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Star Trek FATE: Ep.19: Treacherous Teachings pt.2

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The officers plan to go against orders and help an old professor.

Taylor = Q
Chris = Lt. Commander Oanl
Joshua = Lieutenant Canton
Kevin = Lt. Commander Kelvek
Tracy = Commander Vegral
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Music from MUSOPEN


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Star Trek FATE: Ep. 16: The Onyx Vessel pt.1

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The officers investigate a strange onyx vessel in the Farstile system.

Taylor = Q
Joshua = Lieutenant Canton
Kevin = Lt. Commander Kelvek
Tracy = Lt. Commander Vegral
USS Eagle
Contact us:
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burneverythinggaming@gmail.com

Support us:Patreon
Music from MUSOPEN


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Star Trek FATE: Ep.1: Intro to FATE and the Academy

Star Trek FATE: Episode 1

We do a short intro into the Fate Core system and are introduced to our characters for their first year at the academy.

Taylor = Q
Chris = Cadet Oanl
Joshua = Cadet Canton
Kevin = Cadet Kevlek
Tracy = Cadet Vegral


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Star Trek Fate: Character Stunts

As with all games of FATE, characters can choose to spend some of their Refresh on Stunts. These allow the characters to either be proficient at some skill that others are not (Doctor), or give them bonuses to doing particular things. Here are just a few examples of stunts for every skill in Star Trek FATE.

Examples of Stunts for each skill

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Star Trek Fate: Starfleet Academy and the Command Structure

If you don’t know where to start, a good place is always the beginning.  The beginning for Star Trek is the Starfleet Academy.  Any non Vulcan or Vulcan/Human character starts the Academy at age 18 (18 skill points) and with a refresh of 3. Vulcans and Vulcan/Humans start the Academy at age 22 (22 skill points) and 5 Refresh.  While most fate games give you free choice as to what skills you can have and where, being in the Academy requires some skills to be at least at +1 (Average):

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Star Trek Fate: Skills

As with any normal FATE game, this universe needs skills. I tried to keep physical skills and social skills at a similar number because I want this game to be even between physical conflicts and social conflicts.


Skills:  Physical=9, Social=9, Mental=4

(p)Athletics = Physical Initiative. Agility and running
(s)Contacts = Who you know, hearing rumors
(p)Craftsmanship = Making and repairing mechanical things
(s)Customs = Understanding groups of people. Languages known.

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Star Trek Fate: Life Spans

Star Trek has a wide variety of species with a wide variety of life spans. In keeping with the simplicity of FATE, I decided to have a mechanic that only deals with 2 different life spans (3 technically if you want to include immortal beings). The first is the normal life span of just over 100 years.  The 2nd, is a life span of around just over 200 years. A species would naturally fall under the first life span unless otherwise noted in the Species Trait.

I also decided to tie Skill rewards and Refresh awards to age. Though, there will always be special instances where a player can earn additional Refresh for their Character. Characters that live the usual 100 years start out at age 18 with 3 Refresh. For characters that live 200 years they will start out at age 22 with 5 Refresh. For most of a characters life every year will get them a new skill point. So, if you want to quickly create a Captain that is 50 years old you can already know that he is going to have 50 skill points and work from there.  As a character gets older the rate at which they earn Skill will slowly decrease.

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Star Trek Fate: Species

The universe of Star Trek is filled with a diverse number of species. While not all of them have had significant screen time, many of them have had enough where we can get an idea about the traits of that species. Here, I try to capture these traits in my FATE core version of Character sheets.

If you aren’t familiar with FATE core, it is an RPG system that focuses on character Aspects and Skills.  You can find out more here:

http://www.evilhat.com/home/fate-core/

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