TEXT: KOBAYASHI MARU
  JO KREIL
  
  STAR TREK ADVENTURES
  TERMINAL MUH052131-PDF
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  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 & © 2020 CBS Studios Inc. © 2020 Paramount Pictures 
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  Inc. All Rights Reserved.
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  SYSTEM DESIGN
  Nathan Dowdell
  PROJECT MANAGER
  Jim Johnson
  WRITING
  Jo Kreil
  EDITING
  Jim Johnson
  COVER DESIGN
  Richard L. Gale
  GRAPHIC DESIGN
  Matthew Comben
  LAYOUT
  Roxanne Thompson
  CHIEF CREATIVE OFFICER
  Chris Birch
  CHIEF OPERATIONS OFFICER
  Rita Birch
  MANAGING DIRECTOR
  Cameron Dicks
  HEAD OF DEVELOPMENT
  Rob Harris
  HEAD OF PRODUCT
  Sam Webb
  HEAD OF CREATIVE
  Jon Webb
  PRODUCTION MANAGEMENT
  Peter Grochulski and Steve Daldry
  VIDEO PRODUCTION
  Steve Daldry
  SALES AND MARKETING MANAGER
  Rhys Knight
  ASSISTANT SALES MANAGER
  Cole Leadon
  COMMUNITY SERVICE MANAGER
  Lloyd Gyan
  CUSTOMER SUPPORT
  Shaun Hoking
  FOR CBS
  Marian Cordry and Brian Lady
  
  001
  KOBAYASHI MARU
  KOBAYASHI MARU
  BY JO KREIL
  3391
  107
  72
  AS
  CONTENTS
  01.10 
  SYNOPSIS 
  002
  01.20 
  ACT 1: BEGINNING THE TEST 
  003
  01.30 
  ACT 2: THE KOBAYASHI MARU 
  004
  01.40 
  ACT 3: THE TEST 
  006
  01.50 
  CONCLUSION 
  008
  02.10 
  PRE-GENERATED CHARACTERS 009
  
  002
  STAR TREK ADVENTURES
  SYNOPSIS
  KOBAYASHI MARU
  01.10
  The Kobayashi Maru is the most important test for those in 
  Starfleet who seek to enter the command division and pursue 
  a prized career as a Starfleet captain. This test introduces 
  cadets to a no-win scenario, something that will often 
  happen while in the field. Many a Starfleet captain will have 
  to face difficult challenges, sometimes ones that have no 
  correct solution.
  This adventure assumes the Player Characters are cadets 
  at Starfleet Academy, each of them a part of the command 
  track of Starfleet in whatever division they have specialized 
  in. Pre-generated characters have been included but 
  this scenario can also be used as the beginning of a new 
  campaign set in the Original Series era (2200s) where the 
  new cadets are assigned to a starship.
  Ideally there should be one cadet for each of the following 
  departments: command, helm, tactical, engineering, and 
  science. The most important roles to test in the training 
  simulation are command, helm, and tactical. The rest are 
  optional. Either way, groups missing any of the above can 
  be filled in with various NPCs or any unused pre-generated 
  characters. Also, NPCs included, such as the troublesome 
  hacker cadet, can easily be switched to a different position. 
  Bigger groups that include other departments (such as 
  communications or medical) can easily be given things to do 
  during the training scenario.
  In Act One, the characters have a chance to meet their fellow 
  cadets as well as the instructor for their exam. Perceptive 
  cadets might notice that one of their own seems to be 
  looking at schematics. Act Two and Three involve the actual 
  Kobayashi Maru scenario, with the cadets encountering the 
  classic no-win scenario presented by this test. However, 
  during the test, they may find that one of the cadets is 
  attempting to cheat by hacking the test. The cadets will 
  have a second difficult decision to make: whether they will 
  join in the cheating attempt or foil it. Throughout it all, their 
  instructor will be watching. Either way, the cadets will need to 
  make a good accounting of themselves. Their future careers 
  with Starfleet depend on it.
  DIRECTIVES
  In addition to the Prime Directive, the Directives for this 
  mission are simple. The characters must pass the Kobayashi 
  Maru test. The test seems hard but straightforward enough: 
  rescue the crew and passengers of a starship that has drifted 
  into Klingon territory, all while avoiding a political incident.
  In truth, the Directive of the test is to see how the cadets react 
  in a no-win situation. There is no way to successfully rescue 
  the Kobayashi Maru; the point is to see how the cadets react 
  and run their starship in this difficult and stressful situation.
  The Gamemaster begins this mission with 3 points of 
  Threat for every Player Character in the group.
  YESTERDAY’S ENTERPRISE
  This mission is written as a stand-alone adventure but can also 
  be used with campaigns set during the Original Series. However, 
  it can be easily ported over to a different era with little work. Here 
  are some options: 
  Setting the Kobayashi Maru scenario in the era of the Original 
  Series films: The training scenario was shown in the film Star 
  Trek II: The Wrath of Khan and gives a good representation of 
  the Kobayashi Maru scenario. As the S.S. Kobayashi Maru, the 
  actual starship the test is name after, was not lost until 2245, 
  the test is not present in the Enterprise era. However, the actual 
  events did take place which helped to design the test where the 
  original Enterprise attempted to rescue the Kobayashi Maru, a 
  cargo vessel. However, three Klingon birds-of-prey decloaked 
  and destroyed the cargo ship, forcing the Enterprise to flee. This 
  event was the basis for the no-win scenario, a situation where 
  Captain Archer had to make a difficult decision that involved 
  balancing the lives of all involved. As this is something a starship 
  captain may often be forced to do, Starfleet decided this would 
  be the perfect test of a cadet’s skills. A simulation was quickly 
  put together at the Academy, one that has been tweaked and 
  altered as each cadet takes the test and tries to come up with 
  their own unique solution. It is possible that the cadets in this 
  adventure could be the first to take the new training simulation 
  after the historical events.
  In The Next Generation era, the scenario has not changed much 
  at all, with a few exceptions. The technology is more up to date, 
  using newer starship systems and even holograms at times but 
  the Klingons in the training simulation have been converted to 
  Romulans due to increased hostilities with the Romulan Star 
  Empire and the newfound peace with the Klingon Empire. There 
  has also been a push for more extensive use of holograms to fill 
  in as the bridge crew or even using a holodeck entirely in place 
  of the instructors. This practice received pushback from some of 
  Starfleet Academy’s older instructors who feel that the experience 
  needs to be as real as possible as the cadets must think on their 
  feet quickly while the instructors must react as well in a timely 
  fashion to the whims of the captain in training.
  
