TEXT: Echoes of a 
  Tattered Past
  A Post-DS9 Adventure 
  For Starfleet
  Shattered Stars #10
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor and TFAndrews
  Special Thanks To:
  Play-testers:
  Rex, Justin, and Jeremy Rouviere,
  Jed Smith,
  the U.S.S. Sakarya,
  and 
  The Seventh Fleet
  (www.seventhfleet.org)
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “Echoes of a Tattered Past” is an adventure 
  for use with the Star Trek: Role playing Game 
  by Decipher.  It is the tenth adventure in the 
  “Shattered Stars” campaign and is suitable for a 
  crew of 2-6 players playing a Starfleet crew 
  during the post-DS9/post-Voyager era.  With 
  some modification, this adventure could be 
  adapted for other crews and other eras.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide, Star Trek: Narrator’s 
  Guide, and may require the use of the Star 
  Trek: 
   
   Starfleet Operations Manual
   
    in running 
  this adventure.  A number of pre-generated 
  characters are available at the end of the 
  mission.  Alternately, players may substitute 
  their own characters with the approval of the 
  Narrator.  
     The adventure takes place near the 
  Federation/Romulan border in the year 2389. 
  Players who wish to take part in this adventure 
  should not read any further.  
  Adventure Synopsis
     Girding for a confrontation with the 
  Romulans, Starfleet has detected a series of 
  faint subspace pulses originating from a nearby 
  system home to a pre-industrial humanoid 
  civilization. Fearing a Romulan listening post 
  in Federation space, Starfleet Command has 
  dispatched the Defiant class starship U.S.S. 
  Sakarya to investigate.
     Surveying the planet and the surrounding 
  system, the starship finds a small network of 
  shore-based subspace transmitters broadcasting 
  into space.  Nearby (and approaching fast) is a 
  probe of extremely ancient origin- on the order 
  of 200 thousand years. 
     Sakarya and her crew must determine the 
  origin of the probe and the transmitters, and 
  their relationship to the planet below.  
  Recommended Date/ 
  Season/Stardate: 
  2389/ Post-Star Trek:Nemesis /SD 66803.3
  Setting: 
  Kaimo-  An unexplored system in the Otorin 
  Sector.  Charted by long range sensors in 
  2234.  Nine planets orbiting a Type A4IV 
  star.  Planets IV is Class M, planet V is 
  Class L and VI are Class H. No known 
  sapient lifeforms.
  Background:
     Two hundred thousand years ago (give or 
  take) the native population realized that their 
  sun was going to flare and destroy their 
  civilization. Unable to evacuate their 
  population, they designed the probe to wait 
  out the flares and aftermath, and create a
  temporal pocket to 'shift' their 
  civilization forward to a “safer” period in their 
  planet's history.  
  Conflicts:
  Man vs. Unknown- the heroes must uncover 
  the planets history and the probe purpose 
  and weaknesses in order to triumph.
  Man vs. Man- the heroes must defeat the probe 
  and its safeguards in order to triumph.
  Man vs. Nature- the planet and its denizens 
  will do their level best to kill the heroes. 
  Attacks by beasts, plants, and diseases 
  will be made.
  Man vs. Self- the heroes must decide whether 
  to sacrifice the 173 million people below 
  or allow the probe to fulfill its mission.    
     Questions internal to this conflict 
  involve 
  both the Prime Directive and 
  Temporal 
  Prime Directive, the 
  technological balance 
  of power in the 
  sector and the number of 
  lives saved by 
  stopping the probe versus 
  the lives 'saved' 
  by allowing it to complete 
  its work.
  Table 6.1 Universal Target Numbers
  Difficulty
  Base TN
  Simple
  5
  Routine
  10
  Challenging
  15
  Difficult 
  20
  Virtually Impossible
  25
  Heroic
  30
  1
  
  Act One
  First Looks
     The action opens in media res with Handout 
  #1 (Captain's Log) and Sakarya's arrival in the 
  system.  
     A complete analysis of the system will of 
  course take a great deal of time (several days, 
  in fact) but a TN 10 System Operation 
  (Sensors) or Space Science (Stellar 
  Cartography) test reveals the basics and will 
  earn the heroes Handout #2 (Kaimo System 
  Profile).
     The central star of the Kaimo system is 
  unstable and prone to flares, and over the last 
  several million years has greatly fluctuated in 
  size as its internal reactions changed.  The 
  outer system is fairly typical with an extensive 
  Oort Belt and outer cometary rings.   The inner 
  system is crowded with debris and high solar 
  winds, creating hundreds of thousands of 
  sensor ghosts and less-than-reliable sensor 
  readings beyond short (planetary) range.
     A TN 15 System Operation (Sensors) or 
  (Comm) test searching specifically for subspace 
  signals indicates a faint signal emanating from 
  Kaimo IV- though there is a lot of radio-
  frequency and other EM noise in the system.
  Kaimo IV
     Approached from orbit, Kaimo appears to be 
  a placid, quiet, classic Class M world- glowing 
  blue an green in the sunlight.  A TN 10 System 
  Operation (Sensors) test reveals no other traffic 
  in orbit, but the higher-than-normal solar 
  winds are playing havoc with the planet's 
  upper atmosphere.  Normal transporter 
  operations will be difficult- at best.1 
     A TN 10 Planetary Science (Geology) or 
  System Operation (Sensors) test will earn the 
  heroes Handout #3 (Planetary Scan) and 
  reveals that the planet shows evidence of 
  pronounced geological and tectonic upheaval 
  within the last several thousand years. 
  Background radiation levels are also slightly 
  higher than normal, but not high enough to be 
  dangerous over the short term with adequate 
  medical care.
     Plant and animal life on the planet are both 
  verdant and plentiful, and sensors indicate a 
  large number of small villages dotting the area- 
  including one within ten kilometers of the 
  primary subspace signal.  Sensors estimate 
  there are roughly a million stone- or bronze-
  age ingabitants on Kaimo IV.  
     Sensors detect four discrete subspace point-
  sources arrayed in a pyramid shape around the 
  planet.  The three secondary sources are 
  feeding data to the primary, which is located at 
  roughly 38O North and 118O west
     The area nearest the primary signal-source is 
  a slightly depressed bowl (much like the Lake 
  Bonneville/Salt Lake basin) some 1000 
  kilometers in diameter.   It has mashed potato 
  or dumplings-and-gravy-style topography with 
  small islands formed from calcite, igneous, and 
  sedimentary rock (as per CGI image used for 
  inspiration) surrounded by a high water table. 
  The island chains are is covered with lush 
  vegetation and heavy undergrowth.  
     An Extraordinary test- or a separation TN 15 
  Planetary Science (Geology) or Social Science 
  (Anthropology) test- reveals that the topography 
  near the primary signal-source is very 
  regularized- possibly evidence of a planned or 
  organized creation or development.
  Leaving the Sakarya
     The heroes must now decide how they wish 
  to proceed.  The Kaimo system is a large place 
  to hide what will very likely be a very small 
  Romulan listening station.  On the other hand, 
  the signal sources on the surface must also be 
  investigated.  The best plan is for the heroes to 
  send a small party in a shuttlecraft of runabout 
  to investigate Kaimo IV while Sakarya 
  continues her search of the system.  The 
  nearest clearing large enough to host a shuttle 
  or runabout is 20 kilometers away.  The heroes 
  should specify what equipment and personal 
  gear they are taking along in the 
  runabout/shuttle.
  Overflight
     Flying over the area pipointed as the source 
  of the subspace signal confirms what was 
  detected by Sakarya's sensors- a large inland 
  lake basin filled with small islands.  A large, 
  ancient mountain rises near the center of the 
  lake, almost precisely on top of the coordinates 
  Sakarya discovered.  Nothing incriminating is 
  visible from the air- no modern buildings, no 
  Romulans waving disruptor pistols or playing
   1 Day-side transporter operations suffer a +15 TN 
  penalty, and night-side a +10 penalty.
  2
  
  rugby- but both the subspace signal and a large 
  and extensive network of caves can be 
  detected leading into the mountainside.
  Welcome to the Jungle
     Kaimo IV (especially where the heroes set 
  down) is a warm, humid, and verdant world, 
  and the first smells the characters sense are 
  much like that of fresh-mown grass.  The 
  landing site is a rough outcropping of bare 
  rock, surrounded on three sides by the jungle. 
  A hundred meter drop borders the fourth side, 
  leading to hungry waves pounding on the 
  rocks below.  
     As the noise from the shuttle (or runabout's) 
  passage dies away, a variety of strange hoots, 
  cries, and other noises slowly resume in the 
  surrounding jungle.
     A quick scan- a TN 10 System Operation 
  (Sensors), Medicine, or Life Science (Biology) 
  confirms that there are no immediate threats to 
  the health and welfare of the party- though the 
  surrounding jungle is packed with animal life 
  forms ranging in size from beetles to 
  mastodons.  A TN 10 Planetary Science 
  (Geology) or Physical Science (Physics) test to 
  determine that this area of the planet is 
  seismically stable, and that the planet (overall) 
  was subjected to levels of heat and radiation 
  lethal to most humanoid life. Carbon dating 
  suggests that the damage was done roughly 
  200,00 years ago.
     If the heroes are traveling on foot and at 
  ground level from the landing site to the signal-
  source, the terrain and topography are 
  considered extremely rough- a maximum of 1 
  kilometer per hour and must make fatigue tests 
  for Demanding activity.  
     If the heroes mimic the natives and travel 
  through the trees, they find a series of 
  interconnected branches and pathways that 
  allows them to travel at 2 kilometers per hour- 
  but they fatigue at the same rate.  
     In either case, each member of the party 
  must make a TN 10 Athletics (Climb) test.  If 
  this test fails, the character moves only half the 
  normal distance.  
     Characters with a heavy load move at ¾ the 
  normal pace, suffer a +2 TN to their Athletics 
  test, and make Fatigue checks at a +10 TN. 
  Characters with a Very Heavy Load move at ½ 
  the normal pace, suffer a +5 TN to their 
  Athletics test,and suffer a +20 TN penalty to 
  Fatigue tests.  
     Within two hours of setting out, however, 
  heroes traveling at ground level find 
  themselves chafed by tree bark, bruised, and 
  abraded by the constant climbing  over, under, 
  and around obstacles.
  Fatigue Level/Activity Tests
  Level
  Base Time
  Interval
  Extreme
  10 minutes
  5 minutes
  Demanding
  1 hour
  ½ hour
  Standard
  2 hours
  1 hour
  Relaxed
  4 hours
  2 hours
  Fatigue Level Penalties/Rest Table
  Fatigue Level
  Penalty
  Rest Required
  Normal
  N/A
  N/A
  Winded 
  -1 to all tests
  10 minutes
  Tired 
  -2 to all tests
  1 hour
  Fatigued 
  -4 to all tests
  2 hours
  Exhausted 
  -8 to all tests
  4 hours
  Encumbrance Limits By Strength
  Strength 
  Score
  Light Load
  Heavy 
  Load
  Very Heavy 
  Load
  4
  20 kg
  40 kg
  60 kg
  5
  25 kg
  50 kg
  75 kg
  6
  30 kg
  60 kg
  90 kg
  7
  35 kg
  70 kg
  105 kg
  8
  40 kg
  80 kg
  120 kg
  9
  45 kg
  90 kg
  135 kg
  10
  50 kg
  100 kg
  150 kg
  11
  55 kg
  110 kg
  165 kg
  12
  60 kg
  120 kg
  180kg
  13
  65 kg
  130 kg
  195 kg
  14
  70 kg
  140 kg
  210 kg
  Trespass
     The primary predator in the Kaimo jungle is 
  the Aritári, a predator the size of a brown bear 
  and looking something like a cross between a 
  demon-hound (from Ghostbusters) and a flying 
  fox or squirrel.  A heavy fold of thick, leathery 
  skin stretches from wrist to ankle to aid in 
  capturing prey. Coloration consists of mottled 
  patches over the entire hide, and changes from 
  3
  
