TEXT: STOLEN LIBERTY
  CHRISTOPHER L. BENNETT
  
  STAR TREK ADVENTURES
  051426
  LCARS TERMINAL MUH051433-PDF
  010670
  020420
  CREDITS
  AUX SYS
  SYSTEM DESIGN
  NATHAN DOWDELL
  LINE DEVELOPMENT
  SAM WEBB AND JIM JOHNSON
  WRITING
  CHRISTOPHER L. BENNETT
  EDITING
  JIM JOHNSON
  COVER DESIGN
  RICHARD L. GALE
  GRAPHIC DESIGN
  MATTHEW COMBEN
  LAYOUT
  THOMAS DEENY
  PUBLISHING DIRECTOR
  CHRIS BIRCH
  OPERATIONS DIRECTOR
  RITA BIRCH
  BUSINESS MANAGER
  CAMERON DICKS
  HEAD OF DEVELOPMENT
  ROB HARRIS
  HEAD OF RPG DEVELOPMENT
  SAM WEBB
  PUBLIC RELATIONS
  PANAYIOTIS LINES
  SOCIAL MEDIA MANAGER
  SALWA AZAR
  PRODUCTION MANAGER
  PETER GROCHULSKI
  SCHEDULING
  STEVE DALDRY
  VIDEO PRODUCTION
  STEVE DALDRY
  PUBLISHING ASSISTANT
  VIRGINIA PAGE
  SALES AND MARKETING MANAGER
  RHYS KNIGHT
  ASSISTANT SALES MANAGER
  COLE LEADON
  COMMUNITY SERVICE MANAGER
  LLOYD GYAN
  CUSTOMER SUPPORT
  SHAUN HOKING
  FOR CBS STUDIOS
  BILL BURKE, JOHN VAN CITTERS,  
  MARIAN CORDRY, VERONICA HART,  
  BRIAN LADY, AND KEITH LOWENADLER
  Published by Modiphius Entertainment Ltd.
  2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K.
  INFO@MODIPHIUS.COM 
  WWW.MODIPHIUS.COM
  Modiphius Entertainment Product Number 
  MUH051433-PDF
  The 2d20 system and Modiphius Logos are copyright 
  Modiphius Entertainment Ltd 2019. All 2d20 system text is 
  copyright Modiphius Entertainment Ltd. Any unauthorised use 
  of copyrighted material is illegal. Any trademarked names are 
  used in a fictional manner; no infringement is intended. This is 
  a work of fiction. Any similarity with actual people and events, 
  past or present, is purely coincidental and unintentional except 
  for those people and events described in an historical context. 
  TM & © 2019 CBS Studios inc. © 2019 Paramount Pictures 
  Corp. STAR TREK and related marks and logos are trademarks 
  of CBS Studios inc. All Rights Reserved.
  Artwork and graphics © and ™ CBS Studios Inc. All Rights 
  Reserved., except the Modiphius Logo which is Modiphius 
  Entertainment Ltd. This is a work of fiction. Any similarity 
  with actual people and events, past or present, is purely 
  coincidental and unintentional except for those people and 
  events described in an historical context. 
  
  001
  01.10 
  SYNOPSIS 
   
  002
  01.20 
  ACT 1: THE RELUCTANT ASTRONAUTS 
   
  004
  01.30 
  ACT 2: YOU SAY YOU WANT A REVOLUTION 
   
  009
  01.40 
  ACT 3: WHEN YOU TALK ABOUT DESTRUCTION  
  012
  01.50 
  CONCLUSION 
   
  016
  BY CHRISTOPHER L. BENNETT
  STOLEN LIBERTY
  STOLEN LIBERTY
  CHAPTER 
  01.00 
  082397 
  050670081302030806
  
  002 STAR TREK ADVENTURES
  SYNOPSIS
  CHAPTER
  01.10 STOLEN LIBERTY
  The adventure opens with the crew’s starship surveying a 
  habitable-zone Jovian planet whose third moon is Class-M, 
  with a fission-level civilization. Sensors detect a small, rickety 
  space capsule from that moon descending into the gas 
  giant’s atmosphere. The primitive capsule begins to break up, 
  sending out a distress call even though its homeworld is out 
  of touch behind the Jovian. The crew is obligated to respond 
  and rescue the astronauts, though they cannot be allowed to 
  return home afterward.
  The lead astronaut, named Pakiren, explains that his species, 
  the Pochai, share their native moon Jinidar with another 
  species, the Modar. The small, weak Modar use the burly 
  Pochai as laborers, treating them as an inferior race with few 
  rights. This is why the space capsule was so poorly designed 
  for its mission – its crew was considered expendable.
  The captain assigns a Player to help the rescued Pochai 
  adjust to the starship. Pakiren and his colleagues find it 
  vastly preferable to their oppressed lives back home. Seeing 
  different species working together as equals is paradise for 
  them. Pakiren begs the captain to bring this vision to Jinidar, 
  and don’t understand why Starfleet directives don’t permit it.
  So Pakiren appeals to various members of the crew in 
  private, urging them to defy regulations and help him help his 
  people. If a Player Character is convinced by his arguments, 
  they will help the Pochai steal a shuttle and return home, 
  as well as stealing weapons from the ship’s armory; if not, 
  Players can take over Supporting Characters among the crew 
  who will be convinced to help Pakiren. The security chief (or 
  another Player Character) has a chance to stop the Pochai 
  from stealing an armed shuttle, but fails.
  The captain must take the ship to Jinidar under stealth, hoping 
  that the situation can be resolved with minimal contamination. 
  But the Pochai are broadcasting across the entire moon, urging 
  their people to rise up in revolt, and promising to use the shuttle’s 
  phasers and shields against the Modar.
  Now that the secret is out, the crew must do two things – 
  retrieve their equipment and negotiate an end to the fighting. 
  But contacting the Modar will reveal that they believe the 
  crew initiated the revolt, since they assume the Pochai are 
  too passive and unintelligent to have done it themselves.
  Pakiren attempts to use the shuttle to attack Modar forces, 
  and the Player or Supporting Character must decide whether 
  to try to stop him. If they’re unsuccessful in convincing the 
  Pochai to stand down, the captain and crew will need to 
  find another way to force the shuttle down and retake it 
  and the weapons. After that comes the greater challenge of 
  negotiating peace between the two species.
  DIRECTIVES
  In addition to the Prime Directive, the Directives for this 
  mission are:
   §
  Respond to all distress calls from space-going vessels
   §
  Prevent Starfleet weaponry from falling into 
  unauthorized hands
   §
  Starfleet Directive 010: Before engaging alien species 
  in battle, any and all attempts to make first contact and 
  achieve non-military resolution must be made.
  The Gamemaster begins this mission with 2 points of 
  Threat for each Player Character in the group.
  