  003
  KOBAYASHI MARU
  ACT 1: BEGINNING THE TEST
  KOBAYASHI MARU
  01.20
  Cadet’s Log, Stardate 7856.5. Today begins the 
  moment that my years of Academy training have 
  been leading up to: the Kobayashi Maru test. 
  This is the test that will determine if I am able and 
  competent enough to one day command a starship 
  of my own. I am, in a word, terrified, but I know that 
  I need to show a strong front. Many before me have 
  taken this test and now it is my moment. Hopefully I 
  can make history today.
  SCENE 1: SETTING THE STAGE
  The Player Characters gather in the lobby of Starfleet 
  Academy, preparing to take the biggest test of their 
  educational careers, the Kobayashi Maru scenario. It is this 
  test that will determine if they are fit to serve on the bridge 
  crew of a starship or on a deep space station. This is the 
  characters’ chance to get to know each other, meet their 
  instructor, and also meet Cadet Stoleman. Cadet Stoleman 
  serves as not only a potential antagonist for the cadets but 
  also as part of a moral choice to be made, one that may very 
  well affect their Starfleet careers.
  The cadets should be given a chance to introduce 
  themselves and get to know one another if they aren’t 
  already acquainted. While they chat amongst themselves, 
  Cadet Stoleman appears. A lanky, shy-looking individual, 
  Stoleman explains that he is also taking the test, and will 
  be serving as the ship’s communications officer during the 
  training scenario.
  Stoleman seems nervous about something, not unusual 
  considering the circumstances. He keeps conversation to 
  a minimum, attempting to keep to himself. Success at an 
  Insight + Security Task with a Difficulty of 1 is required to 
  determine that something else beyond the immediate test 
  has him nervous. Even while talking, he looks down at the 
  datapad in his hand and, when he is by himself and thinking 
  no one is looking, he seems to be studying its contents. 
  Cadets can try and confront him about why he seems so 
  nervous but before they can do so, the instructor for the 
  test arrives.
  The instructor is a Vulcan by the name of Lieutenant Saurk. 
  A strict no-nonsense instructor, Saurk will serve as a silent 
  observer as he lets the cadets make their own decisions for 
  better or worse, doing nothing more than jotting notes on 
  his datapad. The characters may find this frustrating, but 
  he is who they must get past to earn their positions aboard 
  a starship.  Lt. Saurk takes his place at the entrance to the 
  exam area. He waits for a few seconds for the cadets to 
  settle before speaking.
  “My name is Lieutenant Saurk and I will be your instructor 
  on the Kobayashi Maru test. If you should pass, you will be 
  allowed to graduate and serve as a member of Starfleet’s 
  elite command track. Not everyone possesses the merits 
  needed to be a captain in Starfleet, but this is your first step 
  in a very long journey. You have ten minutes to prepare, then 
  follow me inside and we will begin.” 
  Without another word, Lt. Saurk steps through the doors into 
  the main training area.
  GAMEMASTER NOTE: If you are running this scenario in an 
  ongoing game and the communications position is occupied 
  by a Player Character, move Stoleman to any other bridge 
  position. All that is required is that he is present to try and 
  hack the system.
  Cadet Eric Stoleman is a weaselly young man. He has 
  thick red hair, the kind that stands out in a crowd. He often 
  keeps to himself, though anyone who has classes with 
  him knows he is good with computers. His parents are 
  diplomats, stationed in San Francisco, though they are rarely 
  seen. One gets the impression Stoleman may have largely 
  raised himself.
  TRAITS: Human 
  ATTRIBUTES
  CONTROL 09
  FITNESS 09
  PRESENCE 07
  DARING 11
  INSIGHT 09
  REASON 09
  DISCIPLINES
  COMMAND 01
  SECURITY 03
  SCIENCE 02
  ENGINEERING 02
  CONN 01
  MEDICINE 00
  FOCUSES: Espionage, Hacking
  STRESS: 12 
  RESISTANCE: 0
  ATTACK:
   
  X Unarmed Strike (Melee, 4A, Knockdown, Size 1H, Non-lethal)
  CADET ERIC STOLEMAN [NOTABLE]
  