  season to season (matching the changing of the 
  native foliage) and aiding the creature in 
  camouflage.  The creature has prehensile 
  hands and feet (adapted for climbing) and 
  prefers to grapple its prey for a fatal bite and 
  then dismember it for eating.
     As the heroes pause to catch their breath, a 
  Aritári pounces into their midst and begins 
  attacking the party, attempting to drive them 
  away.  If the characters were scanning with 
  tricorders, they will receive one round worth of 
  warning about a large life-form moving 
  towards them, fast.  
     The heroes have unwittingly trespassed into 
  the Aritári's nesting ground (the female is 
  preparing a lair/nest a half-kilometer away.  In 
  this instance, the heroes have encountered the 
  male out of a mated pair.  The female will 
  continue to stalk the heroes throughout the 
  adventure (though she will not go 
  underground) and, unless killed, will be 
  waiting for the heroes when they emerge from 
  the tunnels.  
     If the opportunity surfaces for her to attack 
  lone, weak, or wounded characters along the 
  way, she will do so. Her hunting cries will be 
  audible in the distance just to keep the heroes 
  on their toes...
  Sakarya- Planet III
     Based on the available fossil record and the 
  shattered remnants of atmosphere still clinging 
  to the world, Planet III was originally a Class K 
  world- much like Venus.  Caught in one of the 
  solar expansions, Kaimo III is now a dead ball 
  of baked and irradiated carbon.
     No lifeforms or evidence of advanced 
  technology are present.
  The Crevasse
     Roughly half-way to their destination, the 
  heroes come across a large crevasse in the 
  stone, which drops nearly a hundred meters to 
  a rush of white water.  Thirty meters above 
  that, however, the heroes detect traces of 
  refined duranium and a (barely) functioning 
  power source.
     Should the heroes investigate, they find a 
  small cchamber sealed behind the cliff face 
  perhaps forty meters above the high-water 
  mark.  
     Breaking into the chamber (through several 
  thousand years of accumulated rime and rust, 
  they find the remains of a small waiting room- 
  couches, a chair, and a desk all made out of 
  plastic and decayed to uselessness.   A TN 15 
  Physical Science or Planetary Science 
  (Geology) test dates these artifacts as almost 
  two thousand years old.
     The power source comes from a barely 
  functioning nano-crystal visual display with a 
  failing power cell.  The heroes should receive 
  Handout #4 (Puzzle #1) to attempt to solve at 
  this time.
  Rainstorm
     As the afternoon wears on, a late-day storm 
  breaks overhead, showering the jungle in a 
  deluge lasting more than a half hour- and 
  dropping nearly three inches of rain.  While 
  the characters can proceed through the storm, 
  it would undoubtedly be wiser to wait it out.  
     All in all, the storm does little more than 
  make the heroes uncomfortably wet, and 
  increase the post-storm humidity levels to the 
  nigh-intolerable.   Worse, a variety of mosquito 
  and glob-fly like insects come out in force after 
  the storm, making the trek that much more 
  unpleasant.  
  Seeking Go Hide
     Should the players continue their scans or 
  post sentries, they will detect a pair of 
  humanoid lifeforms lingering just at the edge of 
  visual range.  A scan- TN 10 System Operation 
  (Sensors) or Tactics test- reveals that they are 
  native lifeforms, a little over two meters in 
  height, and are armed with bronze daggers and 
  spears.  One of them is armed with an atlatl, 
  essentially a solid-piece sling for throwing 
  arrows or other projectiles with great force.
     Unless the heroes confront them, the 
  warriors are content to observe the strangers 
  and leave them in peace.
  Sakarya- Planet II
     Planet II was originally a Class H world- 
  similar to Mars and habitable with pressure 
  domes and/or environmental suits.  Even 
  closer to the flares than Kaimo III, planet two 
  has been thoroughly slagged and its 
  atmosphere entirely burned away.  The surface 
  of Kaimo II is a solid shell of melted rock and 
  metals nearly twenty kilometers thick.  
  4
  
  Ensnared
     As the heroes seek to replenish their water 
  supply, they find a large natural basin in the 
  tree tops where water has pooled following the 
  rains.   The basin is two hundred meters 
  across, and looks for all the world like a small 
  lake set in the treetops.
     As the heroes cross through the curtain of ivy 
  leaves lying across the path, the tendrils 
  quickly entangle any one within reach.  
  The Harvesters
     At least once on their journey, the heroes 
  should encounter the Harvesters, a massive 
  flock of 2d6 thousand small, sparrow-like 
  birds.  The Harvesters attack by flying through 
  an area of the jungle (or the party) and slashing 
  at anything in their path with razor-sharp wing 
  spurs.  The creatures then wheel and feast on 
  anything (and nearly everything) that has fallen 
  in their wake.  Use the Swarm/Horde rules on 
  page 61 of the Aliens Guide.
     Heroes who win the initiative may make a 
  TN 10 Survival test to find suitable shelter to 
  avoid the initial attacks, but the best defense 
  against the Harvesters is a phaser set on wide-
  beam stun or disrupt.  If the heroes were 
  scanning at the approach of the Harvesters, 
  they gain one full round of warning before the 
  Harvesters arrive.  
  Aid and Comfort
     This scene should open with Handout #6 
  (Captain's Log, Supplemental), and then switch 
  immediately to the action on the surface.
     As the heroes resume their trek through the 
  jungle, in the wake of yet another torrential 
  downpour, they hear a thunderous crash, and 
  then a distinctly humanoid scream.
     Investigating the heroes find a large hole torn 
  in the jungle canopy.  The hole is surrounded 
  by reddish yellow leaves (sand-vine), and lying 
  at the bottom is a native, semi-conscious, 
  obviously badly injured, and pinned beneath a 
  large tree branch.  
     Should the heroes attempt to cross the sand-
  vine, the apparently sturdy branches will give 
  way beneath their feet.  They may attempt a 
  TN 10 Quickness test to slow their fall, 
  otherwise they suffer 1d6 damage as they drop 
  to the next level of the jungle strata.
     Finding a safe route down requires a TN 10 
  Athletics (Climbing) test and takes five minutes.
     Lifting the branch from the character requires 
  a TN 70 Strength check (each of the characters 
  may contribute their roll directly to the total, 
  rather than using the traditional rules for 
  Combined tests).  Cutting the log into smaller, 
  more manageable pieces is also possible, and 
  the TN should be divided based on the number 
  of pieces in which the log is divided.  
     If examined, the native will be obviously 
  terrified, but will neither whimper nor cry out 
  (except when the heroes attempt to shift the 
  branch under which he is pinned).  A TN 10 
  First Aid test confirms that the native is a youth 
  in his apparent early teens, has minor internal 
  injuries, has a double (but not compound) 
  fracture of the right leg, and is in a 
  considerable amount of pain.
     Even if treated by the heroes, there is simply 
  no way the youth will be able to travel under 
  his own power for several days (at least).
     The heroes now face the difficult choice of 
  whether to leave the youth, take him with 
  them, or leave him in the hopes that he will be 
  found by one of his own.
     If asked, the youth will confess that his name 
  is Akuuta, and that he and several others have 
  been shadowing the heroes, trying to 
  determine what they want.  Attempting to get 
  ahead of their line of travel, he foolishly 
  attempted to cross the sand-vine, which 
  collapsed beneath him.
     If it has not done so already, the Aritári from 
  trespass above should take this opportunity to 
  attack the heroes.  
  Act Two
  Native Help
     The Aradî are bronze-age humanoids living 
  in a loose tribal structure, with a tribe of nearly 
  three dozen individuals living within 10km of 
  the primary signal source.
     If the heroes are especially beaten up by the 
  hazards they've faced thus far (and if peaceful 
  contact can be made), the natives will take pity 
  on them and escort them to the nearest village 
  for aid and treatment.  
     If the heroes enter the village bearing 
  Akuuta, the villagers will initially be hostile 
  (spears and other weapons at the ready), but 
  will calm down considerably once the boy 
  confesses his error and explains that the heroes 
  5
  
  rescued him.       
     The village is constructed of carved wood, 
  rough planks, and weavings and bindings of 
  vegetable and animal tissues.  A large stone 
  smithy occupies one corner of the village 
  proper, with hunks of raw copper and tin piled 
  inside. A pair of muscular warriors stands 
  guard over the cache.
     A TN 10 Social Science (Sociology or 
  Anthropology) test will classify the Aradî as 
  Tech Level 0/1 (see page 186 of the Narrator’s 
  Guide) and incapable of having produced the 
  artifacts discovered earlier.   They are also 
  unquestionably native to the planet.
     The Aradî are well-meaning and good-
  hearted, and will happily provide the heroes 
  with food and shelter for the evening- but 
  some of the foods they offer cannot be eaten 
  by Vulcan or human stomachs (bwaa-haa-hah!)
     If the heroes make their intentions clear, the 
  natives try to dissuade the heroes from entering 
  the “temple of thunder and fire”, but will not 
  use violence to prevent them.  If the heroes are 
  especially persuasive, the natives may even 
  appoint a native guide to get them past the 
  greatest hazards of the jungle.
  The Stone Mountain
     Whether taken there by native guides or 
  whether they arrived on their own, the heroes 
  finally arrive at the lonely mountain.  As 
  detected earlier, a series of cave entrances lead 
  into (and under the mountainside.  The 
  subspace signal-source is still detectable,and 
  appears to originate roughly two kilometers 
  beneath the mountain.   
     The “Temple of Fire and Thunder” as 
  described by the natives appears from the 
  outside to be merely another natural opening 
  in the mountain.  Inside, however, the stone is 
  very regular- once smooth and polished, now 
  dull and weathered with the passage of time.  
     A good tricorder scan- either a TN 10 
  System Engineering or System Operation 
  (Sensors) indicates several active power 
  sources within the chamber- two located on 
  either side of the room and one in the ceiling.
     As the heroes attempt to enter the Temple, a 
  series of seven tones rings out and then a 
  pinpoint force-field lashes out and slams the 
  lead character to the floor.  Before each attack, 
  the same tone will ring out in challenge.
     Bypassing the security system requires one of 
  two approaches.  The first requires that the 
  heroes receive and solve Handout #5 (Puzzle 
  #2) and transmit the sequence via tricorder.
     The second approach is to simply blast their 
  way through.  Each of the three turrets is 
  armored and has a Defense of 20.  A solid hit 
  with a phaser set at Setting 8 or above will be 
  sufficient to disable the turret.   The Narrator 
  should keep in mind that the sentry system is 
  both interconnected and adaptable- it will 
  target the most serious threats first.
  Down Below
     The smooth tunnels which marked the 
  temple entrance quickly give way to a series of 
  twisting, winding paths- damp, dank, and 
  dangerous, with treacherous footing and steep 
  drops into bottomless chasms.
  New Contact
     As the heroes on the planet approach the 
  vault, a TN 10 System Operation (Sensors) test 
  allows Sakarya to detect a probe entering 
  extended orbit around Kaimo IV.  If Sakarya is 
  elsewhere in the system, she will detect the 
  probe's transmissions as a new signal-source 
  orbiting the planet.  
  The Underlier
     The heroes must cross a large pool of cold, 
  dark, water (essentially in the dark). Sensors 
  indicate that the path crosses the pool no more 
  than chin deep and is five meters wide, but is 
  surrounded by water considerably deeper 
  (nearly fifty meters deep in places). Characters 
  cannot swim if carrying more than a light load. 
     Of course, there is a squid/jellyfish-like 
  predator occupying the water that attempts to 
  drag unfortunate characters into deep water, 
  poison, and consume them.  Toxin is a fast-
  acting paralytic (which also causes extreme 
  pain in the victim).
     Underwater targets enjoy a +2 TN cover 
  bonus per meter of water between them and 
  the shooter, and phaser ranges are halved. 
  Characters working or struggling underwater 
  suffer a -8 to all tests (except the Stamina tests 
  involved to resist drowning or the creature's 
  toxin).
     Characters may normally hold their breath 
  for 1 minute plus an additional 30 seconds per 
  +1 Stamina bonus.  This number is halved if 
  6
  
