TEXT: Unauthorized
  Entry
  A Starfleet Rapid Response Team 
  Adventure 
  Shattered Stars #07
  
  Introduction
     “Unauthorized Entry” is an adventure for use 
  with the Star Trek: Roleplaying Game by 
  Decipher.  It is the seventh adventure in the 
  “Shattered Stars” campaign and is suitable for a 
  crew of 1-4 players playing a Starfleet crew.   
     “Unauthorized Entry” is intended for use 
  with a Starfleet Marine Force Recon Team, but 
  with some modification, this adventure could 
  be adapted for other crews.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide and Star Trek: Narrator’s 
  Guide in running this adventure.  A number of 
  pre-generated characters are available at the 
  end of the campaign.  Alternately, players may 
  substitute their own characters with the 
  approval of the Narrator.  
     The adventure takes place on and near the 
  Romulan Neutral Zone in the year 2388, 
  following the completion of the Dominion 
  War.  Players who wish to take part in this 
  adventure should not read any further.  
  Adventure Synopsis
     Starfleet Fleet Recon Team Seven-One has 
  been tasked with covertly boarding and 
  inspecting a cargo ship headed for the Toren 
  Ascendancy and taking whatever action is 
  necessary, should the freighter be found to be 
  carrying contraband.  
  Recommended Date/ 
  Season/Stardate: 
  2388/ SD 65389.3 (Voyager 17th Season)
  Setting: 
  Deep Space near the Safe Transit Corridor-  A 
  relatively empty stretch of Federation space 
  between the Toren Autonomy and the Safe 
  Transit Corridor into Romulan space.  The 
  specific rendezvous point is 1 light year above 
  outpost K-12 (roughly even with Iaba).  
  Background:
     On Stardate 46357.4, the United Federation 
  of Planets became concerned that the 
  Cardassian Union was experimenting with 
  metagenic weapons, devices that could destroy 
  all life on a planetary scale, then decay into 
  harmlessness, allowing an enemy force to take 
  the technological elements of a target intact. 
  Metagenic weapons were outlawed by treaty 
  between all of the major powers.  
     Although the initial reports proved false, 
  Starfleet remained concerned that research was 
  being carried out in a secret location within 
  the Cardassian Union.  With the collapse of 
  the Cardassian Central Command during the 
  Dominion War, numerous rumors surfaced of 
  former military officials and independent 
  operators offering the materials for sale. 
  Despite repeated warnings from the galactic 
  community, the Toren Ascendancy has made it 
  clear it wishes to buy the technology.  
  
  Act One
  The Briefing
     The mission opens at Starbase 153, with the 
  team being briefed by a Mister Patterson.  Vice 
  Admiral Thol (current commander of the 
  starbase) is also in attendance.  
     Elements within the Federation government 
  have become concerned that the Toren might 
  be attempting to acquire metagenic weaponry- 
  a situation that poses a direct threat to 
  Federation security and the stability of the 
  Otorin Sector.
     Metagenic viruses, when delivered, mutate 
  rapidly and attack the genetic structures of all 
  living things- destroying an entire ecosystem in 
  a matter of days.  Once all life has been 
  destroyed, the virus decays into harmlessness, 
  allowing an invading force to seize any 
  technological assets with ease.  
    Starfleet Intelligence is concerned that the 
  Toren may have conspired with Romulan 
  dissidents and/or former Cardassian operatives 
  to aquire the material necessary to develop 
  metagenic weaponry.  There's also a remote 
  chance that they might also have acquired a 
  functioning metagenic weapon.   
     Starfleet Intelligence believes the shipment 
  may be aboard a warp transport called the 
  Gosovan- and Team Seven-One has been 
  selected to find out for sure.  Admiral Thol will 
  take over the briefing at this point.
     The heroes will be assigned the USS Lethe, a 
  Danube Class runabout modified to be nearly 
  invisible on sensors.  Their orders are to 
  approach, board, and inspect the Gosovan 
  without being detected- and take whatever 
  action is necessary.  Deniability is absolutely 
  essential.  Simply blasting the starship into 
  particles using phasers or torpedoes would 
  leave too much evidence.  
     If metagenic weaponry or research materials 
  are discovered aboard, the ship, her 
  passengers, and crew must be destroyed- and it 
  must happen in such a way as to be utterly 
  deniable by the Federation.  The Toren must 
  not gain access to metagenic weaponry.   
     After giving the heroes the opportunity to ask 
  any questions they might have, Admiral Thol 
  will dismiss them to prepare for their mission. 
  USS Lethe 
     With their target on sensors, the heroes 
  should be given Handout #1 (Mission Log) and 
  Handout #2 (Equipment Summary).  The 
  heroes must determine how best to approach 
  the Gosovan and how best to board her.  
     The Gosovan is on her expected course and 
  speed, and is making Warp 4.  A TN 5 System 
  Operation (Sensors) test reveals that she is 
  creating a powerful subspace fields, 
  presumably to obscure sensor data.  A 
  Complete Success (or a specific scan) will 
  reveal forty-one lifeforms aboard.  
     An Extraordinary Success (a roll of 16 or 
  higher)- or a specific scan- will reveal that the 
  Gosovan appears to have a modified 
  operations and security system aboard.  The 
  net effect is that any weapon's fire (heavier 
  than medium stun) or unauthorized intrusion 
  into the cargo holds will set off the alarms.  A 
  TN 20 Systems Engineering (Sensors) test (if the 
  PCs research the matter using the ship's 
  computer, they get a +5 bonus) suggests that a 
  rotating thoron field will temporarily, but 
  effectively, circumvent the Gosovan's sensors.
     If the PCs scan for other vessels in the area, 
  they must make a TN 18 System Operation 
  (Sensors) test.  If successful, the scan reveals 
  what might be a cloaked vessel following some 
  12 million kilometers behind the Gosovan. 
  More detailed scans are possible, but will 
  likely reveal the Lethe's presence and position.
     A TN 10 System Engineering (Sensors) or 
  Tactics (Space) test should reassure the PCs 
  that, under current conditions (and unless the 
  cloaked vessel closes to within fifty thousand 
  kilometers of the Gosovan), the Lethe should 
  remain undetected.  The ion emissions of the 
  Gosovan’s engines should hide the Lethe’s 
  presence.  
     The PCs must ensure, however, that the 
  cloaked intruder stays dumb about what 
  happened aboard the freighter.  Ultimately, the 
  PCs must decide whether to proceed or abort.
  Approaching the Gosovan 
    A decision made, the PCs must approach the 
  Gosovan in order to board her.  The vessel is 
  currently at Extended range. 
     A series of opposed System Operation 
  (Conn) tests are in order.  If the PCs score 
  matches or exceeds the Gosovan's roll, the 
  Lethe closes by one range increment.  If the 
  roll succeeds by five or more points, the Lethe 
  closes by two increments.  If the roll fails, the 
  1
  
