TEXT: Words are
  not deeds
  By Roger Taylor II
  Revised and expanded for use with Far Trek by C.R. Brandon 2016
  1
  
  “Talking isn't doing. 
  It is a kind of good deed to say well; and yet
  words are not deeds.”
  Henry VIII (Act III, Sc ii) 
  --William Shakespeare
  2
  
  WARNING!!
  Words are not Deeds is exclusively for the Referee to read. Players should not read any 
  further as it will take away from the adventure ahead!
  Adventure Synopsis
  The adventure takes place during Stardate 2268 aboard the U.S.S. Xenophon along the 
  Federation/Klingon Border. It is a good follow up adventure to “Be Not Afraid.”  
  A space-borne life form (a cross between the Great Crystalline Entity and the Doomsday 
  Device) is headed for a peaceful Federation colony world. Archaeological evidence 
  indicates that the life form has visited the planet twice in the distant past with 
  cataclysmic consequences on each occasion.
  Ten thousand Federation colonists on the world live in threat of impending destruction.  
  The U.S.S. Xenophon must assess and prevent the threat to the colonists. Simultaneously 
  they must deal with an irate Klingon commander who wants to see the creature destroyed 
  at all costs. They must resolve all of this while upholding the mission and philosophy of 
  Starfleet.
  Players
  This adventure is for 4 to 6 players and assumes the players are all Federation crew from the U.S.S. 
  Xenophon.  A mix of gold, red, and blue shirts is necessary.  This is a good adventure for starting 
  Ensign class characters to undertake as the landing party. If you wish to run it as a one shot 
  adventure, you can use the U.S.S. Xenophon's pre-made crew listed in the back of this adventure.
  Referee Background
  Gamma Evangeline III is a Class M planet, one of seven orbiting the system primary. The 
  planet is unremarkable, and was surveyed by the USS Soleta in 2198. The Evangeline 
  colony was established on Gamma Evangeline III in 2245, with the arrival of 850 
  colonists. The initial landing established a small town called Berkey's Landing, an 
  agricultural base, and a geothermal power plant. The remaining 2500 colonists arrived 
  over the following three years. Evangeline III has been both fortunate and prosperous, 
  with a mild climate, abundant harvests, and few major problems. Between immigration 
  and natural expansion, the colony hosts over 9,500 colonists at five major settlements.
  Evangeline III has no major mineral, industrial, or technological wealth, Long- range 
  planning hints at an eventual attempt to harvest the abundant hardwood forests for 
  export, but those plans are at least fifty years in the future.
  Note: Scientific survey teams from the Soleta noted a series of unusual and unexplained 
  bowl-shaped geological formations. Each formation was lined with concentrations of 
  mineral crystals, chemical salts, and trace metals, and each sat atop a major geothermal 
  energy source. Lieutenant JG Costello (Soleta's Science Officer) theorized that the 
  formations might be evaporated mineral pools left over from a more geologically active 
  period in the planet's history.
  3
  
  Dramatic Conflicts
  Conflict #1 (Central): Man vs. Unknown- The crew must determine why the creature is 
  headed for the Evangeline Colony and determine a proper course of action.
  Conflict #2: Man vs. Man- The crew must prevent the creature from destroying the 
  Evangeline Colony.
  Conflict #3: Man vs. Man- The crew must prevent the Klingons from destroying the 
  creature.
  Conflict #4: Man vs. Self-  The crew must achieve all of these mission goals while 
  working within the restrictions of Federation law and philosophy.
  KEY EPISODE CONCEPT: THE PRIME DIRECTIVE 
  The Federation's Prime Directive, or Starfleet General Order #1 was enacted to protect 
  developing (less technically advanced) societies from contamination.  The Prime 
  Directive expressly prohibits any Starfleet personnel or spacecraft from interfering in the 
  normal development of any society- even at the cost of the ship and her crew, if 
  necessary.
  The rule was adopted and its wisdom proven- by several disastrous first contacts 
  between Federation personnel and alien races unprepared to deal with the culture 
  shock. The two greatest examples of a disastrous first contact are, of course, Sigma Iotia 
  and the Ekosians and Zeons of M43 Alpha.
  In 2265, Federation Cultural Observer (and noted historian) John Gill abandoned the 
  Prime Directive and began making calculated changes to Ekosian society in an effort to 
  unify the natives in a more efficient and effective central planetary government. Though 
  his motives were pure, Gill's intervention proved disastrous.  In order to unify the 
  people, Gill patterned his nascent utopia on the zealotry and strong nationalistic 
  tendencies of 20th century National Socialism- other wise known as the Nazi movement.
  Gill's plan was to temper the strong militarism of the Nazi movement with 
  compassionate principles and humane policies- but failed utterly when those closest to 
  him were corrupted by the lure of power. An ambitious underling named Melakon 
  drugged Gill, propped him up as a figurehead, and then subverted the movement. 
  Melakon and changed the Ekosian movement from one loosely patterned on National 
  Socialism to a horrific recreation of its basest evils- including the misguided notions of 
  racial and genetic purity, and wars of genocidal aggression.
  Only the timely intervention of the U.S.S. Enterprise in 2268 prevented interplanetary 
  war between Ekos and neighboring Zeon, though a great many lives were lost before Gill 
  was able to renounce the evil his experiment had become.
  4
  
  The U.S.S. Horizon visited Sigma Iotia II in 2168 and found a relatively peaceful, quiet 
  world in the middle stages of an industrial revolution.  When the Horizon departed, a 
  crew member accidentally left behind a book called Chicago Mobs of the Twenties.
  The Iotians then attempted to use the book as a “road map” to lead their society into 
  space, and re- patterned their society on its example- with a corresponding breakdown 
  in government and society. Huge swaths of native culture, practice, and custom were 
  abandoned in favor of the example left behind by the Horizon, with the corresponding 
  loss of life.
  When the Enterprise visited in 2268, Captain Kirk was forced to resort to a “lesser” 
  violation of the Prime Directive in order to steer the planet back towards a more ethical 
  and socially healthy course. There have been at least eleven other notable (and 
  questionable) violations of the Prime Directive, a surprising number of which involve 
  starships named Enterprise.
  The Prime Directive is one of Starfleet's simplest and most straightforward directives- but
  one of the hardest to adjudicate and enforce. While the law (and Starfleet Regulations) 
  specify that a starship and her crew are expendable if necessary to uphold the Prime 
  Directive, the law is not so clear (contradictory cases have been made) about whether 
  Federation civilians are likewise bound.
  In 2364, the survivors of the S.S. Odin violated the Prime Directive (though initially, not 
  deliberately) by interfering with the natural development of Angel I , When the U.S.S. 
  Enterprise-D attempted to remove them, Commander Riker and his party were 
  hampered by the fact that the Odin survivors were not bound by the Prime Directive- 
  and could not be forced to leave. On the other hand, when Cultural Observer Nikolai 
  Rozhenko was slated to be prosecuted for violating the Prime Directive in 2370, he chose
  a virtual self-exile instead.
  The basic thrust, is that for the best of reasons and the worst of arrogance, Federation 
  personnel will face the temptation to impose their own values, their own judgments, and
  own “best outcomes” on circumstances on species and societies which are ill-equipped 
  to resist.  The Prime Directive exists to prevent people armed with advanced 
  technologies and planet-cracker weapons from running around the Universe playing 
  God.
  In this particular episode, Xenophon and her crew are placed in what is essentially a “no-
  win” scenario whichever way they turn, they risk violating both the Prime Directive and 
  lesser Federation laws.
  Forcing the creature away from Evangeline III is arguably a violation of the Prime 
  Directive, while simply destroying it is clearly a violation. But what about the Klingons? 
  Is Xenophon responsible for a Prime Directive violation if she fails to defend the creature 
  5
  
