Star Epic for PDF

Transcription

Star Epic for PDF
Star Epic
A public domain fan RPG
for Star Trek universes –
Part 1 – Basic Play
By Nathan Hawks (nhawks at gmail dot com)
Version Pretest/0.__________-incomplete
Published at htp://nathanhawks.us in December, 2012
INTRODUCTION
P ROJECT: STAR EPIC
P LAYING STAR EPIC
This document is a public domain work of fan art, in progress.
Copyrighted terms, marks, and likenesses are included, as is usual
with fan art, in hopeful accordance with Fair Use laws. No profit is
being made from its creation or distribution; it is offered freely to the
world to enjoy and expand. Any contributions by artists, suggestions or
submissions by system designers, and constructive criticisms from anyone,
are welcome.
The final guidebook will be in three parts; hopefully, completed by the
end of 2013. Part 1 will allow new players to jump in as quickly as possible;
it will be designed and organized for players new to role playing games and
unfamiliar with the lore. Part 2 will expand topics for advanced play. Part 3
will give GMs materials they need to run adventures, allow players to design
and modify ships, and will include sample campaign content.
Alternate rules, and sourcebooks for specific topics, are currently not
planned. I would be happy to collaborate with anyone, whether you want to
help with the core book, or contribute materials outside the plan.
You are also welcome to fork the project, if its direction or details are
not to your liking; I would appreciate credit for portions you keep, and would
enjoy seeing your modifications or offering both versions together.
As a public domain project, please understand that I find it highly
unlikely anyone will ever be paid for this work. I am doing this as a love
letter to Star Trek, a debut as a game system creator, and a gift to the world;
I will collaborate on Star Epic on that basis.
Contact nhawks at gmail dot com or visit nathanhawks.us for
collaboration, creating a repository of errata/expansions, questions, etc.
Star Epic is a campaign guidebook. To play, use this book as an
addendum to either The d20 System version 3.5, or your favorite compatible
game system such as D&D 3.5 or Pathfinder. Some of this book replaces
parts of d20 3.5, such as the rules on character classes, and the new races.
Most of d20 survives intact alongside Star Epic, such as skills, character
attributes, and personal combat. Some rules in d20 are modified by Star
Epic, such as rules for magic, and availability to certain feats.
STAR EPIC'S GOALS
PART 1 – BASIC P LAY
This book is Part 1, Basic Play. Here is a chapter-by-chapter
breakdown of the part 1 guidebook:
1.
Introduction: The chapter you're looking at right now. This
chapter also introduces the setting, first with an overview for Star
Trek fans of how this universe differs from the TV shows and
movies, and concluding with a full history overview, focusing on
Earth over roughly 300 years.
2.
Character Creation: A character creation guide focusing on
infusing role play into character backstory. Description advice,
starter packages, and introductory race information help draw
your into your character and the universe.
3.
Fleet Characters: The Starfleet character classes, and most of
the new game mechanics invoked by each; plus adjustments to
basic d20 classes, rules on d20 feats and skills, new Star Epic
feats and skills, and so forth.
4.
Fleet Equipment: The equipment chapter covers gear, shipboard
devices, ship infrastructure, and a wide variety of items needed by
away teams. The Federation economy, and exchanges with alien
societies, are explained.
5.
Starships: The basic rules for starships include ship attributes
and how they interact, how to conduct ship-to-ship combat, and
all necessary information you'll need to use the ship as vehicle,
adventure hook, adventure setting, and as an aid to cosmic-scale
adventure tasks.
6.
Adventuring: A guide to what replaces killing-and-looting in Star
Epic, including: many kinds of adventure hooks; some lessobvious ways to get things done using a starship; details on
Starfleet as an organization; and other styles of play, besides
command of a Starfleet ship in UFP space.
