Star Trek Adventures: Strange New Worlds - Mission Comp. Vol. 2 (Star Trek RPG Supp. )


Book Description

Strange New Worlds: Mission Compendium Volume 2 presents nine ready-to-play standalone missions for Star Trek Adventures RPG. This book arms Gamemasters with new stories designed to stretch the boundaries of what is known and to challenge Player Characters as they engage in Starfleet's mandate to explore. Made in the UK.




Star Trek Adventures


Book Description

The Sciences Division supplemental rulebook provides Gamemasters and Players with a wealth of new material for use in Star Trek Adventures for characters in the sciences division. The Sciences Division supplemental rulebook includes: Detailed description of the sciences division, covering the science and medical departments, Starfleet Exploratory Division, Starfleet Science, and Starfleet Medical. An expanded list of Talents and Focuses for science and medical characters, as well as new character creation choices for cybernetic and genetic enhancements. A list of medical equipment and pharmaceuticals, and rules for their inclusion in Star Trek Adventures missions. Guidance on creating truly strange and unique alien species, as well as advice on including spatial anomalies, parallel universes, the Q, and time travel in your adventures. Rules for creating new, truly alien species, introducing hazardous and hostile environments into scenes, and new mechanics for suffering or curing diseases. Detailed descriptions and game statistics for a range of Science and Medicine focused NPCs and Supporting Characters, including Carol Marcus, Noonian Soong, and Zefram Cochrane.




Star Trek Adventures


Book Description

Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek out new life and new civilizations, to bodly go where no one has gone before




Star Trek Adventures Alpha Quadrant Star Trek RPG Supp., Hardback


Book Description

HOME, SWEET HOME. WE ARE ALL EXPLORERS DRIVEN TO KNOW WHAT'S OVER THE HORIZON, WHAT'S BEYOND OUR OWN SHORES. The Alpha Quadrant Sourcebook provides Gamemasters and Players with a wealth of information to aid in playing or running adventures set within the Star Trek universe. Made in the UK.







Star Trek Adventures Core Rulebook Collector's Ed. Ltd. Ed. Sci Fi RPG


Book Description

WELCOME TO YOUR NEW ASSIGNMENT, CAPTAIN. YOUR CONTINUING MISSION, TO EXPLORE STRANGE NEW WORLDS, SEEK OUT NEW LIFE AND NEW CIVILIZATIONS, TO BODLY GO WHERE NO ONE HAS GONE BEFORE Star Trek Adventures takes you to the final frontier of the Galaxy, where new discoveries await keen explorers of Starfleet. Your duties may take you to the edges of known space, or to Federation colonies in need, to the borders of neighboring galactic powers or into the eye of interstellar phenomena. Your ship and your crew epitomize the best Starfleet and the United Federation of Planets has to offer, and you are needed more than ever. A new threat looms from across the Gamma Quadrant, as it is confirmed by Commander Sisko and his crew that the Dominion, led by the Founders, represent a significant threat to the Alpha Quadrant. Tension is already high in the region of Bajor and Deep Space 9, as the Maquis continue to act against the Cardassian-Federation peace treaty, with Captain Jane way and the crew of the U.S.S. Voyager preparing for their mission in the Badlands. It is a volatile time for the Federation and new crews have never been in higher demand.




Star Trek Adventures - These Are the Voyages


Book Description

These are the Voyages: Volume 1 presents eight ready-to-play missions for Star Trek Adventures. Within this 164 page hardback book, Gamemasters will find the means to test their Starfleet officers at the front line of Starfleet operations.




Star Trek: Strange New Worlds IV


Book Description

In the fourth year of its ongoing mission, the Strange New Worlds writing competition has once again sought out exciting new voices and imaginations among Star Trek's vast galaxy of fans. After scanning countless submissions for signs of style and originality, the judges are proud to report that the universe of amazing Star Trek writers just keeps expanding. Strange New Worlds IV features more than a dozen never-before-published stories spanning the twenty-third and twenty-fourth centuries, from the early days of James T. Kirk and his crew to the later generations of Captains Picard, Sisko, and Janeway. These memorable new tales explore and examine the past and future of Star Trek from many different perspectives. Join Strange New Worlds in its thrilling quest to uncover the most compelling Star Trek Þction this side of the Galactic Barrier!




Strange New Worlds II


Book Description

Pocket Books' two Strange New Worlds competitions have drawn thousand of entries from aspiring Star Trek writers. From the mountain of submissions received, editor and established Star Trek author Dean Wesley Smith has selected eighteen winning stories, each one chosen for their combination of originality and style. These tales rocket across the length and breadth of Federation time and space, from when Captain Kirk first went 'where no man has gone before', to Captain Picard's exploration in the USS Enterprise D, to Captain Sisko's command of space station Deep Space Nine, to Captain Katherine Janeway's epic journey in the USS Voyager. There are no limits to the Star Trek universe when the fans are allowed to let their imagination take the helm!




Star Trek Adventures


Book Description

"The Captain's Log Solo roleplaying Game presents a complete, standalone rules system (adpated from the award-winning Star Trek Adventures roleplaying game) you can use to create original Star Trek stories with a dynamic character formed from your own imagination. Whether you are venturing into the cosmos alone, conducting Galaxy-spanning missions cooperatively with friends, or exploring the unknown with a gamemaster facilitating your adventures, use the contents of this book to generate countless hours of memorable adventures. Create an original character and then use the tools in this book, combined with your fertile imagination, to fashion your own fascinating Star Trek-style stories. Play in any era of Star Trek - from the 21st century to the 32nd century and everything in between. Explore strange new worlds, new civilizations, and all the wonders of the universe! What will you discover while exploring the final frontier?" --