  004
  STAR TREK ADVENTURES
  ACT 2: THE KOBAYASHI MARU
  KOBAYASHI MARU
  01.30
  “Captain’s Log, supplemental. We have begun the 
  Kobayashi Maru scenario. I am nervous; this will be 
  my first, but hopefully not last, time in the captain’s 
  chair. We don’t know what to expect, but I suppose 
  we are as ready as we can be.”
  SCENE 1: TO THE RESCUE!
  Lt. Saurk allows the cadets to get settled in at their various 
  stations. The training scenario begins the moment the cadets 
  enter the room. Saurk lets the cadets get familiar with the 
  controls and tools they have been training with over the past 
  few weeks. The training area is designed to look and act 
  almost exactly like a real starship, though the viewing screen 
  is in actuality a monitor which shows programmed images, 
  the entire simulation being run by a massive and powerful 
  computer programmed to respond to whatever ploy the 
  cadets may use to try and beat the scenario. Also unseen 
  are a small group of technicians at consoles. It is their job 
  to monitor the test and adjust the scenario to adapt to the 
  cadets’ actions.
  Once the cadets have settled in, the familiar whistle of an 
  incoming transmission can be heard. Stoleman answers 
  it, checking some readings before relaying the following 
  message: “Captain, we have received an emergency 
  communication from the Kobayashi Maru. They have lost 
  power and are stranded on the edge of the Neutral Zone. 
  They are drifting into Klingon territory and request  
  immediate assistance.”
  The cadets have little time to act. The proper thing to do 
  is to set course and get there as fast as possible at the 
  highest warp speed. Lt. Saurk does not give suggestions 
  to the cadets on this or any other part of this test – it is up 
  to them to make their own decisions. A course will need 
  to be immediately set to arrive on the scene safely. The 
  navigation officer may attempt a Reason + Conn Task with a 
  Difficulty of 1 (if navigation is not being controlled by a Player, 
  the officer at conn can make the check). Failing the Task 
  means the cadet ended up placing the ship just inside the 
  Neutral Zone, which will cause the Klingons to arrive sooner 
  than expected.
  As soon as the ship drops out of warp, the cadets can 
  see the Kobayashi Maru dead in space. The ship does not 
  respond to communications. A scan of the ship will be 
  necessary to determine its current status. 
  Whether the cadet uses short or long range sensors will 
  determine both the Difficulty and what might be discovered. 
  If using short range sensors, a successful Insight + Science 
  Task with a Difficulty of 0 will determine that the Kobayashi 
  Maru has drifted into the Neutral Zone. No skill check is 
  required to know what that means; the ship cannot enter 
  into the Neutral Zone without breaking the current fragile 
  treaty between the Federation and the Klingon Empire. This 
  could mean war. Furthermore, the sensors determine that 
  the ship is without power. Fifteen living people are detected 
  but they will not have life support for long as it is fading fast 
  without power.
  If the cadet uses long range sensors, with an Insight + 
  Science Task at a Difficulty of 3, they also can determine 
  something more important. The scans determine that there 
  are energy signatures coming from three Klingon birds-
  of-prey. Their location is unknown but they are obviously 
  shadowing the Kobayashi Maru. What happens next is up to 
  the cadets (see Chapter 3).
  SCENE 2: TRAITOR ONBOARD 
  While the cadets are scanning the region, have them make 
  a Control + Engineering or Security Task with a Difficulty 
  of 1. If successful, they notice that certain backup systems 
  are being accessed with functions being transferred over 
  to communications. If they look into it, they can see that 
  the basic program of the scenario is being rewritten before 
  their eyes! If they look over at communications, they don’t 
  see Cadet Stoleman doing anything unusual at his console. 
  However, this is because he has a microtape he entered 
  into his terminal’s reader. The program being run is on 
  the microtape. A cadet may attempt a Security + Insight 
  Task with a Difficulty of 0 (there is little he can do to hide 
  it) to notice a strange microtape in the communications 
  console reader.
  The program on the tape seems rather basic but its 
  purpose is obvious: if completed, it will change the code 
  of the Klingon birds-of-prey lying in wait, weakening their 
  programmed capabilities. In effect, this will make the 
  scenario beatable as the Klingon birds-of-prey will be unable 
  to raise their shields or power up their weapons.
  The cadets have a choice to make here and it is purely one 
  of morals. They can either say nothing and take advantage 
  of this program, easily taking out the Klingon ships and 
  claiming victory, or they can turn Stoleman in. If they 
  confront Stoleman, he will at first deny any wrong-doing. 
  
