Star Trek: Endeavour

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* Captain [[Peter Harrigan]]
 
* Captain [[Peter Harrigan]]
* Chief of Security/Tactical - ''Pending''
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* Chief of Security/Tactical - Lieutenant [[Zoe Bracker]]
 
* Chief Engineer - Lieutenant [[S'lina N'saba]]
 
* Chief Engineer - Lieutenant [[S'lina N'saba]]
 
* SABRE Detachment CO - Lieutenant-Major [[Samuel Shaw]]
 
* SABRE Detachment CO - Lieutenant-Major [[Samuel Shaw]]
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===Notable Non-Player Characters===
 
===Notable Non-Player Characters===
  
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* Rear Admiral [[Sam Moore]], Commander of the [[First Fleet]]
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* Rear Admiral [[Logan Callahan]], Director of [[Starfleet Special Investigations]]
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* Commander [[Rachel Shepherd]], Commanding Officer, [[USS Templar]]
  
 
===Open Positions===
 
===Open Positions===

Latest revision as of 10:13, 2 December 2011

Star Trek: Endeavour
Endeavour.png
The USS Endeavour in 2410
GM: Cath
Format: PBF
Setting: USS Endeavour
Year: 2410
Website: USS Endeavour
Status: In Development
[ Source ]


Star Trek: Endeavour is a Play-by-Forum Role-Playing Game set in the early 25th century revolving around the missions of the USS Endeavour. The newest ship of the Enterprise Class vessels, the Endeavour is one of the most advanced ships of the fleet with a high profile mandate. Assigned to the First Fleet, the Endeavour is tasked with missions of internal security, such as patrolling borders, securing vital trade routes, and tackling disruptions on Federation member worlds.


Contents

Stories and Themes

The Endeavour game aims to present and explore the way of life in the Federation as a whole, rather than focusing exclusively on Earth, or predominantly on exploration missions beyond the border. The Futility's End setting provides rich opportunities to show the everyday challenges of surviving and living in a more dangerous galaxy.

Endeavour embraces, rather than avoids, the moral and political complexities of the circumstances the players are confronted with. Border defence against enemy forces or hunting and apprehending pirates are simple, but there are other threats to the Federation's Core Worlds. Crime, terrorism, and civil unrest are all regularly occurring stories, and ones where distinguishing friend from foe, or identifying the greatest right in a sea of wrongs can be a challenge. The civil unrest of a member world may be born of legitimate complaints, but what measures should be taken to bring such riots to an end if the movement threatens greater instability? These are the sorts of scenarios depicted in Endeavour; the game encourages its players to pursue these stories, and to accept that Futility's End is a setting defined more by choices than by right and wrong.


Gaming Style and the Window System

To better represent this world where actions have consequences, and failure may be more complicated than a case of life and death, Endeavour is run differently to most other games in Futility's End. Whilst the missions of most other games have some degree of pre-determined plot, it is often the accepted convention that players, so long as they are respectful of the story told so far, may introduce their own plots, developments, or twists to varying degrees.

This is not the case with Endeavour. Endeavour runs more like a traditional tabletop game. The GM controls the plot, the developments of the missions, and the majority of NPCs. Players are almost entirely responsible for nothing other than the actions of their own characters - they do not get to determine the results of a sensor sweep, for example, or write the dialogue and actions of an enemy like they may in other games. It is up to the players to try to confront the challenges through cooperative storytelling, character development, and teamwork. This is intended to evoke a greater sense of accomplishment, of risk, and of mystery. The main exception to what players can control is, to allow for a rich narrative outside of plot-based conflict and a colourful cast of secondary characters, the NPC crew of the USS Endeavour. Unless the GM explicitly dictates an NPC is the purview of the GM, players may write their NPC colleagues and subordinates as they would on any other ship.

To aid the GM-driven form of role-play, Endeavour makes use of the Window System to run the game. A loose dice-rolling rule set, the Window system allows players to represent the skills and abilities of their characters where the only limitation is drama and sense. This system is not imposed to punish players, but rather to introduce the element of risk, and to keep success and failure fair and appropriate, dramatically and personally.

A more detailed explanation of the rules and game style of Star Trek: Endeavour can be found here.


Characters

Player Characters

Notable Non-Player Characters

Open Positions

  • Executive Officer
  • Chief Flight Control Officer
  • Chief of Operations
  • Chief Science Officer
  • Chief Counsellor
  • SFC Squadron Leader
  • All Deputy, Junior Officer and NCO Positions

Missions


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