  range remains the same.  If the rolls fails by 
  five or more, the Lethe loses one range 
  increment.  If the roll fails by ten or more 
  points, the Gosovan may attempt a TN 14 
  System Operation (Sensors) test to detect the 
  Lethe.  If that test is a success, the PCs have 
  been discovered and must now attempt to flee. 
     If at any point, the Lethe is detected, 
  Gamemasters are advised to double the 
  numbers of guards encountered should the PCs 
  manage to board the Gosovan later.  
  Act Two
  Stepping Off The Ledge- 
  Boarding the Gosovan.
     In order to board the Gosovan undetected, 
  the PCs must first set up a rotating thoron field 
  to confuse her sensors.  This may be done by 
  creating a device from scratch, or by modifying 
  one of the field modulators listed in Handout 
  #2
     To modify the field modulator, the PCs must 
  make a TN 35 System Engineering (Deflectors) 
  test.  To build a thoron field generator requires 
  a  TN 50 Construct (Electronics) test.  Each test 
  requires five minutes of work.  
     Beaming the thoron field generator in 
  requires a TN 10 System Operation 
  (Transporter) test.  Beaming in the crew 
  thereafter requires a TN 15 System Operation 
  (Transporter) test. If the test results in a Failure 
  (but not a Complete Failure), the PCs are 
  aboard, but the Gosovan sentries are permitted 
  a TN 15 Observe (Listen) test to detect the 
  intruders.  On a Complete Failure, the PCs re-
  materialize back aboard the Lethe.  A 
  Disastrous Failure results in 3d6 points of 
  damage to each character.  The PCs may beam 
  in two at a time.  
     Depending upon how much time the heroes 
  spend studying their target and preparing for 
  the attack, the crew should be beaming in 
  before 0400 and 0500 in the morning (ship's 
  time).  Most of the crew will still be asleep 
  when they beam in- but a general alert will 
  correct that in a hurry.
     Despite the early hour the captain of the 
  Gosovan has men conducting patrols, armed 
  with e-pulse pistols.  A TN 10 System 
  Operation (Sensors) test will allow the PCs to 
  locate and evade the patrols.  
  The Cargo Holds
     The Gosovan cargo holds consist of eight 
  large, cavernous pods separated from the rest 
  of the ship by pressure hatches and collision 
  bulkheads. The pods are designed for ease of 
  transfer and can be jettisoned in the event of 
  emergency.  The heavy concentration of metals 
  and electronic in this area creates a -4 penalty 
  to tricorder scans for lifeforms.  
     A state-of-the-art magnetic lock seals each 
  hatch and requires a TN 25 Computer Use 
  (Hacking) or Systems Engineering (Security), or 
  a TN 30 Repair test to disable.  A Complete 
  Failure will lock the device down for thirty 
  minutes, preventing further hacking attempts. 
  A Disastrous Failure will sound an alarm.  
     The hatch can be blown with a Challenging 
  TN 15 Demolitions test and plasma charge, but 
  will almost certainly sound an alarm- thoron 
  field or no.  
     Cutting through with phasers requires a full 
  minute, phasers on setting 6, and pair of Easy 
  (TN 5) Energy Weapon (Phaser) tests.  (Cutting 
  through will use a total of 120 charges from 
  the phaser).  Two crewmen can attempt to cut 
  through at the same time, halving the time 
  required, the energy costs, and allowing each 
  character to make a single Energy Weapon 
  (Phaser) test.  
  The narrow corridors make more than two 
  cutters impractical. Cutting through will also 
  alert the soldiers patrolling on the other side- 
  who might or might not sound the alarm.  
     A pair of Toren soldiers patrols each cargo 
  hold, though there is a one in six chance that 
  each is asleep.  Wakened soldiers are groggy 
  and suffer a -5 penalty to all tests for the first 
  three rounds. Both men are armed with e-pulse 
  pistols, and the Petty Officer 2nd Class (the 
  sole Toren patrolling the mid-deck) has an e-
  pulse rifle.  
     If the PCs manage to enter the hold silently, 
  they must make TN 5 Stealth (Stealthy 
  Movement) test to void waking any sleeping 
  soldiers.  If one or both of the troopers is 
  awake the TN increases by 5.  
     The starboard aft hold has been modified 
  with extensive detection gear (to detect leaks, 
  not intruders), and is filled with nine large 
  containers (each 30 feet on a side) filled with 
  some kind of biochemical gel.  
     A TN 15 Life Science (Biology), Physical 
  Science (Chemistry), or TN 20 Medicine 
  2
  
