TEXT: The Crusoe Effect
  T
  he Crusoe Effect is a demonstration adventure 
  used to introduce players to the Star Trek: The 
  Roleplaying Game. In this episode, the Crew of the 
  U.S.S. Hood (NCC-42296) must rescue the castaways 
  of an ill-fated runabout that crashed on a planet. 
  Unfortunately, a primitive civilization lives on the 
  planet, posing special restrictions on the Crew. The 
  Hood’’s mission is to rescue the survivors, remove 
  all traces of the runabout, and avoid contact with the 
  local populace.
  BACKGROUND
   
  Two months ago, the runabout U.S.S. Patuxent 
  was conducting scientific research in the Rogun 
  binary system when a faulty warp coil caused the 
  ship to spin out of control. Before the crew could 
  jury-rig repairs, the ship popped out of warp square 
  into the gravity well of Rogun II, a class M planet in 
  orbit of Beta Rogun, a red main sequence star.
   
  The ship crash-landed on the planet, where the 
  Huth, the natives of Rogun II, rescued the crew’s 
  sole survivor, Ensign Davis. The Huth are a species of 
  deer-like humanoids in a stage of Stone Age techno-
  logical development (moving towards Early Bronze 
  Age). They nursed Ensign Davis to health, and after 
  he recovered, he felt obligated to the people who 
  had helped him. He repaid them in the best manner 
  he could: using his engineering skills to aid the sur-
  vival of this tribe.
   
  After some initial research aboard ship, the 
  Crew beams down to the crash site, only to find 
  it abandoned. A chance encounter with the Huth 
  jeopardizes the mission, and hints at the ultimate 
  fate of the Patuxent’s crew. Following the clues takes 
  the Crew to the location where the casualties were 
  cremated, while the other leads to the Huth village 
  where Ensign Davis currently resides. There, the 
  Crew learns the full extent of the havoc that Davis 
  has unintentionally wreaked on the Huth civilization. 
  In the end, when a rival tribe of Huth attacks the vil-
  lage, the Crew must make a difficult decision—do 
  they stay and defend the Huth, or preserve the Prime 
  Directive?
  THE PRIME DIRECTIVE
   
  Because this episode focuses on the Prime Direc-
  tive, the Narrator should ensure the Crew obeys 
  the General Order One to the best of their ability. 
  During the adventure, allow the Crew to debate the 
  nature of the Prime Directive. You can pointedly ask 
  “are you sure you want to do that?” even if their deci-
  sion makes sense; you want them to question their 
  actions. The easiest road is seldom the correct one. 
  THE CRUSOE EFFECT
  AUTHOR: DAVE BIGGINS
  DEVELOPMENT: ROSS A. ISAACS, DON MAPPIN
  STAR TREK ™, ® & © 2002 Paramount Pictures. All 
  Rights Reserved. STAR TREK and Related Marks are 
  Trademarks of Paramount Pictures.
  Decipher, Inc. Authorized User.
  
  2 - THE CRUSOE EFFECT
  At the climax, the fight between the rival Huth tribes, 
  be sure to frame the philosophical conflict as well, 
  but keep the action fast-paced. The Crew cannot 
  undertake actions that contaminate Huth society, 
  but the contamination has already occurred—does 
  the Crew try to contain the damage by leaving with 
  Davis, or do they stay and protect the tribe? 
  A CALL FOR HELP
   
  The adventure is broken into a series of scenes, 
  each one advancing the story to the next element. In 
  some cases there may be a shift of time as the Crew 
  moves from one scene to the next.
  LCARS 1.0—CAPTAIN’S BRIEFING
   
  “Captain’s Log, Stardate 46041.1: After several 
  days of uneventful exploration in the Derren sector, 
  our long-range sensors detected a Starfleet distress 
  call originating from a planet in the Rogun system. It 
  comes from the U.S.S. Patuxent, a runabout reported 
  missing from Starbase 54 two months ago. We’ve 
  been ordered to retrieve the crew, and if possible, 
  salvage the Patuxent. I am about to meet my senior 
  officers to discuss our options…”
   
  The episode opens with the Crew seated in 
  Captain DeSoto’s Ready Room. Sparsely furnished, 
  the room appears to be a throw-back to an earlier 
  time—a well-polished mahogany desk and Louis XIV 
  chairs are the only furnishings; an impressive collec-
  tion of fishing lures is mounted on the wall. The only 
  apparent concessions to the 24th century are a por-
  table computer terminal and a model of the Hood, 
  placed on his desk. The door behind the Crew hisses 
  open and the captain enters. He smiles amiably at 
  them and takes his seat behind the desk.
   
