Attributes
Each character is defined by six attributes. They embody the character’s intrinsic physical and mental capabilities and the ways they prefer to approach problems. These attributes are Control, Daring, Fitness, Insight, Presence, and Reason. Each attribute has a rating which determines its measure, with higher numbers reflecting greater ability. For humanoids, these attributes range from 7 to 12, with 8 representing average capabilities. Non-humanoid creatures may have attributes across a broader range, and special abilities that increase their attributes further.
A character may encounter situations for which more than one of their attributes is applicable. In these cases, it is important to consider the context of the situation, and how the character is choosing to approach the problem. The gamemaster may choose which attribute is most applicable to a situation if more than one could be used.
Control
Control is about the character controlling themselves, and covers precision, accuracy, and careful timing. It can rely on self-discipline and control of one’s emotions to ensure mechanistic precision, or it can be a mixture of fine motor skills, coordination, and familiarity with the activity.
A character might use Control when:
Performing precise or delicate work.
Performing a task that involves exact timing or accuracy.
Giving detailed instructions.
Resisting mental assault, duress, or other stressful situations through an orderly mind and the application of discipline.
Taking deliberate, measured actions to complete a task.
Daring
Daring comes into play whenever a character reacts to a new situation without doubt, hesitation, or caution. It covers circumstances where characters take decisive action without a detailed plan or analysis and relies on gut instinct and quick reflexes.
A character might use Daring when:
Responding to an emergency.
Attempting to evade or resist some form of immediate danger.
Acting aggressively.
Acting based on instinct or reflex.
Resisting mental assault, fear, or panic through stubbornness and defiance.
Fitness
Fitness is about enduring hardship and employing force. It covers physical conditioning, general health and well-being, fortitude, and endurance.
A character might use Fitness when:
Attempting to employ raw physical force to a situation.
Performing some strenuous or tiring physical activity.
Trying to resist, or act despite the effects of, some physically debilitating condition, such as poisoning, disease, and extremes of environment.
Insight
Insight is about understanding people and their feelings and being open to different ideas and ways of thinking. It covers self-awareness, being conscious of a creature’s current state of mind, and hard-earned wisdom, and relies upon a person’s emotional intelligence, empathy, and experiences.
A character might use Insight when:
Attempting to understand the feelings of another creature.
Trying to determine how another creature might think or act, to anticipate or predict its actions.
Trying to overcome their own judgements and preconceptions.
Attempting to calm or reassure others.
Allowing past experiences and instinct to discern changes in the environment around them.
Presence
Presence is power of personality, and the ability to command attention or respect. It’s used for being diplomatic during negotiations, giving orders during a crisis, and even being charming or seductive.
A character might use Presence when:
Attempting to sway the mood or opinion of others through emotive language and rhetoric.
Trying to keep others calm and focused during a stressful situation.
Resisting duress or manipulation by others by maintaining a strong sense of self.
Presenting a specific appearance or demeanor to others, appropriate to the circumstances.
Seeking to capture and command attention through speech and behavior.
Reason
Reason is about logic and meticulous analysis. It covers forming hypotheses and intricate planning, as well as recollection of intricate facts and calculation of complex variables. Reason relies on keen observation and a thorough command of the facts.
A character might use Reason when:
Studying and analyzing unfamiliar phenomena and coming to a hypothesis about them.
Researching a complicated subject, or otherwise interpreting large amounts of information.
Trying to sway the opinion of others through facts and logic.
Attempting to perform complex calculations.
Using observation and rational thought to anticipate and discern changes in the environment around them.
Departments
In addition to the six attributes, each character is trained in six departments, which encompass the broad roles Starfleet personnel and those like them are expected to be proficient within. Each department is rated from 0 to 5, with each rating representing some differing level of training, expertise, and natural aptitude. All main characters have at least a 1 in every department, as they’re assumed to have at least a basic level of training in every field.
The six departments are Command, Conn, Engineering, Security, Medicine, and Science—representing the departments aboard a Federation starship. It’s worth noting that many of the departments overlap in a few ways. Each department covers perception, social interaction, and knowledge to some extent, but which department is most applicable to any of those things depends on circumstances more than anything else—a character with a high Security rating is adept at spotting ambushes and other dangers but may be less adept at analyzing probe telemetry or experimental data.
As explained in Chapter 7: Operations, when asked to perform a task, the rules or the gamemaster dictate a single attribute and a single department—players may suggest alternate options, though the gamemaster’s word is final—and add their ratings together. This is the target number for that task, and each die that rolls equal to or less than this number scores a success. If the character also has an applicable focus, any die that rolls equal to or less than the chosen department rating scores an additional success; if there’s no applicable focus, any die that rolls a 1 scores an additional success.
The following matrixes present suggestions on how each attribute might interact with each of the six departments.
