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version 2.12, 201203.


This is my space for working on converting the Savage Worlds RPG to run adventures in the the Star Trek setting.
"We're Starfleet officers! Weird is part of the job"

"Maximum warp. Punch it!"

Setting Rules

All players are assumed to be taking the role of officers in Starfleet, the exploratory, scientific, and military arm of the
United Federation of Planets. It is assumed that they will form part of the command crew of one of Starfleets starships or
starbases. Starfleet Officers represent the best that the member worlds of the Federation have to offer. Their duties can
be wide ranging and challenging and upon their shoulders rests the fate of the Federation. Their training is amongst the
best in the galaxy. They are also expected to reflect the high ideals of the Federation at all times. Along with the usual
drawbacks of military duty and following orders, they are expected to adhere to the Starfleet code of honour, upholding
the ideals and principles of Starfleet and the Federation, including, of course, the Prime Directive. Violations can result in
dishonourable discharge. For the purpose of character creation, it is assumed that all characters have the Starfleet Officer
edge with appropriate specialisation and the Vow hindrance, (Duty to Starfleet).

Adventure Cards

It is recommended that the optional adventure cards are not used in this setting, unless you are aiming for a more free-
wheeling, high adventure feel.

Arcane Backgrounds

Only the Arcane Background (Psionics) is present in this setting, although sometimes its application may appear to
function like magic. The Arcane skill associated with this Edge is generally Psionics (Smarts). This background is optional
for player characters depending on the gm's take on the setting. Species with psionic abilities, such as Vulcans and
Deltans, have a species ability which is meant to represent the main capability of the race as shown in the source
material. Vulcans have mind meld, and Deltans have empathic ability and so on. These abilities are presented in the
species write-ups as standalone and do not require the Arcane Background (Psionics) edge as written. Optionally, if you
want to present your Vulcan or Deltan with a wider range of psionic abilities, then you can simply replace the individual
ability with the Arcane Background (psionics) edge and purchase powers as normal.


As per the Savage Worlds Deluxe Edition rules, there is no Guts skill in this setting. Spirit is used instead. The Brave edge
gives +2 to fear-based Spirit checks and resisting Intimidation. Also, each rank above Novice gives a character +1 to fear


Characters are considered to be fluent in their native language and English (Federation Standard) unless determined
otherwise by the GM. If characters want to take another language above their normal quota, they must take a Knowledge
skill. Language fluency is considered to be d6. Also, they may take the Xeno Linguist edge if required. This is particularly
suitable for Communications Officers, although it is not a prerequisite for that role. Some officers are more skilled than
others, after all.

Starfleet Rank

As the player characters are part of a military organisation, they possess a rank appropriate to their position. This rank
will be determined by the GM and players during character creation. As a rule of thumb, enlisted characters
will begin play at the rank of Crewman and officers will begin play at the rank of Lieutenant. It is suggested that
characters in the position of Department Head, Captain or higher should consider taking the Command edge or other
Leadership edges during character creation although at this point in the development of these rules, it is not a
requirement.Starfleet ranks as depicted in the TV shows and movies are discussed here.If you prefer to formalise the rank
structure, you could associate an experience level with each rank, so Novice = Cadet/Ensign, Seasoned = Lieutenant and
so on.

Duty To Starfleet

It is assumed that all Starfleet officers posess the hindrance Vow (Minor) - Duty To Starfleet. This does not count against
the usual Hindrance guidelines as in a Starfleet campaign, everyone is assumed to have it and therefore it has no "value".
Starfleet officers swear an oath to uphold the ideals of Starfleet and the Federation when they join the Academy. This is
sometimes referred to as "The First Duty". Enlisted men are not required to swear this oath and as such it is not required
for enlisted characters in these rules, although there is nothing to prevent and enlisted character from choosing the Vow
hindrance as normal.

1 - Race

You can choose to play one of several player character races in Savage Star Trek.
Discuss with the gamesmaster the requirements of the game and any restrictions based on the specifics of the campaign.
Obviously some races may not be suitable depending on the time period and type of campaign.
Click on the link below to find out more about the characteristics of each race in this setting.


2 - Traits

Traits are generated as normal following the guidelines in the Savage Worlds Core Rulebook (Deluxe Edition).
All skills are available in this setting with the exception of Guts as discussed in Setting Rules.

New Skills in this setting are detailed here.

3 - Edges and Hindrances

Edges and Hindrances are acquired following the guidelines in the Savage Worlds Core Rulebook (Deluxe Edition).

New Edges in this setting are detailed here.

New Hindrances in this settting are detailed here.
Suggested Edges and Hindrances from other settings are detailed here.

4 - Gear

As a member of Starfleet, characters will generally have access to all of the equipment they require as standard issue.

Equipment in common use is detailed here.

5 - Background Details

To finish the character, record as much background detail as you can. In the case of a Star Trek character, this will
probably include homeworld at least and in the case of a Starfleet character, you may want to flesh out the
characters career to date.
As a rule of thumb, most Starfleet officers will join Starfleet Academy at the age of 18. The standard period of study at the
Academy is between four and seven years, so a newly graduated Ensign will be between 22 and 25 years of age.

Enlisted crewmen attend the Academy for a period of one year where they receive much more narrowly focussed training.

Subsequent tours of duty last typically between 2 and 7 years. Either determine the length of each tour as needed or roll
1d6 +1 for each tour.