  Captain DeSoto begins the conference with a 
  bit of small talk with the Crew, asking how things 
  are going at their stations or in their social lives (so 
  long as the question would not be considered rude). 
  Don’t spend a lot of time on this, just enough to help 
  get the players into character. Then he begins his 
  briefing.
   
  Captain DeSoto explains that two months ago 
  the runabout, Patuxent, was conducting a survey of a 
  neighboring system. Three days into the survey, the 
  runabout reported that is was having problems with 
  its warp drive and was never heard from again. An 
  extensive search was conducted but after a week of 
  searching, the craft was declared lost. Yesterday, the 
  Hood detected the runabout’s distress signal coming 
  from Rogun II. The ship is en route to the planet even 
  as they speak. Their mission is to locate the runabout 
  and the survivors.
   
  At that point he looks at the First Officer. As far as 
  the runabout is concerned, if it can’t be recovered, 
  Starfleet Command wants it scuttled. He orders the 
  Tactical Officer to find a way to destroy the Patuxent, 
  without calling the attention to the locals. The Chief 
  Engineer should be familiar with the runabout’s 
  frame, so the Captain suggests he assist the Tactical 
  Officer. DeSoto hopes everyone on the Patuxent sur-
  vived the crash. If there are casualties, their remains 
  are to be transported to the Hood.
   
  Captain DeSoto concludes by stressing the 
  importance of rescuing the survivors and minimiz-
  ing any cultural contamination. The Prime Directive 
  is in full force. He wants to know if the Crew has any 
  questions. 
   
  Once he answers all the Crew’s questions, 
  DeSoto instructs his Crew to conduct the following 
  tasks:
  • Put together a list of the Patuxent’s crew and any 
  pertinent data on each of them.
  • Obtain data on Rogun II. 
  • Scan for the location of the crashed runabout 
  on the planet. 
  • Find a way to destroy the runabout, if needed, 
  without violating the Prime Directive. 
  • Assemble needed equipment (e.g., medical kit, 
  phasers, tricorders). 
  • Find out what survival gear the runabout was 
  provided with.
   
  That said, he dismisses the Crew, telling them to 
  work out a plan of action together. The Hood will 
  arrive in orbit of Rogun II in two hours. They have 
  work to do! 
  LCARS 1.1—GETTING TO WORK
   
  Ask the Crew what they’re doing to prepare for 
  the mission. Each person should go about his or her 
  business. Each person’s search for data is reflected in 
  a Test that varies from character to character. 
   
  To research Rogun II, the Crew must make a Rou-
  tine TN 10 Computer Use (Research) test. If success-
  ful, hand the player Rogun II’s planetary template. 
  Most important: Rogun II is inhabited by a primitive 
  civilization, with a tech level equivalent to the Stone 
  Age. Thus, the natives fall under the authority of the 
  Prime Directive. With a successful Moderate TN 10 
  Computer Use (Research) test, the Crewman dis-
  covers the U.S.S. Tsilokovski conducted a planetary 
  survey of Rogun II seven years ago. (Hand the Huth 
  Species Template to the player; this represents all 
  the information the Tsilokovski gathered surrepti-
  tiously.)
   
  With successful Computer Use (Research) test 
  against a TN 10, the Crew learns the U.S.S. Patux-
  
  3 - THE CRUSOE EFFECT
  ent had a crew of three: Lieutenant Timothy Kelly 
  (Command), Lieutenant Gary Wickman (Science), 
  and Ensign Frank Davis (Engineering). Nothing in 
  their service records appears out-of-the-ordinary, 
  although at the Academy Ensign Davis failed Cultural 
  Relations and had to repeat the class. 
   