  the character is engaged in strenuous activity 
  (such as struggling with the Underlier). 
  Characters who exceed this number must make 
  Stamina tests as per the table on page 228 of 
  the Narrator’s Guide.   Characters who 
  succumb to the Underlier's toxin are assumed 
  to begin drowning immediately.
  The Lower Levels 
     As heroes explore lower levels of the cave 
  complex, they find increasing evidence of a 
  vast, technologically advanced civilization. 
  Power cables, fiber optic, and ODN conduits 
  imbedded in the walls, floors, and ceiling 
  suggest that the society was Tech Level 7/8 
  (comparable to the Federation), but no 
  evidence of spaceports or orbiting artifacts 
  have survived.
  The Vault of Tomorrow
     Reaching the point source, the heroes 
  discover a sealed vault guarded by diburnium-
  osmium doors and a computerized sentry 
  terminal*.  This challenge is nearly identical to 
  that at the Temple, but more complex.  The 
  heroes should receive Handout #7 (Puzzle #3).
  This puzzle is similar to the earlier challenges, 
  but includes an audio component.  The heroes 
  must not only determine the correct sequence, 
  but must also use the proper tonal equivalent 
  (Do, Re, Mi, Fa, So, La, Ti).
     Once the heroes bypass the doors, they find 
  a fully automated communication station 
  beyond.  The monitors show the feed from the 
  other three stations on the planet, each linking 
  extraordinarily detailed, real-time data about 
  the condition of the planet back to this master 
  terminal, which is then feeding the data into 
  space.
  Act Three
  Approaching The Probe
     With the probe on her sensors, Sakarya can 
  determine the following:
     The target is tear- or seed-shaped, 
  approximately 500 meters in length and 100 
  meters across and the outer shell appears to be 
  composed of diburnium-osmium.  There is 
  extensive weathering, indicating that the probe 
  is of considerable age.  Many of the external 
  components appear to be nonfunctional, and 
  there is considerable heat and blast damage to 
  the entire structure.  Sensors indicate extensive 
  long-term radiation exposure.  
     Backtracking the probe's course and 
  radiation wake, it appears to have been 
  launched from Kaimo IV on an extreme 
  elliptical orbit designed to last through the 
  flares and solar expansion. Materials analysis 
  confirms that the probe was built of indigenous 
  materials.
     As Sakarya approaches to 300,000 
  kilometers, she is scanned and then challenged 
  by the probe- Handout #7 (Puzzle #3)2. 
  Should the starship close to less than 275,000 
  kilometers without responding correctly, she is 
  hit by a massive subspace pulse which 
  overloads her power systems and potentially 
  tosses her into atmo.  Atmo or not, the ship is 
  temporarily rendered neutral until repairs can 
  be made.
     Should the heroes decipher and answer the 
  challenge correctly, Sakarya will be allowed to 
  approach and scan the probe, but not interfere 
  with its efforts.  An analysis of the probe will 
  earn the heroes Handout #8 (Target Scan).   
     The probe actually consists of a central core 
  assembly surrounded by five shield-shaped 
  panels in a flower-and-petal arrangement 
  which is 70 meters in length and 600 meters in 
  diameter when opened.  
     The central core appears to be powered by 
  an efficient, but low-powered fusion generator, 
  and the entire assembly is covered with 
  bonded-molecular armor, and appears to have 
  an advanced and powerful shield grid.  
     If the heroes do not interfere, the probe 
  begins emitting a series of high-energy, multi-
  spectral scans of the planet.
  Tampering
     Should the heroes attempt to tamper with 
  any of the systems in the vault, they should be 
  unsuccessful (at this point in the process, the 
  probe is now the primary control for the 
  operation).  They will, however, trigger a 
  holographic “welcoming committee”, a group 
  of three humanoid women of surpassing 
  beauty.  A TN 10 Savvy test confirms their 
  aristocratic bearing and obvious intelligence as
  2 This isn't a mistake, but rather a subtle hint, using 
  identical tests to indicate that the probe and the 
  vault were built by the same purpose. 
  7
  
  they begin explaining.  
     If the heroes solved the earlier puzzles, then 
  the Universal Translator has no difficulty in 
  rendering their words into Federation Standard. 
  If not, the first part of the message is garbled.
     Two hundred thousand years ago (give or 
  take) the native population of this Kaimo IV 
  realized that their sun was entering a 
  dangerous period of flares and expansion- and 
  would destroy their civilization. Unable to 
  prevent the catastrophe and unwilling to either 
  be annihilated as a people or evacuate their 
  population, the Kaimo designed the probe to 
  wait out the flares and aftermath.  Once the 
  period of instability had passed, the probe 
  would create a temporal pocket to 'shift' their 
  civilization forward to this new, “safer” period 
  in their planet's history.  
  The End of the Beginning
     As the heroes fit the pieces together, the 
  probe activates what appears to be a zero-
  point reactor system and begins emitting a 
  powerful chroniton pulse towards the planet, 
  purpose unknown, but causing massive 
  tectonic displacement and temporal shifts on 
  the surface.  
     Whether on the surface (or doing visual 
  scans from orbit), the heroes can observe a 
  series of flashes (similar to those on Devidia 
  III).  During the flashes, the jungle landscape is 
  replaced with a modern (and advanced) 
  cityscape, only to return to normal when the 
  flash ends.  Those observing from Sakarya can 
  determine that these “changes” are planet 
  wide, rather than merely local.  
     As the probe continues its work, the flashes 
  become longer and longer, and more 
  “substantive”.  During the transition, the 
  heroes suffer waves of nausea and headache-
  like pain.  Those who participated in the 
  episode “Feedback” may recognize the 
  symptoms of incipient temporal narcosis.  
     The heroes must now decide if/how to stop 
  the probe from carrying out its work.
     If the heroes decide not to stop the temporal 
  shift, the primary question becomes one of 
  how to evacuate the away party trapped nearly 
  two kilometers below the surface.
  Boarding The Probe
     If the heroes solved Puzzle #3, then 
  boarding the probe will not be difficult.  Once 
  aboard, the heroes will find architecture and 
  systems similar to those in the subsurface vault, 
  but will not be allowed to tamper with any of 
  the probe's systems.  
     Tampering (without solving Handout #9 
  (Puzzle #4) will trigger a sharp, immediate 
  response.  The probe will encase the offender 
  in an immobilizing forcefield and leave him or 
  her to suffocate.  The target can be freed by 
  making a TN 20 System Engineering 
  (Deflector) test and either a gravitic calliper or 
  a phaser on at least Setting 7.  Each attempt is 
  a full-round action during which no other 
  actions can be attempted.
     Puzzle #4 is a snippet of song from the 
  Rodgers and Hammerstein musical, The Sound 
  of Music.  The correct sequence is “Do, So, 
  Fa, La, Mi, Do, Re.”
  Brute Force
     Firing on the probe (or otherwise attempting 
  to interfere with its mission) will produce an 
  immediate (and moderately violent) response- 
  but may be the only way to prevent the device 
  from carrying out its work.  
     If fired upon, the probe will emit a high-
  energy distortion wave which triggers a 
  sympathetic reaction in Sakarya's EPS grid. 
  Sakarya must make a TN 15 Reliability test 
  against her Impulse engines or lose all internal 
  power. Restarting the systems requires an 
  EXTENDED TN 200 System Engineering (EPS 
  Grid) test, with each test taking one round. 
  Once the weapon has been revealed, Sakarya's 
  shields can be modified to protect against it by 
  making a TN 15 System Engineering 
  (Deflector) test and five minutes' work.  
     Once the probe's primary weapons have 
  been neutralized, it will rely on contained ion 
  bolts to do the dirty work.
  Optional Scene- The Stand Down 
  Code
     Deciphering the probe's stand-down signal 
  requires the heroes solve Handout #10 (Puzzle 
  #5).  This should be the above-and-beyond 
  resolution to the adventure.  The code may be 
  transmitted from the subsurface vault, from 
  within the probe itself, or from Sakarya.    
     Unfortunately, once the zero-point reactor 
  has been started it cannot be “safely” shut 
  down.  Even if the temporal transfer sequence 
  8
  
  is interrupted, the probe will implode as part of 
  the reactor's life cycle.  This was the trade-off 
  the designers made in order to maximize the 
  power that could be generated and ensure their 
  people's survival.
     Puzzle #5 is a quote from Virgil, “Data fata 
  secutus”, which translates as “Doing that 
  decreed by fate” a fitting theme for the end of 
  the adventure.  
  Special Victory Conditions
     The standard Starfleet Rules of Engagement 
  and the Prime Directive apply to this mission- 
  meaning that the Sakarya away party must 
  behave in such a way that does not 
  contaminate the Kaimo natives with knowledge 
  of extraterrestrial life or advanced technology. 
  Specifically, the heroes should avoid (as much 
  as is practically possible) using advanced 
  technology in front of the natives and cannot 
  reveal their true identities. natures, or mission 
  on Kaimo.  
     In making First Contact with any natives, the 
  crew can take considerable liberties with the 
  truth- but the should avoid cultural 
  contamination as much as possible.
     They should also avoid (wherever possible) 
  taking innocent (sentient) life.
     If, at any point in the scenario, Sakarya or 
  her away party explicitly violate these 
  restrictions,  the crew automatically loses the 
  scenario, and would likely face a court-martial 
  upon their return to Starfleet.
     Of course, the way the scenario is written, 
  the heroes are faced with a violation of the 
  Prime Directive no matter what they do...
     Arguably, stopping the probe in order to 
  preserve the Aradî is itself a violation of the 
  Prime Directive, but will not be considered a 
  punishable offense in this instance.
     Only deliberate violations which 
  “contaminate” the Aradî culture will be 
  considered an automatic loss for the players.
  Resolution, Aftermath, and Debrief
     There are several possible resolutions to this 
  adventure: Sakarya may have destroyed the 
  probe or forced it to stand-down, saving the 
  Aradî or she may have allowed the return of 
  the ancient Kaimo.
     It is also remotely possible that Sakarya 
  herself has been destroyed, either tumbling 
  into atmo or by the probe's weapons fire.  
     If the Kaimo have returned, the odds are that 
  the away team on the surface is also dead.
     Once the screaming, shouting, weeping, 
  swearing, and gnashing of teeth has settled to a 
  dull roar, the Narrator is advised to hold an 
  informal conversation about the moral 
  imperatives involved in this mission, and the 
  reasoning behind the decisions the players 
  made, and the questions raised by the Ancient 
  Kaimo's attempt to survive.
     The Narrator should be cautious about the 
  tone and tenor of the conversation- it is meant 
  to explore the full ramifications of the heroes' 
  reasoning and the ethics of the situation, and 
  should not be allowed to turn into a second-
  guessing or blame casting situation.  
     One question the Narrator himself should 
  raise, however, is whether the heroes stopped 
  the probe because it was the right thing to do, 
  or because their shipmates were in danger.
  9
  
  Rewards:
      Experience Points and Renown Points are to be totaled (except where indicated otherwise) and 
  divided equally among the PCs.  The minimum renown award (before any penalties) is +1.
  Experience Awards 
  PC survived
     100 exp points 
  PCs land on Kaimo IV:
     100 exp points 
  PCs take appropriate caution to avoid Prime 
  Directive violations:
     200 exp points 
  PCs defeat the Aritári:    500 exp points 
  PCs defeat/avoid the Harvesters:200 exp points 
  PCs defeat the Tangle-vine:
     200 exp points 
  PCs detect and decrypt Puzzle #1:
     200 exp points 
  PCs detect and decrypt Puzzle #2:
     200 exp points 
  PCs assist Akuuta:
     500 exp points 
  PCs bypass the lobby guard :    200 exp points 
  PCs defeat the Underlier:
     200 exp points 
  PCs bypass the security doors:   100 exp points 
  PCs solve Puzzle #3:
     200 exp points 
  PCs board the probe:
     100 exp points 
  PCs solve Puzzle #4:
     200 exp points 
  PCs destroy the probe : 
     800 exp points 
  PCs solve Puzzle #5:
     200 exp points 
  PCs force the Probe to stand-down:
    
   1000 exp points 
  PCs can make a reasonable argument justifying 
  their decision vis-a-vis the Temporal Prime 
  Directive and Prime Directive. 
      