The Career Path section in character write-ups is helpful to GM's when determining acceptable Common Knowledge skill
usage. For example, a ship's First Officer may have started in the Engineering branch before switching to Command. This
would be denoted as Engineering > Command. When judging if the player might be of any assistance in helping prevent a
warp core breach, the GM can allow the player to make Common Knowledge rolls based on his previous experience.

Tours of duty can be selected from the following and fleshed out as needed. bear in mind that these descriptions refer to
the overall mission profile. A ship may be on Deep Space Exploration duty and still be required to carry
out Medical Rescue Missions, or Diplomatic Missions as required. These definitions are meant to provide some sort of
framework for prior service;

Colonisation Mission - Supporting Federation colonisation efforts. Colony ships are usually escorted by Starfleet vessels
if operating in unknown territory.
Cultural Liason Assignment - The character has spent some time as an advisor on a Federation member planet. For
example, Captain Will Decker spent time on Delta IV prior to his assignment to USS Enterprise.
Deep Space Exploration - Assignment to a starship on a mission of exploration such as the USS Enterprises historic five
year mission.
Diplomatic Mission - The officer has spent time as Starfleet attache to a federation diplomat, either on a Starfleet facility or
on an alien world.
Frontier Patrol - Assignment to a vessel patrolling the Federations borders. Depending on the border, this mission could
result in a lot of action.
Medical Rescue Mission - Delivery of much needed medical supplies or provision of specialist medical personnel to assist
in planetary relief efforts
Scientific Mission - Investigation of unusual phenomona, star -mapping and the like, such as USS Excelsiors mission to
the Beta Quadrant
Shakedown Cruise - Assignment to the first in a new class of starship, such as the USS Excelsior. Much sought after by
engineering branch personnel.
Starbase Mission - Assignment to one of the Federations many starbases, such as Starbase One in Earth orbit, often in
hostile or remote locations.
Starfleet Command - Assignment to Starfleet headquarters in San Francisco, Earth.

Obviously many other mission profiles are possible and you are encouraged to flesh out your characters service history as
you see fit. A Starfleet officers past assignments can be a rich source of adventure ideas and a good place to start when
spending advancements.

The following list of alien races in the Star Trek setting is by no means definitive. I have discounted most of the alien of the
week species as a rule. Generally, these races are human with a knobbly earlobe or the like and should be played as

The standard player character races are;

The Andorians come from a clan based society in which the dual of honour, the Ushaan, was introduced to end centuries
of clan wars. Their ice bound homeworld has bred a hardy race who were instrumental in the founding of the Federation,
despite a previously volatile relationship with the Vulcans.
Special Abilities
Code of Ushaan: An Andorian will seek recompense for any perceived slight against himself, his clan or his family
through, the Ushaan. This is a ritualised form of personal combat. In effect, the Andorians start play with the Vengeful
(Minor) hindrance.
Frigid Homeworld: The Andorian homeworld is largely icebound. Andorians gain a +2 to resist the effects of cold.
Loyal: The Andorians come from a rigidly clan based society and loyalty to their clan, family and shipmates is deeply
ingrained. Andorians begin play with the Loyal hindrance.
Resilient: Andorians are unusually hardy and start the game with a d6 in Vigor.
Special Sense: The Andorian antennae serve to grant the members of this race a kind of extra sense. Andorians
receive +2 to all notice rolls involving hearing. This ability is lost if the antennae are damaged in any way.

Andorian Equipment

Ushaan-tor: An Andorian ice miner's tool, also used as a weapon in Ushaan duels.

Ushaan - tor:
Str+D6, 1kg, Parry +1.
The Caitians are a felinoid race, many of whom can be found serving on Starfleet ships and installations.

Special Abilities:

Curious: Caitians are insatiably curious about the galaxy. They are often found serving in the Science branch and on far
flung outposts where they are more likely to encounter the unknown. They gain the Curious hindrance.
Lithe: Caitians are particularly agile. They begin play with a d6 in Agility.
Low Light Vision: Caitians are able to see in all but the darkest conditions. They ignore penalties for Dim and Dark
Stealthy: Caitians are able to move extremely quietly when they need to. They begin play with the Stealth skill at d6.

Native to Delta IV, the Deltans are an ancient species, with heightened empathic abilities and a reputation for sensuality
which makes some Federation member species nervous around them. The controversial Oath Of Celibacy was
introduced by Deltan's serving in Starfleet to assist in their intergration with other species. They are most often found in
the Medical and Science branches of Starfleet.
Special Abilities
Empathic: Deltans are born with the ability to sense the emotions of those around them. With a successful Spirit roll, the
Deltan is able to "read" the emotional state of one target within range, which is equal to the Deltan's Spirit attribute in
inches. The Deltan gains +2 to Persuasion rolls when dealing with the target as long as their emotional state remains
stable. If the situation changes, then it is necessary to "re-read" the subject to maintain an empathic lock and the
Persuasion bonus.Oath Of Celibacy: Deltan's serving in Starfleet are subject to the Oath Of Celibacy. Mandatory during
the mid to late 23rd century, and voluntary in the 24th century, the oath requires Deltan's to maintain a certain emotional
distance from members of other species. Specifically, they are obliged to refrain from entering into close personal
relationships while in service. The Deltan species enjoy a physical and emotional closeness with their partners which can
lead to disturbing psychological effects in other species. This is equivalent to the major Vow hindrance.Pheromones: This
is equivalent in effect to the Very Attractive edge, granting an effective +4 to Charisma. Deltan's emit a subconscious
pheromone which affects most humanoid species. This pheromone makes Deltans seem particularly appealing to others,
regardless of gender. Some Deltan's choose to use chemical suppressants to minimise the effects of the pheromone,
making the effect merely Attractive i.e. +2 to Charisma.