  Upon successfully completing a TN 10 Computer 
  Use (Research) test, the Crew learns the runabout 
  had enough rations to last the three crewmembers 
  one week. The ship was equipped with an emer-
  gency beacon, which transmits a standard distress 
  message. 
   
  With a  System Operation (Sensors) test, the Crew 
  can locate the Patuxent. This should be an extended 
  test, with a turn length of ten minutes. When a player 
  achieves a total result of 50, he locates the wreckage 
  of the runabout. The Hood does not receive any 
  messages from the runabout’s emergency beacon. 
  If the player achieves a total Test Result of 60, also 
  inform him or her that there is a small village only 10 
  kilometers away. 
   
  A successful TN 15 Structural Engineering or 
  Demolitions test is needed to devise a method for 
  scuttling the runabout. If successful, he discovers 
  information on Deconstructing Nanites. Perceptive 
  players will pick up on the information for Rogun II 
  (i.e., that the natives are primitive), and try to find a 
  way to scuttle the Patuxent without leaving wreck-
  age. 
   
  No actual test is required to obtain the needed 
  equipment. A Starfleet medical kit contains all the 
  supplies the Away Team will need—phasers and tri-
  corders are readily available.
   
  The Crew will likely try to locate the Patuxent’s 
  survivors, using the sensors. (If they think to use a 
  long-range probe, give them some extra Renown at 
  the end of the episode). Since discovering their ulti-
  mate fate in this way damages the story, the sensors 
  are of little use; it would take days to scan the surface 
  of the planet looking for three Humans. If the PCs 
  think to search for the combadge signals, this alters 
  the episode slightly. Two of the combadge signals 
  originate from an area not far from the runabout; a 
  third can be located at the sight of the runabout’s 
  crash.
  LCARS 1.2—A COURSE OF ACTION
   
  Once this is done, it’s time to decide on a course 
  of action. Leave it up to the ship’s Executive Officer 
  to conduct the meeting. (If things seem to be going 
  badly, a player coming down with a case of stage 
  fright or becoming excessively argumentative, you 
  can always have Captain DeSoto pop in for a status 
  report.) During this scene, as the players list findings 
  and make their recommendations, listen for the fol-
  lowing points.
  • A sapient species lives on the planet below. 
  They are primitive culture, and a crashed run-
  about could have a definite impact on its devel-
  opment.
  • If any of the crew survived, they probably had 
  to feed by foraging. The Chief Medial Officer, 
  in fact, can confirm this with successful Medi-
  cine test (TN 5), determining that the average 
  human can live only two weeks without food.
  • Survivors should be recovered quickly and qui-
  etly. The remains of any casualties should be 
  recovered as well.
  • The Prime Directive must not be violated. If any 
  cultural contamination has occurred, it must be 
  contained. Further contamination must not be 
  risked.  
   
  Once the Crew decides on a plan, the captain 
  orders his first officer to put together an Away Team 
  (the player characters) and repeats his instructions 
  to either salvage or scuttle the runabout and recover 
  the survivors and casualties.
   
  Each character should requisition a Type II Phaser 
  (automatically set on Heavy Stun, Player’s Guide page 
  183) and a tricorder appropriate to his or her Depart-
  ment. The ship’s Doctor should also have the medical 
  kit he or she put together. Likewise, the Tactical Offi-
  cer (or Engineer) has a duranium suitcase containing 
  six canisters of Deconstructing Nanites if they were 
  able to successfully devise a plan to scuttle the Patux-
  ent. In addition, the Engineer’s tricorder contains the 
  data on the runabout to assist the Tactical Officer in 
  this task.
  DECONSTRUCTING NANITES
   
  Nanites are microscopic machines capable of 
  manipulating individual molecules. Used initially in 
  medicine, to disassemble infectious diseases or 
  rebuild tissue, Starfleet’s engineers developed Decon-
  structing Nanites to disassemble an object into its 
  component atoms. Stored in a canister the size of a 
  can of soup, a timer releases the nanites into the envi-
  ronment. To keep these nanites from deconstruct-
  ing everything in their path, Starfleet’s engineers built 
  in two failsafes: The nanites are pre-programmed to 
  work on particular substances (duranium, transpar-
  ent aluminum, isolinear crystal); and they “die” with-
  out a source of the programmed substance. Intro-
  duced into starship, however, the results can be 
  disastrous, limiting the usefulness of these nanites.
  