     500 exp points 
  Renown Awards
  PC survived
          Renown +1
  PCs take appropriate caution to avoid Prime 
  Directive violations:
          Renown +1
  PCs defeat the Aritári:         Renown +1
  PCs defeat/avoid the Harvesters:     Renown +1
  PCs detect and decrypt Puzzle #1: Renown +1
  PCs detect and decrypt Puzzle #2: Renown +1
  PCs assist Akuuta:
          Renown +1
  PCs bypass the lobby guard :         Renown +1
  PCs defeat the Underlier:
          Renown +1
  PCs bypass the security doors:        Renown +1
  PCs solve Puzzle #3:
          Renown +1
  PCs board the probe:
          Renown +1
  PCs solve Puzzle #4:
          Renown +1
  PCs destroy the probe : 
          Renown +1
  PCs solve Puzzle #5:
          Renown +1
  PCs force the Probe to stand-down:Renown +1
  PCs can make a reasonable argument justifying 
  their decision vis-a-vis the Temporal Prime 
  Directive and Prime Directive:   Renown +1
  Optional Renown Results (per Officer):
  -6 or less
  Officer is court-martialed, 
  Infamy Flaw possible (GM’s 
  discretion).
  -3 to –5
  Inquiry by Starfleet Command, 
  possible reprimand.
  0 or –2 
  Nasty message from Starfleet 
  Command
  1
  Acknowledgment from Starfleet 
  Command, next assignment.
  2 to 4
  Acknowledgment from Starfleet 
  Command, well done.
  5 or better
  Commendation from Starfleet 
  Command ( Commendation 1 
  edge).
  10
  
  (Non-Player Characters)
  Federation Consul T’Sav 
     T'Sav is a small Vulcan woman in her 80’s (middle aged for a Vulcan).  Despite her 
  small stature, T’Sav radiates competence and intensity, and has proven herself a 
  formidable presence in the diplomatic field.  She has three grown children.
  Age 80 Species: Vulcan     Gender:  Female   Eyes: Hazel   Hair:  Black
  Courage:  3
  Advancements: 15
  Renown:  23
  Str    9 (+1)   Agl   8 (+1)Int 10 (+2)   Vit 10 (+2) Prs  10 (+2)*  Per 9 (+1)*    Psi 4 (+0)
   
  Quickness +1
  Savvy +2*
  Stamina +2
  Willpower +2
  Defense:   8
  Skills: Appraise 5, Computer Use (Retreive) 6,Enterprise- Business 5, Enterprise-
  Administration 5, Influence 5, Inquire (Fraternize) 3, Knowledge-Culture (Vulcan) 9, 
  Knowledge-Politics (Interstellar Relations) 6, Knowledge-Specific World (Vulcan) 6, 
  Knowledge:History (Vulcan) 5, Language- Federation Standard 4, Language- Ferengi 
  3, Language- Kolari (Orion) 4, Language- Vulcan 4, Law 5, Negotiate (Mediate) 5, Persuade 
  5, Social Science (Economics, Political Science) 5
  Professional Abilities:  Bluff, Diplomatic Immunity, Embassy, Gain Trust, Insight,
  Magnanimous, Master Negotiator, Power Player
  Species Abilities:  Enhanced Healing, Mind Meld, Nerve Pinch, Bonus Edge:Psionic
  Edges/ Flaws:   Contacts (Free Traders- Streetwise), Meticulous, Promotion 4, Skill
  Focus(Keen Hearing),
  TangleVine- 
     Tanglevine is a carnivorous plant that looks like a curtain of ivy leaves lying across the 
  path, but quickly entangles and strangles any prey that gets caught in its grip.  The plant 
  attacks by grappling its target by making an Unarmed Combat test against the target, who 
  must then succeed in an Opposed Strength test with the vines.  If the plant wins, the 
  target is entangled and suffers both 1d6+2 constriction/suffocation damage and exposure 
  to the plant's paralytic toxin.  Once the target is dead or immobilized, the plant pulls the 
  target up into a tightly cocooned ball.  Leaves and tendrils then pierce and digest the 
  corpse, discarding any remains once the victim is completely desiccated.  
  Form:  Plant
  Sustenance: Carnivorous (Bodily fluids and soft tissues)
  Size: Large (3 meters)
  Feeding Habits: Pouncer
  Str    10(+2)   Agl   4(+0)*   Int 0(-6)   Vit 4(+0)    Prs  0(-6)  Per  3(-1)  
   
  Quickness +3
  Savvy -1   Stamina +2
  Willpower -1
  Defense:  7
  Health:   6 
   6 wound levels (2 Healthy)
  Movement: N/A
  Skills: Unarmed Combat (Entangle) +6
  Special Abilities:  Immobile, Natural Weapons (Constriction, 1d6+2), Invulnerable Paralytic Toxin, 
  Toxin (Paralytic), Vulnerability (Fire, Corrosives)
  Tangle Vine Paralytic
  Type: Contact   Onset: 1d6 rounds   Potency: 
  +3   Treatment: +0
  Effect:  -1 Agility   Secondary Effect: None
  Stages: 10
  The Aritári- 
     
     The primary predator in the Kaimo jungle is the size of a brown bear and looks like a 
  cross between a demon-hound (from Ghostbusters) and a flying fox or squirrel.  A heavy 
  fold of thick, leathery skin stretches from wrist to ankle to aid in capturing prey.  
     
     Coloration changes from season to season (matching the changing of the native foliage) 
  and aiding the creature in camouflage.  The creature has prehensile hands and feet 
  (adapted for climbing) and prefers to grapple its prey for a fatal bite and then dismember it 
  for eating.
     Devil cats mate for life and are most often found in mated pairs (plus 1d3 kits in a 
  nearby lair). 
     Devil cats are known for their ill-tempered natures and their near-legendary penchant 
  11
  
  for holding a grudge.  Native legends tell of a Aritári that avenged the loss of its mate 
  on a hunter's family by hunting down and destroying each of his children one at a time 
  over a period of thirty years.
  Form:  Animal
  Sustenance: Carnivorous
  Size: Large (5 meters)
  Feeding Habits: Pouncer
  Str    10(+2)   Agl   9(+1)   Int 4(+0)   Vit 8(+1)    Prs  0(-6)  Per  8(+1)  
   
  Quickness +3
  Savvy -1   Stamina +2
  Willpower +7
  Defense:  7
  Health: 10  6 wound levels (2 Healthy)
  Movement: 9 meters/round (careful), 60 meters/rnd (charge)
  Skills: Athletics (Climb) +6, Observe (Track) +5, Stealth +9, Survival +3, Unarmed Combat
  (Natural Weapons) +8
  Special Abilities:  
  Camouflage- All Observe (Spot) or Perception tests relying upon vision to detect the Aritári suffer 
  a 
  -3 penalty.  
  Cunning- The devil-cats are cunning hunters- especially when toying with prey or settling grudges.  
  When taking action specifically toward that end, the Aritári gains either a +3 Savvy or 
  +3 Intellect modifier , whichever is appropriate.
  Deterrent- Creatures confronted with the Aritári's roar must make a TN 7 Willpower test to 
  approach the creature. Most nonsentients will flee.  
  Extraordinary Sense (Smell)-  Devil cats can track prey up to 8 kilometers away by smell alone 
  Natural Weapons (Claws and Bite, 1d6+2)
  Prehensile Appendage (Feet)- The Aritári has prehensile feet in addition to its forepaws, and 
  gains two additional move actions per round.
  Underlier- 
     
     The Underlier is a massive jellyfish-like predator that inhabits underground lakes 
  and aquifers on Kaimo IV. Underliers are solitary hunters reproducing by cellular division.
     The Underlier attacks by grappling prey with a pseudopod and dragging them 
  underwater to drown before being absorbed into the creature's maw.  
     In order to grapple with its prey, the Underlier must spend a full round extruding a 
  pseudopod and then make an Unarmed Combat test against the target, which must then 
  succeed in an Opposed Strength test.  If the Underlier wins, the target is entangled and 
  automatically exposed to the creature's paralytic toxin, and will soon be dragged 
  underwater.  Once the target is dead or immobilized, the Underlier absorbs the 
  unfortunate creature into a central stomach chamber to be digested.  
     Targets struggling with the Underlier underwater suffer a –8 to all tests (except Stamina 
  tests made to resist drowning and the creature's toxin), and halve the amount of time they 
  can normally hold their breath.  Once the victim has succumbed to the Underlier's 
  paralytic toxin, he or she is assumed to suffer asphyxiation damage immediately.  
  Form:  Animal
  Sustenance: Carnivorous
  Size: Mammoth (8 meters)
  Feeding Habits:
   
    Pouncer
   
   
  Str    12(+3)   Agl   3(-1)   Int 3(-1)   Vit 10(+2)    Prs  0(-6)  Per  3(-1)  
   
  Quickness +3
  Savvy -1   Stamina +2
  Willpower -1
  Defense:  7
  Health: 13  7 wound levels (3 Healthy)
  Movement: 6 meters/round (careful), 20 meters/round (charge)
  Skills: Athletics +2, Stealth +4, Survival +3, Unarmed Combat (Natural Weapons) +3
  Special Abilities:  Amorphous, Anaerobic Respiration, Ganglia, Invulnerable (Paralytic Toxin), 
  Natural Weapons (Constriction, 1d6+3), Toxin (Paralytic), Vulnerability (Fire, Corrosives, 
  Toxins)
  Harvesters- 
     Singly, a harvester is a small bird roughly the size of a hummingbird or small sparrow.   
  In a flock or large group, however, harvesters are a dangerous menace to any living thing 
  in their path.  The Harvesters are brightly colored with feathers ranging from metallic blue 
  to a bright copper-red, and have a shrill, distinctive cry- especially when traveling in 
  12
  
  numbers.
     The Harvesters attack by flying (actually, charging in large numbers) through an area of 
  the jungle (or the party) and slashing at anything in their path with razor-sharp wing spurs.  
  The creatures then wheel and feast on anything (and nearly everything) that has fallen in 
  their wake- plant or animal.  For most creatures, the only defense against Harvesters is to 
  go to ground, seek shelter, and wait out the deluge.    
     Harvesters use the Swarm/Horde rules on page 61 of the Aliens Guide.
  Str    1(-3)   Agl   4(+0)   Int 1(-3)   Vit 4(+0)    Prs  0(-6)  Per  3(-1)  
   
  Quickness +3
  Savvy -1   Stamina +2
  Willpower -1
  Defense:  7
  Health: 1  2 levels
  Movement: 7.5 m/rnd (careful), 18m/rnd (charge)
  Skills: Athletics (Fly) +2, Survival +1, Unarmed Combat (Natural Weapons) +3
  Special Abilities: Flying (3 upgrades), Natural Weapons (wing spurs, bite, 1d3), 
  Harvester Swarm (uses the Swarm/Horde rules on page 61 of the Aliens Guide).
  Str    1(-3)   Agl   4(+0)   Int 1(-3)   Vit 4(+0)    Prs  0(-6)  Per  3(-1)  
   
  Quickness +3
  Savvy -1   Stamina +2
  Willpower -1
  Defense:  3
  Health: 7   3 levels
  Movement: 7.5 m/rnd (careful), 18m/rnd (charge)
  Skills: Athletics (Fly) +2, Survival +1, Unarmed Combat (Natural Weapons) +11
  Special Abilities: Flying (3 upgrades), Natural Weapons (wing spurs, bite, 3d6)
     Swarms may attack all creatures within the swarm (but each character will only be attacked once 
  per turn). 
  13
  
  (Starships)
  USS Sakarya
  NCC-52143
  “...Sound once more a daring note of hope 
  and will...” 
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Steamrunner Class Heavy 
  Frigate
     Year Launched: 2369
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 
  6, 18 decks, 
     Length: 
   356/263/77 meters*
     Structure: 
  40 (5 ablative )
     Crew: 
  200
     Cargo Capacity: 
  60
     Atmospheric Capable: No
  Operational Data
     Transporters: 3 ea personnel, cargo, 
  emergency
     Sensor Systems   
  Class 4 (+4/E)         
     Operations Systems Class 3 (D)         
     Life Support 
  Class 4 (E)
     Masking System: Monoreflective Plating (14)
     Shuttlebays: 
  1 aft saucer
  Shuttles:  6 size worth   
     Tractor Beams: 
  1 fd, 1av, 1ad
  Propulsion Data
     Impulse Engines:    FIG-5 (.92c) (D)   
  Warp Drive:  LF-41 (wf 6/9.2/9.6) (D)
  Tactical
     Phaser Banks
   