The Edoans (sometimes referred to as Edosians) are a tripodal species from the beautiful, peaceful world of Edos. The
Edoans have three arms, three legs and three fingers on each hand.

Special Abilities:

Frail: The Edoan species have thinner bones than most humanoid races and as such are slightly less resilient.
They start play with a -1 to Toughness.
Multi-Armed: Edoans have three arms. They can take one extra non-movement action without incurring a multi-action
Reflexes: The Edoans have swift reflexes and excellent reactions. They start with the Quick Edge.
Reserved: As a rule Edoans are somewhat solitary creatures and rarely form close attachments outside their own
species. They suffer a -2 to their Charisma when interacting with other races as a result.
Swift: Edoans have three legs and can move surprisingly quickly. They have a base Pace of 10.
The Efrosians are a deeply spiritual people from the windswept planet of Efros. Their world is almost constantly shrouded
in fast moving windstorms, and can be a deeply disconcerting place for non - Efrosians. Efrosians can be found serving in
all branches of Starfleet. It is known that the majority of Efrosians are religous but the actual details of their religous
practice are not discussed with off worlders leading to much speculation on the part of other species.

Special Abilities:

Poor Sight: The structure of the Efrosian eye differs somewhat from the humanoid norm and as a result the race suffers
from a slight vision deficiency when away from their home environment. They gain Bad Eyes as a minor hindrance.
Spiritual: The Efrosians are blessed with an almost perceptible inner strength and serenity. They begin play with a d6 in
Sense Of Direction: An Efrosian will always seem to know which way is north, which way is home or in which direction
the bridge is located on the unknown alien ship. Make a Common Knowledge roll at +2 when you need to determine the
right way to a given objective.

Humans originate from the planet Earth in the Sol star system and form the majority of Starfleet crews. Earth was one of
the founding members of the United Federation Of Planets.

Special Abilities

Free Edge: Humans receive one free edge at character creation

A founding member of the Federation, Tellarites originate from the planet Tellar Prime. By nature argumentative, they
make poor diplomats but excel in many other fields of endeavour, especially engineering and the mechanical sciences.

Special Abilities:

Argumentative: Tellarites love a good argument. Arguing has become a sport of sorts on Tellar Prime and no Tellarite
will back down from a difference of opinion. Although unlikely to change their opinion, they will listen to counter arguments
and respect someone who can put their point of view forcibly. In game terms, Tellarites have the Habit (Minor) -
Argumentative. It is worth noting that Stubborn is also likely to be a common Hindrance for Tellarites but not all Tellarites
are stubborn, so it is not listed as a racial trait.
Fixer: Tellarites have a natural affinity with machines, and begin play with d6 in the Repair skill.
See In The Dark: Tellarite society began and flourished underground. Tellarites gain the benefits of low light vision,
ignoring all penalties for dim and dark lighting.
Sturdy Frame: Tellarites are compact and hardy of build. They gain a +1 to their initial Toughness score.
Stocky: Tellarites have a Pace of 5.

Vulcans are natives of the planet Vulcan, located some 16 light years from Earth in the 40 Eridani A star system. The
Vulcans are renowned for their devotion to logic and were instrumental in the founding of the United Federation Of
Planets. In appearance, Vulcans have distinctively up - swept eyebrows and slightly pointed ears.
Special Abilities:

Intellect: Vulcans start with a Smarts score of d6

Mind Meld: The mind meld allows the Vulcan to share thoughts, experiences, memories, and knowledge with another
individual. This usually requires physical contact between the two. A Spirit roll is made to initiate the meld. A success
allows the reading of surface thoughts while a raise allows access to deeper areas of the mind. This attempt can be
modified, for example if the subject is unaware or if the Vulcan is attempting to plant suggestion in the mind of another at
a distance. One round is required to initiate the meld, assuming compliance on the part of the subject. The maximum
duration of the meld is one minute per character rank. All Vulcans possess this innate ability but some may have taken
further training in the use of their mental powers. Purchase of the Arcane Background (Psionics) edge allows access to a
fuller range of abilities as detailed in the Edges section. This is usually only available to Vulcan adepts who have spent
many years honing their psionic potential.
Pacifist: The Vulcans abhor violence as a rule and will fight only when logic or duty requires it.
Temperature Tolerance Coming from a hot, dry planet, Vulcans gain a +4 bonus to resist the effects of heat.The Way
Of Surak: The Vulcans live to a strict code of behaviour which was first suggested by Surak. This code extols reason and
logic as virtues above all else. Vulcans will attempt to restrain their emotions and act in a logical fashion at all times. It is
worth noting that although the vast majority of modern Vulcans follow this doctrine, there are exceptions.Vulcan
Ears: Designed for hearing in the thin atmosphere of their home planet, a Vulcans sensitive ears allow them a + 2 to
notice rolls when using hearing only.Vulcan Physiology: Natives of a high gravity world, a Vulcans Strength score starts
at D6. Their Agility starts at D4, however, and it costs double the points to raise it duringcharacter creation.