  from the Klingons? The Ev'Rakt is in Federation space (and in violation of numerous 
  treaties) when it will attack the alien. Is the Xenophon obligated to uphold Federation 
  law in Federation space?
  On the other hand, what about the Evangeline colonists? Are they, as civilians, bound to 
  give up their homes, livelihoods, or even lives in defense of the Prime Directive? Can 
  Xenophon stand by and allow them to be destroyed in defense of a law to which they are
  not bound?
  Whatever decision Xenophon and her crew make in dealing with the creature, they run 
  the serious risk of violating the Prime Directive. In this episode, the Players should work 
  diligently towards the least of all evils.
  It is key for the Referee to insure the Players understand (and feel the pressure/difficulty 
  of) this conflict between h the needs of saving lives and maintaining the highest goals 
  and responsibility of adhering to the Prime Directive.
  The Nali
  The creature approaching Evangeline III is semi-sentient, roughly analogous to a whale,
  dolphin, or perhaps a “caveman” in intelligence. It is self-aware, calling itself the Nali, 
  though its thought processes are decidedly primitive and it has trouble with higher 
  abstract and theoretical concepts. Even basic concepts (with arbitrary measurements) 
  such as time, are almost impossible to convey the Nali measure time only in breeding 
  cycles all other measures are meaningless. This particular Nali has existed for three 
  “cycles”- meaning that this is the second time it has returned to breed.
  Due to a quirk in its thinking, the creature refers to itself using the imperative (imperial)
  “we”, though it has not seen another Nali since its nest-mates left almost 1500 years ago.
  The creature is following a semi-instinctive biological imperative to return to Evangeline 
  III to reproduce, just as its fore-bearers have done for all of time beyond memory. While 
  this drive is semi-instinctive, the creature can be convinced to modify it's actions and 
  instead nest on Gamma Evangeline IV.
  The Nali is (technically speaking) an organic life form rather than silicate, but it's 
  biological structures are crystalline in nature. The creature reproduces roughly once 
  every five hundred years, laying between three and twelve “egg”, which metabolize 
  surrounding minerals using the abundant energy available from the geothermal vent.
  6
  
  Act One
  Captain's Log Stardate 3236.247: (read to players)
  The Xenophon is on patrol following a clash with three small, unidentified raiders just 
  over two weeks ago. Minor damage was sustained to the warp drive and the shields, 
  and seven crewmen were injured. Xenophon suffered no fatalities, but all three raiders 
  were destroyed (two self-destructed rather than be captured).
  "U.S.S. Xenophon is now patrolling the Klingon Neutral Zone. All conditions normal. No 
  unusual activity to report, no Klingon traffic and normal civilian shipping.
  The damage sustained in clash with three unidentified vessels is now complete, Chief 
  Engineer reports all systems normal and functioning. Tactical and metallurgical analysis 
  remains inconclusive, but the data strongly suggest that the vessels were probably Orion 
  and or Klingon privateers. Per Starfleet Intelligence, both powers have strongly denied 
  any involvement in the incident.
  The Doctor reports the last of the injured crewmen has been returned to full duty. Crew 
  morale and response times remain high. Xenophon is proceeding on course heading 173, 
  mark 007 at Warp Factor 3.”
  As the adventure opens, it's late in the ship's evening, and most of the crew is off- duty. 
  The Captain should designate which officer has the conn/watch. The rest of the player 
  characters are relaxing or sleeping. Each player should be allowed to state what his or 
  her character is doing (with appropriate tests as needed).
  7
  
  New Orders
  Once the setting and character activities are established, the duty officer should receive 
  Orders and decide on a course of action (the wisest, of course, is to acknowledge the 
  transmission and then notify the Captain or XO).
  To: Commanding Officer, USS Xenophon 
  From: L.K. Oppenheimer, Commodore, Starbase 6 Operations.
  Unidentified object departing Klingon Neutral Zone, proceeding towards Gamma 
  Evangeline III and Evangeline Colony. Current speed Warp 2, ETA seven days.
  Starfleet Intelligence reports increased Imperial Klingon Navy activity in sectors adjacent 
  to Neutral Zone and object flight path. Signal Intercepts indicate Klingon subspace 
  transmissions up 300% over last seven days. Decryption in progress.
  At least three intercepted signals tentatively evaluated as distress signals from Imperial 
  Klingon starships.
  U.S.S. Xenophon is ordered to proceed at best speed to intercept and evaluate intruder 
  object, taking any action necessary to protect Federation shipping and Evangeline 
  Colony. It is expected Commanding officer and crew will act  in accordance with Starfleet 
  Regulations.
  Klingon activity your OP area deemed likely. Proceed with caution.
  Given current situation, Starfleet Command considering elevating fleet-wide alert level. 
  Investigate and advise current situation.
  U.S.S. Lexington and U.S.S. Brandywine are dispatched to Klingon Neutral Zone effective 
  this stardate. Earliest possible arrival your area mark + 225 hours.
  Good Luck and Good Hunting,
  Lydia K. Oppenheimer
  Federation Commodore
  Starbase 6
  Due to Xenophon's distance from Starbase Six, all communications with Starfleet will 
  require at least a seven hours (round trip).
  Per the message from Starfleet Command, an unidentified intruder has crossed the 
  Klingon Neutral Zone and is headed for the Evangeline Colony. The object will reach the 
  colony in seven days. Starfleet Intelligence reports radically increased Klingon activity 
  along creature's flight path out of the Empire.
  8
  
  A Challenging (TN 15) Sensors test will allow the Xenophon to lock into the object's 
  current position, but the distance is too great for detailed sensor readings. The object is 
  on the course and speed indicated by Starfleet. It will arrive at the Evangeline colony in 
  just over 165 hours. The object's energy emissions (as discernible at this range) are 
  consistent with those of a starship roughly comparable to Xenophon herself, though they
  cover a much broader spectrum than those of a Federation starship.
  An Challenging (TN15) Communications test (each roll accounting for two minutes of 
  searching) will reveal that the object is emitting a broad spectrum of RF (radio frequency)
  and subspace energy, but none appear to be patterned attempts at communications.
  If the characters wish to analyze Klingon signal traffic along the border, an Average (TN 
  10) Communications test will confirm Starfleet's report, there's a tremendous amount of 
  chatter going back and forth between Klingon vessels at the Neutral Zone and various 
  shore (planetary) outposts. Nearly all of the transmissions are encrypted, but a single 
  transmission is not; in that transmission a very relieved planetary governor indicates that
  the object passed within 200,000 kilometers of his colony without incident.
  Should the players decide to take the time, an extended Sensor test where each roll 
  equals 5 minutes may be attempted to scan for Klingon vessels. A success  on a  single 
  roll of 19 or higher will detect a very faint ion trail paralleling the alien object's course 
  (about six hours behind it), but readings are inconclusive. This might or might not be a 
  cloaked Klingon vessel. If no test roll of 19+ is achieved, the completed scan will reveal at 
  least four Klingon vessels patrolling on their side of the Neutral Zone near where the 
  object left Klingon space (but will not reveal the anomalous ion trail).
  Once the object's precise position is determined, a challenging (TN 15) Navigation or 
  Space Science test will allow Xenophon to reach the creature in eighteen hours. A 
  success rolled of 19+ on any one test will cut that down to fourteen hours at best speed.
  Characters wishing to push Xenophon to her maximum emergency speed  may do so, 
  cutting the intercept time down to 12 hours- but such extraordinary efforts may or may 
  not be justified and could damage the engines (roll one time each hour, a roll of 15+ 
  damages warp engines and cuts speed to half for 1d6+1 hours). Note, the creature has 
  not yet demonstrated any hostile intent.
  Stranger  and Stranger
  As Xenophon approaches the object, a Challenging (TN 15) System Operations (Sensors) 
  test will reveal the following. Each point of success (15+ or each subsequent scan) will 
  allow the Science Officer to ask one specific question about the object's physical 
  configuration or emissions and will reveal one additional fact from the list below (pick, or
  roll 2d6):
  9
  