             
   
   Type IX (x4/D)
   
      Photon Torpedoes
   
      
    Mk 95  (x1/C)
   
      
  Penetration
  6 / 5 / 5 / 0 / 0
  Photon Penetration
  4 / 4 / 4 / 4 / 4
  Quantum Penetration 5 / 5 / 5 / 5 / 5
     Deflector Shields
   
        
   
   FSR (E)
   
   
  Protection/Threshold
  17 / 4
  Miscellaneous
     
     Maneuver Modifiers +2 C, +1 H, +1 T   
     Traits:  
  Ablative Armor (+5 Structure) , Monorefractive Plating
     The second of the Perimeter Defense Directive ships, the Steamrunner-class heavy frigate was 
  designed with relatively specific mission profiles in mind, including perimeter patrol and defense, 
  long-range threat response, covert operations, and combat support. It's also the first Starfleet 
  vessel to mount mono-reflective plating.  
     U.S.S. Sakarya is named in honor of the Turkish submarines which commemorated the Battle of 
  Sakarya in the Greco-Turkish War (1919–1922) and Turkish War of Independence. She is also the 
  first starship to bear the name.
  Sakarya is currently carrying the following small craft:
  U.S.S. Tarsus  NCC-76410
  Danube Class Runabout
  Lake Tuz   
  NCC-52143-1 Type 12 Shuttlecraft
  Lake Van  
  NCC-52143-2 Type 8 shuttlecraft
  * Hull dimensions are derived from comparisons done at Ex Astris Scientia.
  (http://www.ex-astris-scientia.org/articles/akira-size.htm)
  14
  
  Maps:
  Map #1
  Otorin Sector Map
  Speed 
  1 LY
  Speed 
  1 LY
  Standard Orbit 
  112,499 years
  Warp 7 
  13.37 hours
  Full Impulse 
  4.00 years
  Warp 8 
  8.56 hours
  Warp 1 
  1.00 years
  Warp 9 
  5.78 hours
  Warp 2 
  36.53 days
  Warp 9.2 
  5.32 hours
  Warp 3 
  9.37 days
  Warp 9.6 
  4.59 hours
  Warp 4 
  3.58 days
  Warp 9.9 
  2.87 hours
  Warp 5 
  1.71 days
  Warp 9.99 
  1.11 hours
  Warp 6 
  22.37 hours
  Warp 9.9999 
  2.64 minutes
  15
  
  16
  
  Handouts:
   
  Handout #1:  Captain's Log
  Captain's Log: Stardate 66803.3: 
     “As preparations continue for a possible conflict with the Romulans, Starfleet has 
  detected a series of faint subspace pulses originating from an unexplored system deep in 
  Federation space and close to Starbase 153.  Fearing a Romulan listening post in 
  Federation space, Starfleet Command has dispatched the Sakarya to investigate.  Our 
  orders are to survey the system, determine the source of the signal, and ensure that no 
  Romulan activity is taking place in the area. “ 
  Handout #2:  Kaimo System Profile 
  Kaimo-  An unexplored system in the Otorin Sector.  Charted by long range sensors in 2234.  
  Nine planets orbiting a Type A4-IV star.  No known sapient lifeforms.
     An unstable white subgiant star, Kaimo is roughly half as bright as Sol, and is prone to 
  extremely powerful flares and periods of radically increased solar emissions.
     
  Planet I is Class F, a Mercury-like world of molten rock.  
     
  Planet II- Class H world.  Similar to Mars. Habitable with pressure domes and/or 
  environmental suits.  No known sapient lifeforms.
     
  Planet III- Class K world.  Similar to Venus.  Habitable with pressure domes and/or 
  environmental suits.  No known sapient lifeforms.
     
  Planet IV is Class M, comparable to Earth.  No known sapient lifeforms.
     
  Planet V is Class L. Extremely dry and lacking animal forms, though plant life is possible. 
  Habitable with a proper water supply and adequate equipment/supplies. No 
  known sapient lifeforms.
  Planet VI is Class D. A rocky, barren world similar to Earth's moon.  Extremely thin 
  atmosphere, though habitable with pressure domes and/or environmental suits.  
  No known sapient lifeforms.
  Planet VII is Class J. A “failed star” gas giant that generates internal heat.  Comparable to 
  Neptune.
  Planet VIII is Class T. Similar to Saturn.  A gas giant with a series of rings.  
  Planet IX is Class G. Similar to Pluto .Covered with sludges of ammonia and methane.
  17
  
  Handout #3:  Planetary Scan
  Physical Dimensions: 12, 820 km
  General Composition: Various carbon silicates and metals
  Anomaly: Background radiation levels slightly higher than normal. 
  Not considered to exceed danger levels over short term.
  System Data
  2 small Class D moons
  Year and Day
  866 days / 23 hrs
  Gravity
  .992 G
  Atmosphere:
  Oxygen-Nitrogen, 12.26 psi (83.4% Standard) 
  Anomaly: Higher-than-normal solar winds creating dangerous EM 
  levels in upper atmosphere.  Transporter use NOT recommended.  
  Hydrosphere:
  81%
  Climate
  Warm Temperate (average Surface Temperature 27.7OC)
  Biosphere:
  Lush/Verdant.  60% of planetary landmass covered by jungle.
  Sapient Species
  Unknown.  Sensors detect numerous small collections of dwellings 
  and evidence of early agriculture.  
  Power Sources:
  Indeterminate
  Emission Signatures:
  Anomaly: Low-level RF/Subspace emissions consistent with 
  encrypted communications network.  Primary signal-source 
  located at roughly 38O North and 118O west.  3 secondary 
  sources located at equidistant positions around planet.
  Tech Level
  Indeterminate
  Classification:
  Class M planet
  18
  
  Handout #4:     Puzzle #1
     This program fragment has been formatted into a pattern that you should be able to recognize. 
  While it of course is not the actual coding of the program, it does reflect a logical progression 
  similar to what a Star Fleet officer skilled with computers might recognize.  
  19
  
  Handout #5:     Puzzle #2
     This program fragment has been formatted into a pattern that you should be able to recognize. 
  While it of course is not the actual coding of the program, it does reflect a logical progression 
  similar to what a Star Fleet officer skilled with computers might recognize.  
  20
  
  Handout #6:     Captain's Log, Supplemental
  Captain's Log: Stardate 66803.3: 
     “It has been twelve hours since Sakarya landed her search party on Kaimo IV, and 
  we've heard nothing from them since they confirmed their safe arrival.
     Sakarya herself is continuing to sweep the outer system for evidence of a Romulan 
  listening post, but with all of the noise and debris in the system, the search is taking far 
  longer than it should.  
     I only hope our landing party are having a better time of it. “ 
  Handout #7:     Puzzle 3
     This program fragment has been formatted into a pattern that you should be able to recognize. 
  While it of course is not the actual coding of the program, it does reflect a logical progression 
  similar to what a Star Fleet officer skilled with computers might recognize.
    
  21
  
  Handout #8:     Target Profile
  Sensor Scan:   
  Object Number S-548632
  Physical Dimensions: 500 x 100 x 100 meters   
  General Composition: Outer shell composed primarily of diburnium-osmium alloy.  Inner 
  structures comprised of various duranium and tritanium 
  compounds. 
  Target comprised of central core assembly surrounded by five 
  shield-shaped panels in a flower-and-petal arrangement.  Target 
  length 70 meters, diameter 600 meters when deployed.   
  Target is covered with bonded molecular armor, and appears to 
  have an advanced and powerful shield grid.  
  Anomaly: Extremely High Radiation Levels On Outer Hull 
  Atmosphere:
  Oxygen-Nitrogen, Terrestrial Standard pressure 
  Hydrosphere:
  N/A
  Internal Temperature:  23.888O Celsius
  Internal Humidity:
  21 %
  Life Signs:
  None
  Organic Matter:
  Numerous Discrete traces
  Power Sources:
  Numerous Discrete traces, unknown composition.
  Anomaly: Extremely low power levels consistent with stand-
  by/cold-iron operation.
  Emission Signatures:
  Low-level RF/Subspace emissions consistent with deuterium fusion
  Impulse propulsion array.  
  Low-level RF/Subspace emissions consistent with encrypted 
  communications array.
  Specific Mass:
  Approximately 250 thousand metric tons
  Classification:
  Unidentified Probe
  Systems Analysis:
  Structural Integrity:
  Estimated 94% nominal
  Weapons Systems: 
  Indeterminate
  Shields:
  Indeterminate
  Propulsion Systems:
  Sublight Only
  Sensors:
  Indeterminate
  Life Support:
  Indeterminate
  22
  
  Handout #9:     Tamper Code
     This program fragment has been formatted into a pattern that you should be able to recognize. 
  While it of course is not the actual coding of the program, it does reflect a logical progression 
  similar to what a Star Fleet officer skilled with computers might recognize.  
  Handout #10:     Stand-down Code
     This program fragment has been formatted into a pattern that you should be able to recognize. 
  While it of course is not the actual coding of the program, it does reflect a logical progression 
  similar to what a Star Fleet officer skilled with computers might recognize.  
  23
  
  USS 
   
   Sakarya
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Aydin ab Reis
  Human 
  Captain
  Executive Officer 
  Victoria Loch
  Human
  Commander
  Tactical Actions Officer
  Prin Ajan “A.J.”
  Bajoran
  Lt. Commander
  Chief Engineer         
  Choda
  Tellarite
  Lieutenant
  Chief Science/Ops Officer
  T'Var
  Vulcan
  Lieutenant
  Conn Officer
  Thrax
  Denobulan
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Paul Featherstone Human   
  Lieutenant
  Captain Aydın ab Reis
  C.O., U.S.S. Sakarya- a captain of eight years experience, ab Reis is still a young and 
  enterprising officer, but is also highly self-disciplined.  He carries himself with both reserve 
  and dignity- not with arrogance at his lofty position, but with a keen awareness of the duties 
  and responsibilities he bears.  His code of honor can be best described as noblesse oblige- 
  “noble ancestry constrains to honorable behavior; privilege entails to responsibility". 
     Captain ab Reis adheres to a strict philosophy of personal austerity and personal honor- he 
  has chosen the hard, disciplined road- and maintains his footing through sheer immovable 
  integrity and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such 
  friends unto death.  
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with rigid standards of honor and conduct.  On the one hand, ab Reis is plain 
  spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation.  On 
  the other, he seldom shares his mind with others and plays his cards very close to the vest.  
  He can be very warm and approving when he chooses to be- and conversely, does not need 
  words to make his disapproval and disappointment plain.  He demands the very best from his 
  officers- and they work hard not to disappoint his trust in them.
     Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts 
  her- and knows he can depend upon her more than anyone else aboard.
     Tall, thin, handsome, and dark, ab Reis moves with quiet, contained power and 
  determination.  He is a man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Commander Victoria Loch
  X.O., U.S.S. Sakarya- Commander Victoria Loch is- hands down- one of the brightest 
  individuals aboard the Sakarya- a fact not lost on her captain.  Loch came up in Operations, 
  and has an Eidetic memory.  She also has a keen sense of spatial awareness and can keep 
  track of a thousand tiny details- an essential talent in operating and managing a starship.  
   
     Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in 
  order to allow the Captain to concentrate on the mission at hand.  If she were permitted, Loch 
  would be both quiet and introspective- luxuries her duties do not normally permit her.  Loch 
  trusts Captain ab Reis completely- though she occasionally curses his name for keeping his 
  own counsel and “drafting” her as his Executive Officer.
  Lieutenant Commander Prin Ajan
  Tactical Actions Officer, U.S.S. Sakarya.  The ship's chief weapons officer and head of 
  security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III.  
  Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- 
  by a group of Bajoran militants- which turned out to be something of a blessing as the 
  colony was beset both by natural predators and occasionally by the Jem'Hadar and other 
  Gamma Quadrant predators.  
     