Vulcan Equipment


A traditional melee weapon, the Ahn-Woon is a strip of leather with metal weights at each end. It can be used as a whip or
garotte, and in the hands of a skilled practicioner can be deadly.

Another ancient Vulcan melee weapon, the lirpa is a staff with a fan shaped blade at one end and a club at the other.
Lirpas are often ornately decorated with ancient Vulcan script and ornate gilding.

Str+d6, Weight 8, reach 1, 2 hands

Racial Specific Edges:

Vulcan Nerve Pinch
Prerequisites: Vulcan*, Strength d8+.
The nerve pinch is an ancient Vulcan technique, derived from an early Vulcan martial art. The idea was for a Vulcan to
render an opponent helpless in a manner which was effective and yet not harmful to the victim. To attempt a Vulcan nerve
pinch, the character must make a successful attack with a called shot to the victims neck (a 4 penalty). If the target is
unaware of the attempt, then there is no negative penalty to the attack and a simple Fighting roll is made. With a success,
the victim must make a Vigor roll at -4 or be immediately rendered unconscious for 2d6 minutes. The GM may determine
that only wild cards get to make this roll and as such, extras simply drop to the ground if the attack is successful. Also, the
GM may determine that some species are immune or resistant to the Nerve Pinch as its effects are caused by pressure
to certain nerve clusters which may be located elsewhere. Knowledge rolls or the Xeno Medicine edge may allow a
Vulcan to use the attack successfully on one of these life forms.

Healing Trance
Prerequisites: Vulcan, Seasoned, Spirit d8
In development

*Only Vulcans generally have the sufficient strength and knowledge of nerve clusters necessary to make this technique
effective. It is not unheard of for members of other races to have learnt the nerve pinch. Both Lt Cmdr Data and Cpt Jean-
Luc Picard (while under the influence of a mind-meld with Sarek) have used the technique. This should be allowed only
with the GM's permission.



Special Abilities

Devotion to the Prophets: Start with a d6 in Spirit.

Faith in the Prophets: Start with a d6 in Guts.

Rebel at Heart: Has a hard time with authority/rules.

Special Abilities

Appealing: Betazoids have a certain confidence and charisma which most species find pleasing. Betazoids begin play
with the Charismatic Edge

Psychic Awareness: The Betazoid can automatically detect the presence of any living being (or more precisely: Any entity
with a thought process) within a range equal to her Spirit die type in inches. She can recognize the mental patterns of
different races, and even individuals, if she is familiar with the race or person in question. For example, a Betazoid
standing outside a room could sense that Capt. Serikieva is in the room, along with two other Humans, an Andorian, and
two strange aliens.
Strong emotional outbreaks of persons within range are likely to be noticed by the Betazoid (similar to someone shouting
out loud for within a crowd). The Betazoid herself can also broadcast specific thoughts, which can be heard by any
other character with Psychic Awareness within range.




Requirements: Novice, Psychic Awareness, Spirit d6+, Smarts d6+

With this power the Betazoid can read the thoughts of other persons. To use it she must be aware of the target, preferably
by sight, although visual contact via a vidscreen is sufficient for this purpose.
The Betazoid must concentrate on the target for at least a full minute (preventing her from taking any other actions) and
then make a Spirit roll opposed by the targets Spirit (although a target may choose not to oppose the attempt, in which
case a simple Spirit roll is sufficient).
If the betazoid cannot see, but hear her target (directly or via a communication device) she suffers a -2 penalty to her
Spirit roll. If the only contact between her and the target is through her Psychic Awareness, the penalty increases to -4.
On a successful roll the Betazoid knows what the target is thinking about right now. The detected thoughts can take many
forms, like words, pictures, feelings or even sounds.
Telepathic Probe

Requirements: Novice, Telepathy, Smarts d8+

With this Edge, the Betazoid can probe deeper into the mind of her target.
She must first make Telepathic contact as described under Telepathy. She can then search the targets mind for specific
information. Each attempt to do so takes one minute and requires a separate opposed roll of Spirit vs. Spirit. Any result
other than a Raise makes the target aware of the probing (although he may not know what it actually is).

Telepathic Message

Requirements: Novice, Telepathy, Spirit d8+

The Betazoid can send out a Telepathic message to any thinking entity within range of her Psychic Awareness. The
target, who does not need to be psychically gifted himself, will hear the Betazoids thought inside his head.
Before she can send the message, the Betazoid must make Telepathic contact with the target as described under
Telepathy. Once contact is established, she can keep the line open for subsequent messages for as long as she is able
to concentrate.

Multiple Telepathy

Requirements: Veteran, Telepathy, Smarts d8+, Spirit d8+

This experienced Betazoid can use her Telepathic abilities on multiple targets at once. Every additional target imposes an
additional -1 penalty to the Spirit roll.
Telepathic Attack

Requirements: Heroic, Telepathy, Smarts d10+, Spirit d12+

The generally peaceful Betazoids are loath to use this power, due to both its aggressive nature and the inherent risk to the
Telepath herself.
After establishing Telepathic contact the Betazoid and the Target make another opposed roll of Spirit vs. Spirit. The loser
suffers a level of Fatigue for every success and Raise the winner got over him. This Fatigue can lead to death.

Extended Range

Requirements: Novice, Psychic Awareness

The range of this Betazoids Psychic Awareness is multiplied by 5. This Edge may be taken multiple times, but no more
than once per Rank.