  2-3: The object is composed of a small central core surrounded by large crystalline 
  petals.
  4: There is a large aperture (a bowl-shaped concavity) near the creature's front, of 
  unknown purpose.
  5-6 :The object is roughly circular, almost 300 meters in extreme length and breadth, and
  masses just under 250,000 tons (roughly the same size a Xenophon herself).
  7-8: The hull and outer petals and outer shell are crystalline in composition and is 
  composed of quartz, various silicates and carbon compounds, The outer petals also 
  contain analogs of sarium and verterium cortenide (a component of Federation warp 
  engines), and several elements unknown to Federation memory banks.
  9: The petals are emitting low level waves of gravimetric distortion, and appear to 
  function along the lines of starship warp coils- allowing the creature to maneuver at 
  warp speed by means of variations in the distortions.
  10: A number of the petals are damaged- possibly by disruptor fire- and are working at a 
  reduced output.
  11: The creature's high energy output over a range of frequencies is interfering with 
  scans of the interior.
  12: Certain compounds in the outer hull are either photo- or radio-electric (converting 
  light or hard radiation into energy.
  As an alternative, and to speed up the pace of the game, the Referee may simply hand 
  the player Handout #3 (Sensor Analysis) when the test is completed.
  The Referee is advised to tread carefully in his descriptions-and avoid unintentionally 
  providing any clues as to the object's true nature. Unless and until the characters use the
  term “creature” or “vessel”, the Referee should stick to describing it as an “object”. 
  Otherwise, the Referee might inadvertently steer the players into a conclusion and 
  course of action. After the players have reached their conclusions, the Referee should 
  carefully mirror the players' choice of term, for the same reasons- allowing the players to
  come to their own conclusions (right or wrong) without interference.
  As Xenophon approaches the object (moving into medium range), the object will scan 
  the starship and then alter course to avoid her. The creature will emit a single low- level 
  subspace transmission as soon as it alters course. A easy (TN 8) Communications test will
  reveal that the transmission contains a low- density data pattern, but it is not 
  immediately decipherable. The Universal Translator will have to chew on it.
  10
  
  A Psychic reach out to the creature will reveal nothing except a single presence- 
  extremely alien in thought process. The mind is simply too alien and perhaps too 
  primitive to discern much more. Mind Meld tests are not possible because of the range 
  and because of the alien nature of the intellect.
  A challenging (TN 15) Starship Combat test will allow the players to attempt to herd the 
  object off-course, but in every event, the object will attempt to return to its base course 
  towards the Evangeline Colony. If the players attempt to herd the creature, it will 
  respond with two more transmissions identical to the first, then come to a dead stop. It 
  will wait for up to a half hour and then attempt to resume its base course.
  If at any point, Xenophon crosses into short range, the object will respond with a single 
  terse transmission, wait two beats, then open fire before retreating (and attempting to 
  return to it's base course).
  Once hostilities have been initiated- whether by Xenophon or by the creature itself, no 
  further warnings will be issued- the creature will simply open fire anytime Xenophon 
  crosses into medium range.
  The object's primary (and only) weapon does WR+6 damage, may be fired twice in one 
  round. The shot ignores effects (protection) any shields rated SR+2 or lower (essentially 
  cutting straight through the starship's shields). A Simple (TN 5) IQ test will allow any 
  observer on the bridge to determine that Xenophon's shields are only partially effective 
  against the object's weapon. A challenging (TN 15) Physical Science, Space Science, or 
  Engineering test will reveal that the object is emitting a focused gravimetric/spatial 
  distortion beam- essentially a needle of subspace/gravimetric energy. Xenophon's 
  defenses can be modified to handle the weapon, but it will take time.
  The attack will cease as soon as the range opens to medium or longer. The creature will 
  then attempt to return to its base course at the same speed (Warp 2). So long as 
  Xenophon stays outside short range and does not interfere with its attempts to reach 
  Evangeline, the creature will ignore them.
  Decoding the Riddle
  The object's transmissions are extremely alien, and the Universal Translator will take 
  time- likely hours or days- to decipher its meaning. This should be treated as an extended
  time test, Communications and/or Life Sciences test with each roll (TN 18) accounting for
  one hour's work.
  Once the test has been completed, the Universal Translator will report that the 
  transmission appears to be a basic communication- essentially “Stay Away” or “Leave 
  Alone”, but that it has an insufficient sample to determine whether the creature is 
  sentient or not.
  11
  
  Repairs and Modifications
  Once the precise nature of the enemy weapon is determined, Xenophon's shields can be 
  modified to defend against it. Partial modifications (software only) will take less time, but
  provide only partial protection. More complete modifications will take much longer and 
  will involve physically modifying Xenophon's deflector arrays.
  In either event, Xenophon's shields will be at minimum power (30%) while the 
  modifications are underway. Prudence and safety advise that the modifications are best 
  made in a sheltered environment (such as planetary orbit).  At warp 2, the creature will 
  take another 164 hours to reach Evangeline. Xenophon can be there in just over two-and-
  a-half hours at Warp 7.
  The modifications require three extended (TN 15) Starship Engineering tests. The short-
  term/software modifications have a period of ten minutes per roll, and cut the amount 
  of Threshold the weapon ignores to 1. The full modifications have a period of 60 minutes
  per roll.
  Act Two 
  Evangeline
  Making orbit should be uneventful (especially if the Xenophon has troubled to announce 
  their arrival ahead of time).If the crew radioed ahead, they are met , by Administrator 
  Escobar, and given a brief tour of the colony capitol, Berkey's Landing. Administrator 
  Escobar is small, thin, and dark, with obvious Hispanic roots and accent. His eyes are 
  dark and lively, and he seems bursting with nervous energy.
  The town itself is young, thriving, and clearly robust. It is clearly a working town on the 
  edge of the frontier, but it is nonetheless clean and well-organized.
  Escobar will take the characters to his offices, ply them with brandy, then ask what he 
  can do for them. Escobar will clearly NOT be pleased with word of an alien object bearing
  down on his colony, and will bring in three other men (Sandhurst, Grant, and Stone) to 
  consult. Adam Sandhurst is the town's doctor/ medical officer (and doubles as the local 
  meteorologist). He stands just under six feet tall, is middle-aged and suffering from 
  “middle aged spread”, though the hard work of the colony has kept him from spreading 
  too much. Sandhurst is passionate and lively- prone to frantic gestures. He is the first to 
  demand (loud and long) that Xenophon destroy the intruder, and thanks to his charm 
  (and despite his some frenetic behavior) is able to make some headway swaying his 
  fellow colonists to his view.
  Bill “don't call me William” Grant is the town's engineer and hydrologist. Grant is tall, fit, 
  tanned, and weathered. Grant's hair is thinning in top, a fact more emphasized than 
  concealed by his thin comb-over. His hands show him to be accustomed to hard work.
  12
  
