TEXT: ENDS AND MEANS
  TROY MEPYANS
  
  STAR TREK ADVENTURES
  051426
  LCARS TERMINAL MUH051426-PDF
  010670
  020420
  CREDITS
  AUX SYS
  SYSTEM DESIGN
  NATHAN DOWDELL
  LINE DEVELOPER
  SAM WEBB
  LINE EDITOR
  JIM JOHNSON
  WRITING
  TROY MEPYANS
  EDITING
  JIM JOHNSON
  PROOFREADING
  ARIC WIEDER AND JIM JOHNSON
  COVER DESIGN
  RICHARD L. GALE 
  GRAPHIC DESIGN
  MATTHEW COMBEN
  LAYOUT
  THOMAS DEENY 
  PRODUCED BY
  CHRIS BIRCH 
  OPERATIONS MANAGER
  GARRY HARPER
  PRODUCTION MANAGER
  STEVE DALDRY
  COMMUNITY SUPPORT
  LLOYD GYAN
  PUBLISHING ASSISTANT
  SALWA AZAR
  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 
  MUH051426-PDF
  The 2d20 system and Modiphius Logos are copyright 
  Modiphius Entertainment Ltd 2018. All 2d20 system text is 
  copyright Modiphius Entertainment Ltd. Any unauthorized 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 & © 2018 CBS Studios Inc. © 2018 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. 
  
  1
  01.10 
  SYNOPSIS 
  2
  01.20 
  ACT 1: THE RECEPTION 
  3
  01.30 
  ACT 2: THE INVESTIGATION 
  7
  01.40 
  ACT 3: THE CONFRONTATION 
  19
  01.50 
  CONCLUSION 
  21
  BY TROY MEPYANS
  ENDS AND MEANS
  ENDS AND MEANS
  CHAPTER 
  01.00 
  082397 
  050670081302030806
  
  2 STAR TREK ADVENTURES
  SYNOPSIS
  CHAPTER
  01.10 ENDS AND MEANS
  The Player Characters’ vessel is dispatched to the Federation 
  protectorate world of Tolen IV to help mediate a disagreement 
  between two factions. The government of Tolen IV wishes to 
  remain under the Federation’s protection, with the hopes of 
  joining as a member world later. The second faction wishes for 
  Tolen IV to withdraw itself from Federation protection to take 
  its place in the galactic community on its own terms. Tolen 
  IV is located near the Romulan Neutral Zone and, thus, is in 
  a strategic location for Starfleet to monitor Romulan activity. 
  Tolen IV is also rich in dilithium, tritanium, and trillium-D, so the 
  mining rights of the planet’s surface are of great interest to the 
  Tolen people and to their more powerful neighbors. 
  A reception for all involved parties is given on board the 
  Player Characters’ ship, with the characters all in attendance. 
  They will have the opportunity to discuss the upcoming 
  negotiations with Verens Joffies, the Tolen head of state, 
  as well as Halan Rizel, the separatist representative and a 
  former legislator in the planetary government. Along with 
  several other negotiators and dignitaries from Tolen IV is a 
  Ferengi businessman, Pala Teik, who has managed much 
  of Tolen IV’s off-world trade with the Federation and nearby 
  independent systems.
  The Player Characters will then travel planetside, where the 
  negotiations will be held in a large convention center in Tolen 
  IV’s capital city of Trejhet. During the conference an attempt 
  will be made to kill the delegates. Once the immediate threat 
  has been dealt with, the Player Characters will be able 
  to investigate the immediate area for clues as to who the 
  would-be assassin is and what his or her motivations may 
  be. The evidence points to Avard Chevis, an aide to Verens 
  Joffies. This revelation causes Halan Rizel to leave in protest; 
  but her aid, Calrin Fess, remains behind to help with the 
  ongoing investigation, along with governmental investigator, 
  Rowl Bozik. As the characters leave the conference center, 
  they are accosted by a group claiming to be separatist 
  sympathizers. Calrin Fess attempts to talk them down; but 
  the group attacks, forcing the officers to defend themselves. 
  Once the attackers are no longer a threat, Fess recognizes 
  one of the attackers as a page for one of the government’s 
  key senators, and accuses Bozik of orchestrating the attacks 
  to marginalize the separatist movement. Her argument ends 
  quickly as the ship identifies the other attackers as members 
  of a radical separatist group. It is clear there is a conspiracy 
  to derail the peace conference; but who and why is still 
  a mystery. 
  The characters’ investigations point to Pala Teik as having 
  paid a large sum of latinum to both the radicals and to Avard 
  Chevis’ family. The radicals have been using the latinum to 
  buy weapons and explosives for the civil war they are hoping 
  to foster. Depending on who the characters investigate 
  and where, they may encounter more radicals that want 
  to silence the officers, or even some of Pala Teik’s thugs 
  wanting to dissuade the officers from following up on their 
  boss’ involvement in the whole affair. The characters enter 
  Pala Teik’s estate and either intimidate the guards or fight 
  their way past them until they can confront Pala Teik with the 
  evidence they have gathered, which the Ferengi agrees is 
  all true and accurate. “Rule of Acquisition 34: ‘War is good 
  for business.’ Who am I to argue with the Rules?” he tells 
  them before the Tolens lead him away. The characters can 
  investigate Pala Teik further, possibly uncovering a thread 
  that leads to the other side of the Neutral Zone; but the 
  contact has already vanished and the lead is a dead end.
  While this adventure was written to be set in 2371, Gamemasters 
  running in the Original Series era can run this adventure with a 
  few adjustments to the setting and the villain. Tolen IV would 
  be along the Federation/Klingon Neutral Zone, with both sides 
  attempting to sway the world to their side. The Separatists 
  would be those who wish to side with the Klingon Empire, and 
  the Government wishes to side with the Federation. Pala Teik 
  becomes a Romulan agent attempting to start a civil war that 
  will derail any decision the Tolens will make for years, if not for 
  decades, to come.
  ADAPTING THIS MISSION TO OTHER ERAS
  
  3
  ENDS AND MEANS
  DIRECTIVES
  In addition to the Prime Directive, the Directives for this 
  mission are:
   §
  Ensure security for both sides during the negotiation
   §
  Mediate the dispute
  The Gamemaster begins this mission with 2 points of 
  Threat for each Player Character in the group.
  SCENE 1: PLAYING THE HOST
  The Player Characters’ ship has been ordered to Tolen IV, a 
  Federation protectorate that has been debating the question 
  of remaining with the Federation or setting out on its own. 
  The two factions are very set on their own opinions on the 
  matter, and tensions have been running high. There have 
  been scattered instances of violence across the planet, but 
  representatives have agreed to meet for negotiations, wanting 
  to resolve the issue before it dissolves into a civil war.
  The scene opens with a reception on board the ship, a 
  gesture by the Federation that they want and respect open 
  dialogue from both sides; plus, it’s a way to show both sides 
  that Starfleet can maintain neutrality while providing added 
  security for the conference.
  This may be a chance to explore how the characters deal 
  with a large social situation. Are they nervous they may do 
  or say the wrong thing; or are they confident that they can 
  handle any social interaction that comes up, including with 
  the various faction leaders and prominent figures from Tolen 
  IV? Do they resent having to be at the reception, or do they 
  relish the chance for diplomatic interaction and learning 
  about a culture they aren’t familiar with?
  Sometime during the reception, the characters will have 
  their chance to interact with Verens Joffies, the Tolen head 
  of state; Avard Chevis, an aide to Verens Joffies; Senator 
  Phregs of the Tolen Military Advisory Council; and with Halan 
  Rizel, the separatist representative. Each of them will want 
  CHAPTER
  01.20
  ACT 1: THE RECEPTION
  ENDS AND MEANS
  STARDATE 48326.3
  This isn’t the first time my ship has hosted a reception for delegates 
  from a planetary government; but this one is a bit more difficult, given 
  the political situation on Tolen IV. The delegates have not been openly 
  hostile with one another; but the stares that we’ve seen between 
  them since they were brought on board could freeze a small star. I 
  have ordered security to have a larger than normal presence in and 
  around the reception to check any trouble before it can start. I’ve met 
  with my senior staff and we’ve gone over what we know about each 
  of the delegates and discussed ways to put our best foot forward 
  in a situation where at least half of the people involved are vocally 
  opposed to Federation involvement with their world.
  CAPTAIN’S LOG
  AUX
  LYS004
  SYSTEMS
  