Special Abilities

Hardy: Start with a d6 in Vigor

Resilient: Resilient (Detailed Below)

Network of Informants: Start with a d6 in Streetwise

Family First: Loyal
Devious: Cautious
Never Wrong: Stubborn
(Inspired by the Edge on Savagepedia
Requirements: Novice, Vigor d8+
Thick as a brick or the heart of a lion either way your hero is unaffected by attacks that would leave others crying for their
momma. When any damaging attack creates a Shaken condition with no accompanying wounds your hero may make a
Vigor roll with a minus 4. A Success indicated the Shaken condition is removed. If unsuccessful a benny may still be paid
to immediately eliminate the Shaken penalty.


Special Abilities

Shrewed Businessmen: Start with a d6 in Smarts

Competetive Entrepreneurs: Start with a d6 in Spirit.
Tough Negotiators: Start with Strong Willed Edge.
Closed Mind: Cannot be read telepathically by Vulcans or Betazoids.
Greedy (minor): A Ferengis worth is measured by his wealth
Code of Honor: The Rules of Acquisition.
Pacifist (minor): War is not profitable - at least not for those fighting in it.
Outsider: Bad Reputation

The Gorn are a humanoid reptilian species, first encountered on the fringes of Federation space. This first contact was
nearly disastrous as the Federation colony on Cestus III was wiped out in a misunderstanding over territory. The
subsequent pursuit of the Gorn starship responsible by the USS Enterprise was halted by a mysterious entity. The
captains of the two vessels were forced to fight to the death on a remote planetoid. The Starfleet captain spared life of his
Gorn equivalent. Subsequently, a new understanding was made and tentative relations between the Gorn and the
Federation have begun.

Special Abilities

Cold Blooded: A reptilian species, the Gorn are uncomfortable in extremely cold temperatures. -4 to resist effects of cold
Large: The Gorn are larger than the average humanoid and as such are Size +1.This gives them a +1 to Toughness.
Slow: The Gorn cannot move as quickly as most other species, due to their size. Pace 5
Strong: Due to their sheer size and bulk, the Gorn are far stronger than most species. Strength starts at D8

The I Iglii
Encountered in the FASA module, The Vanished.
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Stealth d8, Notice d8, Shooting d6
Pace: 2 Parry:5 Toughness:5
Special Abilities:
Immunity: The IIglii have no identifiable nervous system and are immune to phaser stun. In addition, the IIglii take only
half damage from all disrupt settings.
Pseudopod: This appendage can be formed by the I'Iglii at will and causes Str damage plus can attack at range with
effect equivalent to medium stun.
Ooze: +2 to recover from shaken. No damage from called shots. Immune to poison and disease. No ganging up
bonuses apply. They may squeeze through any opening as small as an inch across.
Size: As amorphous lifeforms, the I'Iglii are generally larger than humanoids and are rated as size +1
Slow: IIglii have a Pace of 2 and cant run.
Weakness: The IIglii are susceptible to thermal effects. Weapons set on thermal do no permanent damage but will cause
stun effect equivalent to medium phaser stun

Klingons are an aggressive warrior race from the planet Qo'nos. Klingons value honour and prowess in battle above all

Special Abilities
Brak'lul: Klingon anatomy is far more resilient than that of other humanoid species. The Klingon body has multiple
redundant organs, making them resistant to damage. Klingon characters begin play with the Hard To Kill edge.
Strong: The harsh enviroment of Qo'nos does not breed weaklings. All Klingons begin play with the Brawny edge.
Warrior Born: All Klingons begin play with a d6 in Fighting. Regardless of their role in the Empire, all Klingons are skilled
in combat by an early age.
Warrior's Code: Honour is all to a Klingon. A Klingon lives to bring glory to the Empire and hopes for nothing more than
to die in battle with a weapon in his hand. Klingon characters have the major hindrance, Code Of Honour, and live by this
code every day of their lives.
Klingon Equipment:

Bat'leth: This the renowned Klingon melee weapon, the "sword of honour". First wielded by the legendary Emperor
Kahless,the bat'leth consists of a curved blade with points at each end and three hand grips on the back edge of the
weapon. In the hands of a skilled fighter, the bat'leth can be a devastating weapon. It is still used by Klingon soldiers
wherever possible. Weighs 5.3kg



All skills from the Savage Worlds Deluxe Edition may be available in the Star Trek setting. The following skills are not
likely to be useful to Starfleet Officers; Boating, Intimidation, Lockpicking, Riding and Taunt, although they are not

Knowledge Skills (Smarts)

Knowledge skills are likely to be used extensively in the Star Trek setting. Players are encouraged to specify specific
Knowledge skills where appropriate. Some sample specialisations are listed below. Feel free to add others as seem
appropriate, perhaps for knowledge of specific alien races. Don't forget, Common Knowledge will generally suffice when
dealing with areas of knowledge within a characters branch. Specific specialisations represent a narrower focus on an
area of knowledge.

- Knowledge (Administration): Starfleet is a vast organisation and like any such entity, has it's share of rules, regulations
and bureaucracy. All Starfleet officers have some knowledge of the workings of Starfleet Command and usually a
Common Knowledge roll is sufficient to cover instances where questions arise. This skill is usually used by someone
who deals with the Starfleet machine on a daily basis, particularly Department Heads, Commanders and above, right up
to Admiralty level. In some instances, Persuasion and Charisma bonuses may be used to get the wheels moving just that
bit more quickly.