  Quentin Stone is the town's chief agronomist, handles security for the colony, and 
  doubles as communications officer, shuttle pilot, and general jack-of- all-trades. Whereas
  the other three men are excited and excitable, Stone is calm, thinking, and almost dour. 
  A dark man of physical and intellectual power, Stone reminds many people of Doctor 
  Richard Daystrom in his prime. Though his strength is tempered by an inherently gentle 
  demeanor, few trifle with the man, and fewer still repeat that mistake.
  Faced with the impending arrival of the alien, Escobar and Grant are nervous and 
  agitated between demanding to know what the Federation is going to do to protect 
  them and (spurred by Sandhurst) ask that Starfleet destroy the incoming “thing” 
  immediately.
  Stone is more thoughtful, wondering what the object might want with Evangeline. The 
  planet has no resources, no wealth, no real technology to speak of. The colony is 
  sufficiently distant from the Klingon border and all major trade routes as to be a tactical 
  and strategic non-entity. There are no archaeological ruins, no subspace anomalies, no 
  alien civilizations anywhere nearby who might take an interest in the colony. There is 
  nothing of value.
  Unless the players specifically ask for a profile from their computers, they should not 
  receive Handout #4 (Evangeline Survey). Nonetheless, the four men arrayed in front of 
  them will know nearly all of the particulars from handout 4 and can relate those details.
  If asked, the locals will protest that Evangeline is unremarkable in nearly every respect. 
  Stone will point out the only two anomalies that come to mind The first are the “bowl-
  pits”, the second are the “extinctions”.
  The “bowl-pits” are a series of broad, shallow hollows in the planet's crust. Each runs 
  roughly 100 meters across and 50-60 meters deep, atop a thermal vent, usually a 
  dormant one. The science teams who originally surveyed Evangeline III thought they 
  might be the remnants of an earlier, more geologically active period when the hot 
  springs were much hotter and more dynamic. At least a hundred have been found within
  a thousand miles of Berkey's Landing. Stone has personally surveyed at least a dozen of 
  them.
  When Stone mentions the “extinctions”, the other three men will roll their eyes- 
  Sandhurst in particular. Stone will carry on doggedly, his analysis of the areas 
  surrounding Berkey's Landing (and supported by evidence gathered by others at the 
  other four settlement) suggests that Evangeline III has suffered a mass die-off of plant 
  and animal life roughly every five hundred. His data is sketchy, but radiometric dating 
  suggests that the largest die-off may have wiped out up to 60% of the plant and animal 
  life on the surface.
  13
  
  In response, Escobar and Sandhurst will point out that Stone himself has admitted that 
  these appear to be local phenomenon, not global, and that each of the areas shows signs
  of chemical poisoning consistent with carbon monoxide, and sulfur dioxide- consistent 
  with large-scale volcanic eruptions. Grant will also remind Stone that each of the areas 
  he's “surveyed” has had a history of tectonic and volcanic activity- which supports the 
  others' claims. More damning, as Escobar points out, is the fact that these are purely 
  local phenomenon, and don't explain why an alien vessel or object would be interested 
  in Evangeline.
  Tell  Tales  and Clues
  Unless they have something better to do, Stone will insist on taking the Xenophon away- 
  team on a visit to one of the bowl-pits. Unless they insist on beaming, he'll transport 
  them via his shuttle, a short trip, but an exciting one as Stone flies like a madman: too 
  fast,too low,and too sharp in his maneuvers. Yet he is utterly in control. Stone explains 
  that he selected this particular bowl as it is the most sharply defined and “cleanest” he's 
  discovered.
  Just before landing the shuttle, Stone will orbit the site twice to give the players a feel for
  the landscape. As advertised, the crater is bowl-shaped depression 100 m across and 
  perhaps 60m deep. The sides are heavily shadowed, and the vegetation surrounding this 
  pit is largely hardy grass and scrub. A few trees can be seen for several miles surrounding
  the pit and water seems to have collected in the very bottom.
  The perimeter and sides of the bowl are lined with mineral crystals (including shards of 
  obsidian and natural glass), chemical salts, and trace metals. Sides of the bowl are 
  eroded and settled and consist largely of loose sand and shale. Stone will comment that 
  the other bowls he's discovered have all been more weathered, and more settled than 
  this one, and far more overgrown.
  The footing is treacherous. Players descending into the bowl without climbing gear risk a 
  fall and possible injury. An Average (TN 11) Athletics test will take them to the bottom, 
  those who fail a test  (TN8) are knocked out or injured enough to need beamed up to 
  sickbay immediately. Climbing gear grants a +3 bonus to the test.
  The small pool of water at the bottom is hot, foul-smelling and foul-tasting- and a warm 
  mist rises from it, lingering in the faint breeze. A tricorder scan (either a routine (TN 11) 
  Planetary Science (Geology) or Physical Science (Chemistry) test with a +5 bonus for the 
  tricorder) reveals that the water is 108O F and full of sulfur and other metal salts. Not 
  immediately poisonous, but not advisable for drinking either. The water is clearly being 
  heated by a nearly dormant thermal vent.
  A tricorder scan to determine the age of the bowl (a Routine TN 11) Planetary Science 
  (Geology) test with a +5 bonus for the tricorder) reveals that this bowl was formed 
  approximately 485 years ago.
  14
  
  A tricorder scan to determine the chemical composition of the pit (a Physical Science 
  (Chemistry) test (TN11) with a +5 bonus for the tricorder) reveals sand with traces of 
  quartz, various lesser silicates and carbon compounds, A Superior success reveals traces 
  of sarium and verterium cortenide analogs, and a success (results of 15+) reveals that 
  these trace compositions have been leeched through the soil from much larger deposits. 
  In short, the bowl-pit exists in what was once a large deposit of verterium cortenide (or 
  its component elements) and those compounds were leeched from the surrounding soil, 
  leaving a hole.  This is roughly analogous to a plant leaching nutrients from surrounding 
  soil.
  Repeated tests at various other bowl-pits (or Sensors+ Planetary Sciences test from the 
  Xenophon) will confirm a similar process at each of the bowls. It will also confirm that the
  bowls were created apparently randomly, one roughly every five hundred.
  If a scan of the surface is ordered to locate and count the bowl-pits, an extended (TN 15) 
  System Operation (Sensors) test will be required, with +1 or +2 bonuses to each roll for 
  affinities from Planetary Science (Geology), and Life Science (Anthropology), Each roll will
  account for one full minute of work. The results will be intriguing, but not conclusive- 
  there are more than a thousand bowl-pits on the surface, some comparatively fresh, 
  some positively ancient and nearly erased by time.
  If a scan of the surface is ordered to investigate the “extinctions” as Stone calls them, the
  same requirements apply- an extended (TN 15) Sensors test with +1 or +2 bonus to each 
  roll for affinities from Life Sciences (Ecology) or (Zoology), and Planetary Science 
  (Mineralogy). Two separate officers may conduct the scans concurrently, but one officer 
  may not conduct them simultaneously.
  The results of this scan for “extinctions” show that at some point in the last 500,000 
  years, every point on the planet's surface has suffered a mass-extinction event- though 
  not all at once. Several areas- especially those nearest Berkey's Landing overlap. That's 
  why the planet's surface is so fertile- the periodic composting of every living thing in a 
  given area. A challenging (TN 15) Life Science (Ecology) test will reveal that the events 
  appear to be occurring roughly every five hundred, If  both scans (one for the “bowl-pits”
  and one for the “extinctions”) were ordered, then it becomes clear that each “extinction”
  is centered on a corresponding bowl-pit.
  Comparing Notes
  With all of this new data in hand, the players meet back at Berkey's Landing with the 
  town fathers. There are several issues at hand.
  First and foremost, circumstantial evidence indicates that Evangeline III is the creature's 
  natural breeding grounds. Federation law suggests that the creature has priority here, as 
  the colonists are technically “squatters”. This may well require that the colonists be 
  evacuated, if necessary, to protect the species. The problem with this solution is there 
  15
  