This rule set has the following goals:
•
Provide clear roles fitting how Star Trek action differs from typical
D&D adventure styles;
•
Enable typical adventure via boarding and away-missions while
reflecting advanced culture;
•
Imbue character creation and classes
experiments, and slower level advancement;
•
Codify Trek-flavor actions & bonuses for roleplay & teamwork vs.
cosmic odds & certain death;
•
Maintain an ability, action, and teamwork flow allowing fast pace
despite careful, RP-heavy play;
•
Ship combat rules reflecting both ships-as-combatants, and crewas-characters;
for
fun,
flexible
WORK IN P ROGRESS
This version has certain serious flaws obvious before play testing; the
italicized terms are intended goals of these rules; (the parentheses describe
the current problem). GMs, feel free to compensate:
PART 2 P REVIEW
A preview of Part 2 is included at the end of this version. Most notably,
the Race Guide (chapter 7) gives players and GMs everything needed to
portray alien characters uniquely and look after their unique racial and
personal concerns. Material in Part 2 is intended to replace the simplified
material in Part 1, and the Race Guide is highly recommended.
•
Minimal new rules, maximal use of d20 standards. (Many things
need revised for this reason);
THE U.S.S. NEBULA
•
Control over Starfleet casters, while allowing for Kes, Guinan, etc.
(I've barely scratched this surface.)
•
Fast-paced, deadly, but tactical ground-combat. (Mostly complete,
but untested & see next point.)
•
Less trash-mob-style combat without boss-style abilities. (Combat
underdeveloped; missing enemies, etc.)
•
Robust resources for ship-ship combat & ship creation. (Such
details are being deferred to part 2, Advanced Play.)
At the end of the book is a variety of sample play material, including
details on the suggested player ship: the large Starfleet cruiser U.S.S.
Nebula, model of a brand new class. Your group can choose to crew the
Nebula during its prototype phase; or, when it leaves the shipyard, after its
pre-commission overhaul, just beginning its official tour. Alternatively, you
and your GM might use the information from Chapters 4 and 5 to create a
new starship, or you might use the suggestions in Chapter 6, and avoid
starship play altogether.
Additionally, materials for GMs are currently up to the GM's whole
cloth creativity.
The Nebula is the largest, most advanced and most powerful ship in
the fleet. I chose the class because it's my personal favorite TNG-era class,
and the ship specifically because it has absolutely zero canon history. As
the class prototype, its enhanced science capabilities could allow the
Federation to advance more quickly in terms of scientific discoveries and
technological developments, than the prime universe did; and its enhanced
fleet-support focus should make it a unique play experience in battle. The
Nebula is roughly as capable, when alone in a fight, as the Galaxy class,
which hasn't been designed yet at time of game launch.
THE (SUGGESTED) SETTING
P LAYING IN THE SETTING
The suggested setting begins in 2357 or 2358, in the alternate
universe – 100 years after the 2009 movie, Star Trek. This means the
game begins 5 or 6 years before the Enterprise-D launched, in Star Trek:
The Next Generation. The setting is slightly bleaker than TV TNG, featuring
a few border conflicts with hostile aliens, and a few unfolding threats of
which Starfleet is barely aware.
The classes, feats, and rules were designed with early alternate-TNG
era in mind, specifically prior to the launch of Picard's Enterprise. Here are
some suggestions on adventure styles and challenges.
To quote the late Adm. James T. Kirk, retired, speaking at Starfleet
Academy to the 2348 graduating class:
Ninety years ago, a few reporters called Earth and Andoria, “the New
Federation,” afer Vulcan's fall.
Vulcan is gone. And it's true – the Federation won't ever be the same. But
Andoria has honored old ties and filled Starfleet ranks like never before,
and daily, they defend Vulcan refugees to the death. Humanity kept
footholds on ashes – we always do.
It's also true that worrisome developments have come with... recent
changes. When Vulcan fell during my watch, the Romulans and Klingons
smelled death on us. Colonies and outposts were lost, all along the neutral
zone, which was only renegotiated and respected because of events at
Camp Khitomer. And ever since Organia, there's been a tense lull teeming
in an expanded neutral zone, that brims with constant pirate trafic.
