Space, the final frontier. These are the voyages of the starship
Molotov. Her three year mission: patrol the Federation/Klingon Neutral Zone, assist those in need of help, and explore any unknown phenomena.
The year is 2262, and Starfleet is in a rebuilding phase. The devastation of the entirety of Starfleet's Earth-based defensive fleet, and the majority of the 2258 class of graduating Starfleet Academy seniors was a terrible blow. And yet that loss was entirely overwhelmed and overshadowed by the destruction of the planet Vulcan. One of the founding and cornerstone planets of the Federation. The Vulcan race has survived the loss of their homeworld, but only just.
Four years after the destruction of the Narada
Starfleet is ready to launch the first four of a series of ships built at the shipyards orbiting Mars, and you, playing newly minted Ensigns will be the most junior crewpersons aboard the USS Molotov
, a 247 meter long vessel with a crew compliment of 130 officers and crew. As-yet unproven, based on the performance of the USS Miranda
should make Warp Six max speed. Her Captain is Commander Frederick Stevenson, a human from Mars, and her first officer is an Andorian.
Game system is going to be SPIRIT, as described here
, with a five-point build.
You get two skills from the list here
that matches with the area of study your Ensign took in Starfleet Academy: Tactical (helmsman, conn), Engineering or Science (science or medical officers). You are limited to Ensign level skills, and do note that the colors associated with the three super-departments are the ones used from TNG on. In this game, Command and Operations/Tactical crew wear gold, not red. Seeing as Star Trek works on crazy asspulls, the skills just identify the areas where your characters have competence. If you want to do something outside that scope you'll need to find an officer who has the skills to help you out.
"We can fix this by reversing the flow through the Jenson buffers... but we better get Lieutenant Peters, because I don't know how to take a Jensen buffer apart, and we will kill ourselves
If you make a character of a race that I
cannot immediately identify, include a link to Memory Alpha. And if FreakyBoy
doesn't think it's TOS-era appropriate, even that won't save you. So check yourself lest you wreck yourself.
How Bridge Officer Skills, and Skill Checks in general work.
You're in the middle of a space battle, and Ensign Johnson is manning his battle station, which is out in the saucer directly below one of the Phaser Arrays. On the Bridge, the Captain orders his Helmsman "Increase power to the forward weapons!"
At his station, Ensign Johnson gets the relayed order over the comm. He has a few ways to play this, but decides to use some ingenious solution, which he explains in a post. Skill check time.
How it works:Difficulty of Check vs. D10 + Attribute Bonus + Bridge Officer Skill (if applicable)
If you pass, you succeed in what you posted, if you fail, you don't, and the tide of battle swings against the Molotov. Critical successes, or successes at critical moments will go in your service record, which doesn't effect leveling up, but does effect promotion.
Why am I doing this, you might ask? Well I do
like Star Trek, and
FB asked me to. And
I like him, too. And
I owe him.