  isn't time or room to evacuate the entire colony.  Worse, they assuredly would be 
  unwilling to be convinced to go before the creature arrives. 
  When all three starships are on station,  the Xenophon, Brandywine, and Lexington, they 
  would have the capacity to carry everyone away, but the latter two starships won't be 
  on-scene for at least another eight days.
  The Universal Translator has confirmed that the creature's transmission was indeed a 
  communication, though it has insufficient data to determine whether or not the creature
  is truly sentient or not. If the creature is sentient, then Prime Directive definitely applies.
  On the other hand, the same circumstantial evidence that gives the creature precedence 
  for a claim to “living” on Evangeline III.  It also indicates that the creature (and any others
  of its race) represent a clear and present danger to the welfare of the colony and 
  Federation population of Evangeline. Federation citizens are deserving of protection by 
  Starfleet and the crew of the Xenophon. Evacuation to the other M class planet in system
  Evangeline IV is not an option as it is barely M class—but it might be suitable as an 
  alternative for the Nia to use for nesting!
  As it becomes clear that the creature's nesting habits create widespread and long- term 
  ecological damage, Sandhurst, Escobar, and Grant become more and more panicked. This
  creature, innocent or not, has the potential of wiping out the entire colony and killing 
  every man, woman, and child on the planet unless clear and decisive action is taken. 
  Even Stone has to agree that the creature represents a serious threat, although he is far 
  more sanguine about the actions that must be taken.
  Xenophon has a clear duty to protect the life and rights (if any) of the creature, and at 
  the same time to protect the rights and lives of the Federation citizens on Evangeline III.
  The other consideration the crew will face is that this isn't a one-time problem. In theory,
  at least, the creature (or its brethren) will be returning every five hundred years or so. 
  Any decisions made now will profoundly affect the long-term future of both this new 
  species and of the Federation colony.
  Destroying the creature in order to protect the colony on Evangeline III may very likely be
  construed as a violation of the Prime Directive: a blatant interference in the species 
  natural development. A negotiated settlement would likely face the same charge, but is 
  much more defensible, as the creature (thanks to the Klingons) is already quite-familiar 
  with extra-terrestrial life.
  The central questions that the players must face are whether or not the creature is 
  sentient, and whether or not a mutual accommodation can be made. If no concession 
  can be made, then Xenophon must choose one evil over another: either destroy the 
  creature (and break the Prime Directive) or destroy b removal (hopefully far less 
  violently) the Evangeline colony.
  16
  
  The colonists, of course, aren't really interested. Evangeline is their home, and they're 
  not going to be chased out by some alien creatures. Though they will pay lip service to 
  Federation law in the matter, it is clear that they expect Xenophon to resolve this in their 
  favor.
  They haven't the time to evacuate and have no interest in doing so (and are confident 
  that the law is on their side) unless Xenophon can drive the creature off, she must 
  destroy it in order to protect the colony. In either case, the starship will have to deal with
  the alien in order to save the colony.
  In the event that the starship fails, the colonists will begin taking emergency measures to
  safeguard their populations by moving supplies, equipment, and people into 
  underground shelters until they can be evacuated.
  As the discussion drags on without reaching the solution he demands, Sandhurst will 
  become more and more irate and belligerent, eventually moving to threaten and then 
  assault the player character most adamant about the creature's “rights”.
  Sandhurst can be forcibly restrained by an Unarmed Combat test or be persuaded to 
  stand down by a challenging (TN 15) Diplomacy or Leadeship test.
  Once the situation has been deescalated, Sandhurst will gather himself and collect the 
  remaining shreds of his dignity.
  Straightening his clothing, he will apologize, making excuses about “stress” and “not 
  sleeping well”. It will be clear, however, to anyone who makes a Simple (TN 5)  IQ test, 
  that Sandhurst is still seething inside.
  Act  Three
  Second  Contact
  Second contact is made with the creature when Xenophon either intercepts it outside 
  the system or when it arrives in system. The earlier rules of engagement still apply, so 
  long as Xenophon stays outside short range and doesn't attempt to interfere with the 
  approach to Evangeline III, her presence will be tolerated. As before, should Xenophon 
  close to short range, the creature will attempt to warn her off and then attack, but only 
  in an attempt to drive her off.
  An average (TN 11) Sensors test indicate that the energy levels the creature is generating 
  are becoming more concentrated as it nears Evangeline. The creature's “metabolic rate” 
  has increased sharply since their last encounter, but the energy is being internalized, 
  rather than emitted Using the Universal Translator to establish communications requires 
  a Communications test. The difficulty of the test depends upon the complexity of the 
  message.
  17
  
  A simple message or concept such as “stay away”, “danger”, or “home” is a challenging 
  TN 15 test. The more abstract the concept or complicated the concept, the higher the 
  difficulty. “You are endangering innocent people on the planet ahead” would be a 
  Virtually Impossible TN 25 test, and “We are a peaceful interstellar hegemony intent on 
  cultural exchange and peaceful interaction” would be so completely alien and 
  incomprehensible as to be impossible to convey. Given the range of possible messages, 
  the actual target number will have to be determined by the Referee in actual play.
  If Xenophon begins translating messages it can understand, the creature will initially halt 
  its advance out of curiosity, but cannot and will not put aside its biological imperative for 
  long. If Xenophon transmits too much gibberish, then the creature will lose interest and 
  ignore all subsequent communication  attempts.
  If Xenophon does manage to establish contact, the creature will initially accuse them of 
  being Klingons (it actually transmits a picture of a Klingon D7 battle cruiser) as part of the
  accusation. If the players deny involvement with the Klingons and demonstrate good 
  faith, the creature is willing to listen to the players' proposals, but is unwilling to trust 
  them and makes no promises. As the situation nears a solution, a Klingon Bird of Prey 
  decloaks and attacks the alien.
  The  Battle  Is  Joined
  Xenophon must decide whether and how to protect the alien. If the Xenophon opens fire 
  in order to defend the alien, the Klingon will respond in kind. Captain Koros has orders 
  (and personal reasons) to destroy the creature, and is fully intent on carrying out her 
  instructions.
  If contacted, Captain Koros identifies herself and her ship, and explains that the alien is 
  responsible for the destruction of an Imperial Klingon vessel. Her orders from the Empire
  are to destroy the alien.
  While Koros fully intends to carry out her orders, she is not truly prepared to risk a war 
  with the Federation and the destruction of her vessel in order to accomplish that.
  Koros will only attack the Xenophon in self-defense, or by mistake (see below), and even 
  then will attempt to drive off the Federation starship, rather than destroy the Xenophon.
  Koros will abandon her efforts to destroy the creature and attempt to disengage if the  
  Ev'Rakt suffers Level 2 structural damage to one system or has more than three Level 1 
  areas of system damage (in any combination) to Engineering, Weapons, Helm or 
  Environmental. If Ev'Rakt loses her warp drive (and thus, cannot escape), Koros will 
  consider this a fight to the death. She is more than capable of destroying her ship and 
  anyone else nearby in order to achieve her goals.
  18
  
