A character doesn’t remain unchanged throughout their career. As they explore strange new worlds and seek out new life and new civilizations, they will be changed by what they learn, and they will grow from their experiences. The adversity these characters overcome, and the challenges they confront, will shape them.
Character development in Star Trek Adventures comes in two forms: characters grow and change periodically during their careers, in events called milestones; alongside this, the character’s renown and reputation will change as they complete missions and make important decisions.
Only Main Characters can receive milestones, but the benefit of a milestone can be used to change a Supporting Character or the ship itself — this represents the Main Character working to improve the crew and the ship. Changes made to Supporting Characters and to the ship must be discussed with the entire group: they belong to everyone, so everyone should have a say.
MILESTONES
A milestone is a meaningful event in a character’s life, a point at which the character reexamines themselves and changes in response to what they’ve experienced. Milestones occur at the end of missions, though a character will not always have a milestone at the end of every mission.
Milestones are connected to a character’s values, and to the Directives present during missions. Values are what drive a character’s actions, and a milestone is a significant point reached because of those actions. Milestones also vary in significance, with greater impact the more a character is involved in the action.
LOG ENTRIES
To reach Milestones and have your character grow, you need to maintain a log. The log is a record of your main character’s adventures, and thus it serves as an accounting of the character’s history in play. You gain Milestones whenever you make a connection between the current adventure and one noted in your log.
At the end of each adventure, create a brief description of the mission itself and how your main character was involved. One or two sentences should be the most you need; if your Gamemaster provides “episode titles” for each adventure, noting down the title of the adventure is sufficient. You’re welcome to write more if you want – and some players may want to – but it’s not essential, and so long as you’ve got a useful reminder of past exploits, any amount is fine. Alongside this, note down which, if any of your Values you used positively, used negatively, or challenged. Some shorthand is useful here: by numbering your Values, you can refer back to them by simply writing V1, V2, V3, etc., (or D1, D2, etc., for Directives), and following any that were used with a + (used positively), a – (used negatively) or an ! (challenged).
Example:
Lieutenant Baxter completes a mission, and Nathan notes down some details about the mission. “Engaged a band of Orion pirates who’d been raiding Federation border colonies. Created sensor ghosts to lure them into ambush.” He then notes which Values he used, noting that he used his first Value, “Always Defend the Weak”, positively, and used his third Value, “Patient with the Unenlightened” – negatively. He notes this down as follows: V1+, V3-.
In addition, if you challenged a Value, you may rewrite that Value. The new Value should relate somehow to what it was before, and how the character’s views have changed as a result of the situation that caused the challenge. It doesn’t have to be a big difference – and often, it won’t be – but the new Value should demonstrate how the character’s perspectives have shifted.
Finally, if you used any of your Values (positively, negatively, or challenged) during that adventure, you may also make an adjustment to your character. This is optional, but it allows characters to adjust and shift in small ways over time. You may do one of the following:
- Adjust your Attributes: Reduce one Attribute by 1 and increase another by 1. You may not increase an Attribute to above 11, nor may you reduce an Attribute to below 7.
- Adjust your Disciplines: Reduce one Discipline by 1 and increase another by 1. You can’t increase any Discipline to more than 4 in this way, nor can you reduce a Discipline below 1.
- Swap one of your Focuses: Change a specialization by studying a different one. Choose one of your Focuses and replace it with a different Focus.
- Swap one of your Talents: Replace an existing Talent with a different one for which you meet the prerequisites.
- Help a supporting character in their training: Adjust one of the supporting character’s Attributes or Disciplines, swap one of their Focuses, or swap one of their Talents, as described above.
REACHING A MILESTONE
Once during any adventure, when you choose to use one of your main character’s values, you may call back to any previous adventure in your log where you used the same Value (or, in the case of Values that were challenged and rewritten, to the new Value created that adventure). Describe how that previous experience influences what is happening now, and then gain one Determination (you’re still limited to the normal maximum of 3). You must then place a tick next to the log entry you called back to, or otherwise mark that you have used it: each log entry may only be used once.
The Gamemaster may veto a call back which seems tenuous or inappropriate to the situation, though this should be done rarely, and if a call back is vetoed, then you may attempt another call back later in that adventure.
At the end of the adventure, when adding to your log, you will receive a Milestone. Note or mark in the log entry for the current adventure that you have received a Milestone, and which previous adventure you called back to (this will be important later).
Once you’ve written the log entry, you may make a change to your character. Select one from the Milestone Options table.
Example:
In a later mission, Lt. Baxter calls upon his “Always Defend the Weak” value, describing how it relates to a similar situation in a previous mission – a mission where he also used that Value. He gains an extra point of Determination immediately. At the end of the mission, Baxter gains a Milestone, and marks in his log that he’s referenced the previous mission.
Afterwards, he chooses a single Milestone benefit. Seeking to improve his effectiveness in a fight, he adds 1 to his Security.
This message was last edited by the GM at 22:05, Sun 21 Aug 2022.