  003
  STOLEN LIBERTY
  This scenario presumes a setting in 2371, yet it can easily be 
  adapted to any time frame in which the Prime Directive is in 
  effect. The one exception is the Star Trek: Enterprise era (the 
  2150s-60s). In that time frame, the Prime Directive does not 
  yet exist, so Starfleet crews would be free to make contact 
  with Jinidar. However, Earth Starfleet is not a military force; 
  its personnel see themselves as explorers and scientists, and 
  should thus be reluctant to embrace a military solution. This 
  scenario would play out according to the Optional Alternate 
  Story Sequence detailed on page 011.
  Earth Starfleet ships are not heavily armed. Even the limited 
  armaments (phase pistols, particle rifles, and stun grenades) 
  available for the Pochai to steal could be game-changing on 
  Jinidar, but losing them would leave the Starfleet crew badly 
  under-protected, providing an additional incentive to deny 
  Pakiren’s request and to recover the weapons after their theft. If 
  shuttle combat comes into play in Act Three, keep in mind that 
  Earth Starfleet shuttlepods are only lightly armed with plasma 
  cannons and shielded only with polarized hull plating, which 
  could make them more vulnerable to Jinidarian artillery.
  If the Players’ crew in the Enterprise era includes MACO Player 
  Characters or Supporting Characters, then those MACOs might 
  be more willing to side with Pakiren and help the Pochai fight 
  for freedom. This could lead to some lively debates between the 
  Starfleet and MACO characters.
  Additionally, keep in mind that transporters are uncommon and 
  unreliable in the 22nd century, and grappling lines are used 
  instead of tractor beams. This could affect the initial rescue 
  sequence to a minor degree. When showing the Pochai around 
  the ship, keep in mind differences in technology in different 
  eras. For instance, the 24th century uses replicators; the 23rd 
  uses food synthesizers and an automated dumbwaiter system; 
  and the 22nd uses protein resequencers and preserved food 
  stores, or a live chef if the ship is large or prestigious enough. 
  Also, 22nd-century ships have water showers instead of sonic 
  showers.
  ADAPTING THIS MISSION TO OTHER ERAS
  RESOURCES
  DVA
  PHAR
  MERC
  FLDSMDFR
  SOLACE
  7584
  91770
  11
  5931
  61884266
  0334
  98383
  6444
  28033
  79597
  90038
  67
  78505
  5653
  34344
  9022
  4938
  67
  29844
  4542
  56
  7890
  300
  3422
  34
  56777
  45432
  3432
  67
  3322
  78
  2232
  2432
  343
  7900
  33222
  4322
  53232
  43672
  1063
  5977
  3234
  530
  34545
  56443
  3532
  3242
  4344
  45
  42412
  56332
  34344
  9022
  4938
  652
  1092
  54353
  865
  
  004 STAR TREK ADVENTURES
  SCENE 1: THE DISTRESS CALL
  The initial challenge for the Players is to maintain a safe orbit 
  around the warm Jovian while remaining out of sight of the 
  inhabited moon, which is emitting radio pulses consistent 
  with deep-space radar and thus is presumably at a level 
  of civilization that could potentially detect the ship. This is 
  both a Navigation Task (Reason + Conn assisted by ship’s 
  Computers + Conn) with a Difficulty of 1 and a Helm Task 
  (Control + Conn aided by ship’s Engines + Conn) with a 
  Difficulty of 1.
  The Jovian (a Class J gas giant) is roughly the size of Jupiter 
  (about 140,000 km in diameter) but of slightly larger mass 
  (about 2 x 1027 kg or 330 Earth masses). Because it’s in the 
  star’s habitable zone, it’s warm enough to have white clouds 
  of liquid water rather than brown ammonia clouds like Jupiter, 
  though its atmosphere is mostly hydrogen and methane. 
  Beneath and between the white cloud bands are bands of 
  deep, featureless blue.
  The radiation belts are toroidal (doughnut-shaped) fields of 
  high-energy protons and electrons, captured by the planet’s 
  powerful magnetic field and accelerated to relativistic speeds, 
  making them as deadly as any phaser or disruptor barrage if 
  a ship gets deep enough within them. The belts extend out 
  to roughly 600,000 km from the planet in its equatorial plane 
  and are typically up to 10,000 km in thickness north to south, 
  though they can surge outward or tilt as the planet’s magnetic 
  field fluctuates under influence from the stellar wind. 
  The belts engulf the orbits of the inner two large moons. 
  The physical parameters are given here in the event that 
  the Gamemaster wishes to have the Players explore or 
  examine them: Moon 1 (Truvus) is a molten, sulfurous, highly 
  volcanic world like Jupiter’s moon Io (diameter 5600 km, 
  orbiting the Jovian every 1.2 days at a radius of 330,700 
  km). Moon 2 (Mygor) is barren and rocky, with more limited 
  volcanic activity giving it a thin, toxic atmosphere (diameter 
  8800 km, orbiting every 2.4 days at radius 525,000 km). 
  The third large moon (Jinidar) is a smallish M-class world 
  about 10,200 km in diameter (80% of Earth), orbiting in 
  4.8 days at 833,400 km, comfortably outside the radiation 
  belts and protected from their occasional surges by its 
  own magnetic field and atmosphere. The moons are in 
  orbital resonance with each other like Jupiter’s Galilean 
  satellites, hence the regular ratio between their periods and 
  distances. Note that the characters do not yet know the 
  indigenous names of the moons, which are given here for the 
  Gamemaster’s convenience. 
  While coordinating sensor probes to gather data from Moon 
  3, the science officer detects a small metallic object skirting 
  the Jovian’s outer atmosphere. The commanding officer or a 
  science officer may suggest making a closer scan. Due to the 
  smallness of the object and the interference from the radiation 
  belts, this is a Reason + Science Task with a Difficulty of 2, 
  aided by ship’s Sensors + Science. If necessary, bringing the 
  ship closer to the object will decrease the Difficulty. Success 
  will reveal that the object is a small, primitive space capsule, 
  made of metals with a spectroscopic profile consistent with the 
  minerals of the third moon. Atmospheric resistance is slowing 
  the capsule, causing its orbit to decay toward the Jovian, and it 
  lacks the structural integrity to survive descending much deeper 
  into the atmosphere. It is attempting to thrust outward and halt 
  its descent, but its thrusters are too weak, their performance 
  CHAPTER
  01.20
  ACT 1: THE RELUCTANT ASTRONAUTS
  STOLEN LIBERTY
  STARDATE 48611.5
  We have arrived at star system FGC-20903, following up on an 
  automated survey probe’s detection of conventional radio signals 
  from the vicinity of the star’s second planet, a warm Jovian within 
  the system’s habitable zone. Scans have confirmed that the signals 
  emanate from the Jovian’s third large moon, an M-class world 
  supporting a technological civilization at a nuclear fission level, 
  roughly Grade F on the industrial scale.
  We have positioned ourselves on the far side of the gas giant to 
  avoid detection while we gather information on the populated 
  moon with sensor probes. However, we must take care to avoid the 
  planet’s radiation belts, which engulf the innermost two large moons 
  and can shift outward unpredictably.
  CAPTAIN’S LOG
  