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  24
  
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 237X and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Lieutenant Choda
  Chief Engineering Officer, U.S.S. Sakarya.  Short, portly, cheerful, loud, and occasionally 
  obnoxious, Choda runs her engineroom with clock-work regularity and precision.  Despite 
  being a perfectionist and occasionally a driven taskmaster, Choda loves puzzles and 
  equipment and despises the unknown with a passion.  While Choda can be argumentative 
  on a point of engineering process and procedure, she is more prone to loud and friendly 
  banter than to serious disagreement.  
  Lieutenant T'Var
  Chief Science Officer/Ops Officer, U.S.S. Sakarya.  T'Var is a typical Vulcan- calm, rational, 
  logical, and dedicated.  Believing that her scientific career lacked diversity and field 
  experience, the logical course of action was clear.  T'Var joined Starfleet and after 
  commissioning shipped out on the Starship Ilan Ramon.  After her second deep-space tour, 
  Captain ab Reis tapped her to become his Chief of Operations aboard the Sakarya.  
     Even absent her Vulcan conditioning, T'Var tends to be quiet and introspective- especially 
  when working to solve a scientific puzzle.  According to ship's legend, Thrax timed T'Var and 
  discovered that she did not say a word to a single person for 56.4 hours straight.  T'Var herself 
  has no comment, save that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Lieutenant Junior Grade Thrax
  Conn Officer, U.S.S. Sakarya.  Thrax is Sakarya's resident “space cadet”.  Young, cheerful, 
  gregarious, and enthusiastic, he is governed by an unbridled enthusiasm and curiosity.  As the 
  youngest member of Sakarya's bridge crew, he often feels like the center of attention- that 
  everyone is watching- and as a result, takes his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Doctor Paul Featherstone
  Chief Medical Officer, U.S.S. Sakarya.  Tall, rail-thin, slightly fussy, and undoubtedly brilliant, 
  Doctor Featherstone is, at heart, a researcher.  He much prefers tissue cultures and biological 
  samples to people, and much prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).
  25
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Aydin ab Reis
  Age:
  42
  Gender:
  Male
  Species
  Human
  Eyes:
  Grey
  Homeworld:
  Antalya Colony
  Hair:
  Black 
  Rank:
  Captain
  Current Assignment:
  Commanding Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Aydin ab Reis is a young and enterprising captain of eight years experience.  He is highly 
  self-disciplined and carries himself with a keen awareness of his duties and responsibilities.   
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with a keen sense of noblesse oblige- “noble ancestry constrains to honorable 
  behavior; privilege entails to responsibility". 
     Tall, thin, handsome, and dark, ab Reis moves with quiet power and determination.  He is a 
  man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Psychological Profile: 
     Captain ab Reis adheres to a strict philosophy of personal austerity and honor- he has 
  chosen a hard, disciplined road- and maintains his footing through sheer immovable integrity 
  and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such friends 
  unto death.  
     Aydin ab Reis is usually plain spoken and sometimes blunt, preferring the unvarnished truth 
  to diplomatic equivocation.  On the other hand, he seldom shares his mind with others and 
  plays his cards very close to the vest.  He can be very warm and approving when he chooses- 
  and conversely, does not need words to make his disapproval and disappointment plain.  He 
  demands the very best from his officers- and they work hard not to disappoint his trust in 
  them.  Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and 
  trusts her- and knows he can depend upon her more than anyone else aboard.
  Attributes
  Str    7 (+0)
  Agl   7 (+0)
  Int 10 (+2)*   Vit 10 (+2)   Prs  9(+1)*  Per 7 (+0)
  Quickness +0    Savvy +1
  Stamina +2
  Willpower +4*  
  Miscellaneous Scores
  Defense:   7
  Courage: 4         Health: 10  Renown: 25   Advancements: 25
  Initiative:   +0
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat-Simple Wpns AGL
  +0
  +7
  +7
  Athletics
  STR
  +0
  +6
  +6
  ( Ride Horses )
  Computer Use
  INT 
  +2
  +7
  +9
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +7
  +9
  ( Federation )
  First Aid
  INT
  +2
  +3
  +5
  Inquire  
  PRS 
  +1
  +5
  +6
  ( Research )
  Investigate  
  PER 
  +0
  +4
  +4
  26
  
  Knowledge:Culture  
  INT 
  +2
  +5
  +7
  ( Human )
  Knowledge:History  
  INT 
  +2
  +5
  +7
  ( Federation )
  Knowledge:Politics
  INT 
  +2
  +4
  +6
  ( Antalya Tribal Politics )
  Knowledge:Specific World 
  INT
  +2
  +5
  +6
  ( Antalya IV, Earth )
  Language- Arabic
  INT 
  +2
  +4
  +6
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Negotiate
  INT
  +2
  +5
  +7
  Observe
  PER
  +0
  +4
  +4
  Persuade
  PRS
  +1
  +5
  +6
  Ranged Combat:Energy 
  AGL
  +0
  +7
  +7
  ( Phaser, Phaser Rifle )
  Repair 
  INT 
  +2
  +5
  +7
  Social Science
  INT 
  +2
  +4
  +6
  Survival
  PER
  +0
  +6
  +6
  ( Desert )
  System Operation  
  INT 
  +2
  +7
  +9
  ( Command, Ops, Tactical )
  Tactics
  INT
  +2
  +7
  +9
  ( Cardassian, Orion, Romulan, Space )
  Unarmed Combat  
  AGL 
  +0
  +6
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Commanding Presence: Commanding officers stick to their guns in tense situations. When making 
  a Willpower reaction test, Captain ab Reis rolls an extra die (3d6) and keeps the higher of 
  the two rolls.
  Fighting Captain: If Captain ab Reis is on the bridge during combat, Sakarya receives a +2 to all 
  Command Maneuvers.
  Fire Control Officer: If Captain ab Reis is in command, acting as Exec, or at Tactical during 
  combat, Sakarya receives a +2 to all Tactical Maneuvers
  Starship Duty: Captain ab Reis meets all the prerequisites for his post aboard Sakarya.
  Starship/Starbase Protocols:  Long experience has taught Captain ab Reis how best to navigate the
  Starfleet bureaucracy.  Captain ab Reis receives a +4 bonus to Administration (Starfleet) tests.
  Will To Survive:  When Captain ab Reis makes a Survival test on a planetary surface, he gains a +3 
  bonus (equal to ½ his Athletics skill level).  
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Captain ab Reis a +2 bonus to his Willpower reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Ally (Antalya Royal Family:  In dire circumstances, Captain ab Reis can ask his family for 
  assistance (subject to a Negotiate,Influence, Persuade, or Inquire test and the Narrator's 
  discretion).  
  Bold: When Captain ab Reis spends a Courage point on a Physical test, he gains +5 bonus instead 
  of the usual +3.
  Command 2:  Captain ab Reis is fully qualified for command of a starship. 
  Competitive:  Captain ab Reis gains a +1 to all opposed tests. 
  Promotion 5:  Aydin ab Reis holds the rank of Captain in Starfleet. 
  27
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Victoria Loch
  Age:
  38
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Female
  Eyes:
  Green
  Hair:
  Blonde
  Rank:
  Commander
  Current Assignment:
  Executive Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Commander Victoria Loch is- hands down- one of the brightest individuals aboard the 
  Sakarya- a fact not lost on her captain.  Loch came up in Operations, and has an eidetic 
  memory.  She also has a keen sense of situationial awareness and can keep track of a thousand 
  tiny details- an essential talent in operating and managing a starship.  Loch's job as Executive 
  Officer is to keep the ship and crew operating at peak capacity in order to allow the Captain 
  to concentrate on the mission at hand.  
  Psychological Profile: 
     If she were permitted, Loch would be both quiet and introspective- luxuries her duties do 
  not normally permit her.  In order to keep the crew functioning efficiently, Loch must be 
  involved and engaged, projecting just the right mix of encouragement, discipline, and 
  scolding to get the job done.
     Loch trusts Captain ab Reis completely- though she occasionally curses his name for keeping 
  his own counsel and “drafting” her as his Executive Officer. 
  Attributes
  Str    6 (+0)
  Agl   7 (+0)*
  Int 12 (+3)   Vit  9 (+1)   Prs  7(+0)*  Per 11 (+2)*
  Quickness +4    Savvy +2*
  Stamina +0
  Willpower +3  
  Miscellaneous Scores
  Defense:   7
  Courage: 4         Health: 9   Renown: 16   Advancements: 20
  Initiative:   +4
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +0
  +3
  +3
  Computer Use
  INT 
  +3
  +7
  +10
  ( Retrieve ) 
  Enterprise-Administration
  INT 
  +3
  +5
  +8
  ( Federation )
  First Aid
  INT
  +3
  +4
  +7
  Inquire  
  PRS 
  +0
  +5
  +5
  ( Research )
  Knowledge:Culture  
  INT 
  +3
  +4
  +7
  ( Human )
  Knowledge:History  
  INT 
  +3
  +5
  +8
  ( Federation )
  Knowledge:Specific World 
  INT
  +3
  +4
  +7
  ( Earth )
  Knowledge:Trivia
  INT 
  +3
  +5
  +8
  ( Terran Poetry )
  Language- Fed Standard  
  INT 
  +3
  +5
  +8
  Language- Vulcan
  INT 
  +3
  +4
  +7
  28
  
  Negotiate
  INT
  +3
  +5
  +8
  Observe
  PER
  +2
  +5
  +7
  Persuade
  PRS
  +3
  +6
  +9
  Ranged Combat:Energy 
  AGL
  +0
  +5
  +5
  Repair 
  INT 
  +3
  +6
  +9
  System Engineering
  INT
  +3
  +7
  +10
  (ElectroPlasma Systems)
  System Operation  
  INT 
  +3
  +7
  +10
  ( Operations Management )
  Tactics
  INT
  +3
  +5
  +8
  ( Space )
  Unarmed Combat  
  AGL 
  +0
  +7
  +7
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Command: Commander Loch may coordinate the efforts of her crew and increase their efficiency 
  by making a TN 15 Persuade check (TN is 15 +1 per officer affected).  A success doubles the 
  contribution made by supporting characters in combined tests.  
  Cross-Trained: When performing the professional skill of another officer, Victoria may add +3 (her 
  Intellect modifier) to the test.  For Intellect-based tests, this amounts to doubling the modifier.  
  Level Headed: When performing any professional skill at her shipboard station, Loch ignores all
  test penalties from distraction. 
  Starship Duty: Commander Loch meets all the prerequisites for her post aboard Sakarya.
  Starship/Starbase Protocols:  Long experience has taught Commander Loch how best to navigate 
  the Starfleet bureaucracy.  Commander Loch receives a +4 bonus to Administration (Starfleet) 
  tests.
  Station Proficiency: Commander Loch has trained ruthlessly to qualify with every bridge system.
  Once per game session, Victoria may reroll one System Operation skill test and keep the 
  better of the two results. 
  Systems Technician:  Commander Loch knows her duty station inside and out.  When making 
  System Engineering tests to repair her console, Victoria gains a +4 affinity bonus (half her 
  Computer Use skill level).  
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Commander Loch a +2 bonus to her Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 2:  Loch is assigned as the Executive Officer of a starship, and is fully qualified for 
  command. 
  Coordinator: Victoria has a natural affinity for organizing groups and harnessing them to her goals. 
  She doubles the bonus for additional participants when leading combined tests. This edge 
  stacks with Command Professional Ability, above.
  Eidetic Memory: In academic tests with a TN greater than 5, Victoria receives a +2 bonus. 
  Multitasking:  Victoria has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 4:  Loch holds the rank of Commander in Starfleet. 
  Zero-G Trained:  Victoria has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  29
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Prin Ajan “A.J.”
  Age:
  28
  Species
  Bajoran
  Homeworld:
  Casos III Colony
  Gender:
  Male
  Eyes:
  Hazel
  Hair:
  Brown
  Rank:
  Lieutenant Commander
  Current Assignment:
  Tactical Actions Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     The ship's chief weapons officer and head of security, Lieutenant Commander Prin grew up 
  on the Bajoran colony world of Cosas III.  Remote and isolated in the Gamma Quadrant, 
  Cosas III was settled- without authorization- by a group of Bajoran militants- which turned out 
  to be something of a blessing as the colony was beset both by natural predators and 
  occasionally by the Jem'Hadar and other Gamma Quadrant predators.  
     