  4 STAR TREK ADVENTURES
  assurances that Starfleet will remain neutral; but Rizel will 
  be much harder to convince, as he views the arrival of a 
  starship in orbit as a heavy-handed hint by the government 
  about how powerful their ally is. These Tasks will each be 
  either Presence + Command or Insight + Command with a 
  Difficulty of 1 for Parak Joffies and a Difficulty of 2 for Halan 
  Rizel. Avard Chevis will inquire about security arrangements, 
  stating he is concerned about the possibility of terrorist 
  actions against the conference, implying that it would be the 
  separatists responsible for such an act.
  Also in attendance is Pala Teik, a Ferengi merchant who has 
  overseen most of Tolen IV’s off-world commerce. He is a 
  very shrewd person, observing the room carefully, but only 
  speaking in polite small talk regarding business climates in 
  the region and how interesting he finds the Tolen people. He 
  expresses several times that he hopes the negotiations are 
  successful and that Tolen IV can get back to the “business of 
  business,” as he puts it. 
  Shrewd characters may wish to run information about any 
  of the delegates through the ship’s computer to see if they 
  pose any kind of a security threat. This would be a Reason 
  + Security Task with a Difficulty of 1, assisted by a Security 
  + Computer check by the ship. All delegates present check 
  out clean, including the Ferengi, which may strike some 
  officers as unusual. If they choose to spend Momentum, they 
  will find discrepancies in Pala Teik’s record, as if parts of it 
  have been erased or otherwise manipulated. A Complication 
  simply returns the same information as before, with Pala 
  Teik’s record appearing to be clean.
  TOLEN LEADERSHIP
  Tolen IV’s planetary government is divided into a senate 
  and a single head of state, called a Parak. The Parak is the 
  spokesman for the planetary government, and heads up all 
  diplomatic affairs in the name of his people. When spoken to 
  he is referred to simply as Parak (name); for example, Parak 
  Joffies is the current head of state on Tolen IV, while Halan 
  Rizel is a former senator from the capital district.
  Tolens are a proud and free people, having forged 
  a unified civilization with seemingly insurmountable 
  obstacles in their way, not the least of which was their 
  own love of independence. They are known for their 
  tenacity and will, overcoming any trial that is set in 
  their path and holding true to their views through most 
  hardships. However, this also means that Tolens are a 
  stubborn and wilful people, difficult to lead and unwilling 
  to accept views that differ with their own points of view 
  without extensive debate and persuasion.
  SPECIES TRAIT: TOLEN
  7313
  0014
  628022
  140
  231883
  4
  23012
  EMERG OVERRIDE
  LCARS MODE
  VOX
  FLUX OVERTHRUSTER
  STALL
  STATUS
  ALERT
  COMM
  COMM
  1212
  09
  43R
  314
  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
  SHODAN
  
  5
  ENDS AND MEANS
  HALAN RIZEL [NOTABLE NPC]
  TRAITS: Tolen, Hot-headed
  ATTRIBUTES
  DISCIPLINES
  04
  COMMAND
  02
  SECURITY
  03
  SCIENCE
  03
  CONN
  01
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  07
  FITNESS
  10
  PRESENCE
  06
  DARING
  08
  INSIGHT
  07
  REASON
  FOCUSES: Tolen Law, Debate, Negotiation
  STRESS: 9 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed (Melee, 3 , Nonlethal)
  Personality: Rizel is Joffies polar opposite, fiery and 
  passionate. He has embraced the idea of Tolen IV 
  standing on its own in the Galaxy and not having to be 
  beholden to anyone, including the Federation, who he 
  views as an occupier that wants to take the planet’s 
  natural resources without any kind of compensation. 
  He has not gotten to the point where he is advocating 
  violence against the government, however, and has done 
  what he can to prevent the more radical members of his 
  movement from doing so.
  AVARD CHEVIS [NOTABLE NPC]
  TRAITS: Tolen, Thoughtful
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
  03
  SCIENCE
  01
  CONN
  04
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  03
  FITNESS
  07
  PRESENCE
  06
  DARING
  08
  INSIGHT
  10
  REASON
  FOCUSES: Tolen Law, Debate, Negotiation
  STRESS: 5 
  RESISTANCE: 0
  ATTACKS:
   §
  Phaser Type-1 (Ranged, 4 , Size 1H, Charge, Hidden)
  Personality: Avard Chevis carries a dark secret with him: 
  He has made a deal with Pala Teik to assassinate the 
  delegates of the peace conference in exchange for the cure 
  he seeks for the cancer that is destroying his body. The 
  Federation hasn’t been able to synthesise a treatment yet, 
  since Tolen physiology has proven difficult to adapt new 
  medications for; and Chevis feels he has nothing to lose 
  and everything to gain. He has even arranged to have a 
  large sum of latinum paid to his family if he does not survive 
  the attack, so they will be cared for when he is gone. Now 
  he is resigned to his course of action and is approaching it 
  with his engineer’s mind. He just has to find out about the 
  security setup Starfleet intends to use at the conference. 
  VERENS JOFFIES [NOTABLE NPC]
  TRAITS: Tolen, Insightful
  ATTRIBUTES
  DISCIPLINES
  05
  COMMAND
  02
  SECURITY
  01
  SCIENCE
  03
  CONN
  01
  ENGINEERING
  01
  MEDICINE
  09 
  CONTROL
  07
  FITNESS
  12 
  PRESENCE
  06
  DARING
  10
  INSIGHT
  07
  REASON
  FOCUSES: Tolen Law, Negotiation, Political Science
  STRESS: 9 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed (Melee, 3 , Nonlethal)
  Personality: Verens Joffies is a quiet man that has found 
  himself thrust into events that have nearly spiralled out of 
  his control. He is a staunch supporter of Tolen IV becoming 
  a full member of the Federation and can’t understand the 
  Separatists’ desire to stand without such a powerful ally so 
  close to Romulan space. He will do nearly anything to avoid 
  bloodshed in this dispute, and that has alienated some of his 
  more hawkish allies, including Senator Phregs.
  
  6 STAR TREK ADVENTURES
  SENATOR PHREGS [MINOR NPC]
  TRAITS: Tolen, Hot-headed
  ATTRIBUTES
  DISCIPLINES
  06
  COMMAND
  04
  SECURITY
  01
  SCIENCE
  02
  CONN
  01
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  10
  FITNESS
  10
  PRESENCE
  08
  DARING
  08
  INSIGHT
  07
  REASON
  FOCUSES: Tolen Law, Debate, Military Protocol
  STRESS: 14 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 5 , Knockdown, Size 1H, 
  Non-lethal)
  Personality: Senator Phregs is the head of the Tolen 
  Defence Advisory Council in the senate; a body that is 
  the liaison between the political and the military sections 
  of the government. He views anyone with separatist 
  views as being little more than traitors and has advocated 
  heavy-handed crack-downs on demonstrations in the past 
  few weeks. This has brought him into conflict with Parak 
  Joffies, who Phregs considers a weak leader at best. 
  He sees the Federation as a chance for Tolen to take its 
  place on the galactic stage and increase its power and 
  influence. He has also secretly been having his people 
  send threatening messages to the delegates of the peace 
  conference, hoping to derail it before it even starts.
  PALA TEIK [MINOR NPC]
  TRAITS: Ferengi, Cunnin
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  04
  SECURITY
  01
  SCIENCE
  04
  CONN
  05
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  08
  FITNESS
  07
  PRESENCE
  10
  DARING
  10
  INSIGHT
  07
  REASON
  FOCUSES: Tolen Law, Debate, Negotiation
  STRESS: 12 
  RESISTANCE: 0
  ATTACKS:
   §
  Phaser Type-1 (Ranged, 6 , Size 1H, Charge, 
  Hidden 1) 
  Personality: Pala Teik has his fingers in every economic 
  pie on Tolen IV, although he specializes in heavy industry 
  and mining operations. He has been watching the 
  strife between the government and separatists with 
  great interest for the better part of six months, and has 
  formulated a plot to cause a civil war to erupt that would 
  engulf the whole of the planet. Amidst all the destruction, 
  Teik would become a very wealthy Ferengi, dealing 
  weapons and supplies to both sides of the conflict. Teik 
  considers himself very highly cultured and carries himself 
  with a sophisticated and polite air. When he drops that 
  façade, he is a ruthless and cunning opponent, willing to 
  sacrifice anything but his own skin to get what he wants. 
  SIGNAL
  MODE 
  SELECT
  238
  WARP
  REDACT
  ALERT STATUS
  
  7
  ENDS AND MEANS
  SUPPLEMENTAL
  I have met with my senior staff and gone over our security 
  precautions for the convention center and the surrounding grounds. 
  The central building is where the conference will take place; but there 
  will most likely be delegates and aides scattered throughout the 
  overall area, making the task a bit more difficult.
  CAPTAIN’S LOG
  SCENE 1: SECURING THE CENTER
  The characters are put in charge of the security detachment at 
  the conference center, including the setting up and monitoring 
  of transport inhibitors. The meetings are being held in the 
  capital city of Trejhet, a concession to the separatists who 
  were opposed to the conference being held on the ship; but 
  the presence of Starfleet as primary security for the event was 
  what the separatists had to give up in exchange.
  Gamemasters should have the Player Characters set up 
  security however they see fit. Technology from the ship is 
  readily available, and one of the tactical officers will suggest 
  transport inhibitors if the Player Characters don’t think of it 
  themselves. Setting them up is a Reason + Science Task 
  with a Difficulty of 1. Complications could include the unit 
  malfunctioning and needing to be replaced, taking extra time. 
  Increase all Difficulties for the rest of Act One by 1 should this 
  happen. Other possibilities for precautions include:
   §
  Portable shield generators in the main conference room 
  that can be activated by voice command of any member 
  of the officers’ group (Opportunity 1, Escalation 2)
   §
  Security personnel to patrol the outside areas while the 
  officers maintain their presence inside the central building 
  on the conference grounds (Opportunity 1, Escalation 3)
   §
  Sensor pods placed all around the grounds, sweeping 
  for explosives or other deadly weapons (Opportunity 2, 
  Escalation 3)
  As a threat, Gamemasters might consider protesters coming 
  onto the conference center grounds, chanting and carrying 
  signs. The characters will be forced to leave where they are 
  to come and try to talk the crowd into dispersing peacefully. 
  This is an Extended Task with a Progress of 12, Magnitude 
  3, and Difficulty of 3. The default Task for this is Presence 
  + Command, but Insight + Command could also work. If 
  the Player Characters are successful, they will convince the 
  crowd to leave peacefully; complications see the protesters 
  sit in place, refusing to be moved. Since they are within 
  their rights to be there and assemble, there is little else 
  the characters can do to remove them. This will make all 
  Difficulties in dealing with the bomb’s aftermath increase by 
  1 when the officers are attempting to interview witnesses due 
  to the hostile mood of the crowd.
  It is possible that the characters happen upon Avard Chevis 
  in the conference center if they decide to check the rooms 
  and offices around the conference room itself. He will be in a 
  small office, speaking quietly into a portable communicator. 
  He will not notice the Player Characters until they have 
  heard him say the following, “I understand. I will signal 
  you to transport the device when I’ve gotten through the 
  transport inhibitors.”
  At this point he will look up and see the Player Characters 
  in the doorway and tell them he is working with the Tolen 
  Military to bring in a device that will record the proceedings 
  of the meeting for both parties to have access to and use in 
  further negotiations. He will appear very nervous, slipping 
  the communicator into his pocket as he talks. An Insight + 
  Medicine difficulty 1 will detect that he is lying to them; or 
  an Insight + Security difficulty 1 will have the player realize 
  that there would be no way for this to be true without it going 
  through their own security chief for approval. 
  If the Player Characters fail to realize that Chevis is lying, he 
  will excuse himself and leave the office for the conference 
  room. The communicator he has, given to him by Pala Teik 
  through a proxy, has a transmitter inside that can be used 
  to disable the transport inhibitors. He had been planning 
  to beam in a bomb from the office and escape during 
  the chaos; but, since he is dying anyway and knows that 
  ACT 2: THE INVESTIGATION
  CHAPTER
  01.30 ENDS AND MEANS
  