Science and diplomacy continue as Starfleet hallmarks, but naivete is a
loss of all hands, waiting to happen.
Through these hard times, strong ties have grown stronger: the precious
few remaining Vulcans now a reminder of former glory, and conceit; now
mended with their neighbors and humbled. The Xindi joined the Federation
less than 100 years afer the Earth-Xindi conflict, a sign of rapid
peacemaking in the best Federation spirit; and the Tellarites, Coridanites,
and Andorians have stifled what quarrels they can, and worked hard to
strengthen the quadrant. Together.
Now, as Starfleet completes its design of a new flagship, the 1701-D, we
find we are becoming a lesser power; of no special interest to the great
beings I once exchanged barbs with, or to far-flung empires from other
quadrants of the galaxy. We are not the vast monolith of stability, nor the
recourse of justice for people of all worlds, that we had hoped to become.
But we do what Starfleet must: We explore strange new worlds, seek out
new life and new civilizations, and boldly chart what we know to be an
undiscovered country...
• Hostiles: Border attacks; pirate assaults; alien of the week.
• Mystery: Races across the stars, and intrigue with detective work.
• Technology: Mishaps, risks and rewards, ominous alien technology;
wondrous ancient technology, R&D/exchange.
• Science: Mishaps, catastrophes, mysteries, alternate universes, time
travel, bio and ship hazards, exploration.
• Diplomacy: Saving, trading, learning, recruiting, affecting, and first
contact; plus strange and tense relations.
• Teamwork: Starfleet crew are heroes; together, much more so.
• The Ship: Upgrade the ship, protect her from harm, gain a reputation.
• The Crew: Typical character RP, with all the unique back stories and
strange natures afforded by Trek + d20.
• Societal: The Federation has lost its great destiny; work large factors,
reach a golden age, or forge UFP history.
See chapter 6, Adventuring, for more about the common play styles
and story hooks in Star Epic.
STATE OF STARFLEET & THE UFP
Vulcan influence collapsed as refugees hid to rebuild. With their
collapse of prominence, came a drop in UFP stability. Some technologies
and applied sciences, such as starship hulls, are a half-generation behind
early TNG TV. Pure sciences are yet further behind, in some areas. Starfleet
is smaller than in TNG, for lacking Vulcan manpower and developments.
There has also been loss of space, and a shift of diplomatic destiny,
compared to the prime universe The Khitomer Accords were never signed.
UFP-Klingon relations are barely improved since the abortive Khitomer
conference; still the cold-warring, saber-ratling, bad-neighbors tone seen in
Enterprise and TOS. The Borg are not coming; there will be no trial or direct
involvement by Q, thus the Borg are unaware of Earth.
In general, UFP technologies, directives, and social platforms focused
mostly or wholly for scientific or diplomatic purposes in the prime universe,
or which derived from a golden age of prosperity and pervasive luxury, will
be slightly more practical, spartan, militaristic, or general-purpose here.
However, the detail of loss and change is somewhat up to your group, at
least until parts 2 and 3 (advanced play and GM's materials) are ready.
HISTORY OF THE U NITED FEDERATION OF P LANETS
On the following pages, the major historical events of the past 300 years are outlined and explained.