  005
  STOLEN LIBERTY
  erratic and inefficient. The capsule doesn’t seem well enough 
  built for such a risky undertaking as space travel near the Jovian.
  The capsule begins emitting a distress call, even though its 
  signal can’t possibly reach its home moon with the Jovian 
  in the way. The speaker is female (Tomilor) but has a strong, 
  gruff voice:
  “This is Interlunar Probe Twelve. We are in immediate distress. 
  We are caught in Zafrel’s gravity well. Our orbit is decaying into 
  its outer atmosphere and we are unable to generate sufficient 
  thruster power to break free. We are in full eclipse from Jinidar 
  and unable to contact Master Control. If any other listener is 
  somehow able to receive this message, please respond and 
  advise! Repeat, this is Interlunar Probe Twelve…”
  The Players’ crew are the only people who can possibly 
  hear this signal or respond to it in time. This creates a Prime 
  Directive conundrum which will hopefully provoke debate 
  among the Players. But there are factors that argue in favor of 
  responding. Under the circumstances, the astronauts could 
  be rescued and taken back to Federation space, and their 
  homeworld would believe they simply died. Indeed, since they 
  knew their people could never hear them, their distress call 
  could be considered a direct appeal to any aliens who might 
  exist, and regulations would thus require responding. If the 
  Players are sticklers for the Prime Directive and resist this 
  interpretation, the decision will be made for them when they 
  start to receive a new distress signal addressing them directly; 
  the occupants of the capsule have succeeded in spotting the 
  starship. With the distress call unambiguously addressed to 
  them, they’re now obligated to help.
  The radiation environment around the Jovian creates enough 
  interference that transporters can’t reliably lock on to the 
  capsule’s occupants unless the ship closes to extremely close 
  Range. This leaves two options.
   §
  The ship may draw close enough to attempt using a 
  tractor beam to draw the capsule out of the atmosphere. 
  Tractors are normally used at Close Range, but under 
  the circumstances, the attempt can be made to amplify 
  them for Medium Range by a Power Management Task 
  to reroute power to the tractors. This is a Daring or 
  Control + Engineering Task with a Difficulty of 2, which 
  may Succeed at Cost. If successful, the attempt can be 
  made to snare the capsule with the tractor beam. This is 
  a Control + Security Task with a Difficulty of 3 (baseline 
  2, +1 for the distance and environmental attenuation). The 
  capsule is so fragile that the gravitational gradients in the 
  tractor beam could tear it apart unless the beam remains 
  perfectly centered; thus, the capsule takes 2 points of 
  damage for every Success short of 3 , and 1 additional 
  point of damage for each Round it remains within the 
  beam. There should be enough advance warning of 
  imminent capsule destruction for the Players to abort the 
  attempt and try something else. If the Task is successful, 
  the crew may be beamed aboard once the capsule is in 
  range, or the capsule may be brought into the shuttlebay 
  if the bay is large enough.
   §
  The ship may alternatively attempt to match course 
  with the falling capsule and come into Close Range to 
  beam the occupants aboard. This requires plunging 
  the ship into the Jovian’s atmosphere, a Hazard with 
  a baseline damage rating of 1  per Round, +1  for 
  each Round beyond the first (i.e., 1  in the first Round, 
  2  in the second, 3  in the third, etc.) that the ship 
  remains in atmosphere. This is because the atmosphere 
  is growing denser and hotter as the ship and capsule 
  descend deeper within it. Closing to transporter range is 
  a Maneuver Task with a Difficulty of 2, and should take 
  at least 2 Rounds, +1 Round for every Success short of 
  3 . On reaching Close Range, the next Round will be the 
  attempt to lock transporters, a Sensors + Engineering 
  Task with a Difficulty of 2, +1 for each successive Round. 
  Upon achieving a lock, beaming the capsule’s occupants 
  off is a Control + Engineering Task with a Difficulty of 3 
  (baseline 2, +1 for atmospheric interference), assisted by 
  Sensors + Engineering.
  Upon successfully retrieving the crew, they will be beamed to 
  sickbay, where the captain and other selected Players should 
  proceed to meet them.
  A primitive interplanetary (technically interlunar) space capsule 
  comparable to the early Apollo and Soyuz spacecraft of Earth, but 
  cruder in design and badly lacking in safety features. Basically a 
  metal barrel with thrusters.
  –
  COMMAND
  –
  SECURITY
  01
  SCIENCE
  01
  CONN
  01
  ENGINEERING
  –
  MEDICINE
  04
  COMMS
  03
  ENGINES
  02
  STRUCTURE
  02
  COMPUTERS
  04
  SENSORS
  –
  WEAPONS
  DEPARTMENTS
  SYSTEMS
  POWER: 3 
  SHIELDS: 0
  SCALE: 1 
  RESISTANCE: 1
  CREW COMPLEMENT: 3
  ATTACKS: None
  JINIDARIAN SPACE CAPSULE
  
  006 STAR TREK ADVENTURES
  SCENE 2: PAKIREN
  The rescued astronauts are three burly humanoids (two 
  male, one female) with vaguely bearish features, but with 
  large eyes and long, dexterous fingers. They are disoriented 
  and confused by their unfamiliar surroundings and by the 
  Starfleet crew, but there is an air of relief and hopefulness 
  about them as well. The shorter male steps forward fearlessly 
  to greet the Players on their arrival. He speaks for the others, 
  introducing himself as Pakiren, the female as Tomilor, and the 
  larger male as Samaz. Their world is called Jinidar, and their 
  people are the Pochai.
  Pakiren explains that their mission was part of a larger 
  crewed space program to explore the Jovian, Zafrel, and 
  its moon system. They were sent through Zafrel’s outer 
  atmosphere as part of a sampling mission, as well as an 
  aerobraking maneuver to put them on course for the inner 
  moon Truvus in hopes of taking mineral samples and 
  assessing its viability for mining. (The Players should be 
  made aware of the highly volcanic, geologically volatile 
  conditions and toxic atmosphere of Truvus, making it 
  surprising that living beings would be sent into such danger 
  instead of automated probes. But the Pochai should be 
  stoically accepting of being sent into such mortal peril.) Their 
  thrusters proved inadequate to hold course when Zafrel’s 
  outer atmosphere proved denser than predicted.
  At this point, the Starfleet engineer should report on the 
  bewilderingly shoddy design of the craft, which was far 
  too crude and lacking in safety features for such a risky 
  undertaking. If asked why they would take such a reckless 
  risk, Pakiren explains with stoic acceptance, though with a 
  subtle undercurrent of bitterness:
  “That is the Pochai’s role. We do what the Modar cannot 
  — the heavy work, the dangerous work. The risk is only 
  to Pochai, so why should the Modar not take it? It is only 
  through Pochai sacrifice that the Modar have built our world.”
  Further questioning from the crew should elicit the following 
  answers from Pakiren and Tomilor as appropriate:
   §
  The Modar are a different species, smaller and frailer 
  without the Pochai’s strength or dexterity. Yet they rule 
  Jinidar, and the Pochai do their bidding.
   §
  The Modar have always ruled, and the Pochai have 
  always served. Most Modar are kind enough to their 
  Pochai servants as long as they are obeyed without 
  question, but sometimes their needs require the risking 
  or sacrifice of Pochai lives. This is particularly true of the 
  space program, in which Pochai have been used as live 
  test subjects from the beginning. In the past two decades 
  of rocketry research, dozens of Pochai have died from 
  rocket explosions or crashes, suffocated or received fatal 
  doses of radiation in space, or been vivisected after their 
  safe return to study the effects of space on living tissues. 
   §
  The Pochai are taught to honor those who died in the 
  service of increasing Modar knowledge, and to be willing 
  to give their own lives to the cause with pride. In practice, 
  Pakiren and the other astronauts take little pride in being 
  sent out to die, but it brings them some consolation to 
  hope that their deaths might lead to improved spacecraft 
  so that fewer Pochai will need to die in the future.
   §
  The reason the Pochai accept subjugation to a weaker 
  species is because, in ancient times, the Modar seemed 
  like gods, with knowledge beyond Pochai understanding. 
  They could sense the coming of danger, find water or 
  metals underground, and predict the coming of the 
  burning plagues heralded by auroras in the sky, leading 
  those they favored to safety in the caves. Thus, the 
  Pochai revered them as gods and allowed themselves to 
  be tamed.
   §
  Today, the astronauts and other Pochai like them — 
  those who serve in advanced scientific projects like 
  the space program and thus need a degree of science 
  education – understand that the Modar have thermal 
  and magnetic senses the Pochai lack, enabling them to 
  achieve their feats, including the ability to see the onset 
  of surges in Zafrel’s radiation belts that weaken Jinidar’s 
  protective magnetic field. Pakiren and others like him 
  understand that the Modar are not divine, though many 
  Pochai still cling to the old worship. Still, even without 
  belief in their divinity, the whole civilization relies on 
  Modar rule and Pochai servitude; what else is there?
  This would likely lead into a discussion in which the 
  Players explain to Pakiren and the others that they’re free 
  now, that they can live out the rest of their lives in the 
  Federation, a society where all species are equal and no 
  one is exploited. The Pochai should have some difficulty 
  believing or accepting this, though they are eager to hope it’s 
  true. After all, they were sent out with little hope of survival 
  and were resigned to death when they began to sink into 
  the atmosphere, but now they’re alive and safe and being 
  treated with kindness by beings with technology even more 
  advanced than the Modar’s. They have much reason to hope, 
  but it will take some convincing.
  The captain, naturally, has other duties, so they should assign 
  another Player to take charge of the Pochai and guide them 
  through their adjustment to their new life, at least until they 
  can be transferred to experts at a starbase.
  