  8 STAR TREK ADVENTURES
  Starfleet is suspicious of him already, he decides it is best to 
  die with the delegates and be remembered as a martyr. 
  Should the Player Characters realize that Chevis is lying, they 
  will have to try to subdue and/or stun him before he can get 
  to the communicator and disable the transport inhibitors, 
  hoping that his fellow conspirators will be monitoring the area 
  and beam in the bomb without being signalled. He will drop 
  behind the desk in the office, using that for cover, pulling 
  the communicator from his pocket on his first action, he will 
  activate the transmitter on his second action, deactivating 
  the transport inhibitors. Pala Teik is indeed monitoring the 
  conference area from his personal ship, and will order the 
  bomb transported in the moment the inhibitors go down. 
  Once the characters have done all they wish for security, 
  and/or failed to stop Chevis, read the following:
  Your combadges chirp, and a voice from the tactical station on 
  your ship speaks with calm urgency, “Transporter inhibitors are 
  down, I repeat: Transport inhibitors are no longer functional. 
  Unknown as to what…wait…I have transporter activity in the 
  conference room! There is an explosive in with the delegates!” 
  Before the statement ends you are already sprinting for the 
  conference room, going over what you need to do to save the 
  delegates as well as the negotiations.
  What happens here will depend greatly on the preparations 
  that the Player Characters took in setting up security 
  for the negotiations in the first place. There are several 
  possible scenarios, each with its own Tasks and potential 
  Complications. These include:
   §
  If the characters placed portable shield generators in the 
  main conference room, they must give the verbal command 
  to reconfigure their matrix so that only the delegates are 
  shielded, not the entire room. This command would be 
  relayed through the ship’s computer, so the Task would be 
  Control + Engineering assisted by Sensors + Security 
  with a Difficulty of 2. A complication means that the matrix 
  change is unsuccessful and the characters must determine 
  a different means of saving the delegates. All further Tasks 
  will suffer a +1 Difficulty due to the added stress.
   §
  Call the ship to use its transporters to secure the bomb 
  and either beam it to a harmless location, or disperse its 
  atoms into space. This would involve giving an emergency 
  order to the transporter chief, so the Task would be a 
  Presence + Command Task with a Difficulty of 1. A 
  complication means that the chief can’t secure a lock 
  on the bomb because one of the transport inhibitors 
  rebooted and is interfering with the signal. All further Tasks 
  will suffer a +1 Difficulty due to the added stress.
   §
  The characters enter the room itself, look for the bomb 
  (which is under the conference table), and then disable it 
  without causing it to go off. The delegates are well versed 
  enough in security to know that they should leave the 
  conference room the moment the officers tell them what’s 
  happening, so the only danger would be to the Player 
  Characters themselves. Finding the bomb will only require 
  a minute or two; but deactivating it will take an extended 
  task with either a Reason + Engineering or Control + 
  Engineering Task with Work 10, Magnitude 2, Difficulty 3.
  Gamemasters will want to remind newer Player Characters 
  that they can use Momentum to buy additional dice to roll for 
  tasks, or they can give the Gamemaster Threat in exchange for 
  additional dice. Given the gravity of the situation, the characters 
  would do well to expend all resources to defuse the bomb. If 
  you want to use Threat here, you can have protestors enter the 
  building and attempt to confront the delegates as the Player 
  Characters are trying to defuse the bomb, forcing them to 
  divide their team to maintain calm outside the conference room 
  while the bomb is being dealt with. This would increase the 
  Difficulty of Tasks related to the bomb by +1, and also require a 
  Presence + Command Task at Difficulty 1 to get the protestors 
  to leave the building for their own safety. 
  If Chevis has not been dealt with before this, Gamemasters 
  can use threat to have him enter the room and open fire on 
  them with a phaser while they are trying to defuse the bomb 
  and evacuate the delegates, also raising the difficulty of 
  deactivating the bomb by +1. He will fight until he is either 
  killed, stunned, or subdued in some way.
  On the remote chance that the unshielded bomb does go off, 
  meaning the Player Characters failed at every attempt to defuse 
  it or contain it, anyone inside the conference room will be hit 
  with 6  Area, Intense, Vicious 2, Deadly damage. The rest of the 
  building is filled with smoke and dust, and any Player Characters 
  inside will take 1  damage from falling debris. Anyone outside 
  the building, but in close range will also take 1  damage from 
  flying glass. All tests interacting with witnesses will be at a +1 
  Difficulty, as people will blame Starfleet for the disaster and be 
  hostile toward them in their future dealings. Surviving Player 
  Characters can treat the wounded using Reason + Medicine at 
  Difficulty 2, or Insight + Medicine at Difficulty 2.
  The most likely scenario is that the characters are able to 
  eliminate the bomb as a threat and will now seek to figure out 
  who planted the device and why. They have several avenues 
  to pursue, including the following:
   §
  Have the ship try to track the transporter signal that 
  delivered the bomb in the first place. This will take a 
  Reason + Science Task at Difficulty 2, assisted by 
  Sensors + Science from the ship. A successful test will 
  reveal that the signal was bounced through several relay 
  stations before it reached the conference room, and that 
  tracing it will be extremely difficult. Momentum spent here 
  will reveal that they can backtrack the relays like a trail of 
  bread crumbs. It won’t give an exact point of origin, but it 
  will point to a general area of where the transporter beam 
  
  9
  ENDS AND MEANS
  came from. A Complication could see them sent to the 
  wrong area by the relay stations.
   §
  Interview delegates to see if they saw or heard anything 
  that may give a hint as to who was behind the attack. 
  This will be a Presence + Command Task at Difficulty 
  2. Success reveals that the several delegates from both 
  factions had received warnings that there would be 
  “consequences” should they attend the conference, 
  and those warnings had hinted at some form of attack. 
  Momentum spent will reveal that the aide to Parak Joffies, 
  Avard Chevis, had been acting nervous all morning, 
  and disappeared shortly before the bomb was beamed 
  in. Complications could be anything from delegates 
  refusing to cooperate because they believe Starfleet was 
  incompetent, to pointing out someone else that acted 
  “suspiciously” and ends up being a red herring.
   §
  Use tricorders to scan the area for any clues such as 
  bomb residue, DNA that had been on the bomb (if 
  it was beamed out, the transport buffer would have 
  the DNA signature stored in it), or a signature from 
  the transporter that sent the bomb in the first place. 
  Success will give them the fact that the bomb was very 
  much a general explosive, used in mining and for other 
  industrial purposes; there is a DNA trace left behind 
  in the bomb residue; and the transporter used was an 
  industrial transporter, not one used for living subjects. 
  Momentum will give them additional details such as 
  most of the companies that use the explosive are 
  owned by Pala Teik, or that the DNA signature is that of 
  a Tolen male. Complication would only reveal the DNA 
  signature without giving any additional information. A 
  Reason + Medicine Task with a Difficulty 2, assisted by 
  Computers + Medicine will reveal through the ship’s 
  medical computer that the Tolen is indeed Avard Chevis, 
  the aide to Parak Joffies. Momentum reveals that Chevis 
  was suffering from Hymodrik Lymphoma, an aggressive 
  cancer that is untreatable by current Federation medical 
  technology; and he has only another month before the 
  disease will take his life. Complication will simply return 
  the answer that the DNA belongs to a Tolen male.
  If Chevis was not discovered before the attack and is still at 
  large, he will not be found anywhere in the complex, having 
  already beamed aboard a small transport, the S.S. H’varra, 
  that is attempting to leave the planet. The transporter 
  signature will be detected by the Player Characters’ ship, 
  since the Tolens have very few personnel transporters, and 
  this one was used on the conference grounds. The H’varra 
  is heading for a rendezvous with Pala Teik in his private ship, 
  where the Ferengi is supposed to give him the cure for his 
  cancer. In truth the Ferengi will eliminate Chevis if he actually 
  gets near his private ship, tying up one loose end in his 
  overall scheme. The H’varra is running with shields up and 
  responds to the starship’s hails with audio only, stating that 
  they are a diplomatic transport under the authority of Parak 
  Joffies. A quick check with the away team will show this 
  to be a lie; but the H’varra dives for the planet’s rings. The 
  Player Characters’ ship will have easy opportunity to pursue 
  and overtake the H’varra as it tries to lose them in Tolen IV’s 
  rings. The rings are not dangerous to a starship; but there are 
  energized pools and eddies that can interfere with sensors. 
  Detecting these will take a Reason + Science task at 
  Difficulty 1 with Sensors + Science assisting from the ship. 
  Avoiding them will take an extended Control + Conn task at 
  Work 8, Magnitude 2, Difficulty 3. This difficulty is increased 
  by +1 if the pools and eddies are not detected. 
  If the Control + Conn task is successful, they will close 
  within range to use the ship’s tractor beam to bring the 
  H’varra into the shuttlebay. If the task is failed they will still 
  be outside of tractor beam range; but will be able to use their 
  weapons to disable the H’varra’s shields and engines so she 
  can be brought aboard. 
  It may happen that the Player Characters refuse to have the Tolens 
  accompany them in their investigation. Warn them that this will 
  cause a diplomatic incident and that Starfleet Command will take a 
  dim view of them adding fuel to a fire that is already threatening to 
  burn out of control. If they insist, let them do so; but penalize every 
  Task that involves Tolens by +2 Difficulty, and use Threat to have 
  groups of Tolens attempt to ambush the characters once or twice.
  OPPOSING VIEWPOINTS
  01
  COMMAND
  01
  SECURITY
  01
  SCIENCE
  02
  CONN
  02
  ENGINEERING
  01
  MEDICINE
  09
  COMMS
  07
  ENGINES
  07
  STRUCTURE
  06
  COMPUTERS
  04
  SENSORS
  –
  WEAPONS
  DEPARTMENTS
  SYSTEMS
  POWER: 4 
  SHIELDS: 4
  SCALE: 2 
  RESISTANCE: 2
  CREW COMPLEMENT: 1 to 4
  ATTACKS: None
  S.S. H’VARRA [TOLEN TRANSPORT VESSEL]
  