- Knowledge (Computers): Everyone in the 23rd and 24th century uses computers all of the time, and as such most have
a good grasp of their operation. This skill suggests that the character has a detailed grasp of how duotronic and
multitronic computers work. This skill is useful for circumventing existing programming, writing new subroutines and
figuring out just which exact mathematical question is likely to send that alien super computer round the bend. Combine
this with the Computer Expert edge and there's no-one in the quadrant who can make computers do the things you can.

- Knowledge (Engineering): This skill recognises a general competence in a wide range of fields, including warp drive,
impulse drive, spaceframe and so on. All Starfleet engineers are trained to a high standard to understand the workings of
the starships they serve on. Engineers not only keep the ship's engines working but also maintain the artificial gravity, the
life support and even the transporters. Some will specialise in more narrow fields but all are trained with this basic working

- Knowledge (Sciences): This skill notes denotes a general competence in a wide range of fields, including astrophysics,
biology, geology and so on. All Starfleet scienceofficers are given a grounding in the sciences which is second to none
among the known species in the galaxy. Some officers will be trained in more narrow fields of expertise but all Starfleet
science officers will possess at least this skill.

- Knowledge (Security): This skill covers general security procedures and policies, as well as knowledge of security
systems and specialised equipment. It can be used in place of a Knowledge (Tactics) roll when used in situations relating
to shipboard or ground encounters with the GM's permission.

- Knowledge (Starship Tactics): This skill signifies that your character knows how to best deploy a starship when engaged
in combat with another vessel. All Command level officers who may be expected to find themselves in this situation
receive training in this discipline.

Starship Systems (Smarts)

Operation of standard shipboard equipment is covered by this one skill, so using the transporter, firing the phasers,
making a sensor scan and so on are all rolled for using Starship Systems. The exception to this is helm control which is
still covered by the Piloting skill, which still requires a certain level of skill and reactions. Crewmen can use Starship
Systems to fly the ship but take a -2 penalty to the roll. Note that officers will usually gain a bonus to this roll when
operating within their specialty area. These bonuses are covered in the description of the Starfleet Officer edge. All
Starfleet trainees are required to put at least D4 into this skill during character creation.

Computer Expert
Requirements: Novice, Knowledge (Computers) D8+, Smarts D8+
You know computers, their software, hardware and design. You get +2 to Knowledge (Computer) and Repair rolls relating
to them.

Requirements: Novice, Starfleet Officer.
This officer has distinguished himself, either through some individual act of significance or simply through excelling at his
job. The details of the reason for the commendation are left to the player and GM to agree. As a result, the character
receives an effective +2 Charisma when dealing with other Starfleet Officers.


Miracle Worker
Requirements: Seasoned, Knowledge (Engineering) d8, Repair d8.
When the ship's warp core is about to explode and all you have to fix it with is spit and bailing wire, you're the guy to call.
This Edge grants a +2 to Repair rolls and in addition, time spent to effect repairs is cut in half, or quartered if you make
your Repair roll with a Raise. It is suggested that this Edge may only be brought into play once per session.
You may also be required to spend a benny, at the discretion of the GM, to make use of this Edge.

Starfleet Officer
Requirements: Novice, Starship Systems D4, Smarts d6+, Vow: Duty To Starfleet.
In the Starfleet campaign, all characters start with this edge for free.

Starfleet Officers represent the best that the member worlds of the Federation have to offer. Starfleet Officers crew the
starships and starbases of Starfleet. Their duties can be wide ranging and challenging and upon their shoulders rests the
fate of the Federation. Although their training is amongst the best in the galaxy, they are also expected to reflect the high
ideals of the Federation. Along with the usual drawbacks of military duty and following orders, they are expected to adhere
to the Starfleet Code of Honour, upholding the ideals and principles of Starfleet and the Federation, including, of course,
the Prime Directive. Violations can result in and up to dishonourable discharge. A Starfleet Officer with this edge may roll
a d4 for all untrained skills instead of the usual d4-2.

In addition, Starfleet Officers must pick a specialty from the choices below. A character may take this Edge more than
once, but must pick a different specialty each time.

Command: The character has trained to be a Command branch officer. He has +1 to Knowledge (Starship Tactics) rolls
involving space combat. In addition, he may spend one of his bennies each round to re-roll any ship-based skill roll made
by a member of his crew.

Communications: +1 to Starship Systems rolls when operating communications equipment and may make a Smarts roll at
-2 to pick up the rudiments of a previously unheard language..

Engineer: This character receives +1 to Repair rolls and Starship Systems rolls when using engineering equipment. He
may also take the Mr. Fix-It Edge without needing to meet the Weird Science requirement.

Helm/Navigation: The character has the responsibility of guiding the starship. He has +1 to Piloting rolls. In addition, his
Wild Die for Piloting rolls increases to a d8.

Medical: The character has been trained in medical procedures. He receives a +1 to Starship Systems rolls to
operate medical equipment. The character also receives a +1 to healing rolls and Knowledge (Medicine) rolls. Note that
the starting age for a Starfleet medical officer is likely to be higher. The academic training takes longer than the standard
four years for a Starfleet officer.