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 2375 and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Psychological Profile: 
     Prin projects a friendly and easy-going manner- a velvet glove over a core of steel.  He is 
  both proud of his accomplishments and his origins- though is more than a little reticent to 
  discuss his youth or his tenure as a blockade runner.   
     Although by no measure a scholar, Prin is a quietly religious man who seeks to harmonize 
  the will of the Prophets with his Starfleet duties.  He is by no means a pacifist and will kill 
  swiftly and efficiently if his duties require it.  
     Prin tends to watch everyone and everything carefully.  He prefers to wait and watch- and  
  watch some more.  Prin know that people will reveal their true thoughts and intentions more 
  often in subtle ways than with their words.
  Attributes
  Str    6 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)*
  Quickness +1*   Savvy +2
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 12   Advancements: 12
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +4
  +1
  +5
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  30
  
  Craft
  INT
  +2
  +2
  +1
  +5
  Enterprise- Streetwise
  INT
  +2
  +4
  +6
  Influence  
  PRS 
  +0
  +3
  +3
  Inquire  
  PRS 
  +0
  +3
  +3
  Investigate
  PER
  +2
  +6
  +1
  +9
  Knowledge: Politics
  INT 
  +2
  +2
  +4
  Knowledge: Religion
  INT
  +2
  +2
  +4
  ( Path of the Prophets )
  Knowledge: Culture  
  INT 
  +2
  +5
  +7
  ( Bajoran )
  Knowledge: History  
  INT 
  +2
  +3
  +5
  ( Bajoran )
  Knowledge: Specific World 
  INT
  +2
  +3
  +5
  ( Cosas III )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Bajoran
  INT 
  +2
  +3
  +5
  Observe
  PER
  +2
  +5
  +1
  +8
  Ranged Combat:Energy 
  AGL
  +1
  +7
  +1
  +9
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +1
  +8
  Sleight of Hand
  AGL
  +1
  +1
  +1
  +3
  System Operation  
  INT 
  +2
  +7
  +1
  +10
  ( Tactical )
  Tactics
  INT
  +2
  +3
  +5
  ( Space )
  Unarmed Combat  
  AGL 
  +1
  +7
  +1
  +9
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Fire Control Officer: If “A.J.” is in command, acting as Exec, or at Tactical during combat, Sakarya
  receives a +2 to all Tactical Maneuvers
  Physically Fit:  Prin has driven himself to the peak of human physical perfection- whenever he 
  makes a Strength or Vitality attribute test or an Athletics skill test, he doubles the bonus 
  conferred by the key attribute (to +4).  When he received this ability, Prin also increased 
  his Stamina reaction by +1.
  Responsive:  Prin has learned to respond faster than normal officers to various threats- during 
  combat actions, he may take one additional combat action per turn (a total of three actions) 
  without suffering the multiple action penalties.
  Starship Duty: Lieutenant Commander Prin meets all the prerequisites for his post aboard Sakarya.
  Species Abilities:
  Artistic:  Bajorans are generally artistic and gain a +1 Craft skill at character creation
  Faithful:  Religion permeates Bajoran society, and every Bajoran gains a +2 Knowledge- Religion at 
  character creation.
  Pagh:  So long as they are living the path of the Prophets, Bajorans gain a +1 Courage.
  Edges/ Flaws: 
  Alert: Prin has schooled himself to be alert for- and to react quickly to- danger.  He gains a +2 to 
  all Initiative tests. 
  Command 1:  Prin is assigned as a Department Head aboard the Sakarya.  
  Promotion 3:  Prin holds the rank of Lieutenant Commander in Starfleet. 
  Fit: Prin is in great physical shape and receives a +1 to all Physical tests.
  Suit Trained:  Prin has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Zero-G Trained:  Prin has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  31
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Choda
  Age:
  39
  Species
  Tellarite
  Homeworld:
  Tellar
  Gender:
  Female
  Eyes:
  Black
  Hair:
  Orange-Brown
  Rank:
  Lieutenant
  Current Assignment:
  Chief Engineering Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Short, portly, cheerful, loud, and occasionally obnoxious, Choda runs her engineroom with 
  clock-work regularity and precision.  She is, at heart, a craftsman, an artist, a perfectionist, 
  and occasionally a driven taskmaster.  Choda has longed to serve in Starfleet since her earliest 
  memories,  and cut her teeth on a variety of engineering projects throughout the Alpha 
  Quadrant.  She has no ambition to be anywhere but the engineroom of a starship.
  Psychological Profile: 
     Choda loves puzzles and equipment and has a hard time fighting the impulse to tinker, 
  tweak, and adjust any machine that isn't quite “right”- whether or not that equipment belongs 
  to her.   Choda despises the unknown with a passion- one of her favorite mantras is “What 
  you don't understand can kill you.”  
     While Choda can be argumentative on a point of engineering process and procedure, she is 
  more prone to loud and friendly banter than to serious disagreement.  Off duty, Choda enjoys 
  complex games such as kal-toh and has developed a fondness for a variety of ethanol 
  products.  She fancies herself quite the connoisier, though always in moderation.  
  Attributes
  Str    9 (+1)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  8 (+1)   Prs  10(+2)*  Per 5 (+0)
  Quickness +1    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 9   Renown: 10   Advancements: 14
  Initiative:   +1
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics  
  STR 
  +1
  +1
  +2
  Computer Use
  INT 
  +2
  +6
  +1
  +9
  ( Electronic ) 
  Construct  
  INT 
  +2
  +5
  +2
  +9
  ( Research )
  Demolitions
  INT
  +2
  +6
  +8
  Gaming
  INT
  +2
  +4
  +6
  Knowledge: Culture  
  INT 
  +2
  +3
  +1
  +6
  ( Tellarite )
  Knowledge: History  
  INT 
  +2
  +5
  +1
  +8
  ( Federation )
  Knowledge: Specific World 
  INT
  +2
  +3
  +1
  +6
  ( Earth, Rigel IV )
  Knowledge: Trivia
  INT
  +2
  +2
  +1
  +5
  ( Alcoholic Beverages )
  Language- Fed Standard  
  INT 
  +2
  +3
  +1
  +6
  32
  
  Language- Tellarite
  INT 
  +2
  +4
  +1
  +7
  Language- Vulcan
  INT
  +2
  +3
  +1
  +6
  Observe
  PER
  +0
  +5
  +5
  Physical Science
  INT 
  +2
  +5
  +1
  +8
  ( Physics, Mathematics )
  Propulsion Engineering
  INT
  +2
  +7
  +1
  +10
  ( Warp Drive )
  Ranged Combat:Energy 
  AGL
  +1
  +6
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +6
  +1
  +9
  Structural Engineering
  PRS
  +2
  +6
  +1
  +9
  (Spaceframes )
  Survival
  PER
  +0
  +3
  +3
  System Engineering
  INT
  +2
  +7
  +1
  +10
  (EPS Grid, Transporter )
  System Operation  
  INT 
  +2
  +6
  +8
  Unarmed Combat  
  AGL 
  +1
  +4
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Engineering Certification: Lieutenant Choda may use all of the Engineering group skills untrained. 
  Fix-It: Having spent many hours tearing apart the Sakarya's systems, Choda has learned how to 
  repair them as well.  She now knows all of the Repair skill specializations.  
  Miracle Worker- Propulsion Engineering: When making a Propulsion Engineering check (including 
  Extended tests) Choda may take the action in half the base time.  
  Starship Duty: Lieutenant Choda meets all the prerequisites for her post aboard Sakarya.
  Species Abilities:
  Bonus Edge: Exceptional Fortitude: Tellarites suffer Fatigue-related test penalties as though they 
  were one level less fatigued then they actually are.  
  Bonus Edge: Meticulous:  Tellarites gain a cumulative +1 per round in extended tests.  
  Bonus Edge: Skill Focus (Exhaustive):  Tellarites gain a +2 species bonus to Inquire and Persuade 
  (Debate) tests.  
  Pig-Headed:  Tellarites single-mindedness often makes them seem indifferent or difficult.  They 
  suffer a -2 to Influence tests.  
  Poison Resistance:  Tellarites gain a +4 Stamina reaction to resist the effects of poisons.  
  Stubborn: Tellarites tend to be single-minded to a fault.  A Tellarite who enters an argument 
  favoring a particular position must spend a Courage point to back down from that position. 
  Edges/ Flaws: 
  Command 1:  Choda is assigned as a department head aboard the starship Sakarya.
  Multitasking:  Choda has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 2:  Choda holds the rank of Lieutenant in Starfleet. 
  Skill Focus (Craftsman): Choda gains +1 each to Construct and Repair tests. 
  Suit Trained:  Choda has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Thinker: Choda receives a +1 to all Academic tests.
  Zero-G Trained:  Choda has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  33
  
  Starfleet Bureau of Personnel
  Starfleet Command
  T'Var
  Age:
  40
  Species
  Vulcan
  Homeworld:
  Vulcan
  Gender:
  Female
  Eyes:
  Brown
  Hair:
  Black
  Rank:
  Lieutenant
  Current Assignment:
  Chief Operations/Science Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     T'Var spent ten researchs as a researcher with the Vulcan Science Academy.  Believing that 
  her scientific career lacked diversity and field experience, the logical course of action was 
  clear.  T'Var joined Starfleet and after commissioning, shipped out on the U.S.S. Ilan Ramon.  
  After her second deep-space tour, Captain ab Reis tapped her to become his Chief of 
  Operations aboard the Sakarya.  
  Psychological Profile: 
     T'Var is a typical Vulcan- calm, rational, logical, and dedicated.  Even absent her Vulcan 
  conditioning, T'Var tends to be quiet and introspective- especially when working to solve a 
  scientific puzzle.  According to ship's legend, Thrax timed T'Var and discovered that she did 
  not say a word to a single person for 56.4 hours straight.  T'Var herself has no comment, save 
  that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Attributes
  Str    8 (+1)
  Agl   7 (+0)
  Int 11 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)  Psi 4 (+0)*
  Quickness +2    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   7
  Courage: 3         Health: 10  Renown: 10   Advancements: 15
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR 
  +1
  +3
  +1
  +5
  ( Climbing )
  Computer Use
  INT 
  +2
  +5
  +1
  +8
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +3
  +1
  +6
  ( Starbase )
  Influence  
  PRS 
  +2
  +3
  +5
  Investigate
  PER
  +2
  +5
  +1
  +8
  Knowledge: Culture  
  INT 
  +2
  +4
  +1
  +7
  ( Vulcan )
  Knowledge: History  
  INT 
  +2
  +4
  +1
  +7
  ( Vulcan )
  Knowledge: Religion
  INT
  +2
  +2
  +1
  +5
  ( Vulcan )
  Knowledge: Specific World 
  INT
  +2
  +3
  +1
  +6
  ( Earth, Vulcan )
  Language- Fed Standard  
  INT 
  +2
  +3
  +1
  +6
  34
  