  10 STAR TREK ADVENTURES
  Once he is brought aboard the player’s starship Chevis 
  will surrender peacefully, knowing he has nowhere to run 
  anymore. In the brig he will confess that he was bribed with 
  the promise of a cure for his disease by Pala Teik, along with 
  a large sum of money to take care of his family if he didn’t 
  survive the conspiracy. He will answer all questions as best 
  as he can, he is a broken man by this point.
  The characters will now want to pursue whatever leads they 
  have in this investigation. Options include:
   §
  Investigate Avard Chevis to find out who he was dealing with 
  and why he would facilitate the bombing of the conference.
   §
  Investigate mining and heavy industrial companies to see 
  if they have reported any explosives missing within the 
  last month or so.
   §
  Investigate Pala Teik to find out how a Ferengi device 
  designed to bypass inhibitors got into Chevis’ possession 
  in the first place.
   §
  Attempt to track the threats made to the delegates.
  It is very possible that the team decides to split its attention 
  in multiple directions as well, allowing them to cover more 
  ground while remaining in constant contact with their 
  combadges. Both Tolen factions will insist on the officers 
  remaining together, as well as accepting a government security 
  specialist, Rowl Bozik; and a separatist security specialist, 
  Carlin Fess, to accompany them as they travel the planet. 
  The excuse of added security is used; but the characters are 
  certain the two specialists are there to keep tabs on them.
  GANG OF TOLENS [MINOR NPCS]
  These humanoids are similar to Denobulans in appearance and are 
  wearing typical street clothes. Their clubs appear to be simply pipes 
  taken from a construction site of one type or another.
  TRAITS: Tolen, Aggressive
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
  01
  SCIENCE
  01
  CONN
  01
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  10
  FITNESS
  07
  PRESENCE
  06
  DARING
  08
  INSIGHT
  07
  REASON
  FOCUSES: Intimidation, Brawling
  STRESS: 12 
  RESISTANCE: 0
  ATTACKS:
   §
  Club (Melee, 4  Knockdown, Size 1H)
   §
  Escalation Phaser Type-1 (Ranged, 4 , Size 1H, Charge, 
  Hidden 1)
  SPECIAL RULES:
   §
  NO ONE’S FOOL – The Tolens will flee if half their number is 
  rendered dead or unconscious
  TRAITS: Tolen, To the Point 
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  05
  SECURITY
  01
  SCIENCE
  03
  CONN
  01
  ENGINEERING
  03
  MEDICINE
  09 
  CONTROL
  08
  FITNESS
  09 
  PRESENCE
  06
  DARING
  06
  INSIGHT
  11
  REASON
  STRESS: 13 
  RESISTANCE: 0
  CARLIN FESS [NOTABLE NPC]
  ATTACKS:
   §
  Phaser Type-2 (Ranged, 8 , Size 1H, Charge)
  FOCUSES: Tolen Law, Hand Phasers, Security Procedures
  Personality: Carlin Fess was a security detective for the 
  capital city police force for fifteen years when she was fired 
  for her separatist sympathies. Rather than fight the unjust 
  dismissal, she decided to join the movement and quickly 
  became the chief investigator for Halan Rizel. Fess is not 
  someone to beat around the bush, and this bluntness can 
  rub people the wrong way; but there is no questioning her 
  devotion to the separatist cause, nor to the fact that she 
  believes it can be attained without bloodshed. She respects 
  Rowl Bozik and the members of Starfleet; but she neither 
  likes nor dislikes them. 
  
  11
  ENDS AND MEANS
  This scene will drive home the idea to the Player Characters 
  just how volatile the situation is on Tolen IV, as they are 
  attacked by a gang of Tolens. The gang claims to be 
  separatists that want the Federation gone from their world 
  forever, and they are willing to fight for their beliefs.
  Have the captain read the following out loud:
  Captain’s log, supplemental: We are now following up every 
  possible lead in order to find out who was behind this attack 
  and what they stand to gain. We are being joined by Rowl 
  Bozik of the Tolen governmental security forces; and also by 
  Carlin Fess, the security attaché for the separatists. While I 
  understand that both sides want to get to the bottom of this 
  crisis, I am afraid we’ll spend most of our time keeping them 
  away from each other.
  As the characters leave the conference center, read 
  the following:
  A group of eight angry-looking Tolens blocks your path 
  forward, fanning out to also block your avenue of retreat. 
  They are bearing metal clubs and have looks of bald hatred 
  on their faces. “Tolen doesn’t need you here anymore, 
  Starfleet; and we’re going to make sure the message is sent 
  to the Federation loud and clear!”
  Calrin Fess starts forward, her hands up in a gesture of 
  peace. “You don’t have to do this!” she tells them, but one of 
  the group shoves her out of the way before all of them charge 
  forward, waving their clubs.
  RESOLUTION
  Calrin Fess recognizes one of the attackers as a senior page 
  to one of the government’s most influential senators and 
  immediately accuses the government of trying to marginalize 
  them by staging attacks. The officers will quickly recognize 
  two of the attackers as radical separatists, according to the 
  security documents they were given prior to the conference, 
  which Rowl Bozik, the government security specialist, 
  confirms. A fourth one has the ID card of the Tolen Miner’s 
  Guild, but has no known affiliation with either the government 
  or the separatists. Running the ID will reveal that the Tolen 
  Miner’s Guild is owned by Pala Teik, supposedly to unite all 
  miners under one banner to make pay and benefits fair for all; 
  though they have been known to use force in order to make 
  independent miners either join their guild or find another line 
  of work. If the Player Characters choose to, they can add 
  checking out radical opponents of the peace process to their 
  current investigation, and they may want to pay the Miner’s 
  guild a visit as well.
  The characters are on the hunt for who tried to destroy the 
  conference and why. They have many different leads to follow 
  that can point them toward the actual culprit. Each lead will 
  be listed below with Tasks and possible combat encounters 
  included in the text.
  TRAITS: Tolen, Gruff 
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  05
  SECURITY
  02
  SCIENCE
  03
  CONN
  01
  ENGINEERING
  01
  MEDICINE
  09 
  CONTROL
  08
  FITNESS
  07 
  PRESENCE
  06
  DARING
  08
  INSIGHT
  11
  REASON
  STRESS: 13 
  RESISTANCE: 0
  ROWL BOZIK [NOTABLE NPC]
  ATTACKS:
   §
  Unarmed Strike (Melee, 6  Knockdown, Size 1H, Non-
  lethal)
   §
  Phaser Type-2 (Ranged, 8 , Size 1H, Charge)
  FOCUSES: Tolen Law, Hand Phasers, Intimidation
  Personality: Rowl Bozik has been an investigator and 
  security specialist for over thirty years, and has made a 
  name for himself as being above reproach in his dealings 
  with friend and foe alike. He has a stern exterior and does 
  not suffer fools easily, and that includes most separatists. He 
  sees the potential behind an alliance with the Federation for 
  