  007
  STOLEN LIBERTY
  PAKIREN [MAJOR NPC]
  TRAITS: Pochai
  ATTRIBUTES
  DISCIPLINES
  05
  COMMAND
  03
  SECURITY
  02
  SCIENCE
  04
  CONN
  02
  ENGINEERING
  01
  MEDICINE
  10 
  CONTROL
  11
  FITNESS
  12 
  PRESENCE
  11
  DARING
  08
  INSIGHT
  08
  REASON
  VALUES:
   §
  I Must Protect My People
   §
  A Life of Servitude Is Not Enough
  FOCUSES: Leadership, Persuasion, Piloting, Spacecraft 
  Operations, Strategy
  STRESS: 14 
  RESISTANCE: 0
  WEAPONS: None
  SPECIAL RULES:
   §
  TOUGH. When Avoiding an Injury, the cost is reduced by 1, 
  to a minimum of 1. 
  TOMILOR [MAJOR NPC]
  TRAITS: Pochai
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
  01
  SECURITY
  04
  SCIENCE
  02
  CONN
  02
  ENGINEERING
  05
  MEDICINE
  09 
  CONTROL
  10
  FITNESS
  10 
  PRESENCE
  10
  DARING
  11
  INSIGHT
  10
  REASON
  VALUES:
   §
  Pochai Deserve Better Treatment
   §
  I Don’t Want to Give Up Any More Children
  FOCUSES: Medicine, Science, Spacecraft Operations, 
  Life Support
  STRESS: 11 
  RESISTANCE: 0
  WEAPONS: None
  SPECIAL RULES:
   §
  TOUGH. When Avoiding an Injury, the cost is reduced by 1, 
  to a minimum of 1. 
  SAMAZ [NOTABLE NPC]
  TRAITS: Pochai
  ATTRIBUTES
  DISCIPLINES
  –
  COMMAND
  02
  SECURITY
  01
  SCIENCE
  02
  CONN
  03
  ENGINEERING
  01
  MEDICINE
  08 
  CONTROL
  11
  FITNESS
  09 
  PRESENCE
  11
  DARING
  08
  INSIGHT
  07
  REASON
  VALUES:
   §
  I Obey Those Wiser Than Myself, Especially Pakiren
  FOCUSES: Mining, Engineering, Heavy Lifting, 
  Spacecraft Operations
  STRESS: 13 
  RESISTANCE: 0
  WEAPONS: None
  SPECIAL RULES:
   §
  TOUGH. When Avoiding an Injury, the cost is reduced by 1, 
  to a minimum of 1. 
  
  008 STAR TREK ADVENTURES
  SCENE 3: TOURING THE SHIP
  This is a flexible sequence, with the Player assigned as 
  the Pochai’s guide showing them around the ship and 
  introducing them to aspects of Federation/Starfleet life as 
  the Player sees fit. The three Pochai should ask questions 
  informed by (and revealing things about) their own history 
  as a slave race being exposed to interspecies equality 
  and freedom for the first time. They may have trouble 
  understanding or believing that the different species aboard 
  the ship are truly equal, so the Player might be well advised 
  to let them observe interactions between Player Characters 
  or Supporting Characters of different species. This would 
  allow establishing personal bonds between the Pochai 
  and those Characters, laying the groundwork for Pakiren’s 
  efforts to win those Characters over in Act Two. (This could 
  also be an opportunity for the Players to act out scenes 
  advancing ongoing character and relationship arcs otherwise 
  unconnected to the main story.)
  The individual Pochai would react in different ways specific to 
  their personalities:
   §
  Pakiren is a natural leader with a nascent sense of 
  idealism; he’s always sensed that things could be better, 
  but he hasn’t been able to visualize how until now. He’s 
  eager to learn more about the Federation’s egalitarianism 
  and the freedom of its citizens to lead whatever lives 
  they desire, but he might be wary of what he’s told and 
  hesitant to accept something that seems too good to be 
  true. Thus, he may encourage the crew to talk about their 
  life experiences and those of their family members, but 
  he would be a probing, skeptical inquisitor. His scientific 
  training makes him fascinated by the alien beings and 
  advanced technology around him, eager to learn more 
  about them, but that same training compels him to think 
  critically. He’s also curious about the ship’s weapons 
  and the crew’s combat capabilities, but he cloaks 
  that curiosity as best he can for the moment; the idea 
  beginning to form in his head is still too tentative for him 
  to risk giving it away.
   §
  Tomilor is the group’s medic and life support specialist. 
  She’s particularly interested in what the sickbay scans 
  reveal about Pochai anatomy and how to treat it; Pochai 
  medicine has not been developed to the same level of 
  sophistication as Modar medicine, since Pochai lives 
  are considered more expendable. She’s also impressed 
  by the gender equality in Starfleet. Pochai females are 
  expected to prioritize childbearing, so as to maintain 
  a suitable labor force for the Modar. The only reason 
  there are females in the space program is because the 
  Modar hope to establish mining colonies on the other 
  moons and will need breeding stock, so they wish to 
  study the effects of space on female bodies as well as 
  male. Tomilor had already borne half a dozen children 
  before being recruited for space, and she has now been 
  rendered sterile by radiation exposure on an earlier test 
  flight. She has good reason to expect that she might 
  have been vivisected if she had returned alive from the 
  mission, since she is no longer needed as a breeder. She 
  still thinks about her children often, though they were 
  taken away from her years ago. She resisted growing 
  too attached to them, knowing what kind of life they had 
  in store. Learning that Federation children of all sexes 
  are free to fulfill their potential and remain close to their 
  families is deeply affecting to her.
   §
  Samaz is a heavy laborer and miner, sent to assess the 
  mining prospects on the inner moon and to perform any 
  needed physical labor. He’s well-trained in spacecraft 
  operations, but not especially bright or imaginative, 
  since his upbringing didn’t encourage the development 
  of those traits. He’s obedient by nature, but he feels a 
  special loyalty to Pakiren, who has shown him far more 
  kindness and respect than any Modar ever will. He also 
  reveres Tomilor as a surrogate mother figure of sorts 
  and would do anything for her. He’s not as inquisitive 
  as the others, content to watch and listen and to follow 
  the others’ lead. He’s somewhat frightened by the 
  sheer alienness of everything and everyone around him, 
  but his reflex is to be deferential to those who display 
  more power or intelligence than he has, which includes 
  everyone on the ship – as long as he doesn’t suspect 
  them of posing a threat to Pakiren or Tomilor. In that 
  case, the other two may need to hold him back.
  After the Pochai have been shown around enough to let the 
  freedom and power of Starfleet really sink in, Pakiren has a 
  private talk with his fellow astronauts and then asks to speak 
  to the captain. When they meet, Pakiren makes a heartfelt 
  request of the captain: 
  “We are truly grateful for your rescue, and for your kindness in 
  offering to let us live out our lives in the Federation and share 
  in the freedom you enjoy. But we cannot stand to accept this 
  remarkable gift for ourselves, knowing that our people back 
  home will continue to live in servitude, that children will still 
  be taken from their parents, that Pochai lives will be casually 
  sacrificed for Modar convenience.
  You have a vessel of amazing power, backed by a mighty 
  civilization. If you can offer this freedom to three Pochai, then 
  you can offer it to eight hundred million. Please, Captain – 
  take us back to Jinidar. Help us free all Pochai from slavery.”
  