LATE BARBARIC AGE
THE 20TH CENTURY
EARLY 21ST CENTURY
CATAPULTED EARTH
1980s – Rise of the Supermen (later
called Augments)
1989 – United Nations disbanded in
Augment conquests
1993-1996 – Earth's revolution (The
Eugenics Wars)
1996 – The last Augment, Khan, is
expelled from Earth
2026 – U.N. re-chartered as the New
United Nations
2026 – 2053 – World War III almost
ends civilization
2063 – Zefram Cochrane breaks Warp
1 barrier;
– First contact with Vulcans
– First contact with the Cyber
2066 – The first Earth-Cyber War
2067 – United Earth Space Probe
Agency (UESPA) formed in secret
2068 – The second Earth-Cyber War
2069 – The third and fourth EarthCyber Wars
– Utopia Planitia shipyard founded
above Mars
2079 – Height of Earth's Post-Atomic
Horror
2080-2119
2083 – Decriminalization of UESPA;
founding of Earth Space Agency
2090 – Orpheus Mining Colony
founded
2103 – First Martian colony founded
2104 – Andorian explorers discover the
Aenar
2112 – Earth Star Fleet commissioned
2113 – The United Earth Government is
founded;
– Fusion of Starfleet and UESPA
2117 – Zefram Cochrane disappears for
the first time
2119 – Last confirmed sighting of
Zefram Cochrane
EARTH'S INTERSTELLAR AGE
2120-2159
2151 – First contact with Klingons;
– Starfleet breaks Warp 5;
2134 – Arik Soong begins exile as
– Andorian-Vulcan border tensions
founder of an Augment colony
escalate;
2137 – Revolution begins on Vulcan
– Formal first contact with Ferengi
2143 – Starfleet breaks Warp 2 barrier
and
several others;
2144 – Starfleet breaks Warp 3 barrier
–
Select
Starfleet reports become
2149 – Starfleet predicts breaking Warp
sealed
to
the public;
5 barrier in two years
–
UESPA
protests Starfleet's
2150 – The United Earth now ratified
heightened militarization
by all nations
2153 – The Xindi Crisis
2154 – Revolution succeeds on Vulcan;
– Romulan forces try to destabilize
local interstellar relations;
– First Aenar adventurer willingly
leaves Andoria
2155 – The Coalition of Planets
2156 - 2160 – The Earth-Romulan War
THE F EDERATION
2160-2199
III, found and re-exiled;
2161 – The United Federation of – The Federation-Klingon War
– Organian Incident; Treaty of Organia
Planets oficially ratified;
signed;
– United Earth Starfleet becomes
– Nimbus III (“Planet of Galactic
Federation Starfleet;
Peace”)
colony founded
– Starfleet Academy established
2269
–
Starfleet begins to probe the
2171 – Diplomatic contact with the
galactic core
Tholian Assembly formalized
2200-2239
2280-2319
2223 – Acknowledged beginning of cold 2287 – Starfleet Corps of Engineers
restructured due to fleet defects
war with the Klingon Empire
2289 – Nearly-successful UFP-Klingon
2233 – Incursion Prime
diplomacy at Korvat colony
2240-2279
2293 – The Khitomer Conference
th 2311
– Tomed Incident; start of
2248 – The Federation gains its 25
Romulan
isolationism
member homeworld
2312
–
Warp
speed numbers revised in
2254 – First contact with the El-Aurians
light
of
transwarp
theory
2258 – The Batle of Vulcan
2265 – UESPA and Federation Starfleet 2320-2359
begin political struggles;
2323 – Starfleet's Star Date calendar
– Galactic barrier first explored
2266 – Romulans violate the Neutral system is revised and reset to 0
2329 – Gamma Orion given special
Zone and commit several atacks
2267 – Starfleet grants UESPA trial Diaspora Act protection
2334 – Noonian Soong ends 2 centuries
authority over some starships;
– Khan, Augment leader of World War of family exile
2335 – First Soong-type Droid, Sim,
introduced to the public
2336 – Sim enters Starfleet Academy;
– Two thousand Soong-type Droids are
ordered for manufacture
2341 – Sim graduates from Starfleet
Academy
2342 – Twenty thousand Soong-type
Droids are ordered for manufacture
2343 – Starfleet Academy struggles to
accommodate Droid applicant influx
2344 – Batle of Narendra III
2346 – The Khitomer Massacre
2347 – Cardassian forces begin
massacring UFP colonies
2348 – A Starfleet oficer defects to
Romulus
2353 – The Tholian Conflict begins;
– Sixty thousand Soong-type Droids
are ordered for manufacture
2354 – Ferenginar applies for
Federation membership;
– Soong-type Droids get rights and
legal status as life
2355 – Design begins on Nebula-class
starship prototype
Late Barbaric Age
The Augments: Genetically engineered
super soldiers seized vastJ power using superior
abilities and aggression. Most political, military,
and financial power on Earth could be traced to an
Augment by the end of the century.