  Xenophon's action will also bear heavily on the creature's decision: if Xenophon stands 
  idly by and allows the Klingon attack, the creature will consider that it has all the proof it 
  needs, there is no difference between the Federation starship and those of the Klingons. 
  The Nia will attempt to destroy both vessels out of hand, then nest on Evangeline III.
  If, on the other hand, Xenophon places herself in harm's way to defend the alien, it will 
  be willing to take a chance on trust and agree to nest on Gamma Evangeline IV. 
  The simplest way to keep the antagonists apart is by placing Xenophon between the 
  weapons of both  although the proposition is both risky and requires both an Opposed 
  Test(Starship Combat) test and an Opposed Starship Navigation test against Captain 
  Koros and the Ev'Rakt. Bonuses from relevant talents like Unorthodox Maneuver and 
  Space Jockey can apply.  Should either test fail, the Klingon vessel and the alien manage 
  to gain line-of-sight on each other and can bring their weapons to bear. If either Koros or 
  her gunner fail their test by more than four points, they accidentally fired on the 
  Xenophon.
  Once attacked, the creature will defend itself, and the Klingons have not made the same 
  shield modifications as Xenophon, and are thus vulnerable. Unless Xenophon opens fire 
  on the Nali creature, it will not attack her (except, perhaps, by accident), but the Klingons
  enjoy no such grace. Having been attacked and injured by Klingon vessels more than 
  once, and now being so near to its nest, the Nali is out for blood.
  Even when the Ev'Rakt begins to disengage, the Nali will pursue (unless blocked by 
  and/or persuaded to stand down by Xenophon). Convincing the creature to stand down 
  should be a challenging (TN16) Diplomacy or Leadership test.
  Sandhurst's Fury
  When/if the Evangeline colony determines that Xenophon has not or will not destroy the 
  creature, Sandhurst decides to take matters into his own hands. No longer quite right in 
  the head, and unwilling to trust either the alien or Starfleet, Doctor Sandhurst slugs 
  Stone, steals his shuttle, and sets out to destroy the creature. Xenophon must deal with 
  Sandhurst to protect the creature, and do so as delicately as possible.
  A Routine (TN10) Sensors test will reveal that Sandhurst has created an overload in the 
  shuttle's engines (similar to what Commodore Decker did in his attempt to destroy the 
  Doomsday Device, and to the subsequent successful detonation of the Constellation's 
  impulse drives by Captain Kirk). There is a very good chance that Sandhurst's mad plan 
  will succeed in killing the creature.
  Dealing with Sandhurst is no easy matter. By the time Xenophon is made aware of the 
  theft, Sandhurst's shuttle is beyond tractor range. Xenophon would have to close two 
  range increments (two consecutive TN15 Starship Navigation success maneuvers) in 
  order to reach tractor range. 
  19
  
  Destroying the shuttle is a definite possibility, but a wasteful and inelegant solution. 
  Targeting the shuttle's impulse engines is a third possibility, but difficult to achieve at 
  Long range. Simply beaming Sandhurst off is likewise difficult, if not impossible- the 
  scientist has raised the shuttle's shields.
  In any event, Xenophon and her crew must balance the costs versus the risks involved- 
  are they willing to kill a Federation citizen in order to protect the alien?
  Resolution
  The resolution of this adventure depends upon the methods the players choose, and 
  upon how well they carry them out. If a peaceable solution can be found, the crew 
  should strive to find it: preserving both the alien and the colony alike in the spirit of 
  Starfleet's philosophy.
  Xenophon certainly has the means to destroy the creature should it come to that, just as 
  she has the means to destroy Sandhurst and his shuttle. She even has the means (though
  the vessels are evenly matched) of destroying the Ev'Rakt (especially in concert with the 
  alien).Ideally, the crew should find a means for all parties involved to co-exist- even if 
  they don't want to.
  The mission of Starfleet is to seek out new life and new civilizations. The Nali definitely 
  qualify as the former, if not the latter. By the same token, Starfleet has a duty to protect 
  Federation citizens and property. While this scenario deals with shades of grey, there are 
  as many “happy” solutions available as there are tragic ones- and it is incumbent upon 
  the officers and crew of the U.S.S. Xenophon to honor the spirit of the law as much as 
  the letter of the law.
  20
  
  APPENDIX I: Colony Leaders 
  Escobar, Ernesto 
  ST: -1 IQ: +1 DX: 0 CA: +1
  Administrator Escobar is small, thin, and dark, with obvious Hispanic roots and accent. 
  His eyes are dark and lively, and he seems bursting with nervous energy- but also reveals 
  himself to be an administrator, rather than a genuine leader. He leans heavily on his 
  advisers (Grant, Stone, and Sandhurst) and is generally uncomfortable with having to 
  make hard decisions, and can generally be persuaded by the most reasoned (or at least 
  the loudest) voices around him.
  He will demand that the Xenophon and her crew protect the colony and resolve the 
  situation, but has little practical advice on how, precisely, they should achieve this.
  Grant, William
  ST: +1 IQ: +1 DX: +1 CA: 0
  Bill “don't call me William” Grant is the town's engineer and hydrologist. Grant is tall, fit, 
  tanned, and weathered. Grant's hair is thinning in top, a fact more emphasized than 
  concealed by his thin comb-over. His hands show him to be a man accustomed to hard 
  work.
  Grant is generally a reasonable man, and tends to approach most issues from an 
  engineering or logistical mindset. That having been said, he and the other Evangeline 
  colonists have labored for almost four decades to build the colony- and he is patently 
  unwilling to consider any solution that involves dismantling the fruits of that labor.
  Sandhurst, Adam, M.D.
  ST: +1 IQ: +2 DX: 0 CA: 0
  Adam Sandhurst is the town's doctor/ medical officer (and doubles as the local 
  meteorologist). He stands just under six feet tall, is middle-aged and suffering from 
  “middle aged spread”, though the hard work of the colony has kept him from spreading 
  too much.
  Sandhurst is passionate and lively, prone to frantic gestures. He is the first to demand 
  (loud and long) that the U.S.S. Xenophon destroy the intruder, and is unwilling to take 
  “no” for an answer.
  Those who spend anytime around Sandhurst (including Doctor Pierce) will discover that 
  he is terse, sullen, and generally uninformative, but that he also runs a taut ship- his 
  medical offices and meteorology labs are clean and well-organized. They will also note 
  that Sandhurst is unusually single-minded and displays a number of small habits or tics 
  that suggest a mild obsessive-compulsive disorder.
  21
  
  Stone, Quentin
  ST: +2 IQ: +2 DX: +1 CA: -2
  Quentin Stone is the town's chief agronomist, handles security for the colony, and 
  doubles as communications officer, shuttle pilot, and general jack-of-all-trades. Whereas 
  the other three men are excited and excitable, Stone is calm, analytical, and almost dour.
  A dark man of physical and intellectual power, Stone reminds many people of Doctor 
  Richard Daystrom in his prime. Though his strength is tempered by an inherently gentle 
  demeanor, few trifle with the man, and fewer still repeat that mistake.
  APPENDIX II: U.S.S. XENOPHON
  The last of the original builds of the Saladin class destroyers, Xenophon  was “tacked 
  on” to the construction program. Her construction was plagued by funding shortfalls 
  and poor management, and a number of compromises were made in her design.
  A “short hull” vessel, Xenophon is slightly smaller and more cramped than her full-sized 
  sisters. Xenophon's been disparaged as the “runt of the litter” and thanks to a series of 
  accidents has been marked as a “bad-luck” vessel.
  During her launch, being moved from the Norfolk Orbital Yard to the San Francisco 
  Yards for commissioning, a tractor beam emitter malfunctioned and pulled Xenophon 
  into the dry dock wall. An inspection pod was crushed between Xenophon and the dock 
  wall and three men were killed.
  Xenophon spent the first ten years of her career in and around the Sol system, serving 
  as a “test-bed” vessel testing equipment and procedures, and acting as an auxiliary 
  training vessel for Starfleet Academy.
  Two years after her commissioning, Xenophon experienced a serious engine room fire 
  which could not be contained. Captain Hart was forced to vent the compartment to 
  space, and eight men were killed either by fire or exposure. A Starfleet Board of Inquiry 
  determined that the ship's fire fighting system failed due to neglected maintenance and
  both Captain Hart and his Executive Officer were reprimanded for “neglect of duty” and
  reassigned.
  Three years later, while being prepared for a deep-space assignment, Xenophon  
  collided with the civilian transport Etharan Naru. Though no lives were lost, Xenophon 
  spent three months in dry dock for repairs. Her five-year-tour was given to U.S.S. Cyrus 
  instead.
  Now, under the command of Captain Bristol, Xenophon has finally been given a deep-
  space exploratory assignment.
  22
  