  009
  STOLEN LIBERTY
  SCENE 1: POLICY DEBATE
  The captain and senior staff meet in conference with the 
  three Pochai astronauts in an attempt to explain to them 
  delicately why the Prime Directive prohibits Starfleet from 
  intervening on Jinidar. However bad things are there, it’s up 
  to the Pochai and Modar to solve their own problems without 
  well-intentioned outside interference that might do more 
  harm than good. But Pakiren and Tomilor are unconvinced, 
  and they make the following arguments in the course of their 
  dialogue with the Player Characters:
  Pakiren: “You say we should not be interfered with by 
  other species. But the Pochai have been interfered with by 
  the Modar throughout our history. We have never not been 
  interfered with. Does your Directive not compel you to stop 
  that interference?”
  Pakiren: “You say it is up to us to resolve this problem for 
  ourselves. But we have never even known an alternative 
  existed. How will my people learn that it is possible to live 
  another way, a more equal way, unless we return and tell 
  them what we have seen out here? Or better yet, unless you 
  go there and show them the equality between species that 
  you have shown us?”
  Tomilor: “You do not need to force the Modar to change. 
  Simply show both species that there is a better way for us all 
  to live. You say you want to protect our right to choose, but 
  how do you do that by deciding that we are not allowed to be 
  aware of the choice?”
  Pakiren: “If you take us to live in your Federation, then we 
  will find someone who will bring us back here to reveal these 
  new truths to our people. If we are truly free, then you will not 
  be able to stop us. But many Pochai will suffer and die in the 
  meantime. Since we will go back anyway, there is no reason 
  not to take us back now.”
  Tomilor: “You speak in the abstract of societies and their 
  right to choose. What of the children who are taken from their 
  mothers, who are raised to serve and sacrifice and die? Where 
  is their right to choose? Please, think of what they will face – of 
  what their mothers will have to endure. And help them.”
  But the Prime Directive is firm, and the captain and crew are 
  presumably aware that such intervention would probably 
  cause worldwide upheaval. As discussed in the core 
  rulebook, Chapter 3: Your Continuing Mission, pp. 55-57, 
  there can be exceptions made to the Prime Directive, but as 
  a rule, any intervention should be done in a way that causes 
  the least possible disruption. What the Pochai are asking is 
  for Starfleet to take action that would fundamentally alter the 
  entire shape of a civilization, and that is too massive a step to 
  take unilaterally. Starfleet Command would almost certainly 
  not authorize such an action, and the penalties to a captain 
  who made such a choice would likely be career-ending. 
  (Note: This might be less true in a 23rd-century setting, 
  in which the Prime Directive often was interpreted as an 
  obligation to stop others’ interference in a society.)
  At the very least, even if the captain does not reject Pakiren’s 
  pleas outright, this is a question that will require careful 
  consideration, and possibly consultation with Starfleet 
  Command, before a decision is made. Either way, Pakiren 
  and his fellow astronauts will not be satisfied with the 
  outcome of the meeting.
  ACT 2: YOU SAY YOU WANT A REVOLUTION
  CHAPTER
  01.30 STOLEN LIBERTY
  ANGL
  VERT
  COLUMN
  DIFF
  VANS
  08
  132002
  DNNY
  0308
  MASC
  EMMEF
  INDENTIFIER (CHILD)
  
  010 STAR TREK ADVENTURES
  SCENE 2: PERSUADING THE CREW
  With the captain unwilling to act, Pakiren and Tomilor 
  (with Samaz following their lead) go to the crew and try to 
  convince individual Player and Supporting Characters to 
  assist them, even if it means defying their captain and the 
  Prime Directive. Since Pakiren has a high Presence rating, 
  this should reduce the Difficulty of the Persuasion Task 
  for him, or from another perspective, increase the Player’s 
  Difficulty for resisting persuasion. Tomilor’s high Insight 
  rating should also aid her in persuading others, letting her 
  empathize with her listeners and offer arguments that appeal 
  to their Values.
  Players should be aware that their characters will face 
  discipline if they defy orders. However, the opportunity for 
  character development through challenging their Starfleet 
  Values could entice some Players to take the chance, while 
  other Player Characters’ Values may override their loyalty 
  to Starfleet (for example, a Bajoran character who grew up 
  under Cardassian oppression might identify more strongly 
  with the Pochai than with Starfleet). 
  Any characters that Pakiren and Tomilor successfully 
  persuade will agree to help them steal a shuttle to return to 
  Jinidar and attempt to free their people. Pakiren will feel out 
  their willingness to steal weapons from the ship’s armory as 
  well. If they are resistant, he will not press the issue, but will 
  consider other means.
  If none of the Players feel their primary characters would 
  agree to defy orders to help the Pochai escape, or if Pakiren 
  and Tomilor otherwise fail in their Persuasion Tasks with the 
  Player Characters, then one or more Players may take over 
  Supporting Characters whose Values, Focuses, and personal 
  history would make them more inclined to help. Using a 
  Supporting Character might make a Player more willing to 
  take a potentially career-ending action without risking their 
  primary character. If no existing Supporting Character is 
  suitable, new ones may be created. Ideally, at least one 
  Supporting Character who helps the Pochai should be a 
  security officer, in order to gain access to the armory and 
  steal weapons.
  If two or more characters side with the Pochai, they might 
  differ in their willingness to steal weapons. A more reluctant 
  character might not learn of the other character’s weapons 
  theft until afterward, creating a moral dilemma for that Player: 
  do they continue to help the Pochai, or do they break ranks 
  and confess to the captain?
  SCENE 3: GRAND THEFT SHUTTLECRAFT
  On the bridge, the science officer reports to the captain that 
  a moderately strong magnetic storm is approaching the 
  ship. It should pose no danger to the ship and requires no 
  more than minimal shields, but it will interfere with sensors, 
  communicators, and other external systems. Yellow alert is 
  advisable as a precaution.
  Because of this heightened alert status, the security chief (or 
  first officer or other appropriate Player Character) is alerted 
  to the attempt of the Pochai’s ally to override the shuttle bay 
  controls, and leads a team to the hangar bay to intercept 
  them. (If the ally is the security chief, obviously a different 
  character will need to fill this role.)
  The security chief can try to talk Pakiren and his ally or allies 
  out of their shuttle theft using Social Conflict, while they in 
  turn try to convince the chief to let the Pochai go, or even 
  to join them. If Pakiren and his allies succeed, the chief will 
  order the security team to stand down and let the shuttle go. 
  If the chief refuses to back down, then Pakiren and Samaz 
  will open fire and combat will ensue. The Pochai’s high Stress 
  score and Tough Talent should give them an advantage in 
  physical conflict, as will the assistance of their Starfleet allies. 
  Also, the security team’s hearts are probably not in the fight, 
  given how sympathetic the Pochai and their cause are. Their 
  reluctance should make it easier for Pakiren and Samaz to 
  overpower them, whereupon they will take their weapons and 
  steal the shuttle anyway. Their Starfleet ally will accompany 
  them in fleeing the ship. If they have more than one ally, 
  arrange for at least one to escape with the Pochai and at 
  least one to be captured or stunned by security. This could 
  generate an optional scene in which the captain confronts 
  the captured character in the brig. Alternatively, if an ally has 
  second thoughts and backs out or tries to help the security 
  team, that could ameliorate the captain’s reaction. Make 
  sure at least one Player Character or Supporting Character 
  escapes with the Pochai, however.
  On the bridge, the captain and crew will attempt to stop the 
  escaping shuttle, but the magnetic storm prevents them 
  from using transporters or tractors. Any attempt to use these 
  systems will be an automatic failure. If the captain orders 
  firing on the shuttle to disable its engines, the attempt to 
  achieve a target lock will also be an automatic failure. No 
  doubt the Pochai’s allies in the crew timed their escape to 
  use the cover of the storm. There is nothing the ship can 
  do to prevent them from reaching Jinidar and starting a 
  Pochai uprising.
  