Science: The character is a scientific specialist. He has +1 to Knowledge (Science) rolls and to Starship Systems rolls
required for operating sensors and other science related equipment. In addition, he may take another Knowledge
specialty at d4 for free but it must be a narrow specialty, such as Knowledge (Vulcan Fauna), Knowledge (Dark Matter)
and so on.

Security: The character is trained to protect starship crewmen when in potentially hostile situations. He or she receives +1
to Shooting rolls when using Starfleet issue phaser weapons. In addition, he may take the Level Headed edge without
meeting the rank requirements as security personnel are trained to maintain their composure under fire.

Weapons:. +1 to Starship Systems rolls required when firing ships weapons, and the Wild Die for shooting the starship
weapons increases to a d8. This position is most common during the period depicted in the original Star Trek movies
when dedicated weapons consoles were fitted on starship bridges.

Career Path: It is not uncommon for Starfleet Officers to switch from one specialty to another. Lt Sulu, for example, started
his career in Starfleet in the Science division. He soon realised that the Helm branch was where he wanted to be and
switched the course of his career. There is no mechanic for this in these rules, as this is a change to be agreed by the
player and GM. It is worth noting on the character sheet if the character has changed branches, however, as this has an
impact on the implementation of Common Knowledge. Sulu, for example, could gain a familiarity bonus when making a
Common Knowledge roll against both his expertise in the Helm branch as well as applying his knowledge of botany.

Vulcan Nerve Pinch

Prerequisites: Vulcan*, Strength d8+.
The nerve pinch is an ancient Vulcan technique, derived from an early Vulcan martial art. The idea was for a Vulcan to
render an opponent helpless in a manner which was effective and yet not harmful to the victim.
To attempt a Vulcan nerve pinch, the character must make a successful attack with a called shot to the victims neck (a 4
penalty). If the target is unaware of the attempt, then there is no negative penalty to the attack and a simple Fighting roll is
made. With a success, the victim must make a Vigor roll at -4 or be immediately rendered unconscious for 2d6 minutes.
The GM may determine that only wild cards get to make this roll and as such, extras simply drop to the ground if the
attack is successful. Also, the GM may determine that some species are immune or resistant to the Nerve Pinch as its
effects are caused by pressure to certain nerve clusters which may be located elsewhere. Knowledge rolls or the Xeno
Medicine edge may allow a Vulcan to use the attack successfully on one of these life forms.

*Only Vulcans generally have the sufficient strength and knowledge of nerve clusters necessary to make this technique
effective. It is not unheard of for members of other races to have learnt the nerve pinch. Both Lt Cmdr Data and Cpt Jean-
Luc Picard (while under the influence of a mind-meld with Sarek) have used the technique. This should be allowed only
with the GM's permission.

Xeno Linguist
Requirements: Novice, Smarts D8,

Xeno Medicine
Requirements: Novice, Smarts D8+, Healing D8+

You have experience and knowledge of alien races. When called upon to make a Healing or related medicine roll for an
alien species make a Smarts roll. On a success halve any penalties due to their alien nature. A raise means you suffer no

This list has been compiled from other Savage Worlds settings by JackAce on the Pinnacle forums.

Edges & Hindrances from various sources that I found to be suitable for this setting: To preserve the IP of Pinnacle, i'm
not going to publish the details of these Traits here. Rather these are guidelines to suggest how Traits can fit into the Trek

All Thumbs: For Savage Star Trek, this should be a Major Hindrance. It isn't really sensible to take this for a Starfleet
Officer unless you can come up with a plausible reason for him or her passing the Starfleet Academy aptitude tests.

Bullet Magnet (Nec/ToD): Rename to Phaser Magnet, for obvious reasons.

Dependent (NE/PotSM) This may be especially prevalent during the Next generation timeframe. Starfleet enforced a
policy of ships carrying families on ships, and obviously this could lead to situations where family members were put at
risk. Does your Tactical Officer stay at his post on the bridge or does he try and get his wife and child to the escape pods?

Hard Case (ToD): Should probably be a Minor Hindrance in Savage Star Trek. Like any military organization, Starfleet will
have it's share of hard cases.

Jingoistic (50F/PotSM)

Lyin Eyes (DL:R)

Thin Skinned (DL:R)

Weak Willed (Nec)
And, taking an idea from Low Life (dig that!): Both Clueless and Yellow are also available as Minor Hindrances, reducing
their respective penalties to -1.

Background Edges

Acclimated (ToD): available for Hot or Cold climates

Brave (Shaintar)
Holy Fire (Nec): Should be renamed to Determination for most races
Linguist (Rippers): Only for Pre-Federation campaigns

Combat Edges

Accurate Attack (MMA)

Dirty Fighter & Really Dirty Fighter (50F/PotSM/Shaintar)
Grab and Hold & Squeeze Play (MMA)
Hi-Yah! (MMA)
Improvisational Fighter (PotSM/Rippers)
Martial Arts (DL:R)
Riposte & Improved Riposte (PotSM)
Spot Weakness (PotSM/SK)
Take the Hit (NE/PotSM)
War Cry/Rebel Yell (EN/Shaintar/W&W/DL:R): The character must come from a culture with a suitable warrior tradition.