  12 STAR TREK ADVENTURES
  ENCOUNTER: INVESTIGATING AVARD CHEVIS
  The characters travel to the building in Trejhet that houses 
  the records for governmental employees and officials. They 
  will be able to access the records for Chevis to determine if 
  there is anything there that might point them toward why he 
  would want to plant a bomb at the conference and kill the 
  people he’d worked for and with for his entire career.
  When the characters arrive at the hall of records, read 
  the following:
  Rowl Bozik flashes his badge to the guard at the door, who 
  quickly scrambles to open the lock and let you through. 
  “They’re with me.” The investigator says brusquely, seeing the 
  guard look Calrin Fess up and down with open suspicion and 
  eye you with only slightly less ire. The guard nods and steps 
  aside, shaking his head as he closes the door behind you.
  Bozik points to a large computer in the center of a large room, 
  lined on the outer walls with terminals which are occupied 
  by Tolens wearing uniforms you haven’t seen before. “This 
  is the nerve center of electronic intelligence and records on 
  Tolen.” He tells you, “If we want information on Chevis, this 
  is where we’ll find it.” He gestures toward a terminal that 
  is unoccupied, a headset and microphone in front of the 
  display. “It’s voice activated like your ship’s computer, though 
  nowhere near as powerful.”
  Using the computer to find the record for Chevis is easy 
  enough; but finding a record that may offer a glimpse into 
  why he became a terrorist willing to kill is something entirely 
  different. This will be an Extended Task with a Progress of 13, 
  Magnitude of 4, and a Difficulty of 3. Reason + Engineering 
  will be the default Task for this. This can be assisted by the 
  computer’s rating of 6. Upon success the characters will find 
  a financial transaction stamped with a time/date stamp of 
  just over one hour before the Player Characters got to the 
  hall of records. It is for a large sum of latinum, and was paid 
  well after the man was already dead or captured. The data 
  trail leads to The Brandis Construction Company, a company 
  owned by Pala Teik. It would appear that either Pala Teik, 
  or someone that works for him, paid Chevis’ estate for him 
  to take on the suicide mission of taking down the transport 
  inhibitors and allowing the bomb to be beamed in.
  ENCOUNTER: INVESTIGATING FEYAS 
  INDUSTRIAL MINING AND THE BRANDIS 
  CONSTRUCTION COMPANIES
  Calrin Fess tells the characters that explosives are well 
  regulated on Tolen IV, and would have to be stockpiled in 
  a central hardened warehouse until they can be checked 
  out and used by whichever company owns those particular 
  explosives. The warehouse is protected by contracted guards 
  who will let them in to see the records.
  It will take the group about an hour to make it to the 
  warehouse, which is a distance outside the city for safety 
  and security reasons. If you have Threat you want to use, you 
  may have more “separatists” attack the party and try to get 
  them to turn back to the safety of the conference center. (Use 
  the stats for the Tolen gang listed earlier for these attackers.)
  Once the group arrives at the warehouse, Fess approaches 
  the gatehouse and speaks briefly with the guard before 
  returning. She says they are being allowed into the office 
  in order to check the ledgers for any withdrawals; but there 
  have been none that this officer has seen in the last week 
  to ten days. The computer system in the office is a terminal 
  linked to a larger central computer deeper in the complex, 
  it is voice activated; but, again, it is not as powerful as 
  the computers the characters are used to. Because this 
  is a straight forward search, the Task will be Reason + 
  Engineering with a Difficulty of 1. This can be assisted 
  by the computer’s rating of 4. On a success the computer 
  comes back with the message “Reckoning Error: Physical 
  inventory does not match database inventory, please visually 
  verify physical inventory.” Fess swears under her breath and 
  looks at the characters.
  WAREHOUSE GUARDS [MINOR NPCS]
  These humanoids are wearing security uniforms and vests. They 
  carry archaic particle rifles and thick batons.
  TRAITS: Tolen, Disciplined
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
  03
  SECURITY
  01
  SCIENCE
  01
  CONN
  01
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  10
  FITNESS
  07
  PRESENCE
  07
  DARING
  08
  INSIGHT
  07
  REASON
  FOCUSES: Security Procedures, Rifle Marksmanship
  STRESS: 13 
  RESISTANCE: 2
  ATTACKS:
   §
  Batons (Melee, 5  Knockdown, Size 1H)
   §
  Particle Rifle (Ranged, 7 , Size 2H, Accurate)
  SPECIAL RULES:
   §
  IMMUNE TO FEAR
  
  13
  ENDS AND MEANS
  Read the following:
  It’s clear that Fess is coming to the same conclusion you are: 
  Someone has taken the explosives out of physical inventory 
  and fooled the computer until it did an active scan by request. 
  Even as the woman tells you to follow her, drawing her 
  phaser, you already know what a physical count will tell you.
  As you draw closer to the section of the warehouse where the 
  repulsor pallet is placed, two guards block your way with their 
  weapons raised, “Stop where you are! Don’t make us shoot 
  you!” they call out. Behind you step two more guards. “Now 
  turn around and leave, or we’re going to have to keep you 
  here for a while.”
  This encounter may or may not end up in combat. A 
  resourceful character may try to talk their way out of the 
  situation by intimidation or persuasion. That would require a 
  Presence + Command with a Difficulty of 4 to actually pull 
  off. Not impossible; but highly unlikely.
  If the characters decide to leave, the guards will escort 
  them out of the building to insure they actually leave before 
  returning to the warehouse with a warning not to come back 
  or they will be arrested and held there.
  Combat is probably the deadliest option, but one more 
  aggressive groups may take. There are four guards with laser 
  rifles pointed at them from the front and back, with no cover 
  to leap behind. Their only hope is to move into hand to hand 
  range and try to overpower the guards, as a shooting match 
  will most likely end up with one or more of their group badly 
  injured or dead by the time the smoke clears.
  If the Player Characters are able to reach the pallet that the 
  explosives are supposed to be on, it is very clear that some 
  have been removed; although the amount is more than was 
  required to build the bomb. Could the guilty party be trying to 
  build another bomb?
  RESOLUTION
  If the characters all fall they will end up in a holding cell with 
  bad headaches, combadges and phasers missing, and no 
  sign of either Fess or Bozik. The guards will come by a few 
  minutes after they wake up and open the cell, telling them 
  they are to leave the property and never return, and they will 
  be given their gear back at the edge of the property. If asked 
  about Fess and Bozik they will reply that the two of them 
  already agreed to leave and are waiting for the characters 
  outside the grounds. 
  If the Player Characters defeat the guards, they will be able 
  to revive stunned comrades and drag the guards to a small 
  holding cell near the guard house inside the warehouse. The 
  guards will be out for up to an hour, plenty long enough for 
  the characters to visually verify the explosives are missing 
  and leave the warehouse before the guards wake and 
  let themselves out of the cell. Neither Fess nor Bozik are 
  especially happy about taking down the guards, but they will 
  grudgingly accept it was for the greater good. 
  ENCOUNTER: INVESTIGATING 
  THREATS TO THE DELEGATES
  This part of the investigation can be handled from the 
  conference center itself by using the ship’s computer to 
  analyze voice patterns of the people making the threats, or 
  it can take place in the nearby communications array that 
  the government and Starfleet built for use at the conference 
  center. The computer in the ship will be able to link with the 
  communications network of the planet using the array as an 
  interface, allowing voice analysis and tracking of positive hits 
  in the search parameters. Either of these are accomplished 
  using Reason + Engineering with a Difficulty of 2 if they 
  aren’t using the communications array; or a Difficulty of 1 if 
  they are.
  The search does not take long and they are given a list 
  of names to compare to the records that Bozik has in his 
  security headquarters on site. He runs the images through 
  the system and finds that all of the people belong to radical 
  groups on either side of the debate; oddly, however, there 
  was no rhyme or reason as to who contacted whom, and 
  there were some who were contacted by radicals from 
  both factions in a matter of a day or so. Each call said the 
  exact same thing, pointing to collaboration between these 
  diametrically opposed groups. The main question for the 
  characters now is why they are working together, and is 
  someone coordinating the whole thing?
  714
  AES
  EXTERIOR PRESSURE READING
  CG
  93EE
  INTERIOR PORT ARRAY STATUS
  2XT
  OCT
  INTERIOR STARBOARD ARRAY STATUS
  0012
  11
  EJECTION COIL DAMPENER
  LLC
  9984
  SUBSPACE ARRAY TRANSLATOR
  REPLICATE 
  
  14 STAR TREK ADVENTURES
  ENCOUNTER: INVESTIGATING THE 
  RADICALS (SEPARATISTS)
  An investigation of the radicals will be almost a necessity; 
  but also will be arguably the most dangerous part of the 
  investigation for the characters if they choose to undertake 
  it. The radical separatists are holed up in an abandoned mine 
  that they use for their meetings and to stage attacks from. 
  Calrin Fess confesses that she’s heard of this group and has 
  even contacted them once or twice to try and bring them 
  under a more mainstream umbrella; but she’s been rebuffed 
  every time she’s tried. It was only recently that she found out 
  where they were headquartered, and it cost her one of her 
  best informants at that. She tells the characters that she’ll 
  lead them to the mine, but she doesn’t have the combat 
  experience to fight her way in and retrieve the information 
  they need. Transporting is not possible, due to the density of 
  the metals in the rocks and tunnels of the mine, so they will 
  have to arrive via shuttle and go in on foot.
  For the journey on the shuttle, there will be one officer at 
  conn and the other at ops. The pilot will have no problem 
  landing the shuttle; but the ops officer will need to undertake 
  a Reason + Science or Reason + Security Task at 
  Difficulty 2 to find the best place to land without alerting 
  the separatists. Succeeding at this Task will allow them to 
  approach the guarded mouth of the cave unseen and try 
  to take out the guards there quietly. If the Task is failed, the 
  separatists are ready for Starfleet and will set up an ambush 
  for them while they are on their way to the mine.
  Read the following as the characters land:
  The skeletal steel structures of the mine jut up into the 
  evening sky, but the grounds seem to be clear from where 
  you are as you make your approach. There is a gentle bump 
  as the shuttle comes to a landing and the engines are cut. 
  Doors quietly whisk open and you step out into the open.
  This series of encounters and Tasks will give you ample 
  opportunity to use any Threat you may have built up in the 
  course of the adventure so far. There are potential ambushes, 
  dangers of the mine itself, and equipment failures that can all 
  be used to heighten the sense of danger and tension, with 
  the Player Characters never knowing what might happen 
  around the next turn. There will be combat; but the officers 
  will also have to rely on their cunning and intelligence if they 
  want to track down the leaders of the cell and find out who 
  may be behind their sudden coordination.
  These humanoids are wearing camouflage uniforms and vests.  
  They carry archaic particle weapons and are well-hidden at the top 
  of the ravine.
  TRAITS: Tolen, Disciplined
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
  03
  SECURITY
  01
  SCIENCE
  01
  CONN
  01
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  10
  FITNESS
  07
  PRESENCE
  07
  DARING
  08
  INSIGHT
  07
  REASON
  FOCUSES: Guerrilla Tactics
  STRESS: 13 
  RESISTANCE: 2
  ATTACKS:
   §
  Dagger (Melee, 4  Vicious 1, Size 1H, Deadly, Hidden 1)
   §
  Phase Pistol (Ranged, 6 , Size 1H)
   §
  Escalation Particle Rifle (Ranged, 7 , Size 2H, Accurate)
  SPECIAL RULES:
   §
  AMBUSH: The normal cost to Retain the Initiative in the first 
  Round is reduced by 1.
  SEPARATIST SOLDIERS [MINOR NPCS]
  OPS
  ECHO  
  LEVEL
  