  011
  STOLEN LIBERTY
  OPTIONAL ALTERNATE STORY SEQUENCE
  In the unlikely event that the captain is willing to bend the 
  Prime Directive enough to make open contact with Jinidar 
  and offer negotiation (or in a 22nd-century version of the 
  campaign before the Prime Directive exists), then Prime 
  Minister Verodif will thank the captain for rescuing their 
  “astronautical test subjects” and request their return, but 
  Pakiren tells the captain that they may be subjected to 
  intensive interrogation, experimentation, and possibly even 
  dissection to assess the impact of their contact with aliens. 
  They certainly will not be allowed to spread the knowledge of 
  Federation equality to their fellow Pochai.
  Pakiren requests that the captain use the ship’s 
  communication system to broadcast his message to the 
  Pochai moonwide. If the captain refuses, then Scenes 2-3 
  can play out essentially as described above, though the 
  radiation storm would need to grow far more intense and 
  require the ship to retreat from Jinidar orbit for several hours 
  following the shuttle theft, so that events on Jinidar could 
  play out as described below. 
  If the captain agrees to broadcast Pakiren’s message and 
  reveal knowledge of the Federation to his people, then the 
  story goes directly into Act Three, Scene 1, as the crew 
  watches the Pochai on the surface react to the revelations 
  and begin offering resistance over the hours that follow. 
  Verodif’s message accusing the crew of fomenting the 
  uprising will need to be rephrased accordingly – in part 
  because it will be somewhat accurate in this case. Pakiren 
  will plead with the captain to stop the government troops 
  from slaughtering the striking workers. Assuming the captain 
  refuses to intervene militarily, then Act Two, Scenes 2-3 
  can play out and the narrative will proceed in a somewhat 
  different order.
  TRAITS: Starfleet Shuttlecraft
  –
  COMMAND
  01
  SECURITY
  –
  SCIENCE
  01
  CONN
  01
  ENGINEERING
  –
  MEDICINE
  07
  COMMS
  05
  ENGINES
  05
  STRUCTURE
  06
  COMPUTERS
  05
  SENSORS
  05
  WEAPONS
  DEPARTMENTS
  SYSTEMS
  POWER: 3 
  SHIELDS: 4
  SCALE: 1 
  RESISTANCE: 1
  CREW COMPLEMENT: 1 or 2, plus 6 passengers
  ATTACKS: Phaser Bank (Energy, Range Medium, 3 , Versatile 2, 
  Escalation 2)
  SHUTTLECRAFT
  ALPHA 
  STATUS
  REJUVE
  OVERTHRUST
  GEL
  4913
  EXPANSE
  ARM
  17YO
  YRLIST
  AGE
  APPLY TABLE STYLES
  GRENDL
  
  012 STAR TREK ADVENTURES
  SCENE 1: THE UPRISING
  As soon as the ship reaches high orbit of Jinidar (still 
  stealthed by their shields, like the Enterprise in The Original 
  Series: “Assignment – Earth”), the communications intercepts 
  from the surface confirm that the captain’s hopes were 
  futile. Pakiren and his Player ally have used the shuttle’s 
  communications system to hijack the planet’s broadcasting 
  networks and transmit Pakiren’s message of freedom 
  planetwide, backed up with audio-visual records from the 
  shuttle’s Starfleet database proving that there are advanced 
  aliens of many species out in the Galaxy, living together as 
  equals. Pakiren also tells his people that he has powerful 
  alien weapons that he will use to help them fight for their 
  freedom, stressing that the races of Starfleet are much more 
  powerful than the “divine” Modar. 
  Over the next few hours, observation of the surface reveals 
  many Pochai organizing in mass protest or going on strike, 
  demanding freedom. Many more Pochai remain loyal to 
  their Modar masters and are putting down the protests and 
  strikes by force – but that use of force is only intensifying the 
  resistance and causing matters to escalate. There’s no sign 
  that the astronauts have begun using Starfleet weapons in 
  the fight as yet, but it’s only a matter of time.
  The captain assigns a Player Character (the science officer 
  or security chief, most likely) to locate the stolen shuttle and 
  Starfleet weapons, then attempt to retrieve them, ideally 
  by transporter but if necessary by sending down a security 
  team. This will play out as an Opposed Task between the 
  searching Player (the Active Character) and the Pochai’s 
  Player ally (the Reactive Character), who is helping the 
  astronauts keep the shuttlecraft shielded and hidden. On the 
  planet, the astronauts and ally have used Samaz’s mining 
  experience to find a large cave whose mineral composition 
  helps shield the shuttle from detection. By itself, the cave 
  makes finding the shuttle a Reason + Science Task with 
  a Difficulty of 3 (even aided by ship’s Sensors + Science). 
  The ally is attempting to modify the shuttle’s shields, power 
  emissions, and so forth to prevent detection, which is a 
  Daring + Engineering or Science Task with a Difficulty of 3. 
  If the searcher succeeds in detection, the ally’s efforts will 
  nonetheless make it impossible to beam up the shuttle, 
  so the next step will be to send a security team. However, 
  given the volatile conditions on the surface, the captain has 
  good reason not to rush into this. The Modar government is 
  sending hails out into space, demanding that the starship 
  reveal itself and answer for its part in instigating this uprising. 
  The hails are full of static due to the atmospheric ionization 
  from the recent radiation storm, but a Respond to Hail Task 
  with a Difficulty of 1 (using Control + Engineering assisted 
  by ship’s Communications + Engineering) will receive the 
  following, with minor interference: 
  “This is Prime Minister Verodif of the Allied Lands of Jinidar. 
  In the name of the High Priest-Queen of Jinidar, I address 
  you, the aliens who have come to our lunar system. We have 
  monitored your landing craft and determined that it must be 
  a support vessel of a larger spacecraft in the vicinity. We of 
  Jinidar hereby demand to know why you have captured our 
  astronautical test subjects and commanded them to foment a 
  worker insurrection. We bear no hostile intentions toward you, 
  and we consider this sabotage of our labor force to be an 
  unjustified act of aggression against us.”
  CHAPTER
  01.40
  ACT 3: WHEN YOU TALK ABOUT DESTRUCTION
  STOLEN LIBERTY
  SUPPLEMENTAL
  The radiation storm has now abated, but the stolen shuttle has had 
  a head start of several hours and has no doubt reached Jinidar by 
  now. We are making a stealth approach to the moon, with the sun 
  behind us to avoid visual detection and with our shields configured 
  to absorb radar beams. We can only hope the Pochai astronauts 
  – and our own personnel who appear to have joined them – are 
  proceeding with enough restraint that we still have a chance to stop 
  them from exposing our existence to the peoples of Jinidar.
  CAPTAIN’S LOG
  