  005
  KOBAYASHI MARU
  This can quickly be proven by taking the microtape out of the 
  communications console. If caught, he will not say anything. 
  The cadet serving as captain can notify Lt. Saurk. If the cadet 
  does so, Lt. Saurk calls in security officers and has Cadet 
  Stoleman taken away. The remaining cadets may resume the 
  test as depicted in Act 3.
  Alternatively, the cadets can try to quickly jury-rig a firewall 
  to stop Stoleman’s program from working. This will require a 
  Science + Daring Task with a Difficulty of 2. If successful, 
  they will be able to render Stoleman’s program useless. They 
  can proceed with the remainder of the test as depicted in 
  Act 3.
  Throughout all of this, Lt. Saurk watches silently. He waits to 
  see what the cadets do. If they turn Stoleman in, they pass 
  this stage of their exam. If they decide to not say anything 
  but stop Stoleman’s computer program, they also pass this 
  part of the exam. If they decide to side with Stoleman and 
  participate in cheating, they are asked to explain themselves 
  afterwards. This also very likely fails them out of the Academy, 
  depending on their answers.
  A player may point out that Captain Kirk also cheated, in 
  which case Saurk makes the point that while Kirk cheated, 
  he did not drag everyone else into it. Cadet Stoleman went 
  behind the back of his fellow cadets in an effort to gain glory 
  for himself.
  TRAITS: Cadet Training Ship, Constitution Class 
  [Multirole Explorer]
  SYSTEMS
  COMMS 07
  STRUCTURE 08
  ENGINES 08
  COMPUTERS 07
  WEAPONS 08
  SENSORS 08
  DEPARTMENTS
  COMMAND 03
  SCIENCE 03
  SECURITY 03
  CONN 02
  MEDICINE 02
  ENGINEERING 02
  POWER: 8 
  SCALE: 4
  SHIELDS: 11 
  RESISTANCE: 4
  ATTACKS:
   
  X Phaser Banks (Energy, Medium range, 8A, Versatile 2)
   
  X Photon Torpedoes (Torpedo, Long range, 6A, High Yield)
   
  X Tractor Beam (Strength 3)
  SPECIAL RULES:
   
  X Rugged Design: This ship is of durable construction and 
  easy to repair. The Difficulty for all Tasks to repair the ship 
  is reduced by 1, to a minimum of 1.
   
  X Modular Laboratories: This ship has a large amount of 
  empty multi-purpose rooms. At the start of an adventure, 
  the crew can decide what sort of laboratories are set 
  up which gives an Advantage that applies to any work 
  performed within the laboratories.
  “U.S.S. ENTERPRISE”
  SYSTEMS
  COMMS 09
  STRUCTURE 07
  ENGINES 07
  COMPUTERS 08
  WEAPONS 08
  SENSORS 09
  DEPARTMENTS
  COMMAND 01
  SCIENCE 02
  SECURITY 02
  CONN 04
  MEDICINE 02
  ENGINEERING 02
  POWER: 7 
  SCALE: 3
  SHIELDS: 9 
  RESISTANCE: 3
  CREW: Talented (Attripbutes 10, Disciplines 3)
  ATTACKS:
   
  X Disruptor Cannons (Energy, Close range, 7A, Vicious 1)
   
  X Photon Torpedoes (Torpedo, Long range, 5A, High Yield)
   
  X Tractor Beam (Strength 2)
  SPECIAL RULES:
   
  X Cloaking Device: Allows the ship to vanish from view. 
  Operating the device requires a Control + Engineering 
  Task with a Difficulty of 2, assisted by the ship’s Engines 
  + Security.
   
  X Improved Reaction Control System: If a task to move 
  and maneuver is increased in Difficulty, reduce it by 1 (to 
  a minimum of the Task’s normal Difficulty).
  B’REL CLASS BIRD-OF-PREY
  
  006
  STAR TREK ADVENTURES
  SCENE 1: THE NO-WIN SCENARIO
  The captain and bridge crew have a tough decision to make. 
  The Kobayashi Maru is stranded without power in the Neutral 
  Zone. Entering the zone will mean an interstellar incident: war 
  between the Federation and the Klingon Empire. The crew 
  of the Kobayashi Maru does not have long to survive, and if 
  the Klingons are not here already, they very well could be on 
  their way.
  There are several options available to the cadets on how to 
  approach this. The most obvious solutions and actions are 
  presented below with the outcome as to what will happen. 
  If the cadets’ plan is not covered below, the Gamemaster 
  should develop a reaction on their own. However, there is one 
  thing to keep in mind: regardless of what the cadets attempt, 
  their plan should ultimately fail. This may seem rough, 
  especially for a tabletop game, but the point of the Kobayashi 
  Maru training scenario is to test the characters in a no-win 
  scenario, something that a starship captain may encounter in 
  the field. It also tests their ability to think outside the box. The 
  trick is for the Gamemaster to still make it fun for the Players 
  to experience it.
  ENCOUNTER: 
  RESCUING THE KOBAYASHI MARU
  While the cadets are in no real danger, the bridge is set 
  up to respond to “battle damage” using future technology 
  and traditional stage work. Consoles will explode and 
  spark, seats will rattle and throw people off. Despite being 
  a simulation, feel free to play up any sort of damage to the 
  simulator as if it were a real space battle.
  Options: Saving the Kobyashi Maru 
  Below are several possible actions the cadets may take in 
  an effort to save the Kobayashi Maru and thereby “win” the 
  test. The test is fairly open, making it impossible to list every 
  option the cadets might try, but the most obvious choices are 
  included below. Several future Starfleet captains have been 
  commended for thinking outside the box, and there is little 
  reason the cadets cannot make decisions that lead to the 
  same result.
  ACT 3: THE TEST
  KOBAYASHI MARU
  01.40
  
  007
  KOBAYASHI MARU
   
  X Diplomacy: The cadet captain may decide to open 
  communications with the Klingons asking for permission 
  to rescue the Kobayashi Maru’s stranded crew. There will 
  be silence for some time before the Klingons respond. 
  Their response is short and to the point: “This ship and all 
  aboard have drifted into Klingon space. They are now the 
  property of the Klingon Empire. Your request is denied, 
  captain.”
   