  15
  ENDS AND MEANS
  ENCOUNTER: AMBUSH!
  If the Player Characters failed the landing check, or you are 
  using an ambush for Threat, read the following as they move 
  through a ravine near the mine entrance.
  The whine of a laser rifle is the only warning you have, the 
  beam coming from above you and to the side. The attackers 
  must be on the ridge of the ravine above you! There are some 
  loose boulders you can use for cover and return fire!
  This is an instance where the opponents get to take first 
  action in the initiative, having caught the characters by 
  surprise. There are four separatist fighters, two on either side 
  of the ravine. Grant the seperatists 1  of cover while they 
  remain either side of the ravine.
  RESOLUTION 
  At the end of the fight, the Player Characters have the chance 
  to take a quick rest, recovering all lost Stress. Any Injured 
  characters can receive medical treatment with an Insight 
  + Medicine Task, Difficulty of 1 for each Injured character. 
  A Complication on this Task means that character’s injuries 
  will have a lingering effect, adding +1 to the Difficulty of any 
  Tasks they attempt until they receive proper treatment. This 
  will be the same for any combat in the area of the mine, 
  unless otherwise stated.
  ENCOUNTER: MINE ENTRANCE
  The guards at the entrance of the mine are not very alert, and 
  there are only two of them. The characters should be able 
  to get the drop on them and stun them before they are able 
  to raise a general alarm. They will return fire if they are still 
  standing; but they will also attempt to retreat into the mine 
  itself as they do so, with the hopes of reaching the elevator 
  and warning their contemporaries.
  As the characters approach the entrance, read the following:
  Two guards flank the entrance to the mine, their rifles over 
  their shoulders and their attention on each other as they talk. 
  If done right, you may be able to incapacitate both of them 
  before they can alert the others inside the mine.
  Guard stats are the same as above, except for their 
  Resistance being 1.
  Should the guards somehow make it to the elevator, the 
  characters will hear alarms start to sound from within the 
  mine. They are now faced with a decision: They can continue 
  on, hoping to find a way into the mine that doesn’t use the 
  main elevator, or they can retreat and hope to raid the other 
  faction’s radicals in the same way.
  In the more likely event they succeed in incapacitating the 
  guards, the characters move into the mine entrance with the 
  main elevator toward the rear.
  Read the following:
  The mine entrance is built with all modern materials and 
  is a far cry from the nearly antique exterior it showed as 
  you were making your approach. The ground beneath your 
  feet hums with heavy machinery operating below, and it is 
  quickly apparent to you that this mine is not abandoned, nor 
  is it played out. It is functional and it is being used by the 
  separatists most likely to help bankroll their operations. At the 
  back of the entrance, about a hundred feet from the lip, is the 
  lift that will take you to the heart of the mine; the control panel 
  blinks expectantly.
  The elevator descends for nearly half a minute before stopping 
  in a large cavern. The cave widens into a mind-boggling height 
  a short distance from the lift, and is nearly as wide as it is tall. 
  Heavy machinery can be heard clearly, and small vehicles flit 
  about with loads of ore. A quick scan with a tricorder (Reason 
  + Science, Difficulty of 0) shows that this level of the mine is 
  nearly a mile deeper than the known boundary of the mine, 
  and is extremely rich in industrial metals. The equipment all 
  bears the marks of the Miner’s Guild. It is noisy enough and 
  busy enough for the Player Characters to sneak from cover 
  to cover toward the superintendent shack about a half mile 
  away from their position. Not far from their current position the 
  characters are able to see a door that miners are coming out 
  of and some going back into every so often. It appears to be 
  a locker room, where the miners get uniforms and personal 
  mining equipment. If the Player Characters choose to go in 
  and get uniforms they will meet with no opposition, unless you 
  wish to add a comic moment of a miner literally getting caught 
  with his britches down before he’s tied up in the refresher by 
  the characters. 
  If the Player Characters are foolish enough to simply stride 
  into the middle of the mine, an alarm will be raised within 
  a minute or two; long before they are able to get to the 
  superintendent’s shack. Several guards will come from all 
  directions with laser rifles, ordering the characters to put 
  down their arms and surrender. If the Player Characters 
  refuse, they are stunned and locked in a supply closet 
  without their weapons (combadges are no use with all the 
  metals nearby) where they will have to try and escape before 
  either leaving the mine or trying to get to the office again.
  Once the characters have reached the office, read 
  the following:
  The supervisor’s office is no larger than the shuttlecraft that 
  brought you here, although the exterior is a drab grey and is 
  pock-marked with dents and scorches from rough use over 
  the years. A single door is set in the side of it, and windows 
  look out in each direction. Two Tolen males are in the office, 
  
  16 STAR TREK ADVENTURES
  speaking together and not seeming to notice your approach; 
  the door appears to be unlocked.
  The supervisor, a Tolen man named Frok Noled, is no fool, 
  and realizes when he’s outgunned. He will motion for the 
  younger Tolen with him to not try anything foolish before he 
  asks the characters what they want with him. He tells them 
  the mining operation is no concern of the Federation or of 
  Starfleet, and they have no jurisdiction there even if it was. If 
  he is asked about the explosives he answers that he doesn’t 
  know anything about them, except what he had delivered 
  to the mine more than a week ago (an Insight + Medicine, 
  Difficulty of 1 will show that he is telling the truth. Difficulty 
  drops to 0 if they use a tricorder to act as a lie detector).
  If asked about the messages to the delegates of the 
  conference, he snorts and chuckles, admitting that 
  he and his people sent those messages to all of the 
  delegates, regardless of faction. His eyes harden as he 
  tells the characters that anyone willing to sit down with the 
  government and negotiate Tolen’s continued slavery, they 
  deserve what they get. If asked about who their benefactor is 
  he laughs and says that Pala Teik has been paying the bills, 
  and he wouldn’t be surprised if the Ferengi were playing both 
  sides against the middle in order to foster a civil war. Noled 
  shrugs and simply says that their goals line up, since he 
  wants the overthrow of the government for selling out to the 
  Federation. He tells the characters they’re free to go, since 
  he doesn’t want a starship to start digging up his mine using 
  photon torpedoes. As a parting shot he tells them there is no 
  stopping the coming war, and they might as well get back on 
  their ship and leave.
  ENCOUNTER: INVESTIGATING THE  
  RADICALS (GOVERNMENTAL)
  This investigation will be much more of a social and subtle 
  investigation than that of the separatists, as they are much 
  more able to hide in the halls of power without being 
  detected. The characters’ target is the powerful senator on 
  the Military Advisory council for Tolen’s defence forces who is 
  connected to three of the names on the radicals list of those 
  threatening the delegates at the conference. It is possible 
  that Senator Phregs is not involved; but the characters will 
  have to confront him in order to find out for certain. Before 
  they leave, Parak Joffies stops them to speak for a moment.
  Read the following:
  “Be careful when dealing with Senator Phregs; he has many 
  of the high-ranking members of Defence Command in his 
  corner, and there are several that have openly called for 
  violent suppression of the separatists. They view me as weak 
  for wanting to try and negotiate, and will view you as rivals to 
  their authority and power. Tread lightly.”
  TRAITS: Tolen, Fanatical 
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  03
  SECURITY
  02
  SCIENCE
  03
  CONN
  04
  ENGINEERING
  01
  MEDICINE
  09 
  CONTROL
  11
  FITNESS
  07 
  PRESENCE
  06
  DARING
  08
  INSIGHT
  09
  REASON
  STRESS: 14 
  RESISTANCE: 0
  ATTACKS:
   §
  Knife (Melee, 4  Knockdown, Vicious 1, Size 1H, Non-lethal)
  SPECIAL RULES:
   §
  MEAN RIGHT HOOK (TALENT)
  FROK NOLED [MINOR NPC]
  FOCUSES: Mining, Demolitions, Intimidation
  Personality: Frok Noled is a dyed-in-the-wool radical 
  separatist that has had no problem with beatings, bombings, 
  and assassinations in the name of the cause. He was long 
  the foreman of the Feyas Industrial Mine before it was shut 
  down, and Noled places the blame directly on the Federation 
  for that closing due to their greater technology in extracting 
  ores and minerals. He is smart enough not to tangle directly 
  with Starfleet, knowing it is a hopeless battle.
  