  013
  STOLEN LIBERTY
  Prime Minister Verodif is a Modar male. The Modar are small, 
  about one meter tall, and resemble bipedal foxes with green, 
  seal-like skin. Their hands are webbed and have limited 
  grasping ability. The Modar have a constitutional monarchy; 
  the High Priest-Queen at the head of the religion used to 
  control the Pochai has now become a ceremonial figurehead 
  in a democratic system, although democracy and equal 
  rights have been extended only to the Modar.
  Verodif takes the existence of aliens in stride. After all, 
  there are already two different sentient species on Jinidar, 
  so it’s easy for them to imagine others; and as early space 
  explorers, they consider the question of life on other planets 
  of their own system to be unresolved, so they already 
  have government protocols in place for first contact with 
  aliens, although this particular situation is not one their 
  analysts predicted. 
  Since the damage is already done and the Modar are now 
  aware of Starfleet’s existence, the captain may decide to 
  return contact. If the captain attempts to explain that the 
  astronauts stole a shuttle and launched this rebellion on their 
  own, Verodif will not believe it. The Modar are accustomed 
  to thinking of the Pochai as well-trained animals, clever but 
  not capable of independent thought. The Modar can imagine 
  off-world species equal or superior to themselves, but are 
  unable to imagine that the Pochai could be fully sentient – 
  or, more likely, unwilling to imagine it, for it would require 
  acknowledging the injustice and cruelty on which their entire 
  civilization is built.
  Verodif gets an unheard report from an advisor, then turns 
  back to address the captain:
  “A citywide labor strike has now broken out among the 
  Pochai in Storoviz, our most important industrial city. If 
  you do not rein in these acts of disobedience at once, I 
  will have no choice but to deploy the military to terminate 
  the resistance. The waste of so many workers’ lives will do 
  significant damage to our economy, but the damage will 
  be far greater if this outburst is not halted swiftly. Bring the 
  Pochai to heel now, or I will have no choice but to put them 
  down.”
  Meanwhile, on the surface, the ship’s detection efforts and 
  the news of the impending military attack on the striking 
  laborers in Storoviz have convinced Pakiren that they can 
  hide no longer. He orders the other astronauts to ready the 
  shuttle for launch and arm its weapons. “We will strike at 
  the army before they can attack our people in Storoviz.” 
  Tomilor objects, reminding him that the army is made up of 
  fellow Pochai, misguided in their loyalty to the Modar but not 
  deserving to die. “We have no choice,” Pakiren counters. “We 
  must do something.”
  PRIME MINISTER VERODIF [MAJOR NPC]
  TRAITS: Modar
  ATTRIBUTES
  DISCIPLINES
  05
  COMMAND
  03
  SECURITY
  02
  SCIENCE
  02
  CONN
  03
  ENGINEERING
  02
  MEDICINE
  11 
  CONTROL
  08
  FITNESS
  11 
  PRESENCE
  10
  DARING
  09
  INSIGHT
  11
  REASON
  VALUES:
   §
  Jinidar’s Prosperity Must Be Protected
   §
  Pochai Strength Must Serve Modar Will
  FOCUSES: Leadership, Persuasion, Politics, Public Policy
  STRESS: 11 
  RESISTANCE: 0
  WEAPONS: None
  CURRENT TIMESTAMP
  RELAPSE PROTOCOL
  008
  FFG
  5T1
  781
  667
  INTERIOR PORT PLATE RESET
  BACKWARDS COMPATABILITY
  JPOP COMSAT
  
  014 STAR TREK ADVENTURES
  SCENE 2: THE BATTLE OF STOROVIZ
  Pakiren has figured out how to pilot the shuttle himself, so he 
  takes off in it and sets course for Storoviz even if the Starfleet 
  ally is reluctant to engage in the attack. Tomilor and Samaz 
  will accompany him, and the ally character(s) will either come 
  along willingly or be required to come along, at phaserpoint 
  if necessary, so they won’t reveal any of Pakiren’s plans. 
  This will give the Player(s) the option to participate in the 
  climactic action.
  On the bridge, the science officer reports the following:
  “Jinidar’s upper atmosphere is still ionized by the recent 
  magnetic storm. I’m afraid we can’t use transporters or the 
  tractor beam to intercept the shuttle. I’m not even sure their 
  transceiver can pick up our hails through the interference. Or 
  perhaps they just don’t want to listen.”
  The shuttle will reach Storoviz in only 8 Rounds if nothing is 
  done to delay or divert Pakiren. The captain must decide how 
  aggressively to act in order to prevent the use of Starfleet 
  weapons to massacre government troops. Options include:
   §
  Ordering the communication system augmented to 
  punch a signal through and try to reason with Pakiren. 
  For the officer given the assignment, this is an Extended 
  Task using Control or Daring + Engineering aided by 
  ship’s Communications + Engineering. The Extended 
  Task has a Work track of 6, Magnitude 2, Difficulty 3, and 
  Resistance 2 from the atmospheric interference.
   §
  Sending down another armed shuttle (ideally piloted by a 
  Player) to intercept Pakiren’s shuttle and attempt to force 
  it down, nonlethally if possible. This would entail ship-to-
  ship Combat between the shuttles, with the Complication 
  of the Jinidar military firing on both shuttles with surface-
  to-air missiles (Torpedo, Range Medium, 1 , Low Yield), 
  perceiving both as a threat. These attacks would be 
  relatively harmless unless one of the shuttles lost shields 
  in the aerial battle, which would force the attacking 
  shuttle pilot to make some tough choices.
   §
  Attempting to cripple the shuttle with starship phasers 
  and forcing it to land. Getting precise enough aim and 
  intensity to cripple the shuttle nonlethally is a Security + 
  Weapons Task with a Difficulty of 4, though Pakiren will 
  perform an equivalent Opposed Task of evading fire. (The 
  Player ally may take over the helm to assist, allowing for 
  a Player-vs.-Player Opposed Task; even a reluctant ally 
  would not want to be shot down.) Conversely, shooting 
  to destroy the shuttle with phasers or torpedoes would 
  require less precise aim and calibration and would 
  thus reduce the Task Difficulty to 2, though this would 
  presumably be a far more difficult choice for the captain 
  to make on a personal level.
  On the shuttle, Tomilor is attempting to persuade Pakiren to 
  stand down:
  Tomilor: “I agreed that we should fight to free our people, 
  not fight against them. Those are our fellow Pochai that you 
  intend to fire upon!”
  Pakiren: “Pochai who still obey the Modar, even after we 
  have shown them the truth. This is how it has always been! 
  We have always been stronger than the Modar. They have 
  only held power by convincing Pochai to help them oppress 
  other Pochai, or to allow ourselves to be oppressed. I wish 
  the soldiers had listened and risen up along with us, but 
  they have not. They will kill thousands of strikers if we do not 
  stop them. And that will destroy any hope of liberation. It is 
  a horrible choice, but if there must be Pochai lives lost either 
  way, let it be in a way that weakens the Modar’s grip rather 
  than strengthening it.”
  Tomilor is unable to sway Pakiren. Samaz is paralyzed by the 
  debate between the two comrades he reveres, but his default 
  reaction is to obey Pakiren’s orders. That leaves only the 
  Player ally to decide whether or not to attempt a Persuasion 
  Task to change Pakiren’s mind. The Player should attempt to 
  find an argument that will resonate with Pakiren’s Values, or 
  convince him that there is a better alternative that he hasn’t 
  considered. A personal appeal informed by the Player (or 
  Supporting) Character’s Values and backstory could also 
  improve the Player’s chance of success.
  If the shuttle comes under attack from another shuttle or the 
  ship’s phasers, that could add another layer to the Player 
  ally’s attempts to talk Pakiren down – e.g., convincing him 
  that he can’t help his people if he gets himself and his friends 
  killed. Ironically, this would make it more likely that Pakiren 
  could be persuaded successfully, provided that the action 
  of the combat gives the Player enough time to make the 
  argument. On the other hand, if Tomilor or Samaz is injured 
  or killed, that would intensify Pakiren’s anger and make him 
  less likely to back down, even if it means getting destroyed. 
  However, if Samaz is injured, the Player could attempt to 
  physically overpower Pakiren. This would be difficult given 
  Pakiren’s strength, toughness, and determination, but if 
  Tomilor can be convinced to help, then she and the Player 
  could overpower Pakiren together.
  Ideally, the goal is to stop Pakiren non-lethally before he 
  can attack the troops closing on Storoviz, then retrieve the 
  shuttle and Starfleet weapons. However, this attempt could 
  be unsuccessful, leading to the deaths of one or more of 
  the astronauts and possibly even of the ally character if the 
  shuttle is destroyed (although the character could be rescued 
  at the last moment by the other shuttle’s transporter, if 
  applicable). Alternatively, the crew could fail to stop Pakiren 
  from attacking the troops, resulting in a significant loss of life 
  before Pakiren is finally stopped one way or another.
  