  (Pathology) test will confirm that the containers 
  are filled with the basic research components 
  needed to develop and create metagenic 
  weaponry.  The markings on the containers are 
  in both Toren Common and Cardassian.  Once 
  this stockpile has been located, it is preferable, 
  but not necessary for the PCs to confirm the 
  contents of each hold.  The other holds 
  contain comparatively mundane (but still 
  illegal) weapons- mostly Romulan and 
  Cardassian-surplus small arms and explosives 
  that the Toren cannot manufacture themselves. 
     Placing the demolition charges in the 
  starboard aft hold is guaranteed to make a hell 
  of a mess, but will not otherwise harm the 
  Gosovan.  
  Act Three
  First Deck Crew Lounge
    This room is unoccupied.  
  Galley
    A single crewman who is sipping coffee prior 
  to preparing breakfast for the crew occupies 
  this room.  Compared to most of his 
  shipmates, he is awake and alert- but isn't 
  armed with anything more dangerous than a 
  butcher's knife. (1d6+3 damage).
  Bunkrooms
     The port and starboard bunkrooms are 
  relatively quiet in the middle of the night 
  watch.  A dozen or so Toren spacers and 
  soldiers are sleeping in these compartments.  If 
  awakened, they suffer a -5 penalty to all tests 
  for the first two rounds due to surprise and 
  sleep.  Only the soldiers (twelve men scattered 
  unequally between the two rooms) have 
  weapons (e-pulse pistols) at hand.  
  Wardroom
     A pair of Toren officers armed with e-pulse 
  pistols occupy this room, drinking coffee and 
  discussing security arrangements.  An 
  encrypted, Toren issue datapad on the table 
  contains a list of names and dates of prominent 
  Cardassian and Romulan citizens, and note 
  about a shipment being prepared for transport 
  from the Toren homeworld to the Cardassian 
  border world of Levan IV.   The older of the 
  two officers (an operative or Toren Intelligence) 
  has an electronic key cylinder which will open 
  the cargo hold hatches.  
  Computer Core
    This room is locked and unoccupied.  A TN 
  20 System Engineering (Security), Computer 
  Use (Hacking), or TN 25 Repair test is required 
  to open the door quietly.  Placing the 
  demolition charges here will cripple the 
  Gosovan, but she is still likely to survive.  
     A further TN 10 Computer Use (Invasion) test 
  will allow the heroes access to the ship's cargo 
  manifests, contact data, transporter records, 
  and automatic and personnel logs- all of which 
  will prove useful in reconstructing from whom 
  the Toren acquired the research components.  
  Transmitter Room
    This room is locked and unoccupied, and 
  contains the Gosovan's primary subspace 
  transmitter links. A TN 20 System Engineering 
  (Security), Computer Use (Hacking), or TN 25 
  Repair test is required to open the door quietly. 
  If the transmitter is disabled, the Gosovan will 
  be deaf and mute.  Because of the critical 
  nature of the transmitter, it is fitted with an 
  alarm- if the transmitter goes off-line for 
  whatever reason, the bridge will automatically 
  be alerted.  A TN 20 System Engineering 
  (Security), or Computer Use (Hacking) test is 
  required to disabled the alarm (by sending a 
  false signal).  Placing the demolition charges 
  here will do little to affect the Gosovan.
  Auxiliary Control
    This room is locked and unoccupied.  A TN 
  20 System Engineering (Security), Computer 
  Use (Hacking), or TN 25 Repair test is required 
  to open the door quietly. Placing the 
  demolition charges here will do little to affect 
  the Gosovan.
  Captain’s Cabin
    This room is locked and occupied by the 
  Captain, who is asleep. A TN 20 System 
  Engineering (Security), Computer Use 
  (Hacking), or TN 25 Repair test is required to 
  open the door quietly.  If awakened, the 
  Captain is groggy from sleep (but a little 
  quicker on the uptake than the sergeant in the 
  cargo hold) and suffers a -3 penalty to all tests 
  for the first two rounds.  The captain keeps an 
  3
  
  e-pulse pistol in easy reach on the shelf behind 
  his bunk. If he is captured and suitably 
  induced, the Captain can assist the heroes in 
  accessing other areas of the ship and her 
  systems.
  Ship’s Office
    This room is locked and unoccupied.  A TN 
  20 System Engineering (Security), Computer 
  Use (Hacking), or TN 25 Repair test is required 
  to open the door quietly.  A further TN 10 
  Computer Use (Invasion) test will allow the 
  heroes access to the ship's cargo manifests, 
  contact data, and logs- all of which will prove 
  useful in reconstructing from whom the Toren 
  acquired the research components.  
  The Bridge
    A messenger, Officer of the Deck, his 
  assistant, and a Helmsman are on duty on the 
  Bridge.  The Officer of the Deck and his 
  assistant are armed with E-Pulse pistols.  If any 
  of the Bridge watch survives to the third round 
  (and is not restrained), an alarm is sounded 
  and all merry hell breaks loose.  
     The Officer of the Deck has a master key 
  cylinder, which will open any lock on the ship- 
  except the starboard aft hold.  
     Placing the demolition charges here will 
  send her off course and disrupt operations, but 
  do little to permanently affect the Gosovan.
  The Engineroom 
     The constant noise of the warp engines fills 
  this room, providing a +15 to all Stealth 
  (Stealthy Movement) tests.  Two crewmen are 
  on duty here, monitoring the engines and 
  doing some maintenance work.  If either 
  crewman survives to the fifth round, is not 
  restrained, and either the Captain or the Bridge 
  watch is still alive, an alarm is sounded. 
  Equipment and machinery provides ½ cover to 
  both sides equally (+6 bonus to Defense) at 
  ranges greater than ten feet. 
  A miss has a 1 in 3 chance of striking 
  something vital to the operation of the ship and 
  slowing the Gosovan to sublight.  
     An extended TN 35 Propulsion Engineering 
  (Warp Drive) test should be sufficient to bypass 
  the safeties on the warp drive and create the 
  conditions necessary for a core breach (though 
  a single demolitions charge on the man core 
  and a Routine TN 10 Demolitions test will do 
  it just as nicely).
     Each test requires one minute of time. 
  Otherwise, the PCs can make a TN 10 
  Demolitions test to place charges around the 
  warp core.  A minimum of three charges are 
  needed.  A warp core breach will utterly 
  destroy the Gosovan.  
  Resolution
     Once the heroes have decided on a plan of 
  action and placed the charges, they can return 
  to Lethe.
     Despite the myriad possibilities involved in 
  exploring and disabling the Gosovan, there 
  really are only a few outcomes:  First, the 
  heroes are captured or killed.  Second, the 
  heroes escape, but leave behind evidence of 
  their intrusion.  Third, the heroes destroy the 
  Gosovan and get away clean.  
     Clearly, the third option is the most 
  preferable.  Even if the heroes use Lethe to 
  attack the mysterious vessel shadowing 
  Gosovan, the only response they will provoke 
  is for the vessel to turn away and head back to 
  the Neutral Zone.  Their borrowed runabout 
  simply doesn't have the sensors necessary to 
  track the vessel beyond a certain range.
     How Starfleet decides to reward (or punish) 
  the heroes depends entirely upon how well 
  they accomplished their mission.  
  Special Victory Conditions
     The following special conditions also apply 
  to the mission:
  –
  If the Gosovan is able to transmit a distress 
  signal- or if any proof survives indicating a 
  Federation presence aboard, the mission is an 
  automatic failure.
  –
  If the Gosovan makes port with her cargo 
  aboard and intact, the missing is an automatic 
  failure.   Simply destroying the samples isn't 
  enough- Gosovan is also carrying all of the 
  basic research necessary to recreate the 
  materials.  
  4
  