  Saladin Destroyer Class: U.S.S. Xenophon 
  Size: 300 kilotons, 226.5m long, 121.1m wide, 58m high, 15 decks.
  Typical Crew: 180 total, Gold shirt Captain, 40 Gold Shirt, 50 Blue Shirt, 85 red shirts, 5 
  Green shirts.
  Cruise Speed: Warp 6
  Emergency Warp: Warp 8
  Impulse: 0.60c maximum impulse (1,080,000 km/round)
  Shield Rating: SR+2
  Armament: 5x Type VI phaser banks (WR+2), 2 Photon Torpedo Banks (WR+2
  per torpedo).
  Crew of the U.S.S. Xenophon 
   NAME                                Position                          Rank                               Species
  Anthony Bristol        Commanding Officer             Captain                             Human
  Tholon                       Exec.\ Science Officer          Commander                     Andorian
  Crockett Davis          Chief Engineer                       Lieutenant                       Human
  Peter McCrae            Helm Officer                          Lieutenant, JG                 Human
  William Anton           Navigator                               Lieutenant, JG                 Human
  Leah Holt                   Communications Officer      Lt. Commander               Human
  Dr. T'Vey                     Chief Medical Officer            Lieutenant                       Vulcan
  Captain Anthony Bristol (Human, Gold Shirt)
  ST+0 IQ+2 DX +1 CA+1
  Skills: Administration +3, Computers +2, Marksmanship +1, Diplomacy +2, Starship 
  Combat +2, Sensors +2
  Talents: Command, Agile, Measure of a Man 
  Bristol is an experienced and seasoned commander and has excellent instincts. His
  manner is occasionally gruff and distant- he feels the burden of his command- but is, at
  heart, a kindly man who thinks well of his officers and crew. In point of fact, Bristol used
  his political connections and professional ties to hand-pick his officers- a rare privilege.
  Although he cannot give them any sort of official credence, Bristol is aware of the rumors
  surrounding Xenophon  and of both her short-comings and strengths- and must find a 
  way to both unite his crew and forge confidence in themselves and their ship. As 
  commanding officer, Bristol is the rock upon which the morale and spirit of his crew must
  depend.
  23
  
  Exec.\ Science Officer Tholon (Andorian, Blue Shirt)
  ST+0 IQ+2 DX +2 CA+0
  Skills: Computers +2, Marksmanship +1, Planetary Science +2, Physical Science +2, 
  Investigate +3
  Talents: Pure Logic (Planetary Sci), Plan 
  As Executive Officer, it is Tholon's job to ensure that the Xenophon and her crew function
  efficiently- freeing Captain Bristol to worry about their overall mission. As such, he 
  functions as the ship's disciplinarian and a steadfast supporter of the Captain.
  Normally a passionate man (like most of his people), Tholon has cultivated a thorough,
  professional stoicism and calm- though his feelings still run deep. One or two of the 
  younger crew call him “the Blue Vulcan” when they think he cannot hear.
  Tholon, like his captain, is aware of the rumors surrounding Xenophon and her
  reputation, and is torn in his own mind. On the one hand, Tholon is a rationale and
  objective scientist- scornful of metaphysical nonsense like “bad luck”. On the other, he
  comes from a passionate and superstitious people who still resort to bloodshed to settle
  matters of honor.
  Chief Engineer Crockett Davis (Human, Red Shirt)
  ST+2 IQ+2 DX +0 CA+0
  Skills: Computers +1, Marksmanship +1, Starship Engineering +3, Engineering +2, 
  Electronics +2
  Talents: Durable, Intuition
  Davis is straightforward, often blunt, and prefers simple solutions to finesse. An 
  inherently gentle person, he is often unaware of his own strength and sometimes clumsy.
  He is a confident and capable engineer, but has little ambition to more, he desires 
  neither higher rank nor more prestigious post.
  Davis is well aware of the Xenophon's reputation, but (almost) dismisses the rumors out 
  of hand and believes that the ship will prove herself if given the chance.
  Helm Officer Peter McCrae (Human, Gold Shirt)
  ST+0 IQ+2 DX +1 CA+1
  Skills: Computers +1, Marksmanship +1, Starship Navigation +1, Space Sciences +1, 
  Starship Combat +2 
  Talents: Heroic, Judo
  McCrae is an eager young officer in need of a great deal of seasoning and tempering but
  the seeds of future greatness are already emerging. McCrae, for all his youth, is a
  steady, reliable officer, excellent in a pinch and level-headed in a crisis.
  That having been said, McCrae is a romantic full of heady notions of duty, honor, and all
  the passions of youth. While officially dismissive of the rumors and whispers, McCrae is
  nonetheless troubled by the Xenophon's reputation as a “bad luck ship”.
  24
  
  Navigator William Anton (Human, Gold Shirt)
  ST+0 IQ+1 DX +2 CA+1
  Skills: Computers +1, Marksmanship +1, Starship Navigation +2, Space Sciences+1
  Talents: Space Jockey, Brawler
  Anton is a rough-cut stone- brash, impetuous, and willful. With sufficient polishing and
  experience, however, he'll make an excellent officer.
  Anton completed his midshipman cruise aboard Xenophon, and knew Captain Hart
  through family connections, making him intimately aware of the ship's reputation. Anton
  prefers not to discuss the matter, and is torn between his fears over the ships reputation 
  and the potential glory of a successful five-year mission.
  Communication Officer Leah Holt (Human, Red Shirt)
  ST+0 IQ+2 DX +0 CA+2
  Skills: Computers +2, Communications +2, Investigate +1, Athletics +1, Sensors +2
  Talents: Intuition, Stiff Upper Lip
  Holt is confident, sophisticated, and elegant, but she is also quite willful. She has the
  confidence of her convictions, and will advocate strongly for her beliefs without being
  insubordinate.
  Holt is aware of Xenophon's reputation and the effect that this has on the crew, but is
  skeptical without being dismissive. She doesn't believe that the ship is cursed, but does
  recognize that the crew's fears can become a self-fulfilling prophecy.
  Chief Medical Officer T'vey (Vulcan, Blue  Shirt)
  ST+1 IQ +3 DX +0 CA -1
  Skills: Computers +2, Medical Sciences +3, Life Sciences+2, Investigate +2
  Talents: Psychic, Nerve Pinch, Field Medic, Bedside Manner
  T'Vey is in her mid forties- though legally an adult, it is rare for a Vulcan so young to 
  travel off-planet. Exposure to off-worlders and rigorous mental discipline have allowed 
  T'Vey to cultivate the leonine grandeur and granite will common to Vulcans far older 
  than she. T'Vey has little patience for fools and conveys a general air of disapproval 
  towards “lighter” or “frivolous” pursuits, but is a dedicated and capable healer 
  nonetheless.
  T'Vey is aware of the Xenophon's reputation and the effect that this has on the crew, but 
  is dismissive of this base superstition.
  25
  
  APPENDIX III SHUTTLE CRAFT
  Size: .7 kilotons, 8.5m long,
  4.925m wide, 2.9m high, 1
  deck.
  Typical Crew: 1 Gold shirt,
  plus it can carry 7
  passengers.
  Cruise Speed: .25c impulse,
  no warp engines
  Emergency Warp: none 
  Impulse: 0.50c maximum
  impulse 
  Shield Rating: SR+1
  Armament: none 
  26
  
  APPENDIX IV KILINGONS
  The Bird of Prey  is the heavily armed scout and reconnaissance vessel in Klingon 
  service. It is considered the equivalent, but more powerful, to the Federation's Saladin 
  Class Destroyer and is considered to have comparable armament, including heavy 
  disruptor batteries and photon torpedoes.
  Ev'rakt is under the command of Captain Koros. She took command of the Ev'Rakt by 
  defeating the previous commander in single combat. 
  Koros is a clever commander form a desperate family with faltering political ties within 
  the Empire. Koros feels responsible to bring her family back form the brink of 
  irrelevance and is determined to, through whatever means necessary make a name for 
  herself and bring glory to her family name.
  I.K.V. Ev'rakt
  Size: 30 kilotons, 109m long, 92m wide, 20m high, 4decks.
  Crew: 24
  Cruise Speed: Warp 5
  Emergency Warp: Warp 7
  Impulse: 0.50c maximum impulse (900,000 km/round)
  Shield Rating: SR+2
  Armament: 6x Mark 6 disruptor cannons (WR+3), 2 Photon Torpedo Banks (WR+2 per 
  torpedo).
  Note: Will likely have cloaking device
  27
  