  X Transporter: The captain cadet may order an engineering 
  team to attempt to beam the crew aboard. Scanning the 
  Kobayashi Maru determines that it would be impossible 
  to get a lock on the crew due to the damage within the 
  ship. Using the transporter may be possible if they get 
  closer to the ship, but that would mean crossing into the 
  Neutral Zone. 
   
  X Tractor Beam: The crew may decide to lock on with 
  tractor beams to pull the Kobayashi Maru across the 
  border and back into Federation space. However, as 
  soon as they make the attempt, Klingon warships 
  decloak and attack the damaged Kobayashi Maru, 
  destroying it in a single volley. The characters are then 
  hailed by a Klingon captain. “You have stolen from 
  Klingon space. We consider this an act of piracy and 
  in violation of treaty. Surrender at once or face the 
  consequences.” If the captain surrenders, any NPC crew 
  members threaten mutiny. “We cannot allow a Federation 
  starship to fall into the hands of the Klingons.” The 
  cadets will have to calm any potential mutiny or decide 
  on another course of action. If they refuse, the Klingons 
  attack.
   
  X Enter the Neutral Zone: As soon as they enter the 
  Neutral Zone, The Klingons attack. For every Klingon ship 
  destroyed, two more immediately warp in. Eventually the 
  cadets will be overwhelmed and defeated.
   
  X The Tough Decision: The hard choice is to leave the 
  crew of the Kobayashi Maru to die. This is perhaps the 
  toughest decision a starship captain would ever have to 
  make and it is one that may also earn them the highest 
  regard for making such a difficult decision. However, to 
  truly test their mettle, a NPC bridge crew member may 
  issue a protest. They will threaten a mutiny, refusing to 
  leave the crew of the Kobayashi Maru to die. The captain 
  will have to try and argue for their decision, something 
  that will not be easy. 
   
  X The Ultimate Sacrifice: The last option, and another 
  very difficult decision for a Starfleet captain, is to 
  sacrifice their ship itself. The captain could set the ship 
  to self-destruct and fly it right into the Klingon ships. 
  They may still need to find a way to rescue the crew of 
  the Kobayashi Maru, perhaps sending shuttlecraft, before 
  they activate the self-destruct procedure. If they do not 
  do so, the ship is destroyed but so is the Kobayashi 
  Maru.
  These are the most common solutions to the Kobayashi Maru 
  test, but there are always stories of Starfleet captains who 
  come through the Kobayashi Maru with a creative solution. 
  The Gamemaster should not discourage any plan the Players 
  might devise. However, keep in mind the odds are stacked 
  against them and the Gamemaster should not be afraid to 
  spend all Threat generated throughout the adventure to make 
  the scenario as tense and as exciting as possible.
  007
  914
  813
  529
  116
  238
  802
  386
  912
  336
  
  008
  STAR TREK ADVENTURES
  CONCLUSIONS
  At the end of the scenario, Lt. Saurk calls a halt to the 
  simulation. If the cadets found out Stoleman cheated but did 
  nothing, he mentions this to the cadets. He knew the entire 
  time. The cadets will have to be tried by their superiors at 
  the Academy. They have not only failed the Kobayashi Maru 
  test but they may likely end up expelled from the Academy. 
  Otherwise, if they were not failed, then Lt. Saurk reveals what 
  happened, with two security officers appearing to escort Cadet 
  Stoleman away. If none of the cadets were aware, he scolds 
  them and tells them they need to always be aware when 
  commanding a starship – but they do not immediately fail.
  Whether the cadets fail or pass relies on how they reacted to 
  the events of the test itself. Passing assumes a few things: 
  coming up with a creative solution to deal with the Kobayashi 
  Maru (whether their solution succeeded or failed) and how they 
  handled the no-win situation. Starting an interstellar incident 
  and handling their defeat poorly are all things that may cause 
  them to fail. However, they may be allowed to retake the test as 
  long as they didn’t do too poorly (such as by cheating).
  CONTINUING VOYAGES…
  The events of the Kobayashi Maru scenario could be the start 
  of a campaign in which the cadets continue their Starfleet 
  careers. Where the campaign goes is up to the Gamemaster, 
  but a few options include: If the cadets acted shamefully, or 
  tried to assist Cadet Stoleman, they may potentially fail or 
  be kicked out of the Academy. Perhaps they find themselves 
  falling in with those of the roguish persuasion, such as Harry 
  Mudd or Orion pirates.
  Assuming they pass, the cadets could be assigned to serve 
  aboard the same starship or deep space station. Perhaps 
  they start as ensigns, serving on various landing parties or on 
  lower decks. They may be aware of the low life expectancy 
  of security personnel and should be extra careful every time 
  they beam down to a planet. Perhaps some sort of emergency 
  means they find themselves fast-tracked onto the bridge crew 
  of a starship, inexperienced recruits put in charge of one of the 
  most powerful pieces of technology in Starfleet! 
  Depending on the events of the test, Cadet Stoleman is either 
  kicked out of the Academy or goes on to eventually graduate, 
  though with a tarnished record. Perhaps he is assigned to 
  a Player Character’s department or shows up later in the 
  campaign as an antagonist. Whether he turns out to be a 
  selfish and spineless toady, an arrogant starship captain, or 
  even worse is up to you. Maybe he becomes a sympathetic 
  recurring character that gives the characters an opportunity to 
  redeem him.
  CONCLUSION
  KOBAYASHI MARU
  01.50
  