  4 - THE CRUSOE EFFECT
   
  The characters meet in the Transporter Room, 
  where the transporter chief waits along with the 
  captain. DeSoto again stresses the importance of 
  avoiding all contact with the Huth. He also asks the 
  first officer to keep him abreast of the situation with 
  regular updates. Following that, the characters beam 
  down to the planet.
  LCARS 2.0—BEAM DOWN
   
  The Transporter Room blurs. When the Crew’s 
  vision clears, they find themselves in a forest clear-
  ing in front of the crashed runabout. A thin mist 
  surrounds cloys at them, and a gentle drizzle falls. In 
  the runabout’s wake a line of collapsed trees extends 
  approximately a kilometer, showing the path of the 
  doomed runabout’s final landing. The foliage about 
  them crackles as rain falls upon the leaves. None of 
  the runabout’s crew can be found in the immediate 
  vicinity. (Note, especially smart characters may beam 
  down to the sight of the Patuxent crew’s final resting 
  place). 
   
  Crew members who scan the ship’s interior find 
  traces of both Human and Huth DNA, detected 
  with a successful TN 15 Investigate test. (Remeber 
  that players add in the bonus for using a tricorder 
  to their test rolls.) If the scanning character scores 
  a Complete Success, he or she can distinguish the 
  DNA traces to the runabout’s individual crewmem-
  bers. Similarly, the Crew easily finds a comm badge 
  in the wreckage (a TN 5 Investigate test); this belongs 
  to Ensign Davis, and fell off during the crash. Anyone 
  searching the Patuxent’s on-board supplies will find 
  a Type II phaser missing along with a medical kit.
   
  Scanning for Human lifeforms requires a TN 15 
  Investigate test. The easiest way to go about this is 
  to make it a combined test. If successful, the charac-
  ter finds indications of Humans to the west (Ensign 
  Davis). If anyone scored a Complete Success back 
  when he or she scanned for the runabout’s location, 
  they realize that a village lies in that general vicinity. 
  Note also, if anyone scanning the runabout’s interior 
  scores a Complete Success, the difficulty of this test 
  is reduced to TN 12.
   
  There are several ways to assess the runabout’s 
  flight-worthiness by way of Engineering tests made 
  at TN 10 difficulty. Listed below are some possible 
  specializations.
  • Propulsion Engineering (Impulse): Will the 
  engines work? (The warp drive can be fixed, 
  if the original cause for the crash is repaired; 
  but the impulse engines were damaged in the 
  crash).
  • Systems Engineering (EPS): Are the ship’s power 
  systems intact? (No. The EPS taps from the 
  power transfer conduits were damaged in the 
  crash.)
  • Systems Engineering (Flight Control): Are the 
  piloting systems functional? (Yes, they remain 
  undamaged, if unpowered). 
  • Structural Engineering (Spaceframe): Will the 
  runabout survive take-off? (No. The crash 
  buckled the hull in several places, and caused 
  numerous micro-fractures in the metal).  
   
  As far as repair estimates go, a character succeed-
  ing at his test knows it will take at least two days to 
  repair the runabout—with an entire engineering 
  team (this is not using “Scotty-Math”). Unless they 
  want to take the time, the Crew will have to scuttle 
  the ship. 
   
  Destroying the runabout requires an extended 
  test conducted by engineering and security person-
  nel. Have the available engineer make a Structural 
  Engineering (Spaceframe) test, and a security officer 
  a Demolitions (Build) test for every ten minutes of 
  work. When the combined total from both charac-
  ters’ tests reach 60, the runabout can be destroyed 
  quickly (and quietly).
  LCARS 2.1—THE HUTH ARRIVE
   
  Fifteen minutes after the characters arrive at 
  the crash site, a gathering party of Huth, led by 
  Thuath, arrives on the scene. If any characters scan 
  for approaching people, an Observe (Spot) test (TN 
  5), they have two turns to prepare for the party’s 
  approach. If they don’t, have all characters outside 
  the runabout make an Observe (Listen) test at TN 
  10. If successful, the characters hear the approach 
  of someone from the west, and have one turn to act 
  before the Huth arrive. If no one keeps watch for 
  approaching Huth and everyone fails their tests, the 
  characters are caught by surprise as Thuath and five 
  other Huth come bursting on the scene.
  TROUBLESHOOTING
   