The
Eugenics
Wars:
Decades
of
subjugation by Augments, and talk of additional
Augment breeding, sparked a revolution.
Revolutionaries were outclassed and regularly
annihilated. The Augments responded with nuclear
force against civilian populations.
Utopia
Planitia
shipyard:
Illegal
procurement on Earth gradually gave way to
mining in space, using microwave beams and
robotics to remove ore. With Vulcan help to refine
and fabricate, Cochrane built a modest design and
construction yard in Mars orbit.
Zefram Cochrane disappears: In the leadup to revitalizing the UN, Zefram Cochrane's life
shifted from that of idle Montana drunk, to jetsetting space traveler, to Earthly celebrity and
political icon. As Earth stabilized, Cochrane was
reported missing for long periods. He finally
Post-Atomic Horror: Try as Humans might departed for space unknown, and never returned.
to reform their governments, a century of broad
Arik Soong: Anarchistic idealist and fiery
health and economic disparity put despots in the genius Arik Soong steals Augment embryos and
superior
position.
Uncountable
genocides medical equipment from cold storage, hijacks a
occurred under mockeries of law; while mutants planetary colony vessel, and flees Earth.
rotted into extinction, whole segments of history
Revolution on Vulcan: Ages after the dawn
were purged in deliberate attempts to forge a new of Vulcan's logical one-world government, scholars
dark age and prolong elite privilege.
theorize locations for a surviving copy of their
Khan expelled from Earth: Augment
masters were killed, or captured; those captured
Catapulted Earth
were loaded on space ships and fired from Earth
on random courses. Expelling Khan, the most evil
The sensation of being a human on earth in
and powerful tyrant, ended Augment rule of Earth. 2080 was of desperate fraternity between any two
New United Nations: In the vacuums of humans not immediately hostile to one another,
power, after the Augments, a new UN tried to and a total racial obsession with denying all
cement civility. Detailed reports of reconstruction worldviews based on harm and prejudice.
efforts in different regions, became security
hazards as old despotism took over in many
pockets of the world.
World War III: Complicated issues, including
states euthanizing those genetically damaged by
nuclear fallout, converting large populations into
drug controlled militaries, and flirting with
continuation of Augment programs, led to Earth's
worst war.
Zefram Cochrane: 10 years after any
concentrated nuclear bombing against civilians, a
drunk from a shanty in Montana prototyped the
Phoenix: a nuclear missile hull fitted with a cockpit,
and a new deep-space travel system, called warp
drive. The peaceful first test of FTL travel led to…
First Contact: After Cochrane returned to
Montana, a sophisticated alien ship touched down
at his location. The aliens' technology translated
Decriminalization of UESPA: Strong
languages, and humans made their first alien volunteerism at the new UN had dismantled many
friends: the Vulcans.
tyrants and put others on the run; during an event
The Cyber: Experimentation of space as an to celebrate four years of remarkable human
escape from Earth's problems, led to another first- progress, the UN declared a wave of new global
contact scenario the same year; the encounter laws; among the cherries on top, was full legal
began with weapons fire, and ended with the Earth immunity to all members of the UESPA.
ship escaping.
Founding of Earth Space Agency: UESPA
First Earth-Cyber War: Cyber explorers declined to become a government body; the Earth
had long surveyed and mined Earth's solar Space Agency soon began applying modern
system. All Cyber forces currently in our space, technology to civilian problems, in preparation for
began attacking ships launched from Earth; a unified human space fleet.
nuclear-capable governments repelled them.