  17
  ENDS AND MEANS
  Investigator Bozik takes the characters to the huge senate 
  building at the center of Trejhet, telling them that he has 
  information that the senator is in his office today with an 
  important vote on military funding looming in the next day or 
  so. He lands the flier on the roof of the building and escorts 
  the characters in. They are immediately approached by two 
  guards that insist the officers leave their phasers behind. 
  They will be able to pick them up after they have concluded 
  their business; but weapons are not permitted in the building, 
  save those of the Capital Guard.
  Once they are checked in and given their badges, Bozik 
  takes them into the deeper levels of the building, which 
  he explains are the offices of the more than five thousand 
  senators from around the world. Senator Phregs section is 
  guarded by a young Tolen soldier, who approaches them as 
  they get closer.
  Read the following:
  “Stop right there!” the soldier tells you, one hand raised, 
  palm up, and the other on his sidearm, “Senator Phregs has 
  instructed me to stop anyone that tries to see him today; you 
  need to leave now.”
  Bozik scowls and shows his badge. “I’m here on official 
  business, soldier.”
  The soldier shakes his head. “Sorry, sir; but my orders stand. 
  No one, especially those people, are allowed to see the 
  senator. Good day.”
  The characters will have to talk their way past the guard 
  using persuasion, intimidation, or deception. Each failed 
  attempt will facilitate needing to try a different tact and 
  check. This is a Presence + Command Task with a Difficulty 
  of 3. Intimidation will be very difficult since the soldier knows 
  he has backup not far away and also knows the senator will 
  protect him should he have to use force against the officers. 
  Persuasion would work well, with the characters telling the 
  soldier that they are trying to save Tolen lives by meeting 
  with the senator; or Deception by telling the soldier they have 
  intelligence that the senator is being targeted by a separatist 
  assassin. If the characters fail, the soldier will stand firm 
  and threaten to call the capital guard to have them forcibly 
  removed. If they threaten violence, Bozik will step between 
  them and remind them that is exactly what the separatists 
  would want.
  Once the characters are past the guard, the door to the 
  senator’s office is unlocked. It opens as they approach, 
  revealing a surprised and furious Senator Phregs behind 
  his desk with a Tolen military officer sitting across from him. 
  Phregs stands up and challenges the characters to tell him 
  why they’ve invaded his office.
  Read the following:
  Senator Phregs’ pale face is flushed, and his facial ridges 
  quiver with rage. “You should be trying to catch the person 
  who bombed the conference, not here in my office harassing 
  me and usurping my guards!”
  The Tolen officer is a colonel that has been helping the 
  senator spread his ideology throughout the military, turning 
  them dangerously against Parak Joffies, and threatening to 
  take action on their own to crush what they see as a rebellion 
  the Parak is too intimidated to recognize. He will not speak 
  during the characters’ visit; but he will send a message to 
  Pala Teik, telling him that Starfleet is sniffing entirely too 
  close to the truth. If Senator Phregs names Pala Teik as his 
  benefactor, the colonel will rise, condemn the senator as a 
  traitor, and leave the office.
  Unlike Supervisor Noled with the separatists, who didn’t 
  care whether he was questioned or not, Senator Phregs 
  is very much opposed to being grilled in his own office by 
  people from off-world, whether he supports them or not. 
  His opposition is considered an Obstacle with a Progression 
  of 11, Magnitude of 2, and Difficulty of 3. The Task needed 
  for this is Presence + Command or Insight + Command. 
  If they should fail, the senator threatens to call the Capital 
  Guard if they don’t leave immediately, and refuses to answer 
  any questions. If they succeed he will reluctantly agree to 
  answer their questions, but be impatient and combative the 
  entire time.
  Should the characters ask the senator why three of his 
  staffers were calling delegates and threatening them before 
  the bombing, he will scowl and wave his hand dismissively, 
  saying that they got carried away trying to talk sense into 
  the delegates; but never meant that they were going to 
  take any actions against them. He says he wanted to give 
  the separatists a chance to “crawl back into their holes”, 
  and the government delegates a chance to realize that the 
  conference was a farce from the beginning.
  Should they confront him with the fact that the separatists 
  were leaving the exact same messages for the delegates 
  he will go from angry to afraid, looking up at Investigator 
  Bozik before quickly looking away. He will say that his aides 
  were given a script to use when calling the delegates; but 
  he quickly says that no one knew there would be an actual 
  bombing at the conference either, else he would have warned 
  Starfleet right away. He has no love for Parak Joffies; but an 
  assassination would only make him a martyr.
  Should they ask where the script came from, he will deflate 
  and say that it came from Pala Teik, who has been financially 
  supporting the movement quietly in order to eliminate the 
  separatists that have been disrupting his businesses. He 
  claims that Pala Teik came to him months ago and has been 
  funnelling money to the campaign ever since.
  
  18 STAR TREK ADVENTURES
  ENCOUNTER: INVESTIGATING PALA TEIK
  This section presumes that the Player Characters have not 
  gathered enough evidence yet to implicate Pala Teik as 
  playing both sides against the middle. 
  Pala Teik’s headquarters is in a magnificent building in 
  downtown Trejhet, with a landing pad and a penthouse 
  that looks out over the city toward the capital building. 
  Investigator Bozik sets up a video call with Teik’s office; 
  which is answered by a Tolen woman who tells them that Teik 
  is not available at the moment.
  The characters can attempt to convince the secretary to 
  allow them access to Pala Teik by succeeding in a Presence 
  + Command Task with a Difficulty of 2. They may try to use 
  persuasion, intimidation, or deception, making a separate 
  check for each one. An obvious complication is they get 
  hung up on and will have to face the secretary all over again 
  when they go to Pala Teik’s penthouse suite to speak to him. 
  If they succeed she will relent and tell them to come to the 
  penthouse suite and Pala Teik will take a few moments out of 
  his busy schedule to meet with them.
  The flight to the building is uneventful, and they are given 
  clearance to land without any harassment. Should the Player 
  Characters still need to get past the secretary, they will 
  need to go through the above Task all over again; but they 
  have the added option of physical threats to enhance any 
  intimidation, which will drop the Difficulty to 1 (she’s only a 
  secretary after all).
  The characters are told to wait and offered refreshments 
  while they do. Pala Teik makes them wait a few minutes to 
  show them who is in charge, then makes his entrance.
  Read the following:
  Pala enters the room, his arms wide and his sharp teeth 
  shining in a salesman’s smile. He is dressed in all the opulent 
  finery one would expect of his race and position, and speaks 
  with smooth tones. “Welcome, my friends! I hope you found 
  the refreshments to your liking! It has been a long time 
  since I have had dealings with Starfleet; what may a humble 
  merchant do to serve you this day?”
  Pala Teik will be extremely helpful and answer any questions 
  he is asked. If asked about the device used to shut down 
  the transport inhibitors he darkens and says that he believes 
  there is another Ferengi that is trying to move in on his 
  territory, and wouldn’t hesitate at resorting to framing him 
  for terrorism in order to do so. He claims that his businesses 
  have no use for such technology, as the only transporters 
  they use here on Tolen IV are industrial transporters for large 
  containers. He says he does have a personnel transporter 
  aboard his personal ship; but only uses that when he wants 
  to travel out of the system.
  If asked about the transporters that were used to beam the 
  bomb into the conference room; he presents a PADD that 
  shows his logs for the last 36 hours on all of his transporters 
  planetside. The PADD shows that there has been no activity 
  on any of them within the last 12 hours, and no scheduled 
  shipments with them until the next day. The only industrial 
  transporters that he knows of is in a mine outside of town; 
  but that mine is supposedly shut down. It is actually the 
  separatists’ headquarters, and he’s hoping that they will 
  deal with the Starfleet officers permanently should they go 
  to investigate.
  If asked about the explosives he will say that the government 
  has all explosives used for industry and mining kept in a large 
  warehouse far outside of the capital. If there have been any 
  stolen, they would know about it much better than he does.
  If confronted with Chevis’ confession about working with 
  him, Teik will laugh and wave off the accusation, assuring the 
  Player Characters that he has no interest in a civil war since 
  dead customers can’t pay for goods or services.
  Once he has answered all their questions he will escort 
  them to their flier and tell them that he hopes whoever is 
  responsible for this attack is brought to justice, as he is a 
  friend and business partner to the Tolen people and doesn’t 
  want a messy civil war to cut into that relationship, or his 
  profits. He reminds you that Ferengi Rule of Acquisition 
  Number 35 says that “Peace is good for business”. 
  GRAV LEVEL
  039982
  PURGE
  LDST
  GRRL
  HA
  NAHH
  LLN
  15YO
  