  (Non-Player Characters)
  Toren Lieutenant
     A junior officer assigned to the freighter Gosovan, this character is really little more than a 
  (slightly) well-educated bully boy.  Part of the ruling class, he's not above abusing his position for 
  his own gain- though his tastes are only a little more refined than those of the troops he leads.
  Agl 10 (+2)*
  Int 5
   Per 7
  Prs  6
  Str 8(+1)      Vit 9(+2) 
  Quickness +2* Savvy +0
  Stamina +1
  Willpower +1
  Defense:   9
  Skills: Armed Combat (Simple Weapons) 1, Athletics (Run) 1, Conceal 1, Computer Use (Retrieve) 3, 
  Observe (Spot) 2, Ranged Combat (E-Pulse Pistol) 2, Repair 2, System Engineering (Warp 
  Drive) 3, System Operations (Flight Control) 3, Tactics 2, Unarmed Combat (Brawling) 1
  Professional Abilities:  Evasion.
  Edges/ Flaws:   Dodge, Proud.
  Toren Trooper 
     A low-level Toren military operative, this trooper joined the service to escape the squalor and 
  poverty of the rest of Toren society.  Though by local standards he's considered an elite trooper 
  (mostly by dint of owning a gun), he's much more adept at bullying unarmed civilians than 
  engaging real soldiers.  Still, an idiot with a gun
   is almost as dangerous as a professional with a gun- best you take him out quickly.
  Agl 10 (+2)*
  Int 5
   Per 7
  Prs  6
  Str 8(+1)      Vit 9(+2) 
  Quickness +2* Savvy +0
  Stamina +1
  Willpower +1
  Defense:   9
  Skills: Armed Combat (Simple Weapons) 4,  Ranged Combat (E-Pulse Rifle) (E-Pulse Pistol) 4, 
  Unarmed Combat (Brawling) 3,  Observe (Spot) 2, Tactics 2, Athletics (Run) 1,  Conceal 1,  
  Demolitions 1,  Survival (Urban) 1 
  Professional Abilities:  Evasion.
  Edges/ Flaws:   Dodge, Proud.
  Toren Energy Pulse Weapons
  E-Pulse Pistol
   
       5d6 +18
   
            
   
             
   
   5 / 20 / 50 / 100 / +10
   
   
  E-Pulse Rifle
   
      
    6d6 +24
   
            
   
             
   
   5 / 40 / 80 / 160 / +40
   
   
  5
  
  Rewards:
      Experience Points and Renown Points are to be totaled (except where indicated otherwise) and 
  divided equally among the PCs.  The minimum renown award (before any penalties) is +1.
  Experience Awards 
  PCs successfully create a thoron shield 
  generator:
               100 exp. points
  PCs successfully board the Gosovan:
   
               200 exp. points
  PCs discover proof of the metagenic weapons 
  components:
    500 exp. points
  PCs recover datapad with names of Romulan 
  and Cardassian contacts:
    200 exp. points 
  PCs dowload copy of the Gosovan's computer 
  core: 
    
    200 exp. points 
  PCs scuttle the Gosovan:
    500 exp. points
  Renown Awards
  PCs successfully create a thoron shield 
  generator:
          Renown +1
  PCs successfully board the Gosovan:
   
          Renown +1
  PCs discover proof of the metagenic weapons 
  components:
          Renown +2
  PCs recover datapad with names of Romulan 
  and Cardassian contacts:         Renown +2
  PCs dowload copy of the Gosovan's computer 
  core: 
          Renown +2
  PCs scuttle the Gosovan:
          Renown +2
  PCs are detected tampering with the Gosovan:
   
         Renown -10
  Per player character killed during the 
  mission:
            Renown-1
  Optional Renown Results (per Officer):
  -6 or less
  Officer is court-martialed, 
  Infamy Flaw possible (GM’s 
  discretion).
  -3 to –5
  Inquiry by Starfleet Command, 
  possible reprimand.
  0 or –2 
  Nasty message from Starfleet 
  Command
  1
  Acknowledgment from Starfleet 
  Command, next assignment.
  2 to 4
  Acknowledgment from Starfleet 
  Command, well done.
  5 or better
  Commendation from Starfleet 
  Command ( Commendation 1 
  edge).
  6
  
  Maps
  Map #1
  Gosovan Gamemaster Map
  7
  
  Map #2
  Gosovan Player Map
  8
  
  Handouts:
  Handout #1: Mission Log
  Mission Log, Stardate 54389.3  “1st Lieutenant Daniel Hobbs recording.  
     Lethe on course and speed to intercept target.  The Toren freighter Gosovan has left 
  Romulan space and is bound for home.  
     Our orders are to approach the Gosovan without being detected, board her, and take 
  whatever action is necessary.  Should we determine that the Gosovan is carrying metagenic 
  weapons or research materials, we are to ensure the complete destruction of ship and crew.
     Deniability is absolutely essential, and nothing we do should point in anyway towards 
  the Federation nor the Romulan Empire needs a scandal right now, but the Toren must not 
  gain access to metagenic weaponry.     
     We are tracking the Gosovan on sensors.  She has cleared the Safe Transit Corridor and 
  we should begin our approach soon.”
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Handout #2: Equipment Summary
  1 ea 
  Starfleet Uniform and Credentials
  1 ea 
  Starfleet issue communicator 
  1 ea 
  Starfleet Issue Standard Tricorder (TR-590 X)  (PG pp. 175) (optional)
  1 ea 
  Type I or  Type II Phaser Pistol   
  1 ea 
  Type IIIb Compression Phaser Rifle (optional)
  1 ea 
  MI-5 or MI-6 Starfleet Combat suit. 
  1 
  Medical Kit (PG pp. 176, DS9TM pp. 115)    (Medical Officer only) 
  1
   Engineering/Repair Kits (PG pp. 177)    (Engineer/Technical Officer only) 
  2
  Field Modulators (PG pp. 179). 
  6 
  Plasma Charges (6d6+25 damage, 20 meter radius, -20/m drop off) (NG pp.
  229)
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  9
  
  Fleet Recon Team 
  Seven-One
  Starfleet Marines
  Starbase 153
  10
  
  Fleet Recon Team Seven-One
     Fleet Recon Team Seven-One is a covert/special operations team which originally “stood to” at 
  the order of Starfleet Admiral Thomas Kincaid, Commander of the 14th Starfleet.
     Force Recon Team Seven-One is a special operations team attached to the 22nd Marine 
  Expeditionary Unit, 4th Starfleet Marines, operating on detached duty.  Organized, recruited, and 
  trained at Starbase 153, Team Seven-One remains homeported at that same facility.
     Fleet Recon Team Seven-One saw extensive action during and following the Dominion War, and 
  conducted a variety of missions, including the rescue of Federation Ambassador Thomas Greene, 
  the destruction of a Jem'Hadar ketracel white shipment, the destruction of the Dominion 
  communications relay over Ivor Prime, and the rescue of the passengers of Princess Olivia, taken 
  hostage by Orion pirates.
     Operating under the authority of Commander, 14th Starfleet, Fleet Recon Team Seven-One carries 
  out diplomatic escort, intelligence-gathering, hostage rescue, demolitions, sabotage, and 
  hazardous-environment missions throughout the three sectors administered by Starbase 153.
  Fleet Recon Team Seven-One
  Roster
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer/Six   
  Daniel Hobbes 
  Human  
  1st Lieutenant
  Executive Officer/Five
  Donald Brooks
  Human 
  Gunnery Sergeant
  Medic/Four
      