Orpheus Mining Colony: A civilian is given
United Earth Space Probe Agency mining rights to a large portion of the moon, and
(UESPA): The UESPA was a rebel space program immediately begins construction of Orpheus
which incidentally shaped social change. Mining Colony. The colony is a full live-in facility,
Cochrane, his friends, and supporters, were now with residential, recreational, and other quality-ofliving legends; their stories were borrowed as the life basics at minimal legal levels.
guerrilla voice for human possibility on the brink of
Earth Star Fleet: A handful of craft for
extinction. UESPA had silent angel funding, Vulcan logistics, defense, economic and scientific
support, and was known for succeeding at world- missions are manufactured and crewed. One
shaping projects separate from Earth affairs. They model is fitted with warp drive; missions are
were uniformly declared enemies of most nations planned to follow previous explorers to learn their
for collaborating with aliens to effect Earth policy, fates after a few shakedown years in the solar
but were popular heroes outside elite circles.
system.
Second Earth-Cyber War: A new wave of
United Earth Government: The central and
Cyber ships, apparently not looking for their fallen most ambitious goal of the UN is manifest, as a
compatriots, arrived and immediately began to constitution for a United Earth Government. Few
provoke Earth ships. Earth's few military space nations immediately ratify, but refinements over
vessels eventually turned away the aggressors.
years show positive progress.
Third & fourth Earth-Cyber Wars: UESPA
Starfleet and UESPA: UESPA often
ships had begun fitting adapted assault rifles coordinates with Starfleet operations; this year,
stolen from stockpiles, and begun operating in UESPA agrees to draft procedures and formalize
small fleets. The Cyber apparently don't enjoy war partnerships. The result is an agency-branch
when the enemy fights back. It seemed each confederation, with UESPA keeping full operational
enemy fleet was a separate tribe or guild.
agency.
society's founding documents. Hawkish politicians
label those seeking the documents as separatists.
Starfleet breaks Warp barriers: Vulcans,
alarmed at the Human love of risk, have advised
more simulation, less building, for many decades.
Earth Starfleet finally sides with Human engineers.
The United Earth: The UN experiment lives
up to its name. The last nations holding-out from
ratifying a world government for life rights and
socioeconomic equality, now join the United Earth.
Andorian-Vulcan border tensions: For
over a century, the emotionally passionate
Andorians and logically conniving Vulcans have
barely avoided total war. Unverifiable rumors and
discoveries of bad faith put peace at risk.
First contacts – Klingons, Ferengi, and
many others: Increased exposure to new alien
races came gradually with the advent of warp 2,
and exploded with the launch of the first warp 5
vessel. Starfleet met Andorians, Ferengi, Klingons,
Tholians, Suliban, Tellarites, Coridanites, and
many others in the first decade of warp 5 flight.
Starfleet reports sealed: Pubic is told
Starfleet and United Earth will seal select Starfleet
reports for Earth security reasons. Fifty UNapproved experts are briefed on sample reports;
47 agree afterward the secrecy is wise; eleven
immediately resign public office, citing stress risks.
UESPA protests militarization: Starfleet
orders all warp vessels recalled for retrofit with
particle beam weapons; adds torpedo launchers to
all ships large enough. UESPA spokesperson says
Starfleet at risk of becoming “a Spanish armada.”
The Xindi Crisis: Unknown aliens place a
manned probe in low Earth orbit over Central
America; it fires a beam weapon, killing millions.
Several months later, a Starfleet crew narrowly
arranges the defeat of a planet-buster version of
the weapon, nearing Earth.
Revolution succeeds on Vulcan: With
Human help, Vulcan scholars locate the complete
writings of the Vulcan who led his society away
from savagery. The society largely reverts to tribal
traditions and telepathic rituals, and is remodernized gradually over the next century.
Romulan cold war: Starfleet convinces a
fleet of aliens who don't normally get along, to
cooperate and discover a plot – Romulans have
been deceiving them all into warring. Starfleet
assumes this as official Romulan doctrine.
