Skelk Portrait
Skelk, c. 2423

Rank Position Service #
Ensign Line Officer, USS Brahe VMM-091-1843 KIT


Species Pronouns Date of Birth Place of Birth
Vulcan He/Him 72282.9 (2395-04-14) Vulcan Lunar Colony
Height Weight Hair Eye
1.8m 86kg Black Brown

Career Milestones

2421 Graduated Starfleet Academy, San Francisco, Earth, Sol System
2421 Assigned to USS Quasar, Helm Officer
2422 First Contact with Orthos civilization, Archidamus System
2423 Assigned to USS Brahe, Helm Officer

Biographical Highlights

Skelk was on Vulcan Lunar Colony but grew up in many places across Federated territories. His mother, T’Been, took her family to these places in her role as a xenoanthropologist. Through this, Skelk’s upbringing was more diverse than that of typical Vulcans and he learned to fit in better than most. His pursuit of a Starfleet career broke his family’s tradition of gaining careers at the Vulcan Science Academy and though he adheres strictly to Kolinahr, he continues to put serious effort into social fields and talents.
He graduated from the Academy with completed degrees in Xeno-Etiquette and Advanced Theoretical Physics. Skelk has displayed a unique aptitude for diplomacy with inter-Federation species as well as temporal theory. Upon graduation, Ensign Skelk was assigned to the USS Quasar as a Helm Officer.
While serving on Quasar, Ensign Skelk was involved in First Contact with the Orthos civilization in the Archidamus System. His duties involved learning Orthos culture and defusing tensions rising from miscommunications.
Ensign Skelk underwent Kolinahr shortly after several Quasar crew were killed in an encounter with Nausicaan pirates, and requested transfer to the USS Brahe.
Skelk is currently posted aboard the USS Brahe.

Immediate Family

Relation Name Occupation Notes
Maternal T’Been Vulcan Xenoanthropologist
Paternal Skolkar Vulcan Immunologist
Sibling V’Luunu Vulcan Pilot

Medical Status

Physical Health Assessment
Status OK for active duty
Date of Last Evaluation 2421
Evaluator Dr. Shysos Ch’vhaolros, Starfleet Medical, San Francisco, Earth
Mental Health Assessment
Status OK for active duty
Date of Last Evaluation 2422
Evaluator Counselor Kicral Okoi, USS Quasar
Notes Ensign Skelk should be observed for symptoms of Post Traumatic Stress caused by violence during his time aboard the Quasar. He has undertaken Kolinahr in the wake of his experiences but I’ve recommended continued Counselor visits.

Star Trek Adventures Character Sheet


A character will typically have one or more Traits, one of which will always be the character’s Species. Traits are essentially descriptions of important parts of the character, in a single word or a short phrase.

Trait Details
Vulcan Due to the harsh, arid, high-gravity world they come from, Vulcans are naturally resistant to extreme heat and dehydration; they are also extremely strong, with keen auditory and olfactory senses. They are also telepathic, though this takes training to properly manifest, and they learn mental discipline and emotional control from childhood. However, this control takes regular meditation to maintain, and their controlled nature and desire for privacy can distance them from others, and make interactions awkward.


Attributes embody the character’s intrinsic physical and mental capabilities, when compared across species, and the ways they prefer to approach problems.

Attributes are discussed in detail on page 95 of the Core Rule Book.

Control 10 Fitness 8 Presence 11
Daring 7 Insight 10 Reason 10


Each character is trained in six Disciplines, which encompass the broad roles that Starfleet officers are expected to be proficient within.

Disciplines are discussed in detail on page 97 of the Core Rule Book.

Command 4 Security 2 Science 4
Conn 3 Engineering 1 Medicine 2


Focuses allow a character to demonstrate talent for a narrower set of disciplines, representing specialization and the kind of expertise that comes from deeper study and practical experiences.

Focuses are discussed in detail on page 100 of the Core Rule Book.


Diplomacy Counseling Cultural Studies
Infiltration Astrophysics Hand Phasers


Talents are additional benefits that a character possesses, that define areas of specialty, the advantages of their personal approach to circumstances, and other decisive abilities.

Talents are discussed in detail on page 135 of the Core Rule Book.

Talents Description
Untapped Potential Whenever the character succeeds at a Task for which they bought one or more additional dice with either Momentum or Threat, they may roll 1⮝ . The character receives bonus Momentum equal to the roll of the ⮝, and adds one point to Threat if an Effect is rolled.
Kolinahr You have undergone the ritual journey to purge all emotion. You reduce the Difficulty of all Tasks to resist coercion, mental intrusion, pain, and other mental attacks by two.
Defuse the Tension Whenever you attempt a Task to persuade someone not to resort to violence, you may add a bonus d20 to your dice pool.
Intense Scrutiny Whenever you succeed at a Task using Reason or Control as part of an Extended Task, you may ignore up to two Resistance for every Effect rolled.


Values describe the attitudes, beliefs, and convictions of that character. These are not simple opinions, but the fundamental structure of the character’s morals, ethics, and behavior.

Coming up with Values can be difficult. A guide to writing them can be found in this Star Trek: Adventures Developers Blog entry. Values are discussed in detail on page 113 of the Core Rule Book.

Values Description
Infinite Diversity in Infinite Combinations Skelk does not fear the unfamiliar - he is endlessly curious about it instead and is always willing to appreciate diversity.
I Must Show that I Can Blend Though he undertook Kolinahr, Skelk appreciates and is fascinated by the depth and variety of emotions around him. He keeps his own feelings under control, but works hard to sense social cues and respond in his own way. Has sharpened a rapier wit within a bone-dry sense of humor.
There Will Always Be a Means to Empathy Skelk’s inexperience shows in his belief that there must be a diplomatic solution to any conflict. Though he accepts that, logically, it will not always be reached, such shortcoming is a failure of those involved.
History Never Repeats Itself, but it Does Often Rhyme. We can intuit our futures by examining similar pasts. Logically, among billions of individuals within millions of generations across dozens of civilizations, most all scenarios have already played out and we can look back to derive our most desired outcome.


Stress is the ability to respond to peril and avoid the worst of it. A character’s normal maximum Stress is equal to the total of the character’s Fitness and their Security Discipline.

Stress is discussed in detail on page 175 of the Core Rule Book.

Maximum Stress: 10


Weapons and other forms of attack, as well as the damage caused by hazards, have a few common traits and values that determine the specifics of how they function. The key
elements of a weapon are what type of weapon it is, its damage rating, the size of the weapon, and any Qualities it possesses that influence how it is used.

Weapons are discussed in detail on page 192 of the Core Rule Book. Additionally, you can find a table of weapons on page 193.

Name Challenge Dice Type Damage Rating Size Qualities Cost
Unarmed Strike ? Melee 1 Knockdown 1H Non-lethal -
Type 2 Phaser ? Ranged 3 1H Charge Standard Issue
Type 3 (Phaser Rifle) ? Charge 4 2H Accurate, Charge Opportunity 1, Escalation 2
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