  Timor Gatan 
         Trill (Unjoined)   Petty Officer 3rd Class
  Engineer/Tech/Three   
  Blake
  Human
  Lance Corporal
  Sciences/Computer/Three
  Spencer MacKenzie
  Human
  Corporal
  Scout/One
   
         
   
             
   
             
   
   Emari ir' Idrani
   
             
   
   Andorian
   
           
   
   Corporal
   
   
  Hobbs, Daniel-   1st Lieutenant, FRT 7-1. Daniel Hobbs is an orphan raised by his maternal uncle- 
  Starfleet Admiral William Lars.  Upon coming of age, Hobbs joined the Starfleet Marines, 
  graduated near the top of his academy class, and completed several tours of duty with the 
  Federation embassies to the Deltans and to the Klingon Empire with high marks.
     Excelling at his duties, Lieutenant Hobbs was recruited for the Fleet Recon force, where his 
  skill and leadership led to his assignment as Commanding Officer, Fleet Recon Team Seven-
  One.    
  Brooks, Donald- Gunnery Sergeant, FRT 7-1.  At age thirty-four, Gunnery Sergeant 
    
     (“Gunny”) Brooks is the oldest member of the Fleet Recon Team.  He is also a consummate 
  professional and an experienced veteran.  While 1st Lieutenant Hobbs concentrates on 
  accomplishing the mission at hand, Chief Brooks (as senior NCO) ensures that all hands work 
  together efficiently as a team.  Alternately serving as a drill instructor, father-figure, technical 
  expert, and on-call pain-in-the-butt, Brooks works as hard as any officer to mold the crew into 
  an efficient fighting unit. 
  Blake-  Lance Corporal, FRT 7-1.  Blake's specific background remains classified by order of 
  Starfleet Command- though it has been confirmed that he is phenomenally healthy and fit, and 
  lacking in basic socialization and cultural skills. 
     Blake joined the Starfleet Marines because he was (in his own words) already accustomed to 
  the regimented lifestyle involved, and because it allowed him “to make a difference”.
  Gatan, Timor-  Corpsman Petty Officer Third Class, FRT 7-1.  Gatan was rejected as a candidate for 
  joining under mysterious circumstances, and left the Trill homeworld soon thereafter.  After a 
  number of years wandering in a variety of capacities (mostly as a merchant crewman), he 
  enlisted in Starfleet in the wake of the Dominion War.  
  ir'Idrani, Emari-  Corporal, FRT 7-1.  The sole female on Team Seven-One, Emari is a consummate 
  hunter and stalker- skills she's honed to near perfection.  As the Team's scout, Emari tends to 
  operate semi-independently of the group in the field, using her skills at stealth and stalking (and 
  her keen senses) to their fullest advantage.  A passionate woman, Emari effects an amused 
  tolerance and cool detachment at the exploits of her team mates.  
  11
  
  MacKenzie, Spencer-  Corporal, FRT 7-1.  MacKenzie is Team Seven-One's resident practical joker. 
  There's nothing he likes more- not wine, women, nor song- than a bit of technically induced 
  mischief.  A naturally talented engineer and technician, the reports are that MacKenzie was 
  denied an application to Starfleet Academy due to criminal prosecutions for some of his earlier 
  exploits.  MacKenzie exudes a devil-may-care nonchalance, and displays proper military 
  discipline only under duress- but keeps his uniforms, equipment, and weapons meticulously 
  clean.
  12
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Daniel Hobbs
  Age:
  28
  Species
  Human 
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Red
  Rank:
  1st Lieutenant, Starfleet Marines
  Current Assignment:
  Commanding Officer/Six, Force Recon Team Seven-One
  Profile/History:
     1st Lieutenant Daniel Hobbs was orphaned at age eight when his parents were killed under 
  mysterious circumstances, and was left in the custody of his uncle- Starfleet Admiral Phillip Lars.  
     Upon coming of age, Hobbs joined the Starfleet Marines, graduated near the top of his academy 
  class, and completed several tours of duty with the Federation embassies to the Deltans and to the 
  Klingon Empire with high marks.
     Excelling at his duties, Lieutenant Hobbs was recruited for the Fleet Recon force, where his skill 
  and leadership led to his assignment as Commanding Officer, Fleet Recon Team Seven-One.    
  Psychological Profile: 
     At age twenty eight, Lieutenant Hobbs is a man with a mission and a secret- his parents were 
  smugglers for the Orion Syndicate, and occasionally took him along for the ride.  As much to 
  cleanse his family name as from a sense of duty, young Daniel joined the Starfleet Marines without 
  revealing his family’s questionable past.  
  Attributes
  Str    9 (+1)
  Agl   11 (+2)* Int 12 (+2)   Vit  10 (+2)   Prs  7 (+0)*  Per 8 (+1) 
  Quickness +4     Savvy +1
  Stamina +2
  Willpower +2* 
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 11  Renown: 4   
  Advancements: 7
  Initiative:   +0
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat- Simple 
  AGL
  +2
  +2
  +4
  Athletics
  STR
  +1
  +1
  +2
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Retrieval ) 
  Enterprise- Administration
  INT
  +2
  +2
  +4
  ( Starfleet )
  Enterprise- Streetwise
  INT
  +2
  +1
  +3
  Influence 
  PRS
  +0
  +1
  +1
  Knowledge- Politics
  INT
  +2
  +5
  +7
  ( Federation )
  Knowledge:Culture  
  INT 
  +2
  +3
  +5
  ( Human )
  Knowledge:History  
  INT 
  +2
  +3
  +5
  ( Federation )
  Knowledge:Specific World 
  INT
  +2
  +3
  +5
  ( Earth )
  Language- Deltan
  INT
  +2
  +4
  +6
  13
  