Department Ratings
DEPARTMENT EFFECT
0 Untrained, unskilled, lacking in innate aptitude
1 Basic training, rudimentary skill, or a raw but undeveloped aptitude
2 Professional competence, from a combination of training and talent
3 Experienced and well-trained, or an aptitude developed through study and training
4 Excellence within the field, achievable through dedication and experience
5 Exceptional, often a combination of intense training, hard-won experience, and natural aptitude
Focuses
The departments characters are trained in are broad; focuses allow a character to demonstrate expertise in a narrower field, representing expertise stemming from deeper study and practical experiences. Focuses are not tied to any specific department and can be applied to any task a character attempts, so long as the focus would logically benefit the task being attempted.
Main characters have six focuses. Each focus should be narrower than the six departments the character is trained in, but they shouldn’t be so narrow as to never come up in play. Further, because there is no specific link between departments and focuses, a focus may be valuable for tasks covering more than one department—for example, a focus in Astrophysics could easily be used for Science tasks, but it also has potential uses when trying to plot a course using Conn.
Page 94-page 95 present a list of sample focuses. This list is by no means exhaustive—there are countless potential focuses you could create and use in game.
Command
Command covers a wide range of interpersonal interactions, especially leadership, negotiation, and both coordinating and motivating others. It also includes resisting coercion, as well as helping others resist fear and panic.
Control, to coordinate a group of subordinates carefully and precisely, or to give detailed orders.
Daring, to make a split-second command decision, or to resist fear or coercion.
Fitness, to coach others performing the same physical activity or to coordinate a group (such as several people moving a heavy load).
Insight, to judge the mood and morale of a group of subordinates, or to try to assuage the fears of a group.
Presence, to rally or inspire others during a difficult situation, or to command the attention or respect of someone hostile.
Reason, to consider and evaluate the orders given by a superior, or to find a solution to a difficult diplomatic or legal situation.
Sample Focuses
Command - Art, Bargain, Composure, Courting Rituals, Cultural Expert, Debate, Deception, Diplomacy, Emotional Intelligence, Etiquette, Gambling, History, Inspiration, Intimidation, Journalism, Law, Linguistics, Mental Discipline, Multi-Discipline, Negotiation, Persuasion, Philosophy, Politics, Prime Directive, Rhetoric, Starfleet Protocols, Station Operations, Strategy/Tactics, Teaching, Team Dynamics, Time Management
Conn
Conn covers piloting craft of all sizes, from ground vehicles and shuttles to grand starships. It also includes navigation—both on the ground and in space—and an understanding of starship operations, including the procedures and cultures of space travel and exploration.
Control, to direct a starship or other vessel through a difficult environment, or to operate a craft with such precision as to aid someone else’s activities.
Daring, to direct a starship or vessel to avoid a sudden and imminent danger, or to perform extreme or unorthodox maneuvers with a craft using 'feel' or 'instinct'.
Fitness, to move effectively in an environment suit, including through zero-gravity, or resisting the deleterious effects of extreme acceleration or unpredictable motion without an inertial dampening field.
Insight, to judge the nature or intent of another vessel by the way it is moving or determining the source of a problem with a familiar vessel.
Presence, to maintain professional decorum and etiquette when representing your ship or Starfleet in formal circumstances, or to argue effectively over a matter of starship protocol, or a course of action.
Reason, to plot a course through a difficult environment, or to determine their location or the location of someone else based on available data.
Sample Focuses
Conn - Astronavigation, Astrophysics, Atmospheric Flight, Boat Pilot/Submersibles, Climbing, Combat Maneuvers, Communication Systems, Evacuation Procedures, Evasive Action, Extra-Vehicular Activity, Flight Controller, Ground Vehicles, Guidance Systems, Helm Operations, Impulse Engines, Power Management, Precision Maneuvering, Repairs and Maintenance, Ship Design and Construction, Shuttlebay Management, Small Craft, Space Station Operations, Starfleet Protocols, Starship Expert (pick one), Starship Recognition, Stellar Cartography, Subspace Theory, Survival, Tracking, Warp Drive, Zero-G Combat
Engineering
Engineering covers inventing, understanding, designing, repairing, and maintaining technology, as well as using any technology not specifically covered by another department.
Control, to adjust or repair a sophisticated device or system, or to operate extremely complex devices like transporters.
Daring, to make improvised repairs to a device in an adverse situation, or to improvise a technical solution to a problem by using technology in an unusual, innovative, or reckless manner.
Fitness, to perform physically taxing, repetitive, or arduous technical activities as efficiently as possible despite physical strain, or to perform a technical activity reliant on the application of physical force.
Insight, to make an educated guess about unknown or extremely unfamiliar technology, or to try to understand the behavior of artificial creatures.
Presence, to explain in an engaging manner an extremely complex technical problem or solution to someone with less engineering knowledge, or to argue the merits of a specific approach to a problem with another engineer.
Reason, to study the designs of a device or system and gain additional understanding of its function, or to design a new device or system from scratch.