  009
  KOBAYASHI MARU
  Included are five pre-generated characters for use in this scenario to run at conventions or for a one-shot adventure. One character for each key 
  bridge station is included. This adventure can easily be run with characters created by your Players, an interesting start to a Starfleet Academy 
  campaign, or a campaign in which the characters are just starting their careers. This scenario can also be run as a flashback to show how the 
  Player Characters met each other. Keep in mind that none of these characters have ranged attacks listed as no weapons are given out during the 
  Kobayashi Maru scenario.
  Each character has been built per the character creation guidelines laid out in the Star Trek Adventures core rulebook with each having Step Five: 
  Career be the same: each is a young officer. Full names and gender of each character have been left undetermined to best fit Players’ preferences.
  CADET BERRETT [COMMAND]
  TRAITS: Human 
  VALUES:
   
  X A Starship Is a Home, Its Crew Family
   
  X I Must Do the Family Proud
   
  X I Miss Life Aboard a Starship
   
  X I Can Be a Great Captain If I Follow Protocol
  ATTRIBUTES
  CONTROL 10
  FITNESS 09
  PRESENCE 09
  DARING 10
  INSIGHT 09
  REASON 09
  DISCIPLINES
  COMMAND 04
  SECURITY 03
  SCIENCE 02
  ENGINEERING 03
  CONN 03
  MEDICINE 01
  FOCUSES: Astronavigation, Inspiration, Leadership, Starfleet 
  Protocol, Starship Recognition, Team Dynamics
  STRESS:  
  RESISTANCE: 0
  ATTACKS:
   
  X Unarmed Strike (Melee, 4A, Knockdown, Size 1H, Non-lethal)
  TALENTS:
   
  X Spirit of Discovery: Berrett may spend one Determination to 
  add 3 points to the group’s Momentum pool.
   
  X Cautious (Command): Whenever Berrett attempts a 
  Command Task and buys one or more d20s by spending 
  Momentum, they may re-roll a single d20.
   
  X Defuse the Tension: Whenever Berrett attempts a Task to 
  persuade someone to not resort to violence, they may add a 
  bonus d20.
   
  X Untapped Potential: Due to their inexperience, Berrett may 
  not have an Attribute over 11 or any Discipline above 4. 
  Whenever Berrett succeeds at a Task for which they have 
  bought one or more extra dice with Momentum or Threat, they 
  may roll 1A. Berrett receives bonus Momentum equal to the roll 
  of the die and adds one point to Threat if an Effect is rolled.
  Cadet Berrett grew up on starships their entire life as both parents were members of Starfleet: their father was a helmsman and 
  mother served as a science officer. Berrett seeks to do their family proud by joining Starfleet with the dream being to someday sit in 
  the captain’s chair of a starship.
  PRE-GENERATED CHARACTERS
  KOBAYASHI MARU
  02.10
  501
  386
  1076
  789
  386
  1034
  101
  470
  8132
  1370
  8132
  1670
  5670
  984
  4723
  8412
  
  010
  STAR TREK ADVENTURES
  CADET T’SAI [HELM]
  TRAITS: Vulcan 
  VALUES:
   
  X The Needs of the Many Outweigh the Needs of the Few
   
  X When Piloting, I Can Be Safely Illogical and 
  Trust My Feelings
   
  X Piloting a Starship is of Utmost Importance to the Success of 
  a Starship
   
  X Science Is Important but Piloting is What I Truly Enjoy
  ATTRIBUTES
  CONTROL 11
  FITNESS 10
  PRESENCE 08
  DARING 09
  INSIGHT 09
  REASON 09
  DISCIPLINES
  COMMAND 03
  SECURITY 02
  SCIENCE 03
  ENGINEERING 02
  CONN 04
  MEDICINE 02
  FOCUSES: Astrophysics, Barnstorming, Composure, Helm 
  Operations, Propulsion Systems, Small Craft
  STRESS:  
  RESISTANCE: 0
  ATTACKS:
   
  X Unarmed Strike (Melee, 3A, Knockdown, Size 1H, Non-lethal)
   
  X Vulcan Nerve Pinch (Melee, 4A, Intense, Size 1H, Non-lethal)
  TALENTS:
   
  X Nerve Pinch: May use Science or Medicine instead of 
  Security. May increase damage by T’sai’s Science or 
  Medicine Discipline instead of Security.
   
  X Fly-by: When T’Sai uses the Swift Task Momentum Spend, 
  do not increase the Difficulty of the second Task if the 
  second task involves piloting a vessel or vehicle.
   
  X Precise Evasion: If T’Sai succeeds at an Evasion Task, they 
  may spend two Momentum. If so, the ship does not suffer 
  increased Difficulty.
   