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Klingonese
  INT
  +2
  +4
  +6
  Negotiate
  INT
  +2
  +1
  +3
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +6
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +1
  +3
  Stealth
  AGL
  +2
  +4
  +6
  Survival
  PER
  +1
  +3
  +4
  ( Tracking )
  System Engineering
  INT
  +2
  +3
  +5
  (Phaser Artillery)
  System Operation  
  INT 
  +2
  +2
  +4
  ( Command )
  Tactics
  INT
  +2
  +3
  +5
  ( Small Unit, Infantry )
  Unarmed Combat  
  AGL 
  +2
  +3
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Covert Ops: Hobbs knows how to use cover to his best advantage and gains a +2 bonus to Stealth 
  tests.
  Insight:  Having spent several years around diplomats and those who seek their favor, Hobbs has 
  learned to see through lies.  When making a Savvy check, Hobbs rolls 3 dice (instead of two) 
  and keeps the highest two numbers.  
  Starship Duty:  1st Lieutenant Hobbs has received all the training necessary to serve aboard a 
  starship.  
  Starship/Starbase Protocols:  Growing up the favored nephew of a Starfleet Admiral gives 1st
  Lieutenant Hobbs an edge in navigating Starfleet bureaucracy.  He receives a +4 bonus to 
  Administration (Starfleet) tests.
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Hobbs a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command (2): 1st Lieutenant Hobbs is fully qualified to command Force Recon Team Seven-One.
  Contacts (Orion Syndicate-Streetwise):  Should he ever be desperate enough to use them, Hobbs 
  has contacts in the Orion Syndicate (people who knew his parents) and gains a +2 to 
  Streetwise tests when using these contacts.  
  Dark Secret (Orion Syndicate):  Despite his own unblemished career, the involvement of his 
  parents in the Orion Syndicate is an ongoing source of pain and shame to 1st Lieutenant 
  Hobbs.  
  Dodge:  Hobbs is especially fast on his feet and gains a +3 bonus to Quickness when making 
  Dodge actions.
  Innovative (2):  Embassy duty (among the “movers and shakers” has allowed Hobbs to learn the 
  Starship/Starbase Protocols and Insight Professional Abilities,
  Promotion 2:  Hobbs holds the rank of 1st Lieutenant in the Starfleet Marine Corps.  
  Fit:  Hobb's disciplined physical fitness grants him a +1 bonus to all Physical tests.
  14
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Donald Brooks
  Age:
  34
  Species
  Human 
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Red
  Rank:
  Gunnery Sergeant, Starfleet Marines
  Current Assignment:
  Executive Officer/Five, Force Recon Team Seven-One
  Profile/History:
     At age thirty-four,Gunnery Sergeant Brooks is the oldest member of Fleet Recon Team Seven-
  One.  He is also a consummate professional and an experienced veteran.  While Lieutenant Hobbs 
  concentrates on accomplishing the mission at hand, Chief Brooks (as senior NCO) ensures that all 
  hands work together efficiently as a team.  
     
  Psychological Profile: 
     Gunnery Sergeant Brooks is a sixteen year veteran of the Starfleet Marines, and is a keeper of the 
  tradition.  In addition to carrying out the mission at hand, Brooks sees it as his job to shape the 
  next generation of Starfleet Marine- both officer and enlisted man.
     To Brooks, this is a sacred trust, and he will spare no effort and no amount of sweat or pain to 
  achieve it.  He keeps himself perfectly fit through rigorous exercise and is a recruiting-poster 
  example of the perfect Marine NCO.
     Alternately serving as a drill instructor, father-figure, technical expert, and on-call pain-in-the-
  butt, Brooks works as hard as any officer to mold the crew into an efficient fighting unit. 
  Attributes
  Str    9 (+1)
  Agl   11 (+2)* Int 11 (+2)*   Vit  9 (+1)   Prs  7 (+0)  Per 9 (+1) 
  Quickness +2     Savvy +1
  Stamina +1
  Willpower +4*  
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 10  Renown: 13   Advancements: 10
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +1
  +5
  +6
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Retrieval ) 
  Demolitions 
  INT
  +2
  +4
  +6
  Enterprise- Streetwise
  INT
  +2
  +3
  +5
  Enterprise-Administration 
  INT
  +2
  +3
  +5
  ( Starfleet )
  Investigate
  PER
  +1
  +3
  +4
  Knowledge:Culture  
  INT 
  +2
  +3
  +5
  ( Human, Romulan )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Human, Romulan )
  Knowledge:Specific World 
  INT
  +2
  +3
  +5
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Romulan
  INT
  +2
  +3
  +5
  15
  
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +6
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +3
  +5
  Stealth
  AGL
  +2
  +5
  +7
  Structural Engineering
  INT
  +2
  +4
  +6
  ( Architecture )
  Survival
  PER
  +1
  +3
  +4
  ( Tracking )
  System Operation  
  INT 
  +2
  +3
  +5
  Tactics
  INT
  +2
  +4
  +6
  ( Small Unit )
  Unarmed Combat  
  AGL 
  +2
  +7
  +9
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Covert Ops: “Gunny” Brooks knows how to use cover to his best advantage and gains a +2 bonus 
  to Stealth tests.
  Mission Specialist: “Gunny” Brooks specialized in Structural Engineering early in his career, and 
  developed this as a professional skill for the purposes of advancement.  
  Requisitioning- “Gunny” Brooks maintains an informal network of contacts in both Starfleet and the 
  Starfleet Marines and may attempt to use those contacts (an Enterprise-Administration test) to 
  gain special a/o unusual equipment for use during a mission.  Target numbers are as follows: 
  special equipment (TN 5), special weaponry (TN 10), and explosives or restricted weaponry 
  (TN 15).   On a marginal success, the gear is available in 1-3 days.  On a complete success, 
  12-24 hours, and on an Extraordinary success, the gear is available in 4-8 hours.  
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Brooks a +2 bonus to his Willpower reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command (1): Gunnery Sergeant Brooks is fully qualified to act as executive officer of Team Seven-
  One.
  Innovative (2):  Through his long experience, “Gunny” Brooks has learned the Covert Ops, Mission 
  Specialist, and Requisitioning Professional Abilities.  
  Promotion E-6:  Brooks holds the enlisted rank of Gunnery Sergeant in the Starfleet Marine Corps.  
  Fit:  Brook's long record of disciplined physical fitness grants him a +1 bonus to all Physical tests.
  16
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Emari ir' Idrani
  Age:
  23
  Species
  Andorian
  Homeworld:
  Andoria
  Gender:
  Female
  Eyes:
  Blue
  Hair:
  White
  Rank:
  Corporal
  Current Assignment:
  Scout/One, Force Recon Team Seven-One
  Profile/History:
    Emari ir' Idrani is the daughter of a clan chieftain in a remote section of northern Andoria, and 
  has been hunting almost since she could walk.  After several years with her clan militia, Emari 
  decided that her calling lay off-planet and enlisted in the Starfleet Marines.
     After excelling in several assignments, Emari was recruited for Team Seven-One.
  Psychological Profile: 
     The sole female on Team Seven-One, Emari is a consummate hunter and stalker- skills she's 
  honed to near perfection.  As the Team's scout, Emari tends to operate semi-independently of the 
  group in the field, using her skills at stealth and stalking (and her keen senses) to their fullest 
  advantage.  A passionate woman, Emari effects an amused tolerance and cool detachment at the 
  exploits of her team mates.  
  Attributes
  Str    9 (+1)
  Agl   9 (+1)*
  Int 9 (+1)*   Vit  9 (+1)   Prs  7 (+0)  Per 9 (+1) 
  Quickness +2*     Savvy +2
  Stamina +1
  Willpower +1  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 10  Renown: 1   
  Advancements: 5
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat-Simple
  AGI
  +1
  +5
  +1
  +7
  Athletics
  STR
  +1
  +4
  +5
  ( Running )
  Computer Use
  INT 
  +1
  +2
  +3
  ( Retrieval ) 
  Demolitions 
  INT
  +1
  +3
  +4
  Knowledge:Culture  
  INT 
  +1
  +4
  +5
  ( Andorian )
  Knowledge:History  
  INT 
  +1
  +3
  +4
  ( Federation )
  Knowledge:Specific World 
  INT
  +1
  +3
  +4
  ( Andoria )
  Language- Andorian
  INT
  +1
  +4
  +5
  Language- Fed Standard  
  INT 
  +1
  +4
  +5
  Ranged Combat:Energy 
  AGL
  +1
  +7
  +8
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +1
  +3
  +4
  Stealth
  AGI
  +1
  +5
  +6
  Survival
  PER
  +1
  +6
  +7
  ( Tracking )
  17
  