  Players can be inventive, and devise an alter-
  nate solution to the runabout problem. They may 
  decide to repair the Patuxent after all, which involves 
  beaming down a five-man repair crew and two days 
  worth of work; this increases the likelihood of being 
  discovered. They might try to use the ship’s cargo 
  transporters to beam the wreck up; because of its 
  large size, a single transporter can not handle the 
  job. The crew would have to cut the runabout into 
  manageable sections, increasing the mission’s dura-
  tion, as well. Use your judgement. 
  
  5 - THE CRUSOE EFFECT
   
  Thuath and the others hear the Away Team at 
  the runabout, and decide to investigate. When they 
  arrive, the anticipate finding a band of rival Huth, and 
  expect a fight. Although they may surprise the Crew 
  with their arrival, the Huth are instead surprised to 
  find more people like Ensign Davis (if the Crew sticks 
  around to be discovered).
   
  Depending on the Crew’s above actions, they 
  have four basic options: Flee, hide, fight, or talk.
  FLEEING
   
  Fleeing is the best option. A clear-headed player 
  could simply hail the Hood and call for an immedi-
  ate transport. If the characters have one or two turns 
  before the Huth arrive, this is a largely academic case 
  of returning to the ship until the Huth leave the vicin-
  ity. If they attempt to beam out in front of the Huth, 
  things get a trifle more difficult. Alternately the Nar-
  rator could elect to have the Hood unavailable; per-
  haps they have temporarily left orbit to recover some 
  debris just outside the system.
   
  The tapping of one’s communicator looks 
  remarkably to the Huth like beating one’s breast: a 
  sign of challenge in their culture. If the Huth witness 
  a character contacting the ship, have them make an 
  opposed test using the character’s Slight of Hand 
  skill versus Thuath’s Melee Weapon (Club) skill. If 
  the character comes up short in this roll, Thuath 
  gets a free strike at him or her with his club before 
  the transporter whisks the Crew away. As another 
  unfortunate side effect of departing in sight of the 
  Huth, if the characters have not yet destroyed the 
  runabout, the Huth investigate the characters’ work. 
  Halve the Test Result accumulated so far by the play-
  ers attempting to scuttle the Patuxent to reflect the 
  Huth “mucking around.”
   
  Some characters might decide to run away rather 
  than transport out. If the Crew has the time, they 
  can escape into the woods and hide until the Huth 
  go away. Again, if the Huth surprise the Crew, and 
  the Crew tries to run away, the Huth pursue. Roll an 
  opposed Athletics (Running) test between the char-
  acter and the Huth. If the character scores greater 
  than the Huth, he or she escapes. If the character 
  fails in this, the Huth try to subdue the character and 
  take him or her to its village.
  HIDING
   
  Characters could elect to hide. If the Huth caught 
  them completely flat-footed, this is impossible. 
  Given enough warning, Crew members should make 
  an opposed test using the characters’ Stealth (Hide) 
  skill against the Huths’ Observe (Spot). If a character 
  TALKING WITH THUATH
   
  At several points in the episode, the Crew has 
  the potential to encounter Thuath or another Huth. 
  Although this makes the mission more difficult, and 
  violates the Prime Directive, it gives you a chance 
  to make the Huth more than the alien-of-the-week. 
  Thuath treats the Crew with deference and hospital-
  ity. The Huth should be kind, hospitable, and friendly. 
  Make it hard for the Crew to simply abandon the 
  tribe during LCARS 4.1 If time permits, narrate a scene 
  where the Huth put on a banquet for the Crew, or 
  Huth children come to see them. 
  out rolls a Huth, he or she remains unseen, and can 
  wait until the Huth leave. Not all PCs have the Stealth 
  skill; when this is the case, have the player makes an 
  unskilled Stealth test with a -2 penalty. For every turn 
  ahead of time the characters have to prepare, they 
  get a +2 bonus to their die roll.
   
