Release Star Trek Adventures: Core Rulebook Released in PDF!

Modiphius Entertainment’s Star Trek Adventures: Core Rulebook is now available on PDF through DriveThruRPG/RPGNow. Star Trek Adventures is one of this summers BIG releases and Modiphius have been hot at work making sure there’ll be plenty of support for GMs and Players coming in the next few months.


Starfleet Needs A New Crew!

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 neighbouring galactic powers or into the eye of interstellar phenomena. Your ship and your crew epitomise 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 Janeway 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.

• Create your own Star Trek stories of discovery and adventure on the Final Frontier with 368 pages of content. Full colour PDF.

• Complete 2d20 game system from Modiphius Entertainment adapted for Star Trek Adventures, used in Mutant Chronicles, Conan: Adventures in an Age Undreamed Of, John Carter of Mars and the Infinity RPG.

• An extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants.

• Guidelines for Gamemasters old and new, on how to run an adventure of exploration and discovery for the crew of a Federation starship.

• A full catalogue of aliens and antagonists including Klingons, Romulans, Cardassians, the Borg and the Dominion.

• Brought to you by a team of expert Star Trek writers including writers from previous editions of Star Trek roleplaying games and other gaming talent.

• Personal logs and intercepted communications by Starfleet Intelligence provide a new perspective on Star Trek and its events.
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£11.99? That's a very aggressively priced pdf! I wonder if they are sensitive to the complaints made about the Borg Cube pricing, and went low as a result?

I'd also like to note that while the corebook has a dreadfully boring cover, their adventures book is graced with both an excellent name and a glorious cover:

Star-Trek-These-Are-Vol-1-Cover-Promo-No-Logos.jpg

It is a spectacular cover.
 

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I think the selection of races thus far is fine, and hacking them to build others would be easy, given the amount of source material that's out there. Since races are mostly differentiated from one another by Talents, it'd just be an issue of creating a pair that would fit what your chosen reference material indicates for that race.
Been working on a bunch of homebrew races in my free time:
https://drive.google.com/open?id=0BxxBV1PW-LILa1VNN1U3RHVFdU0

Creating Talents can be tricky. There's a more limited design space and ideas for balance.
 

lyle.spade

Adventurer
Been working on a bunch of homebrew races in my free time:
https://drive.google.com/open?id=0BxxBV1PW-LILa1VNN1U3RHVFdU0

Creating Talents can be tricky. There's a more limited design space and ideas for balance.

Thanks for sharing - those look great!

I ran my first session of the game, last night, and it went really well. I used a short adventure found in the back of the STIII Sourcebook Update, from FASA (still have mine), wherein the Constitution-class USS Republic, lost for 15 years, is discovered, seemingly withe crew lost and yet well, in a nearly-starless rift. The antagonists were a version of the flying jellyfish from the TOS episode "Operation: Annihilate" and it took about 4 hours to complete. I intentionally did not use extended tasks or the scientific method subsystem, and we didn't do any formal starship operations. Although I've read those rules I am not familiar enough with them to run them well, given all the other new rules to know and run for a group new to the game.

Three of my four players had played 2d0 Conan before, but only 2-3 times each. The other was not at all familiar with the system. It went really well. We talked about how it went afterward, and everyone agreed that it was easy to use the mechanics to establish a vibe and flow that felt like Star Trek, and enabled actions, questions, and collaborative activity that facilitated suspension of disbelief. I took notes on some places where my rules knowledge proved weak, and points where we had questions that I hand-waved in order to keep the pace up, and will go back through the rules to build a more solid foundation.

We found nothing in the system that we didn't like, and all around folks were talking about buying the rules themselves and looking forward to the next time we could play it. I'll finish reading the rules and will write a full review in that section of the site within a few days.
 

modiphius

Explorer
Thanks for all the comments we're updating the pdf for everyone next week. We kept the price very fair on the core book pdf because we wanted it to be as accessible as possible and we have more control over the price in pdf format. We also offer the same deal to people who purchase from us via our store or DriveThruRPG - if you buy the pdf and later decide to upgrade to the print book we'll discount the print book by what you paid in pdf.
 


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