  System Operation  
  INT 
  +1
  +3
  +4
  Unarmed Combat  
  AGL 
  +1
  +5
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  None
  Species Abilities:
  Antennae:  Andorians sense a great deal about their environment through their antennae, and gain 
  a +2 species bonus to tests involving sensing the area immediately around them (three meters 
  or less) (including Observe (Spot) and (Listen) tests.  
  High Pain Threshold:  Andorians are a hardy species accustomed to physical discomfort, and 
  reduce TN penalties due to pain or injury by -2.  
  Keth- Indrani:  The Indrani are trained as warriors from an early age and gain a +1 to either Armed 
  Combat or Ranged Combat skill at character creation.  
  Redundant Circulation: Andorians have a two-layered circulatory system that allows them to ignore 
  TN penalties for uncomfortable or extreme cold. This does unfortunately, render them more 
  vulnerable to certain toxins (-1 to Stamina tests to resist poison).
  Edges/ Flaws: 
  Promotion 3:  Emari holds the enlisted rank of Corporal in the Starfleet Marine Corps.  
  Suit-Trained:  Emari does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  18
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Timon Gatan
  Age:
  22
  Species
  Trill
  Homeworld:
  Trill
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Brown
  Rank:
  Corpsman Petty Officer Third Class
  Current Assignment:
  Medic/Four, Force Recon Team Seven-One
  Profile/History:
     Gatan was a high-profile medical student and a candidate in the Symbiate program till he was 
  caught experimenting with illegal narcotics,at which point he dismissed from the program (though 
  his record was sealed by the Commission).  
     Gatan flirted with severe depression and spent a number of years wandering in a variety of 
  capacities (mostly as a merchant crewman), before enlisting in Starfleet.  
     Based on his prior academic record, Gatan easily qualified for the independent duty corpsman 
  program, and was assigned to the  22nd MEU.  
  Psychological Profile: 
     Gatan has more or less recovered his equilibrium in the wake of his humiliating dismissal from 
  the Symbiote Program, but remains closed and secretive about his past.  He is aloof, but not 
  morose, withdrawn, but not forbidding.  
     Starfleet Command is aware of his drug conviction, but has chosen not to make those prior 
  events part of his public record.  Despite this, Gatan lives in fear that his dark secret may come 
  back to haunt him once more.  
  Attributes
  Str    8 (+1)
  Agl   8 (+1)*
  Int 10 (+2)*   Vit  8 (+1)   Prs  9(+1)*  Per 8 (+1) 
  Quickness +1     Savvy +1
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 9  
  Renown: 1   
  Advancements: 5
  Initiative:   +1
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +1
  +3
  +4
  Computer Use
  INT 
  +2
  +4
  +6
  ( Retrieval ) 
  First Aid
  INT 
  +2
  +5
  +1
  +8
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Federation )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Federation )
  Knowledge:Specific World 
  INT
  +2
  +4
  +6
  ( TrillI )
  Knowledge:Politics
  INT
  +2
  +2
  +4
  ( Trill Symbiosis Commission )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Trill
  INT
  +2
  +4
  +6
  Medicine
  INT
  +2
  +5
  +1
  +8
  ( Combat Trauma )
  19
  
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +2
  +4
  Physical Science
  INT
  +2
  +3
  +5
  ( Chemistry )
  Survival
  PER
  +1
  +3
  +4
  System Operation  
  INT 
  +2
  +3
  +5
  ( Flight Control)
  Unarmed Combat  
  AGL 
  +1
  +3
  +4
  ( Starfleet Martial Arts )
  Professional Abilities:  
  None
  Species Abilities:
  Joined:   Gatan (like most other Trill) can be joined to a symbiont, though he was rejected from the 
  program by the Symbiont Commission.  
  Skilled:  Trill place an emphasis on education from very early in life, and as a result, Trill 
  characters gain +2 skill picks at character creation.
  Edges/ Flaws: 
  Cultural Flexibility:  Gatan is very cosmopolitan and is unfazed by other cultures, and gains a +2 
  to Social tests involving species other than his own. 
  Meticulous:  Gatan gains a +1 to cumulative Extended tests.
  Multi-Tasking:  Gatan may treat a full-round action as two actions and take additional actions at 
  the standard penalty.
  Dark Secret:  Despite the fact that Starfleet Command has chosen not to include his prior drug 
  convictions in his official record, Gatan worries that word will leak out and destroy his 
  reputation once more.  
  Promotion 3:  Gatan holds the enlisted rank of Petty Officer Third Class in Starfleet.  
  Suit-Trained:  Gatan does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  20
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Blake
  Age:
  8
  Species
  Human
  Homeworld:
  Nevari Prime
  Gender:
  Male
  Eyes:
  Green
  Hair:
  Brown
  Rank:
  Lance Corporal
  Current Assignment:
  Engineer/Tech/Three, Force Recon Team Seven-One
  Profile/History:
     Corporal Blake is the result of a series of unauthorized cloning experiments conducted on Nevari 
  Prime, with the intent of creating a super-soldier (much like th Eugenics programs of late 20th 
  Century Earth).  
     Blake was rescued by Starfleet at age 5 (though he'd already acheived the physical maturity of a 
  late adolescent), and following an “acclimation” period, he was released from Federation custody.  
     Blake's genetic resequencing endows him with above average physical attributes, but has 
  severely and artificially curtailed his effective lifespan.  Blake is not expected to live more than 
  twenty years.
  Psychological Profile: 
     Blake was raised in an extremely limited clinical environment, and as a result, was deprived of 
  most cultural, historical, and social skills.  This profound lack (along with his  ingrained stoicism) 
  and the clinical cultural conditioning has left him somewhat innocent, very stoic, and occasionally 
  awkward.  There is much about human society and customs that he still does not understand.
     Lacking normal socialization skills, Blake joined the Starfleet Marines because he was already 
  accustomed to the regimented lifestyle involved, and because it allowed him “to make a 
  difference”.
  Attributes
  Str    10 (+2)
  Agl   10 (+2)* Int 10 (+2)   Vit  10 (+2)   Prs  7(+0)  Per 8 (+1)* 
  Quickness +4*     Savvy +1
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 13  Renown: 1   
  Advancements: 5
  Initiative:   +4
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat
  AGI
  +2
  +2
  +1
  +5
  Athletics
  STR
  +2
  +3
  +1
  +6
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Invasion ) 
  Demolitions
  INT 
  +2
  +4
  +1
  +7
  First Aid
  INT 
  +2
  +2
  +1
  +5
  Knowledge:Culture
  INT
  +2
  +1
  +3
  Knowledge:History 
  INT
  +2
  +1
  +3
  Knowledge:Specific World 
  INT
  +2
  +1
  +3
  ( Nevari Prime )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  21
  