Leadership Edges

Born Leader/Gifted Leader (Nec/ToD/PotSM)

Command Presence (Nec/ToD/PotSM)

Professional Edges

Explorer (PotSM)
Guardian (PotSM)
Medic! (Nec/ToD)
Mr. Fix-it: Remove the Weird Science requirement.
Scout (50F/DL:R)
Snakeoil Salesman (DL:R)
Social Edges

Band of Brothers (Nec/ToD)

Seducer (PotSM)

Weird Edges

Courage Under Fire (Nec/ToD): The Rank requirement is replaced with Starfleet Officer: Security or Command
Hero (PotSM)

Nec - Necessary Evil
ToD - Tour Of Darkness
PotSM - Pirates Of The Spanish Main
50F - 50 Fathoms
DLR - Deadlands Reloaded
MMA - Modern Martial Arts
SK - Solomon Kane
EN - Evernight
W&W - Wizards and Warriors

Note: this page is still under construction.

Starfleet personnel have a wide range of equipment to draw on as needed. Equipment used by most other species is
similar in function if not in form. You can assume that a Klingon tricorder functions much like the tricorder described here
and so on. Where there are exceptions, these will be listed on the race template page as appropriate.

The main gear used by teams on landing party or away missions is as follows;

Starfleet Uniform

The standard Starfleet uniform has changed many times over the years. It's basic function has remained the same,
however. Practicality and comfort for the members of Starfleet as they carry out their duties.

- Before the founding of the United Federation of Planets, Starfleet was an Earth-centric organisation. The design of the
duty uniform drew heavily on the military garments of that planets' history. Starfleet officers and crew alike wore a one
piece blue coverall and dark undershirt. Department was identified by coloured piping on the upper uniform, with metallic
rank pins displayed on the right breast. This uniform design endured with minor changes until well after the UFP was
founded in 2261 and Starfleet began to recruit from all of the member worlds.

Enviroment Suit

The communicator used by Starfleet personnel is a handheld device, essential for maintaining contact with the ship, or
other personnel. The current model has a flip up transmitter grid which also serves as a protective cover for the device.
There is also a wrist worn model of the communicator in use on some ships and facilities. The communicator is usually
worn discreetly under the uniform tunic. Later models are integrated into uniform insignia. The communicator can also
function as a signal booster fortransporter lock, and will add a +1 to Starship Systems rolls made when transporting
under extreme conditions.
Weight: 0.5lbs. Range: 300km on planet surface and ground to orbit.


Starfleet Medical personnel carry an extensive medikit when on away missions.


The tricorder is a versatile tool which essentially makes it easier for the character to complete certain tasks. A standard
tricorder adds +2 to Notice rolls when looking for something specific, such as lifeforms, energy patterns, geological
features and so on. Modifiers will affect the roll based on range as below.
- Engineering+1 to Repair rolls and +2 to knowledge (Engineering) rolls.
- Medical+1 to Healing rolls and +1 to Knowledge (Medicine) rolls
- Science+2 to knowledge (science) rolls
- Security+1 to Lockpicking rolls and so on
As a default, these devices can record and store a wide range of information as well, as deemed useful by the GM.

The Phaser is the standard issue sidearm of Starfleet. The Phaser was developed to replace the less
versatile plasma and laser weapons used by Starfleet in the mid to late 22nd century. The Phaser has a range of
available settings and functions as a versatile tool as well as a weapon. In broad terms, the Phaser has two settings; Stun
and Disrupt, or "Kill". The Stun setting is used to incapacitate an opponent without inflicting permanent damage. The
Disrupt setting inflicts damage on an opponent and can cause serious injury, or death. In a combat situation, a Phaser will
normally be set to one of these two levels. Starfleet rules of engagement normally requires that Phasers are set to stun in
most situations. The Disrupt setting is normally used only when the target is resistant to the Stun setting. Other species do
not have the same restrictions, and although most spacefaring races have the technology to produce stun weapons,
some, such as the Klingons, prefer to use Disrupt only weapons.

Stun Setting - If you roll a hit on a target with a Vigour of D4 or D6, i.e. the average range for a humanoid, then the target
is "stunned" for a period of 2D6 rounds, or a duration that the Narrator determines is dramatically appropriate. If the
target's Vigour is D8 or better, then they get a Vigour roll at -2 to resist the effect.

Disrupt Setting

Captain Michael A. Pollard, circa 2287.

Starfleet Command Officer, Human, Male
Current Assignment: USS Bon Homme Richard, Commanding Officer
Career Path: Helm > Command
Rank: Captain
Age: 47

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d8, Knowledge (Administration), Knowledge (Science) d6, Knowledge (Starship Tactics)
d8, Notice d6, Persuasion d8, Piloting d8, Repair d6, Shooting d6, Starship Systems d8.
Pace: 6 Parry: 6 Charisma: 0 Toughness: 5
Edges: Command, Diplomat, Improved Level Headed, Starfleet Officer: Command, Helm.
Hindrances: Pacifist (minor), Stubborn.

Service History:
Born: 2240, Portland, Oregon.
Graduated Starfleet Academy: 2263
USS Ptolemy, Helmsman: 2263 - 2266
USS Hermes, Chief Helmsman: 2266 2270
Diplomatic Mission, Volnar VII: 2270 2272
USS Titan, Chief Helmsman: 2272 2276
Starfleet Command, Adjutant: 2276 2280
Starfleet Academy, Instructor: 2280 2281
USS Lexington, Chief Helmsman: 2281 2285
USS Lexington, Executive Officer: 2285 - 2286
USS Bon Homme Richard, Captain: 2286 - Present (2287)
Duty Station: Main Bridge