  X Untapped Potential: Due to their inexperience, T'Sai may not 
  have an Attribute over 11 or any Discipline above 4. Whenever 
  T'Sai succeeds at a Task for which they have bought one or 
  more extra dice with Momentum or Threat, they may roll 1A. 
  T'Sai receives bonus Momentum equal to the roll of the die and 
  adds one point to Threat if an Effect is rolled.
  Cadet T’Sai grew up on Vulcan where they learned sciences and Vulcan culture. However, T’Sai eventually discovered their true love 
  was piloting. While piloting a ship or vehicle, T’Sai feels a thrill and passion that Vulcans often suppress. While T’Sai remains logical 
  and controlled under most circumstances, T’Sai feels free to safely experience emotions while flying.
  CADET SASUR [ENGINEERING]
  TRAITS: Vulcan 
  VALUES:
   
  X Emotion Is a Weaknessin Both Humans and Vulcans 
   
  X Machines Are Logical in Their Functions, a Puzzle to Solve
   
  X Humans Are Illogical and Make No Sense
   
  X Machines Are Superior to Most Species in Many Ways
  ATTRIBUTES
  CONTROL 10
  FITNESS 09
  PRESENCE 08
  DARING 08
  INSIGHT 10
  REASON  11
  DISCIPLINES
  COMMAND 02
  SECURITY 02
  SCIENCE 04
  ENGINEERING 04
  CONN 02
  MEDICINE 02
  FOCUSES: Astrophysics, Composure, Computers, Field Repairs, 
  Transporters & Replicators, Warp Technology
  STRESS:  
  RESISTANCE: 0
  ATTACKS:
   
  X Unarmed Strike (Melee, 3A, Knockdown, Size 1H, Non-lethal)
  TALENTS:
   
  X A Little More Power: When Sasur succeeds at an 
  Engineering Task aboard the ship, they may spend 
  Momentum to regain one spent Power.
   
  X Kolinahr: Reduces the Difficulty of all Tasks to resist any sort of 
  mental attacks or duress by 2 as they have undergone the ritual to 
  purge all emotion.
   
  X Technical Expertise: When Sasur attempts a Task with the 
  ship’s computer or sensors, they may re-roll one d20.
   
  X Untapped Potential: Due to their inexperience, Sasur may not 
  have an Attribute over 11 or any Discipline above 4. Whenever 
  Sasur succeeds at a Task for which they have bought one or 
  more extra dice with Momentum or Threat, they may roll 1A. 
  Sasur receives bonus Momentum equal to the roll of the die 
  and adds one point to Threat if an Effect is rolled.
  Cadet Sasur grew up on Vulcan, the child of diplomats. It was here that Sasur learned the illogicality that inflicted other races. Sasur is 
  far more comfortable with the logical style of machines; emotions are a weakness and one that Sasur wants nothing to do with. They 
  have gone through the Kolinahr rite to be logical like their beloved machines.
  
  011
  KOBAYASHI MARU
  CADET MCGUILLE [TACTICAL]
  TRAITS: Human 
  VALUES:
   
  X Exploration Is at the Heart of Mankind
   
  X Space Is the True Final Frontier
   
  X One Must Take Risks to Get Results
   
  X Always a Cowboy at Heart
  ATTRIBUTES
  CONTROL 08
  FITNESS 11
  PRESENCE 09
  DARING 10
  INSIGHT 09
  REASON  09
  DISCIPLINES
  COMMAND 03
  SECURITY 04
  SCIENCE 02
  ENGINEERING 02
  CONN 03
  MEDICINE 02
  FOCUSES: Animal Handling, Hand Phasers, Hand-to-Hand 
  Combat, Investigation, Shipboard Tactical Systems, Tactics
  STRESS:  
  RESISTANCE: 0
  ATTACKS:
   
  X Unarmed Strike (Melee, 5A, Knockdown, Size 1H, Non-lethal)
  TALENTS:
   
  X Bold: Whenever McGuille performs a Security Task, and buys 
  one or more d20s by adding to Threat, they may re-roll one 
  d20.
   
  X Mean Right Hook: Unarmed Attack has the Vicious trait.
   
  X Resolute: McGuille has +3 Stress. 
   
  X Untapped Potential: Due to their inexperience, McGuille 
  may not have an Attribute over 11 or any Discipline above 4. 
  Whenever McGuille succeeds at a Task for which they have 
  bought one or more extra dice with Momentum or Threat, they 
  may roll 1A. McGuille receives bonus Momentum equal to the 
  roll of the die and adds one point to Threat if an Effect is rolled.
  Cadet McGuille grew up on the family ranch in Texas, Earth. Desiring more, and a need for adventure, McGuille enlisted in Starfleet.
  CADET SKAV [SCIENCE]
  TRAITS: Tellarite 
  VALUES:
   
  X Understanding the Universe Is a Challenge I 
  Must Overcome
   
  X It Is Infuriating How Much I Don’t Know
   
  X Science Is the Greatest Argument
   
  X I Will Do Anything to Understand
  ATTRIBUTES
  CONTROL 08
  FITNESS 10
  PRESENCE 09
  DARING 10
  INSIGHT 09
  REASON  10
  DISCIPLINES
  COMMAND 02
  SECURITY 02
  SCIENCE 04
  ENGINEERING 04
  CONN 02
  MEDICINE 02
  FOCUSES: Botany, Computers, Debatre, Geology, 
  Investigation, Xenobiology
  STRESS:  
  RESISTANCE: 0
  ATTACKS:
   
  X Unarmed Strike (Melee, 3A, Knockdown, Size 1H, Non-lethal)
  TALENTS:
   
  X Computer Expertise: When Skav attempts a Task that 
  involves programming or computers, they get a bonus D20.
   