Coalition of Planets: Humans spearhead a
project to unite multiple races for mutual defense,
and to craft some formal alliance. Nothing binding
is laid immediately, but progress rarely falters.
The Earth-Romulan War: Hundreds of
Romulan ships traveling at impulse speeds reach
Earth orbit, armed with atomic weapons. The
carnage is halted only because of allies, home
field advantage, and warp capability.
the armada; some colonies and outposts were
completely destroyed, many others suffered
serious damage and losses. The violations
occurred over several months with no contact, and
then ceased. The Romulan Empire issued word
that it would respect a new border 1 ly across, with
their side of the neutral zone beginning 5 ly from
their new holdings.
United Federation of Planets
The work to formally acknowledge alien
friendships, leads to an interplanetary government,
instead. The UFP charter is immediately ratified by
United Earth, and the governments of Vulcan,
Andoria, and Tellar Prime.
Federation Starfleet: The Federation races
bolster United Earth Starfleet, declaring it their
unified space military, and partnering all scientific
work with UESPA. Starfleet is re-chartered and
sees its first large influx of non-Human crew.
Tholian Assembly: A rarely-encountered
race, the Tholians, send ambassadors to formally
acknowledge the Federation's existence. The
Tholians say the Federation would resonate
neutrally; suppose Earth's oceans probably made
Human nervous systems advantageous for social
adaptation; and remark the prisoners of Orpheus
Mining Colony threaten the peace. The Tholians
seem to expect significant responses to each
utterance, and appear to leave dissatisfied.
Cold war with the Klingons: The Klingon
empire in this era respects only those foreign
powers who can match violence with violence.
Incursion Prime: Of all the classified events
Starfleet obscures from public eyes, “Incursion
Prime” is sometimes acknowledged by name.
Despite being a footnote to historians, advanced
scientists are taught the theoretical effects of Nero
and the Narada.
The El-Aurians: A large group of El-Aurian
refugees suddenly appear at a public square at a
settlement on Vega colony. They tell a tale of time
travel and near-annihilation. Their report is taken
by Starfleet Command and largely classified. The
refugees disperse throughout Federation lands.
The Battle of Vulcan: The Narada attacks
the planet Vulcan, destroying it with a black hole.
The Vulcan race is barely saved from extinction.
Vulcan survivors work with the Federation Council
to produce legal and logistic strategies for the
protection of advanced, endangered races,
leading to the Diaspora Act and Diaspora Accords.
UESPA political struggles: More than 20
years of public bickering begins as Starfleet
Command and UESPA clash on mission safety.
UESPA stalls its plans to recharter as Starfleet
Science agency, in response to mission
cancellations by Starfleet agencies. SC insists
missions with low likelihood of survival, not launch.
Romulans violate Neutral Zone: Eight
years after the Battle of Vulcan, a nearlyoverwhelming Romulan armada crosses the
Neutral Zone. Fleet engagements stop portions of
native date system to star dates.
Orion protection & sanction: The Orions,
a race known as hostile slavers and pirates, and
who held a pocket of sovereignty within Federation
borders, request Starfleet help overthrowing the
females of their species. Aggressive females have
maintained control over an Orion empire, including
enslaved colonies of their own kind, for
uncountable centuries (their bodies produce a
mind controlling chemical). Orion sovereignty is
renounced in exchange for technological help in
the revolt.
UESPA commanding Starfleet ships:
UESPA continues delaying integration with
Starfleet; Starfleet offers its officers authority over
a series of ships, including a number of large
cruisers. Its officers are given command training
Noonian Soong comes home: Noonian
with the class of 2267 and enter service with full Soong, master of cybernetics and grandson of Arik
Starfleet rank but not beholden to Command Soong, ends his family's self-exile and becomes
authority. Starfleet vessels occasionally become Director of Cybernetics at Jupiter Station.
assigned to UESPA task forces and fleets to
Sim introduced & enters Starfleet:
provide UESPA administrators full immersion.
