# Star Trek Adventures tags: #game/rpg/star-trek-adventures ![[Star Trek Adventures - 2nd Edition (cover).jpg|300]] ![[Star Trek Adventures - 1st Edition (cover).jpg|300]] **[[Star Trek Adventures]]** is the crew-based Star Trek RPG from Modiphius, run on the house **2d20** system — the version of the line that puts a whole starship's company at the table. It's a game about being a Starfleet officer who's genuinely good at their job, where diplomacy and discovery are as load-bearing as the phasers, and where a single task rolls out across a handful of dice into an economy of momentum and threat that decides whether the day is easy or a cascade of complications. As the line's second edition likes to say, there's no such thing as the unknown — only things temporarily hidden. ## Setting You're part of the United Federation of Planets and its exploratory and defensive arm, **Starfleet**, aboard a starship whose crew represents the best of it. The 1st edition set the table in the **Dominion War** era (2371) — Bajor, Deep Space 9, the Maquis, and the Dominion looming from the Gamma Quadrant — while the 2nd edition opens to **any era**, from the earliest Federation days of the 2100s through the 32nd century, and even lets you play a Cardassian, Ferengi, or Orion rather than a Starfleet officer. Either way, your duties run to the edges of known space, to colonies in need, to the borders of rival powers, and into the eye of interstellar phenomena, bound by the Prime Directive and the quiet assumption that you'll figure it out as you go. ## Mechanics STA runs on Modiphius's **2d20** engine. A character has six **Attributes** — *Control, Daring, Fitness, Insight, Presence, Reason* — scored 7–12, and six **Disciplines** — *Command, Conn, Engineering, Security, Science, Medicine* — scored 1–5, plus a set of narrow **Focuses** reflecting specialist training. Every task combines one Attribute with one Discipline (e.g. *Reason + Medicine* to diagnose a Klingon), and the Gamemaster sets the **Difficulty** — the number of successes you need. To attempt a task, roll **2d20** (or more, if you spend Momentum or push). Each die that rolls at or under your combined score counts as a success; if you have an applicable **Focus**, each die that rolls at or under the Focus value counts *extra*. Meet the Difficulty and the task succeeds; beat it and the surplus becomes **Momentum**. Miss and the result lands in the **Threat pool**. This is the heart of the thing: success isn't just pass/fail, it generates a shared resource, and failure feeds the Gamemaster's own pool to throw complications at you later — an unexpected visit from Q or a warp-core breach on laundry day. A 1 on a d20 (especially without an applicable Focus) can trigger a **Complication** straight to the Threat pool. - **Momentum** is the players' currency — spend it to improve results, to reduce Difficulty, to boost another roll. Anything leftover banks into a shared group pool. - **Threat** is the Gamemaster's mirror — spend it to raise Difficulties, activate environmental hazards, or let an opponent slip free. - **Challenge Dice** are the special-effects dice of the system, rolled to add the texture of success and failure. - **Determination** is a per-character hero metering, tied to your *Values, Principles, and Talents*, spent on the moments that really matter. A starship is its own kind of character: its **Systems** (Engines, Weapons, Computers, Structure, Sensors) have their own ratings and dice, and the crew functions through a mix of player characters and **Supporting Characters**, with the whole thing paced like a Star Trek episode — a cold open, a crisis, a resolution, and a log entry to close it out. ### Character Creation You build a Starfleet officer (or a 2e-era non-Federation operative) by choosing an **era and a division**, defining your **Attributes, Disciplines, and Focuses**, and selecting **Values and Talents** that give you mechanical hooks and your character their identity — the classic Federation resume: science officer, engineer, doctor, security chief, and the captain who has to hold the whole thing together. ## Editions - **Star Trek Adventures — First Edition Core Rulebook** — Modiphius, **2017**, set in the Dominion War era. *In the library* (core, printer-friendly copy, and errata). - **Star Trek Adventures — Second Edition Core Rulebook** — Modiphius, **2024**. *In the library* (v1.0 and v1.1). A full rewrite: **era-spanning** (21st–32nd centuries), a broader cast of playable non-Federation species, and a streamlined 2d20 refinement, while staying compatible with first-edition supplements. - **Supplements** *in the library:* *The Command Division* (and its 1e→2e conversion), the *Technical Manual*, the *Exploration Guide* (+ poster maps), and the *Species Sourcebook*. The 2e character sheets, starship sheets, and personal logs are play aids. ## References - [Star Trek Adventures — Modiphius](https://modiphius.net/en-us/pages/star-trek-adventures) - [Star Trek Adventures — Second Edition Core Rulebook — Modiphius](https://modiphius.net/en-us/products/star-trek-adventures-the-roleplaying-game-second-edition-core-rulebook) - [Star Trek Adventures: Core Rulebook (1e) — DriveThruRPG](https://www.drivethrurpg.com/en/product/214552/star-trek-adventures-core-rulebook)