  Observe
  PER 
  +1
  +2
  +1
  +4
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +1
  +7
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +2
  +1
  +5
  Survival
  PER
  +1
  +3
  +1
  +5
  System Engineering
  INT 
  +2
  +5
  +7
  System Operation  
  INT 
  +2
  +4
  +1
  +7
  Unarmed Combat  
  AGL 
  +2
  +4
  +1
  +7
  ( Starfleet Martial Arts )
  Professional Abilities:
  Battle-Hardened: Blake has learned to function despite pain and injury. He gained +1 Health 
  (already factored in) and reduces his TN modifier from pain and injury by -1
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Blake a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Addiction (Enhanced Metabolism):  Blake's genetic modifications grant him a number of bonuses, 
  but only at a cost- he must eat half again as much per day as a normal human being in order 
  to fuel his voracious metabolism.  
  Excellent Metabolism:  Blake gains a +4 bonus to tests to resist poison and illness.
  Dark Secret:  Blake is the result of illegal experiments in genetic engineering and is not expected to 
  see his 20th birthday, neither of which fact does he want widely known.
  Fit:  Blake's great physical fitness grants him a +1 bonus to all Physical tests.
  Great Vitality:  Blake's metabolism grants him a +5 bonus to rolls to Stabilize him after injury, and 
  a +4 to weekly (or bi-weekly) Stamina tests to recover lost wound points.
  High Pain Threshold:  Blake's clinical life and genetic dispositions has taught him to endure higher 
  levels of pain than normal. He reduces all TN penalties due to pain and injury by -2.
  Innovative:  Blake has learned the Battle-Hardened Professional Ability.  
  Promotion 2:  Blake holds the enlisted rank of Lance Corporal in the Starfleet Marine Corp.  
  Rapid Healing:  Blake heals at twice the rate of a normal human (recovery 2 points per day of 
  natural healing).  
  Suit-Trained:  Blake does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  22
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Spencer MacKenzie
  Age:
  22
  Species
  Human
  Homeworld:
  Luna
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Light-Brown
  Rank:
  Corporal
  Current Assignment:
  Sciences/Computer/Two, Force Recon Team Seven-One
  Profile/History:
     A naturally talented engineer and technician, the reports are that MacKenzie was denied an 
  application to Starfleet Academy due to criminal prosecutions for some of his earlier exploits.  
  Psychological Profile: 
     MacKenzie is Team Seven-One's resident practical joker.  There's nothing he likes more- not 
  wine, women, nor song- than a 
  bit of technically induced mischief.  MacKenzie exudes a 
  devil-may-care nonchalance, and displays proper military discipline only under duress- but keeps 
  his uniforms, equipment, and weapons meticulously clean.
  Attributes
  Str    6 (+0)
  Agl   9 (+1)*
  Int 10 (+2)   Vit  10 (+2)   Prs  6(+0)  Per 9 (+1)* 
  Quickness +3*     Savvy +1
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 11  Renown: 1   
  Advancements: 5
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat
  AGI
  +1
  +2
  +3
  Athletics
  STR
  +0
  +1
  +1
  ( Running )
  Computer Use
  INT 
  +2
  +5
  +7
  ( Hacking ) 
  Conceal
  INT 
  +2
  +5
  +7
  Demolitions
  INT 
  +2
  +4
  +6
  Knowledge:Culture
  INT
  +2
  +4
  +6
  Knowledge:History 
  INT
  +2
  +4
  +6
  ( Federation )
  Knowledge: Religion
  INT 
  +2
  +4
  +6
  Knowledge:Specific World 
  INT
  +2
  +4
  +6
  ( Luna )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Physical Science
  INT 
  +2
  +3
  +5
  Ranged Combat:Energy 
  AGL
  +2
  +5
  +7
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +3
  +5
  Survival
  PER
  +1
  +2
  +3
  System Engineering
  INT 
  +2
  +5
  +7
  Environmental Systems
  23
  
  System Operation  
  INT 
  +2
  +4
  +6
  Unarmed Combat  
  AGL 
  +2
  +3
  +5
  Professional Abilities:
  Fix-It: MacKenzie may use any of the Repair specializations untrained.  
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given MacKenzie a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Innovative: MacKenzie has gained the Fix-It Professional Ability.
  Promotion- E-3: MacKenzie holds the rank of Corporal in the Starfleet Marines.
  24
  
  7
    th   Fleet Scoring Sheet
   
    
  Benchmark
          Bonus
  Achieved
  PCs scan for other vessels in area (successfully or not):
  +1
  ¤
  PCs examine Gosovan's sensor patterns for blind spots:
  +1
  ¤
  PCs successfully create a thoron shield generator:
  +1
  ¤
  PCs successfully board the Gosovan:
  +1 
        ¤
  PCs discover proof of the metagenic weapons components:
  +1 
        ¤
  PCs recover datapad with names of Romulan and Cardassian:
  +1 
        ¤
   contacts
  PCs download copy of the Gosovan's computer core:
  +1 
        ¤
  PCs scuttle the Gosovan:
  +1 
        ¤
  PCs investigate and scuttle Gosovan completed undetected:
  +2 
        ¤
  Witnesses survive to report PCs tampering with the Gosovan:
  -3 
        ¤
      / 8
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Crew:  U.S.S.            
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 8
   
     
    
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  25
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS07-Unauthorized_Entry.pdf