  Language- Vulcan
  INT 
  +2
  +4
  +1
  +7
  Life Science
  INT
  +2
  +5
  +1
  +8
  ( Biology )
  Mind Meld
  PSI
  +0
  +4
  +4
  Negotiate
  INT
  +2
  +2
  +4
  Observe
  PER
  +2
  +3
  +1
  +6
  ( Listen )
  Persuade
  PRS
  +0
  +3
  +3
  Physical Science
  INT
  +2
  +5
  +1
  +8
  ( Physics )
  Planetary Science
  INT
  +2
  +5
  +1
  +8
  ( Geology )
  Ranged Combat:Energy 
  AGL
  +1
  +5
  +1
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +1
  +8
  Space Science
  INT
  +2
  +6
  +1
  +9
  ( Astrophysics )
  System Engineering
  INT
  +2
  +4
  +1
  +7
  ( EPS Grid )
  System Operation  
  INT 
  +2
  +6
  +1
  +9
  ( Ops, Sensors )
  Unarmed Combat  
  AGL 
  +1
  +3
  +1
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Cross-Trained: When performing the professional skill of another officer, T'Var may add +2 (her 
  Intellect modifier) to the test.  For Intellect-based tests, this amounts to doubling the modifier. 
  Journeyman:Lieutenant T'Var can use all the Science group skills untrained.  
  Field Research: When making an Investigate test to explore a new phenomenon, T'Var gains an 
  affinity bonus equal to ½ her level in the appropriate skill level.
  Level Headed: When performing any professional skill at her shipboard station, T'Var ignores all
  test penalties from distraction. 
  Ops Manager: When acting as Operations Officer at the beginning of a session, T'Var may 
  designate one system as “mission critical”.  All System Operation tests made on that 
  specialization receive a +1 bonus for the duration of the session.
  Scientific Protocols:  T'Var has been trained in how to investigate scientific phenomenon safely. 
  Whenever an Observe or Investigate test will endanger either herself or the crew directly, she 
  may automatically make a TN 10 test against the appropriate Science skill to realize the 
  danger.
  Starship Duty: T'Var meets all the prerequisites for her post aboard Sakarya.
  Station Proficiency: Lieutenant T'Var has trained ruthlessly to qualify with every bridge system.
  Once per game session, T'Var may reroll one System Operation skill test and keep the better of 
  the two results. 
  Species Abilities:
  Enhanced Rapid Healing: Once per day, T'Var may enter a healing trance (pg 49), and recover a 
  number of wound points equal to her Vitality modifier,
  Mind Meld: With physical contact, T'Var has the ability to telepathically join her mind to another. 
  Nerve Pinch: T'Var may stun an opponent for 2d6 rounds by making an Unarmed Combat skill 
  test. If the victim knows what she is attempting, T'Var suffers a -5 penalty to the test.
  Psionic: T'Var has telepathic mental abilities. 
  Skill Focus (Keen Hearing): T'Var receives a +4 bonus to Observe (Listen) tests. 
  Edges/ Flaws: 
  Command 1:  T'Var is assigned as a department head aboard the Sakarya.  
  Coordinator: T'Var has a natural affinity for organizing groups and harnessing them to her goals.  
  She doubles the bonus for additional participants when leading combined tests. 
  Fit: T'Var is in great physical shape and receives a +1 to all Physical tests.
  Promotion 2:  T'Var holds the rank of Lieutenant in Starfleet. 
  Thinker: T'Var receives a +1 to all Academic tests.
  35
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Thrax
  Age:
  28
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Grey
  Hair:
  Salt and Pepper ( Grey and Black )
  Rank:
  Lieutenant, Junior Grade
  Current Assignment:
  Conn Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Lieutenant Junior Grade Thrax is a Starfleet officer on his first deep-space posting.  His 
  previous assignment was a customs enforcment patrol out of Deep Space Five.  
     Thrax spent his youth bumming around on his family's tramp freighter, learning the ins and 
  outs of the Alpha Quadrant and getting a lot of hands-on experience in a variety of ships, 
  vehicles, and small craft.
  Psychological Profile: 
     Thrax is Sakarya's resident “space cadet”.  Young, cheerful, gregarious, and enthusiastic, 
  he is governed by an unbridled enthusiasm and curiosity.  As the youngest member of 
  Sakarya's bridge crew, he often feels like the center of attention- that everyone is watching- 
  and overcompensates by taking his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Attributes
  Str    7 (+0)
  Agl   10 (+2)* Int 10 (+2)*   Vit  8 (+1)   Prs  8(+1)  Per 9 (+1)
  Quickness +2* 
     Savvy +1
  Stamina +1
  Willpower +2  
  Miscellaneous Scores
  Defense:   9
  Courage: 3         Health: 8   Renown: 5   
  Advancements: 7
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +3
  +1
  +4
  Computer Use
  INT 
  +2
  +4
  +6
  ( Retrieve) 
  Knowledge: Culture  
  INT 
  +2
  +3
  +5
  ( Denobulan )
  Knowledge: History  
  INT 
  +2
  +3
  +5
  ( Federation )
  Knowledge: Specific World 
  INT
  +2
  +6
  +8
  ( Rigel IV )
  Language- Denobulan
  INT
  +2
  +3
  +5
  Language- Fed Standard  
  INT 
  +2
  +3
  +5
  Language- Orion
  INT 
  +2
  +2
  +4
  Operate Veh.- Arch. Aircraft
  INT
  +2
  +3
  +1
  +6
  36
  
  Operate Vehicle- Motorcraft
  INT
  +2
  +2
  +1
  +5
  Operate Vehicle- Sailcraft
  INT
  +2
  +2
  +1
  +5
  Persuade
  PRS
  +2
  +2
  +4
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +1
  +6
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  +1
  +7
  Space Science
  INT
  +2
  +9
  +11
  ( Astrogation )
  Survival
  PER
  +1
  +2
  +1
  +4
  System Engineering
  INT
  +2
  +2
  +1
  +5
  ( Flight Control ) 
  System Operation  
  INT 
  +2
  +5
  +1
  +8
  ( Flight Control )
  Unarmed Combat  
  AGL 
  +1
  +4
  +1
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Dogfighter: If Thrax is at the helm during combat, the ship receives a +2 to all Helm maneuvers.   
  Starship Duty: Lieutenant Thrax meets all the prerequisites for his post aboard Sakarya.
  Surfing Space-Time:  By making a TN 20 Space Science (Astrogation) test, Thrax can plot an 
  exceptionally tight course which allows Sakarya to arrive at her destination as though she 
  had been traveling at maxim speed- without exceeding her sustainable maximum speed.   
  Species Abilities:
  Excellent Climb: Denobulans gain +4 species bonus to Athletics (Climb) tests and can climb up to 
  five meters per round.
  Hallucinations: In extremely stressful situations, a Denobulan may experience hallucinations. 
  However, such experiences are considered to be safe and natural ways of releasing nervous 
  energy.
  Hibernation: Unlike most species, Denobulans do not sleep as a part of their daily cycle.  Instead, 
  they hibernate for a full six days per year, although some can reduce this period time by 
  various degrees. A Denobulan sleep period is handled similarly to the Fatigue rules found on 
  pages 95-96 of the Narrator’s Guide. 
  Resistance: Denobulans gain a +2 to Stamina tests to resist illness, disease, and radiations.  Some 
  technology, like Borg nanoprobes, also has a delayed effect on them.
  Edges/ Flaws: 
  Command 1:  Thrax is assigned as a department head aboard the Sakarya.  
  Cultural Flexibility: Thrax has been nearly everywhere and alien customs and mores seldom 
  surprise him.  He gains +2 to Social tests involving species other than his own.
  Fit: Thrax receives a +1 to all Physical tests.
  Promotion 1:  Thrax holds the rank of Lieutenant, Junior Grade in Starfleet. 
  37
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Paul Featherstone, MD
  Age:
  39
  Gender:
  Male
  Species
  Human
  Eyes:
  Grey
  Homeworld:
  Earth
  Hair:
  Salt and Pepper ( Grey and Black )
  Rank:
  Lieutenant
  Current Assignment:
  Chief Medical Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Tall, rail-thin, slightly fussy, and undoubtedly brilliant, Doctor Featherstone is, at heart, a 
  researcher.  He much prefers tissue cultures and biological samples to people, and much 
  prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
  Psychological Profile: 
     Featherstone is brilliant- a gifted and prolific researcher- but he has poor people skills and 
  can be stubborn, rude, petulant, childish, and even insubordinate.  He is almost critically 
  underweight because research is more enthralling than eating.
     Featherstone is leery of Captain ab Reis and Lieutenant Prin (his career lies in the Captain's 
  hands while Lieutenant Prin might... hurt him).  Conversely, Featherstone has a love/hate 
  relationship with Commander Loch- she is unquestionably brilliant and beautiful, but she's 
  also continually interrupting his research to make sure sick bay is run correctly (and not 
  merely left in the hands of his nurses and other doctors).  Featherstone deeply respects T'Var's 
  intellectual discipline (and research background)- but most of the remaining officers and crew 
  are tolerated, at best.
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).  
  Attributes
  Str    7 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  6(+0)  Per 10 (+2)*
  Quickness +2    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 10   Advancements: 15
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Computer Use
  INT 
  +2
  +6
  ( Retrieve) 
  Construct
  INT
  +2
  +4
  First Aid
  INT
  +2
  +6
  Knowledge: Culture  
  INT 
  +2
  +4
  ( Human )
  Knowledge: History  
  INT 
  +2
  +5
  ( Federation )
  38
  
  Knowledge: Law
  INT
  +2
  +2
  ( Medical Ethics )
  Knowledge: Specific World 
  INT
  +2
  +4
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +5
  Language- Vulcan
  INT 
  +2
  +4
  Life Science
  INT
  +2
  +7
  ( Biology, Exobiology, Biotechnology )
  Medicine
  INT
  +2
  +8
  +2
  Observe
  PER
  +2
  +3
  Persuade
  PRS
  +2
  +4
  Physical Science
  INT
  +2
  +7
  ( Chemistry )
  Ranged Combat:Energy 
  AGL
  +1
  +3
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  System Engineering
  INT
  +2
  +2
  System Operation  
  INT 
  +2
  +5
  ( Command )
  Professional Abilities:  
  Computer Whiz:  Doctor Featherstone knows his way around computer systems, performing 
  System Operation or Computer Use skills (including Extended tests) in half the base time.
  Diagnosis:  Doctor Featherstone has received special training in diagnosing alien diseases and 
  toxins.  Whenever Featherstone makes a Medicine test to identify an alien pathogen or 
  disease, he gains an affinity bonus equal to half his Investigate skill (rounded up).  If 
  successful, Medicine tests to treat the disease receive a bonus based on the degree of success 
  of the diagnosis roll.
  Focus: Doctor Featherstone knows how to concentrate on the task at hand- and may ignore all 
  circumstance penalties from distractions.
  General Medicine:  Doctor Featherstone has studied a great many medical procedures prior to 
  being posted to Sakarya.  Whenever Featherstone makes a Medicine test, he receives a +2 
  bonus to the result.  
  Immunization:  After diagnosing an illness or pathogen, the Doctor may attempt a Medicine 
  (Research) test .  If successful, the doctor can produce 1d6 doses of a counter agent per hour 
  spent in the lab.  While the counter agent may be used as a cure, it may only be used as an 
  innoculant for 2d6 hours.
  Lab Work: Whenever Doctor Featherstone makes a Physical Science (Chemistry) test, he adds +4 
  to the result.
  Secretive:  Doctor Featherstone is very secretive about his work.  He may add his Intellect modifier 
  to any Willpower test, doubling the modifier when asked about his current project or mission.
  Starship Duty: Doctor Featherstone meets all the prerequisites for his post aboard Sakarya.
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Doctor Featherstone a +2 bonus to his Stamina reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 1:  Featherstone is assigned as a department head aboard the Sakarya.  
  Promotion 2:  Doctor Featherstone holds the rank of Lieutenant in Starfleet. 
  Meticulous: Doctor Featherstone gains a cumulative +1 per round in extended tests. 
  39
  
  7
    th   Fleet Scoring Sheet
   
    
  “Echoes of a Tattered Past”
  Benchmark
      
          Bonus
  Achieved
  PCs land on Kaimo IV:
  +1 
        ¤
  PCs take appropriate caution to avoid Prime Directive violations:
  +1 
        ¤
  PCs defeat the Aritári:  
  +1
        ¤
  PCs defeat/avoid the Harvesters:
   
  +1
        ¤
  PCs defeat the Tangle-vine:
   
  +1
        ¤
  PCs detect and decrypt Puzzle #1:
  +1
        ¤
  PCs detect and decrypt Puzzle #2:
  +1
        ¤
  PCs assist Akuuta:
  +1
        ¤
  PCs bypass the lobby guard :
  +1
        ¤
  PCs defeat the Underlier:
   
  +1
        ¤
  PCs bypass the security doors:
  +1
        ¤
  PCs solve Puzzle #3:
  +1
        ¤
  PCs board the probe:
  +1
        ¤
  PCs solve Puzzle #4:
  +1
        ¤
  PCs destroy the probe : 
  +1
        ¤
  PCs solve Puzzle #5:
  +1
        ¤
  PCs force the Probe to stand-down through other means:
  +1
        ¤
  PCs can make a reasonable argument justifying their decision vis-a-vis :
  +1
        ¤
  the Temporal Prime Directive and Prime Directive.
      / 18
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Crew:  USS    
   
             
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 18
   
     
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  40
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS10-Echoes_of_A_Tattered_Past.pdf