  In the event the Huth find a Crew member, 
  Thuath and the others are shocked to recognize 
  the character’s uniform. Noting its similarity to that 
  of Ensign Davis, he offers to escort the character to 
  the village. The Universal Translator can understand 
  the Huth language. Thuath answers any questions 
  the Crew may have about this turn of events (see the 
  “talk” option below). 
  FIGHT
   
  Brash characters may choose instead to fight. 
  Using phasers to resolve the situation is not a good 
  solution. The Huth may have surprise on their side, 
  depending on the Crew’s actions (see the Tricorder 
  tests above). When they stumble upon the Crew, the 
  Huth are surprised to find others like Ensign Davis; 
  they make no immediate moves to attack. The Huth 
  stand approximately 5 meters away from the run-
  about wreck and the Away Team. If the Crew attacks, 
  during the first round of combat, the Huth dodge and 
  advance to melee range with the characters. During 
  the second and subsequent rounds of combat, the 
  Huth (if still conscious) dodge and attack with their 
  clubs.
  TALK
   
  The final (and possibly worst) action is to talk with 
  the Huth (bear in mind however, that this will likely 
  occur anyway). Interacting with the Huth directly is 
  a violation of the Prime Directive. Again, Thuath and 
  the others recognize the Crews’ uniforms. Thuath 
  
  6 - THE CRUSOE EFFECT
  answers any questions the Crew may have to the best 
  of his ability (“You are from the sky, like Davis. One 
  of your friends stays in our village. We will take you 
  to him.”). Characters who attempt to communicate 
  with the Huth are shown to the village to meet Ensign 
  Davis. 
   
  Regardless of what type of action the Away Team 
  takes, one of the Huth accidentally loses its knife (or 
  one of the Crew could ask to take a look at a knife, 
  if they open talks with the Huth). Anyone analyzing 
  the knife should make a Planetary Science (Mineral-
  ogy) test, TN 15 difficulty (+5 if using a tricorder) to 
  realize it knife is forged from crudely tempered steel. 
  Anyone making a TN 10Social Sciences (Anthropol-
  ogy) test realizes such technology is beyond the 
  abilities of an early Stone Age culture.
  LCARS 2.2—BRIEFING THE CAPTAIN
   
  After the incident with the Huth, it would be 
  a good idea for the officer leading the Away Team 
  to contact the captain and update him on current 
  events. If the player doesn’t think of this, the captain 
  hails him or her. This scene is a tool for the Narrator 
  to help new players assess how they’re doing so far. 
  It’s also a tool for the Narrator to get the players back 
  on track if it seems like they’ve “wandered off the 
  beaten path.”
   
  No matter how the initial encounter with the 
  Huth progressed, Captain DeSoto takes the report in 
  calmly. He instructs the characters to continue their 
  mission of finding the survivors and casualties. Play 
  this depending on how the earlier encounter went. If 
  the Crew mentions encountering the Huth, their dis-
  covery of the runabout, or their steel knives, DeSoto 
  wants the Crew to assess the damage this has done 
  to the local civilization, so long as they avoid further 
  contamination of the culture. The captain points out 
  the location of a Huth village about 10 kilometers to 
  their northwest, unless they already know this. If they 
  Crew speaks with the Huth, DeSoto is less sanguine, 
  but there’s little he can do about it now (though later 
  the Crew can expect a reprimand).
  LCARS 3.0—FOLLOWING THE TRAIL
   
  As stated in LCARS 2.0, scanning for Humans 
  directs the Crew in a westerly direction. As the Crew 
  follows their tricorder read-outs, the path diverges 
  in two directions. The first is to the southwest, while 
  the second is to the northwest towards the Huth vil-
  lage.
   
  Following the southwest path takes them through 
  the forest and into another clearing. Before them is 
  a five-meter square pit brimming with ashes; charred 
  bones are visible in the soot. Tricorder readings 
  report trace amounts of human DNA in the charnel 
  pit (a TN 5 Investigate test). These are the remains 
  of Lieutenants Kelly and Wickman. Identifying the 
  bodies requires a rather morbid TN 10 Medicine test. 
  If the doctor uses his or her medical tricorder and 
  makes another successful TN 10 Medicine test, he or 
  she is able to determine that the two casualties were 
  long dead before they were cremated.
   