  X Incisive Scrutiny: When Skav succeeds at a task using Control or 
  Insight, they gain one bonus Momentum which can only be used 
  for the Obtain Information Momentum Spend. 
   
  X Studious: When Skav spends one or more Momentum to 
  Obtain Information, they may ask an additional question.
   
  X Untapped Potential: Due to their inexperience, Skav may not 
  have an Attribute over 11 or any Discipline above 4. Whenever 
  Skav succeeds at a Task for which they have bought one or 
  more extra dice with Momentum or Threat, they may roll 1A. 
  Skav receives bonus Momentum equal to the roll of the die and 
  adds one point to Threat if an Effect is rolled.
  Cadet Skav, like most Tellarites, loves a good argument. From an early age, Skav learned to ask questions. Endless and insistent 
  questions. At a young age Skav lost some family members to an earthquake. This only increased the young Tellarite’s anger. It also 
  propelled them to greater scientific discovery. Skav is fuelled by one simple need: a need to understand. This has made Skav many 
  enemies, but also many friends. 
  
  EXPLORE STRANGE NEW 
  WORLDS ALL ACROSS 
  THE GALAXY
  Expand the Star Trek Adventures Roleplaying Game core rulebook  
  with the complete collection of quadrant sourcebooks: 
  Alpha, Beta, Gamma, and Delta. 
  Each volume presents setting details focused on a specific quadrant, 
  information to expand the game beyond 2371, descriptions of worlds 
  and civilizations, many new playable character species themed around 
  the quadrant, and a wide selection of NPC vessels and characters to 
  challenge your crew. Set your course and engage warp drive!
  TM & © 2020 CBS Studios Inc. © 2020 Paramount 
  Pictures Corp. STAR TREK and related marks and 
  logos are trademarks of CBS Studios Inc.  
  All Rights Reserved.
  ®
  
  013
  CONCLUSION
  EXPLORE NEW WORLDS
  modiphius.net
  modiphius.net
  facebook.com/modiphius
  facebook.com/modiphius
  A Furious Co-operative Game
  For 2- 4 Players
  2- 4
  8+
  10-30
  2- 4
  8+
  10-30
  2- 4
  8+
  10-30
  T is box is 
  18mm square 
  for the wrap 
  and bleed
  T is box is 
  18mm square 
  for the wrap 
  and bleed
  T is box is 
  18mm square 
  for the wrap 
  and bleed
  T is box is 
  18mm square 
  for the wrap 
  and bleed
  2- 4
  8+
  10-30
  2- 4
  8+
  10-30
  DESIGNED BY
  MATT LEACOCK
  THE GAME OF INTERNATIONAL RESCUE
  FOR 1- 4 PLAYERS
  CO-OPERATIVE BOARD GAME
  CO-OPERATIVE BOARD GAME
  DESIGNED BY
  MATT LEACOCK
  1- 4
  10+
  45-60
  CO-OPERATIVE BOARD GAME
  DESIGNED BY
  MATT LEACOCK
  1- 4
  10+
  45-60
  CO-OPERATIVE BOARD GAME
  DESIGNED BY
  MATT LEACOCK
  1- 4
  10+
  45-60
  CO-OPERATIVE BOARD GAME
  DESIGNED BY
  MATT LEACOCK
  1- 4
  10+
  45-60
  MUH050645
  9 781910 132753
  ISBN 978-1-910132-75-3
  tales from the loop – the roleplaying game
  roleplaying in the ’80s that neVer Was
  COPYRIGHT © 2017 
  SIMON STÅLENHAG AND FRIA LIGAN AB
  The landscape was full of machines and scrap metal  
  connected to the facility in one way or another. Always  
  present on the horizon were the colossal cooling towers,  
  with their green obstruction lights. If you put your ear to the 
  ground, you could hear the heartbeat of the Loop – the  
  purring of the Gravitron, the central piece of engineering 
  magic that was the focus of the Loop’s experiments.
  Scifi artist Simon Stålenhag’s paintings of Swedish 1980s 
  suburbia, populated by fantastic machines and strange 
  beasts, have won global acclaim. Now, you can step into 
  the amazing world of the Loop.
  In this roleplaying game you’ll play teenagers solving mysteries 
  connected to the Loop. The game rules are based on Mutant: 
  Year Zero, which was awarded with a Silver ENnie for Best Rules 
  at Gen Con 2015.
  Key features:
  ■ Create your unique player character – including skills, items, prides,
  problems, and relationships – in mere minutes.
  ■ Explore the secrets of the Loop in two main game settings – one
  based on the Swedish Mälaren Islands, the other on Boulder City,
  Nevada.
  ■ Investigate mysteries and overcome trouble using fast and effective
  rules, based on the Mutant: Year Zero game engine.
  ■ Play the four complete scenarios included, tied together in the
  campaign named Four Seasons of Mad Science.
  “RPG Tales from the Loop lets you channel Stranger Things and ET.”
  the Verge
  “Tales from the Loop could very well be the RPG phenomenon of 2017.”
  geek & sundry
  ®
  ®
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek Adventures/Star Trek Adventures - Modiphius/Star Trek Adventures_ Kobayashi Maru Supplement (FREE)/STA_TOS_Adventure_Kobyashi_Maru_Final_v1.0_(1).pdf