  015
  STOLEN LIBERTY
  SCENE 3: HARD CHOICES
  The Modar government’s reaction to the events in Storoviz 
  depends on the outcome of the Players’ efforts to stop 
  Pakiren. If they succeeded in preventing Pakiren’s attack 
  on the soldiers, this will make Prime Minister Verodif more 
  receptive to letting the captain talk him out of slaughtering 
  the striking Pochai laborers. Even so, this will still be a 
  difficult Persuasion Task, made more difficult if Pakiren and 
  the others have been taken alive.
  If Pakiren succeeded in killing some of the soldiers, then 
  Verodif will be more hardened and will proceed with the 
  slaughter, unless the captain decides to intervene directly to 
  stop it in some way. Since these events were precipitated 
  by Starfleet interference, the captain and crew may feel 
  obligated to intervene. This could lead to a more involved 
  optional Conflict sequence at the Gamemaster’s discretion. 
  (For melee combat, the stats for a Pochai soldier could be 
  based on Samaz’s stats, adjusted for a Minor NPC.)
  However the Storoviz situation plays out, the Pochai remain 
  in open revolt, awakened to the possibilities of freedom 
  they never dared to believe in before. New strikes and 
  acts of resistance are breaking out planetwide, as Pochai 
  demand equal rights and control of their own destinies. If the 
  government army did put down the Storoviz strikers violently, 
  it will have only provoked fiercer outrage from the rest of the 
  Pochai. If Starfleet’s efforts managed to avoid bloodshed, 
  then the Pochai protestors on the surface will be pleading 
  with Starfleet to intervene for their freedom as well.
  Pakiren points out (if he survives, and if the Players don’t 
  beat him to it) that the Pochai now have the idea of freedom 
  and equality, and that’s an overpowering force that can’t be 
  taken away. The Modar’s only hope is to accept the new 
  reality and work with the Pochai to build a more equal social 
  order. Verodif is resistant to this notion, but is beginning to 
  recognize that trying to force a return to the former status 
  quo is untenable.
  2006
  SHD
  LUN
  RET
  RETRACK
  123  912846  156165  254165
  3715361  1521320132  10231
  023 234  530  34545 0156161
  56  443  15561561  6454  546
  05235  42  4344945  42412
  156419684  15461 8 56332
  1261231 837 65165  54353
  21  65432   606576  59865
  8415316584 325156165 35
  894586  89465163  568555
  132654  7255  1516653  51 
  00323  45184  840891  415
  AUX LIFE SUPPORT (PORT)
  120AA37EF
  REVERSE VECTOR
  OBLONG
  514
  009
  223
  OIDS
  JANU
  ALT
  ABORT
  RESEQUENCE
  98383
  6444
  28033
  79597
  90038
  67
  78505
  5653
  34344
  9022
  4938
  67
  29844
  4542
  56
  7890
  300
  3422
  34
  56777
  45432
  3432
  67
  3322
  78
  2232
  2432
  343
  7900
  33222
  4322
  53232
  43672
  6433
  5977
  3234
  530
  34545
  56443
  3532
  3242
  4344
  45
  42412
  56332
  54353
  865
  CARMIC
  944
  350
  00Z
  
  016 STAR TREK ADVENTURES
  Once the business with the Pochai and the Modar is settled 
  one way or another, the captain and security chief will have 
  to deal with disciplining the crew members who defied 
  the Prime Directive to assist the Pochai. Whether they still 
  have a future in Starfleet could depend on whether they 
  redeemed themselves by helping to stop Pakiren before it 
  was too late. But even in that case, some form of punishment 
  will be needed. The Players will also have to work out any 
  interpersonal tension or sense of betrayal that arose from 
  the conflict, and any new doubts they may have about the 
  morality of the Prime Directive. These events could have an 
  impact on the crew lasting well beyond their departure from 
  Zafrel and its moons.
  CONTINUING VOYAGES…
  The captain may offer to help negotiate the peace, but 
  whether Verodif accepts the offer depends on how 
  successful the Players were at minimizing loss of life at 
  Storoviz, and on how persuasively the captain’s case is 
  made. If the offer is accepted, then at the Gamemaster’s 
  discretion, the crew could remain to mediate negotiations, 
  potentially leading into a new campaign as the captain and 
  crew tackle this difficult process.
  Alternatively, the captain could call in a Federation diplomatic 
  team to shoulder the burden if the ship is needed elsewhere. 
  On the other hand, if the Modar reject the offer of Federation 
  diplomatic assistance, there is no choice but to move on and 
  hope they and the Pochai can work things out on their own.
  CONCLUSION
  CHAPTER
  01.50 STOLEN LIBERTY
  
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SOURCE: textdata/thevault/Star Trek RPG/Star Trek (2d20)/MUH051433 Star Trek Adventures - Stolen Liberty PF.pdf