Site icon Continuing Mission

Extended Options: Cardassian Campaigns

Well, I’ve already published some guidelines for expanding Star Trek Adventures to cover Klingon and Romulan crews. Today, I’m going to push the space-horizon a little further with the perennial adversaries of Deep Space Nine, the Cardassians.

Cardassian Culture

In other columns I’ve given you a scattering of different sources so that you can find the one that’s right for you and/or that doesn’t break your wallet. Here, though, there’s a clear pair of sources to draw from. The first is the source material in the Star Trek series, particularly Chain of Command Part I and Part II (TNG 6×10/11), Cardassians (DS9 2×5), Profit and Loss (DS9 2×18), Tribunal (DS9 2×25), Destiny (DS9 3×15), Improbable Cause (DS9 3×20), and The Die is Cast (DS9 3×21).

The real gold mine, however, is the awesome and free fan sourcebook on the Cardassians for Last Unicorn Game’s Star Trek RPGs. You can find it hosted at Memory Icon in two parts: Book 1 focuses on Cardassian culture, history, and government, while Book 2 is all about making Cardassian characters, with many ideas still relevant to Star Trek Adventures. To set context for the rest of this post, here are some major points in discussing Cardassians.

This means that the default time for a Star Trek Adventures game is a really exciting and risky time to be a Cardassian. They are caught between the Federation, Klingons, Romulans, and Dominion and the cultural fear of being overpowered because of a weak military is becoming a very real possibility. Desperate missions, heroic efforts, and high-adrenaline emergencies are to be found in great numbers, all of which spells out a great campaign.

Cardassian Characters

The first thing, of course, is to pick up Jester’s Cardassian species profile and use that. There are other options, of course, such as playing a Bajoran (either a reluctant ally or a collaborator who left for Cardassia when the Union pulled out) or taking on a Federation attaché working with Central Command. For that matter you could play a representative of the Dominion in a slightly later period from the default year (although that means writing your own Jem’Hadar or Vorta species profiles, or waiting on a Continuing Mission release).

The other main thing to think about is your character’s politics. Starfleet characters (and Klingon and Romulans ones for that matter) tend to be in support of the government. They don’t have to be but being opposed to the Federation would be an unusual choice and something defining for your character. Since the only sure way to get ahead in Cardassian society is to serve in the military, characters are almost assured to have military experience. That doesn’t mean that their allegiance is to Central Command, though. My approach to the complexity of Cardassian politics would be to use the Value in Step 5 of the lifepath to reflect political leanings. During their military career, the Cardassian character would have made decisions about their career trajectory and that’s the place to put it. Some examples would be…

Cardassian Vessels

You can get my guide to Cardassian spaceframes here. The ration of canon-to-fanon is lower than with other species because there are really only three Cardassian designs shown in the series: the omnipresent Galor class, the suddenly-just-there Keldon class, and the never-quite-established Hideki class. This is hardly a wide variety so I’ve relied on the Ship Recognition Guide 2: Ships of the Cardassian Union, an excellent pdf hosted with others on Memory Icon.

Cardassian Missions

As with Federation missions, a lot depends on the type of ship the Player Characters are aboard (or the space station, if you like). In general, though, you can use the same sorts of missions as Starfleet, and consider the following frameworks for your campaign.

 

Exit mobile version