to protect the Federation against the Borg weighed heavily in her favor.

Klingon relations reached an all time high at the moment of the Dominion surrender and have been deteriorating at a progressively rapid pace ever since. Several incidents in Cardassian space have led to shooting matches between Klingon forces and Star Fleet. Star Fleet’s diplomatic intervention in the Klingon/Romulan conflict following the “Nemesis” incident were viewed by the hawks among the Klingon Empire as interference in their “right to make war”. Their masterful use of propaganda related to the event led directly to the ascension of Chancellor Kur’gek to the head of the Klingon Council after killing Chancellor Martok in a dual. The loss of Martok was a strong blow to Federation/Klingon relations and Kur’gek has ridden higher and higher on the political capital he and his cronies manufacture at the expense of the Federation.

Interested? Go here for more.