  19
  ENDS AND MEANS
  SCENE 1: BRINGING IN TEIK
  The characters have gathered all the evidence they need to 
  confront and arrest Pala Teik for the attempted bombing of 
  the conference between the separatists and the government 
  on Tolen IV. The characters will meet briefly with Investigator 
  Bozik and Calrin Fess before they set out to deal with 
  the Ferengi.
  When they are with the investigators, read the following:
  Bozik and Fess stand side by side, an irony not lost on you 
  considering how contentious things were at the beginning 
  of the investigation. Bozik looks grave. “I would never have 
  believed that Pala Teik would be responsible for this; he’s 
  been such a fixture and a friend to Tolen for so long. I wish 
  we could just…” he clenches his fists, then relaxes, “…but 
  no, this needs to be dealt with in accordance to Federation 
  and Tolen law. Just know he will not be the magnanimous 
  merchant lord, he will most likely have guards waiting for you. 
  He knows that both separatists and unionists want his scalp.”
  Fess nods in agreement and simply says, “I hope he’s fool 
  enough to try and fight his way out.” With a voice as cold 
  as space itself. They escort you to the flier and wave as 
  you depart.
  The Player Characters will be permitted to land with no 
  opposition, the penthouse is dark and seems quiet. Play up 
  the thought that there are eyes on them with every move they 
  make, and that they could be ambushed at any moment by 
  Pala’s guards. The door to the penthouse suite is locked, 
  and will take a Reason + Security or Control + Security 
  Task at a Difficulty of 3 to bypass quietly. If they fail they will 
  have to use their phasers to cut through the door, which will 
  alert anyone inside and take precious time that Pala can use 
  to escape. 
  Once the door is open they will encounter two guards 
  that have been waiting in the darkened room to ambush 
  the characters.
  This combat is meant to be extremely dangerous, with a very 
  real possibility of at least one or two of the Player Characters 
  going down before the guards are defeated. Field medicine 
  can be used with an Insight + Medicine Task, with a 
  Difficulty of 1 once the fight ends to treat injured officers, but 
  a Complication will mean they need to be sent to sickbay to 
  be healed.
  As the fighting dies down the, read the following:
  The whine and sizzle of phasers has faded, and the smell of 
  smoke in the air is beginning to thin out as you finish your 
  search of the residence’s upper level. So far there has been 
  no sign of Pala Teik. Your combadge chirps and you hear the 
  duty communications officer’s voice, “Sir, we’ve detected 
  a short-range transport from your location to a field nearby. 
  Wait…we’re registering a shuttle trying to make its way to 
  orbit from there, he’s trying to run, sir!
  The Player Characters have fliers (use Federation shuttlecraft 
  stats for both the fliers and Teik’s personal shuttle) nearby 
  that they can use to pursue the fleeing Pala Teik, who leads 
  them through the lower atmosphere, trying to make more 
  distance between himself and the Player Characters. As the 
  chase is on in atmosphere, a Ferengi Marauder rounds the 
  planet and hails the Player Characters’ ship, demanding 
  that they cease their pursuit of Pala Teik and leave him to 
  them. Should the Player Characters refuse, the Marauder will 
  raise shields and charge its weapons, moving to a position 
  between the Player Characters’ ship and the fleeing shuttle. 
  If push comes to shove the commander of the Ferengi 
  ship is not willing to tangle with a Federation starship and 
  cause a galactic incident over his boss, especially since 
  there wouldn’t be any profit in it. Should the Federation ship 
  threaten to attack, or if they actually do attack, the Marauder 
  will withdraw and warp out of the system, leaving Pala Teik to 
  try and escape on his own. 
  ACT 3: THE CONFRONTATION
  CHAPTER
  01.40 ENDS AND MEANS
  
  20 STAR TREK ADVENTURES
  The Player Characters in the fliers can attempt to catch up to 
  Pala Teik’s shuttle and use their mooring clamps to take hold 
  of it to try and steer it toward their starship. This is a gated 
  challenge, starting with the pilot of the Player Characters’ flier 
  making a Control + Conn Work 10 Magnitude 3 Difficulty 3 
  extended task to close the distance and position themselves 
  over Teik’s shuttle. If this is failed, Teik is able to maintain the 
  distance between them and either reaches the Marauder – if 
  it hasn’t withdrawn yet – or dives back into the atmosphere 
  in order to lose his pursuers closer to the ground. If they are 
  successful on the first task, the pilot will make a Control 
  + Conn task at Difficulty 4 to get close enough to activate 
  the mooring clamps. This can be assisted by Control + 
  Engineering. If the pilot is unsuccessful in getting close 
  and latching on, the two vessels collide, causing both to 
  momentarily spin out of control before each pilot is able 
  to right them. Teik will again either head directly for the 
  Marauder, or he will dive as fast as he can for the planet’s 
  surface to try and escape in the clutter. As this is happening 
  the Player Characters’ starship can move itself into position 
  to use its tractor beam to take hold of Teik’s shuttle and 
  bring it aboard if they have already dealt with the Marauder. 
  If not, the Marauder will lower its shields and take the fugitive 
  aboard, warping out moments later.
  Another possible solution is for the starship to fire warning 
  shots at the shuttle and order Teik to power down and be 
  taken aboard. This will require an opposed Presence + 
  Command task with difficulty 2. If successful, Teik does as 
  he is commanded – he’s not willing to die for his venture 
  – and allows his shuttle to be taken aboard the Player 
  Characters’ ship. If the task fails Teik will continue fleeing, 
  either reaching the Marauder if it is still there, or diving for the 
  planet to escape; the Player Characters must decide if they 
  will use force to bring Teik to heel.
  Should Teik dive for the planet, continue the pursuit using an 
  opposed Control + Conn task. Should the Player Characters 
  succeed and Teik fail they are able to draw in close and begin 
  forcing Teik to land; but, should the Player Characters fail 
  and Teik succeeds, he is able to pull away and is lost among 
  the clutter of the ground. Should both sides fail or both sides 
  succeed they will remain within sight of each other and the 
  pursuit continues. By this time the ship should be able to lock 
  onto Teik and beam him aboard if the Player Characters think 
  of it. Teik really has nowhere to run to. Even if the flier has to 
  break off pursuit, the ship can scan for Teik’s biosigns in the 
  region where he vanished. This will be a Reason + Science 
  Difficulty 1 task, assisted by Sensors + Science.
  PENTHOUSE GUARDS 
  [TROOPER NPCS]
  These humanoids of varying species are wearing black jumpsuits 
  and vests, and carry phasers.
  TRAITS: Disciplined
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
  03
  SECURITY
  01
  SCIENCE
  01
  CONN
  01
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  10
  FITNESS
  07
  PRESENCE
  07
  DARING
  08
  INSIGHT
  07
  REASON
  FOCUSES: Security Procedures, Hand Phasers, Unarmed Combat
  STRESS: 13 
  RESISTANCE: 2
  WEAPONS:
   §
  Unarmed Strike (Melee, 4  Knockdown, Size 1H, Non-lethal)
   §
  Phaser Type-2 (Ranged, 6 , Size 1H, Charge)
   §
  Escalation 2 Phaser Type-3 (Ranged, 7 , Size 2H, 
  Accurate, Charge)
  SPECIAL RULES:
   §
  CLOSE PROTECTION (TALENT)
  AUX SYS
  113
  220
  J
  2006
  PHASE STATE
  
  21
  ENDS AND MEANS
  Read the following if the Player Characters manage to bring 
  Pala Teik on board their ship and into custody:
  Pala’s fanged smile is sinister, as he is escorted toward you 
  by two security officers, “I really didn’t expect you to figure 
  it all out; but you’ve got me and my ship, so I guess you 
  did. How long do you think they’ll hold me before I pay my 
  way out, Starfleet? The civil war is already coming, it’s just 
  a matter of time; and I’ll play both sides with weapons and 
  anything else they need to slaughter each other. Like Rule 
  of Acquisition Number Thirty-Four says: ‘War is good for 
  business.’ Who am I to argue with the rules?”
  Pala Teik offers no resistance to the characters as they take 
  him into custody, nor does he offer any when he is turned 
  over to the Tolen authorities, who escort him away, but 
  have the Player Characters see his final, wicked smile for 
  them before he disappears from view with his guard. The 
  characters are greeted warmly by Parak Joffies and Halan 
  Rizel both, and are told that the conference will be starting 
  again the next day with a renewed urgency to reach an 
  agreement that both sides can live with. They also tell the 
  Player Characters that Senator Phregs has been arrested 
  for corruption as well. At the end of the conversation the 
  ship contacts the characters and asks if they’re ready to 
  beam aboard.
  Read the following when they reach the bridge:
  Ensign Cook at tactical looks up at you. “There is a message 
  from Starfleet Command, sir, I’ll put it on screen.”
  An older human in an admiral’s uniform appears on the main 
  viewer. “It seems congratulations are in order. Not only did 
  you protect the delegates at the Tolen IV conference; but 
  you managed to uncover a plot to foster a civil war on that 
  world that goes back for months. I just wanted to tell you 
  and your crew ‘well done’; we’ll have orders for you soon. 
  Starfleet out.”
  Should Pala Teik escape from the Player Characters 
  Parak Joffies and Halan Rizel are both disappointed that 
  they won’t be able to bring him to justice; but they insist 
  that the negotiations will go on with a renewed desire to 
  come to an agreement both sides can live with. Starfleet 
  command contacts them when they reach the bridge. Read 
  the following:
  Ensign Cook at tactical looks over at you. “There is a 
  message from Starfleet Command, sir, I’ll put it on screen. 
  An older human in an admiral’s uniform appears on the 
  main viewer. “You protected the delegates at the Tolen IV 
  conference and managed to uncover a plot to foster a civil 
  war on that world; but Pala Teik slipped through our fingers. 
  I’m sending the Resolute to Tolen IV to take over for you, 
  they’ll keep up the search. We’ll have orders for you soon, 
  Starfleet out.”
  The last thing the Player Characters notice before sinking 
  exhausted into their beds, is the comforting thrum of the 
  warp engines coming to life and taking them, again, into the 
  final frontier.
  CONTINUING VOYAGES...
  Gamemasters may want to use the events on Tolen IV as 
  a springboard to other missions in this area of the frontier; 
  investigating hostile influence on the planet’s affairs, or 
  possibly discovering other inhabited worlds that are ready 
  for First Contact by the Federation. The Player Characters 
  may also be the representatives of the Federation on Tolen 
  IV - should they decide to become a member – until an actual 
  Ambassador can be sent there by the Federation Council. 
  With the Separatist movement’s goals thwarted, they may 
  try to take hostile action to stage a coup and leave the 
  Federation for good. Another possibility is having Pala Teik 
  escape from Tolen custody with the help of other Ferengi, 
  and plotting some form of revenge against the Tolens and 
  against Starfleet for ruining his business.
  CONCLUSION
  CHAPTER
  01.50 ENDS AND MEANS
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek (2d20)/MUH051426 Star Trek Adventures - Ends & Means [OEF][2018].pdf