Starfleet Science introduces Sim, the first of
Khan re-exiled: Khan, worst of the Soong's synthetic officers, to the public. He
Augments, is found in an old Earth space ship, applies to Starfleet within two weeks and is
sleeping in cryogenic stasis. When revived, he accepted for the following commencement.
tries to seize control of a starship; upon his defeat,
Soong-type Droids: A year after Sim enters
he is sent to the Ceti Alpha system.
Starfleet as a Command Ensign, 20,000 Droids
Klingon War: Federation activity near the are manufactured; all enter Starfleet Academy.
Klingon imperial border has provoked Klingon
fleets into aggressive staging postures. Both sides
rush first contacts along the border, even with
races lacking FTL travel. One such race contacted
by both sides simultaneously, called the
Organians, are found to be greatly superior. They
force an end to UFP-Klingon hot-warring via...
Treaty of Organia: After an incident on
Organia's surface, the Organians dictate an end to
the Federation-Klingon War, by demonstrating the
ability to disable vessels at extreme distances with
mere thought. The Treaty of Organia forbids the
two powers from ever attacking each others'
civilian populations, and from assembling fleets for
large-scale engagements against one another.
Battle of Narendra III: A Starfleet vessel
responds to a distress call to find Romulans
Starfleet Engineers restructured: After bombarding the Klingon colony on Narendra III.
175 years of near-total independence, Starfleet The Klingons report Starfleet's ship and their
Corps of Engineers is asked to restructure itself colony destroyed, with all souls lost to the battle.
with procedures more-compatible with Command.
The Khitomer Massacre: The Klingon
Amid the shakeup, new research and proposals
colony at Khitomer is bombed from orbit by a
developed by UESPA on outer hull composition
Romulan fleet; a Starfleet ship is the first defender
and emitter housings, become mandated projects.
on the scene. Klingon reinforcements permit
UFP-Klingon diplomacy & Khitomer: Starfleet to remain and fight until the battle is won,
Various attempts at a willing peace are undertaken but most of the Klingon colonists are already dead.
by both powers. When the Klingons experience a
Cardassian massacring UFP colonies:
risk to their home world's population, work begins
Without provocation, an unknown race begins
to formally declare peace. The conference is
landing ground troops on Federation colonies and
historic but due to the assassination of the Klingon
massacring their populations in organized purges.
Chancellor and much of his house, the
Several years pass before the aggressors are
Conference lacks authority and ultimately fails.
confirmed to be the Cardassian Union.
Tomed Incident: The flagship of the
The Tholian Conflict: Tholian fleets attack
Romulan Star Empire's space fleet, the RCS
Federation installations near their border. The
Tomed, crashes into a Federation Starbase at high
Tholian ambassador to Earth resigns in protest.
warp. The cataclysmic destruction of ship and
Ferenginar applies for membership: The
station annihilate an entire planetary system; the
Romulan government refuses communication in Ferengi, an advanced, enlightened, but socially
response to the event, but the attack signaled a underdeveloped race, are rejected for Federation
halt to Romulan hostilities, which continues today. membership, and opt to sign an alliance. They
immediately engage with the Federation Council to
Warp speeds revised: Close partnership
experiment with social changes.
between Starfleet Science (formerly UESPA) and
Droids rights: The Federation Council rules
Engineers, leads to a new understanding of warp.
A new theory, dubbed transwarp, causes revisions that Droids are a form of life, and that crimes
to warp theory and warp speed numbering. against life were committed against them by the
Starfleet engines see significant upgrades soon Federation (due to their design as limited slaves of
military service). A few Droids leave Starfleet; most
after.
finish at least one tour; many renew service.
Star Date calendar: Broader data about
Nebula-class starship project begins:
time dilation at high warp speeds, excites
scientists, and frustrates others; the star date Many fleet improvements move from science labs,
calendar is reset. Many fleet officers begin to shipyard design boards, when the NX Nebula
programming computers to auto-convert their design project is approved.