Sample Focuses
Engineering - Advanced Holograms, Cybernetics, Deflector Systems, Diagnostics, Electro-Plasma Systems, Emergency Repairs, Energy Weapons, EVA Suits, Experimental Device (specify), Flight Control Systems, Forcefields, Imaging Equipment, Impulse Fundamentals, Jury-Rigging, Locksmith, Manufacturing, Mining Operations, Modeling & Design, Percussive Maintenance, Propulsion, Reverse Engineering, Saboteur, Salvage, Sensor Calibration, Shuttlecraft Maintenance, Structural Engineering, Subspace Mechanics, System Maintenance, Transporters/Replicators, Troubleshooting, Warp Core Mechanics
Security
Security is the use of force during combat—making attacks, essentially—as well as observing and analyzing threatening situations and watching for potential perils. It also encompasses interrogation and intimidation, stealth and infiltration, as well as an in-depth knowledge of weaponry, combat styles, and strategy. It also covers survival skills and athleticism.
Control, to attack an enemy from a distance, or to stay unseen or unnoticed when moving among hostile creatures.
Daring, to attack and defend in melee combat, or to scare or intimidate someone with the threat of violence.
Fitness, to restrain an unwilling prisoner, or to climb or swim in difficult circumstances.
Insight, to judge whether an individual is a threat to you or your allies, or to discern if there is the potential for an ambush or trap.
Presence, to question someone suspected of a crime, or to impress upon someone the danger of a course of action or decision.
Reason, to identify the participants of a battle by studying the aftermath, or to devise a plan for a dangerous situation, be it combat, wilderness survival, infiltration, or some combination thereof.
Sample Focuses
Security - Ambush Tactics, Blade Weapons, Camouflage, Chemical and Biological Weapons, Combat Medic, Computer Security Systems, Criminal Organizations, Crisis Management, Deflector Operations, Demolitions, Espionage, Evacuation Procedures, Fleet Formations, Forensics, Hand Phasers, Hazardous Environments, Interrogation, Intimidation, Lead Investigator, Martial Arts, Mental Resistance Techniques, Phasers, Pickpocketing, Security Systems, Ship Engagement Tactics, Ship Lockdown Procedures, Small Unit Tactics, Specific Species Weapon(s), Strategy, Targeting Systems, Torpedoes
Medicine
Medicine is the understanding of the physical and mental makeup of life-forms, including a knowledge of ailments and diseases that might befall them, the injuries and stresses they can suffer, and the methods for treating those maladies in a wide range of species.
Control, to perform delicate procedures, such as surgery, or to talk someone else through providing medical attention.
Daring, to provide emergency medical attention on a patient who is in imminent danger of death, or when resisting fear or panic to protect a patient.
Fitness, to resist the effects of poisons and diseases by knowing how to respond to exposure, or to move or restrain a patient without exacerbating their injuries.
Insight, to diagnose a patient’s illness or injury from a description of the symptoms, or to provide therapeutic care for a patient who is traumatized.
Presence, to convey to a stubborn or unwilling patient the seriousness of their case or the necessity of the treatment, or to speak on a patient’s behalf about their case to convince others of a specific course of action.
Reason, to diagnose a patient’s illness from a thorough examination, or to research an unknown disease, procedure, or treatment.
Sample Focuses
Medicine - Alternative Medicine, Anesthesia/Pain Management, Biotechnology, Counseling, Dentistry, Emergency Medicine, Ethics, Field Medic, First Aid, Genetics, Guided Therapy, Imaging Systems, Immunology, Internal Medicine, Kinesiology, Medical Toxicology, Microbiology, Neuropsychology/Psychiatry, Parapsychology, Patient Care, Pediatrics, Pharmacology, Psychiatry, Psychoanalysis, Psychosomatic Disorders, Rheumatology, Stress Disorders, Surgery, Triage, Veterinary Medicine, Virology
Science
Science is the understanding of numerous fields of scientific study, both on a theoretical level, and in terms of their practical applications. This does not just cover hard sciences like physics, chemistry, and biology, but also social sciences like anthropology and psychology. It also covers the application of the scientific method to situations.
Control, to perform a delicate experiment, or to guide someone else through an experimental or complex procedure.
Daring, to devise a solution to a scientific problem without sufficient proof or adequate testing beforehand, or to gather data or perform an experiment under extremely hazardous conditions.
Fitness, to analyze data while fatigued or otherwise suffering from some physical hindrance, or to resist the effects of radiation or other environmental phenomena by knowing how to protect against exposure.
Insight, to gain useful data from witnesses or the subjects of a study, or to devise a rough working hypothesis from incomplete data.
Presence, to explain in an engaging manner an extremely complex scientific problem or solution to someone with less scientific knowledge, or to argue the merits of a theory with another scientist.
Reason, forming a hypothesis from available information, or performing research on an unfamiliar subject.
Sample Focuses
Science - Animal Behavior, Anthropology, Archaeology, Astrometrics, Biochemistry, Biology/Xenobiology, Botany/Xenobotany, Catastrophism, Chemistry, Deflector Operations, Ecology, Geology, Laboratory Maintenance, Marine Biology, Meteorology, Microbiology, Physics, Prototyping, Quantum Mechanics, Rapid Analysis, Research, Sensor Operations, Sociology, Specific Historical Time Period, Starfleet Programming, Subspace Theory, Temporal Mechanics, Terraforming, Unified Field Theory, Unorthodox Mathematics, Warp Theory