  Captain Koros
  ST +2 IQ +2 DX +2 CA -2
  Skills: Leadership +1, Starship Combat+2, Marksmanship+1, Unarmed Melee +3, 
  Investigate +2, Computers +1
  Talents: Command, Klingon Diplomacy
  The Captain of the Imperial Klingon Vessel Ev'rakt. Is commtited to making a name for 
  herself with an eye on a post with the High Command. Koros is eager for confrontation 
  with the Federation both to bring glory to her House and  prove she is as ruthless and 
  expert as any male. This desire, unfortunately, conflicts with her current orders.
  The Klingon High Command has ordered Koros and the Ev'rakt to destroy the alien in 
  response to the destruction of the Klingon D7 cruiser Quo'dos, but they've also ordered 
  her not to provoke the Federation into a full scale war. This means she cannot attack the 
  Xenophon except in self-defense. In other words, she cannot simply destroy the 
  Xenophon out of hand.
  Koros will only attack the Xenophon in self-defense, or by mistake (see below), and even 
  then will attempt to drive off the Federation starship, rather than destroy her.
  Koros will abandon her efforts to destroy the creature and attempt to disengage when 
  Ev'Rakt suffers more than Level 2 structural damage to one section or has more than 
  three Level 1 system damage (in any combination) to Engineering, Weapons, Helm or 
  Environmental. If Ev'Rakt loses her warp drive (and thus, cannot escape), Koros will 
  consider this a fight to the death, and she is more than capable of destroying her ship 
  and anyone else nearby in order to achieve her goals.
  Generic Klingon Crew
  ST +1 IQ +0 DX +1 CA -2
  Skills: Marksmanship +2, Subterfuge +1, Investigate +1, Armed Melee +2
  Talents: Durable, Brawler
  Crew will be armed with disruptor pistol, knife and communicator. Arrogant, stern, they 
  will taunt and get under the skin of Federation landing teams. They are ready to fight if 
  an excuse is given.
  28
  
  APPENDIX V HANDOUTS
  Handout #1: Captain's Log
  " USS Xenophon is now patrolling the Klingon Neutral Zone. All conditions normal. No 
  unusual activity to report, no Klingon traffic and normal civilian shipping.
  The damage sustained in clash with three unidentified vessels is now complete, Chief 
  Engineer reports all systems normal and functioning. Tactical and metallurgical analysis 
  remains inconclusive, but the data strongly suggest that the vessels were probably Orion 
  and or Klingon privateers. Per Starfleet Intelligence, both powers have strongly denied 
  any involvement in the incident.
  The Doctor reports the last of the injured crewmen has been returned to full duty. Crew 
  morale and response times remain high. Xenophon is proceeding on course heading 173,
  mark 007 at Warp Factor 3.
  29
  
  Handout #2: Orders
  To:
  Commanding Officer, USS Xenophon 
  From: L.K. Oppenheimer, Commodore, Starbase 6 Operations.
  Unidentified object departing Klingon Neutral Zone, proceeding towards Gamma 
  Evangeline III and Evangeline Colony. Current speed Warp 2, ETA seven days.
  Starfleet Intelligence reports increased Imperial Klingon Navy activity in sectors adjacent 
  to Neutral Zone and object flight path. Signal Intercepts indicate Klingon subspace 
  transmissions up 300% over last seven days. Decryption in progress.
  At least three intercepted signals tentatively evaluated as distress signals from Imperial 
  Klingon starships.
  Xenophon is ordered to proceed at best speed to intercept and evaluate intruder object, 
  taking any action necessary to protect Federation shipping and Evangeline Colony. It is 
  expected Commanding officer and crew will act  in accordance with Starfleet 
  Regulations.
  Klingon activity your OP area deemed likely. Proceed with caution.
  Given current situation, Starfleet Command considering elevating fleet-wide alert level. 
  Investigate and advise current situation.
  Starships Lexington and Brandywine dispatched Klingon Neutral Zone effective this 
  stardate. Earliest possible arrival your area mark + 225 hours.
  Good Luck and Good Hunting,
  Lydia K. Oppenheimer
  Federation Commodore
  Starbase 6
  30
  
  Handout #3: Sensor Analysis
  The object is composed of a small central core surrounded by large crystalline petals.
  There is a large aperture (a bowl- shaped concavity) near the creature's front, 
  ofunknown purpose.
  The object is roughly circular, almost 300 meters in extreme length and breadth, and 
  masses just under 250,000 tons (roughly the same size as Kitabi herself).
  The hull and outer petals are crystalline in composition and are composed of quartz, 
  various silicates and carbon compounds, The outer petals also contain analogs of sarium 
  and verterium cortenide (a component of Federation warp engines), and several 
  elements unknown to Federation memory banks.
  The petals are emitting low level waves of gravimetric distortion, and appear to function 
  along the lines of starship warp coils- allowing the creature to maneuver at warp speed 
  by means of variations in the distortions.
  A number of the petals are damaged- possibly by disruptor fire and are working at a 
  reduced output.
  The creature's high energy output over a range of frequencies is interfering with scans of 
  the interior.
  Certain compounds in the outer hull are either photo- or radio-electric (converting light 
  or hard radiation into energy.
  31
  
  Handout #4: Survey Gamma Evangeline Star System
  Gamma Evangeline is a Type G3 V star (roughly analogous to, but slightly dimmer than 
  Sol), surrounded by a system of eleven planets.
  Planets I and II are Class F (similar to Mercury) Planets III and IV are Class-M, though the 
  latter is marginal, at best. Planet V is Class K (Venus), and planets VI through X are Class J.
  Planet XI is G (Pluto).
  There are two small asteroid belts, one between planet V and VI, and between X and XI, 
  with the usual comet Oort cloud.
  Sensor analysis indicates that Gamma Evangeline is roughly twice the age of the 
  terrestrial Sol.
  Evangeline Colony
  Gamma Evangeline III is a Class M planet, one of two orbiting the system primary. The 
  planet is unremarkable, and was surveyed by the USS Soleta in 2198.
  The Evangeline colony was established on Gamma Evangeline III in 2245, with the arrival 
  of 850 colonists. The initial landing established a small town called Berkey's Landing, an 
  agricultural base, and a hydrothermal power plant. The remaining 2500 colonists arrived 
  over the following three years.
  Evangeline III has been both fortunate and prosperous, with a mild climate, abundant 
  harvests, and few major problems. Between immigration and natural expansion, the 
  colony hosts over 9,500 colonists at five major settlements.
  Evangeline III has no major mineral, industrial, or technological wealth, Long-range 
  planning hints at an eventual attempt to harvest the abundant hardwood forests for 
  export, but those plans are at least fifty years in the future.
  One singular note: Scientific survey teams from the Soleta noted a series of unusual and
  unexplained bowl-shaped geological formations. Each formation was lined with 
  concentrations of mineral crystals, chemical salts, and trace metals, and each sat atop a 
  major geothermal energy source. Lieutenant JG Costello (Soleta's Science Officer) 
  theorized that the formations might be evaporated mineral pools left over from a more 
  geologically active period in the planet's history.
  32
  
SOURCE: textdata/thevault/Star Trek RPG/Other RPGs (u)/Far Trek/FTA Words are not Deeds v2 - Christopher Brandon.pdf