  Clever Crew members may have detected this 
  sight from orbit, by homing in on the Patuxent crews’ 
  comm badges. It’s possible the Crew beams down 
  here before finding the runabout; if so, play this 
  encounter first. Then go on to the LCARS 2.0
  LCARS 3.1—THE HUTH VILLAGE
   
  Following the northwest direction, the Crew 
  reaches the Huth village—a collection of a dozen 
  huts, a small pen for livestock, and an irrigated field. 
  The village is alive with activity. A nearby stream has 
  been dammed up and is being used for moving a 
  water wheel. The sound of metal ringing against 
  metal emanates from one of the huts, smoke curling 
  from its chimney. Several Huth carry metal tools—
  hoes and shovels—as they move around the village. 
  A TN 5 Social Science (Anthropology) test confirms 
  these as beyond the capabilities of an Early Stone 
  Age culture. More shocking, they see a Human draw-
  ing schematics in the dirt, explaining something to a 
  group of Huth.
   
  Ask the Crew their actions. They should attempt 
  to hide in the foliage (a TN 10 Steath(Hide) test), or 
  the Huth will spot them. If the Huth see the Crew, 
  they send a band of hunters to round the Crew up. 
  Naturally, once these Huth get close enough to get 
  a good look at the Crew, their motives change from 
  attack to conversation. As before, they invite the 
  Crew into the village as guests (because of Ensign 
  Davis). 
   
  Confronting Davis won’t be easy, much less 
  transporting him to the Hood. Unless Thuath, or 
  another Huth, escorts them, the Crew has to sneak 
  into the village. Leave it up to them as to when they 
  attempt this (immediately, at night, etc.). The first 
  thing the characters have to do is find Ensign Davis’ 
  hut. Second, they have to find a way to get him alone. 
  This doesn’t happen until nightfall. Getting into the 
  camp can be done by transporter, or by sneaking in 
  on foot. 
   
  In order for the Crew to beam into Ensign Davis’ 
  hut, they have to learn which hut is his. They can 
  easily discover this by remaining hidden, and watch-
  ing Davis’ movements. This requires a successful TN 
  10 Stealth (Hide) test. It’s easier if the Crew uses their 
  
  7 - THE CRUSOE EFFECT
  tricorders, recieving a +5 bonus to their roll. Once 
  they know where Davis can be found, the transporter 
  chief can beam the Crew into the hut with no one the 
  wiser. Narrator’s may determine, due to the pacing of 
  the story, if such a conculsion is appropriate at this 
  time (transporters may be unavailable, the Hood is 
  unable to lock onto the signal, etc).
   
  Sneaking in on foot is a more difficult undertak-
  ing. Two sentries walk the perimeter at night, and get-
  ting past them requires a successful Stealth (Sneak) 
  opposed test against their Observe (Spot) skill. If a 
  character fails, one of the Huth sentries challenges 
  him. The Huth, however, does not attack unless it is 
  attacked first. In the event the characters engage in 
  melee, each round another Huth enters the fray. If 
  they remain undiscovered, the Crew can make their 
  way to Davis’ hut.
  LCARS 3.2—CONFRONTING DAVIS
   
  Once the Crew enters Davis’ hut, he awakens 
  with a start and draws his phaser. The phaser is set 
  for light stun, but at wide angle. Any Psionic charac-
  ters can make a TN 8 or 10 Telepathy or Empathy test, 
  respectively. If successful, he or she detects thoughts 
  of guilt and fear.
   
  Ensign Davis tries to justify his actions to the 
  Crew, but because he’s nervous, he isn’t completely 
  coherent. He sputters out answers based on what he 
  knows, listed below.
  • The runabout crashed on this planet after a 
  malfunctioning warp coil spun the ship into 
  the planet’s gravity well.
  • Lieutenants Kelly and Wickman both died in the 
  crash. The Huth cremated them, as is their way. 
  Davis was unconscious after the crash, so he 
  must rely on what the Huth told him. 
  • Davis regained consciousness in the village. 
  The Huth people tended to his wounds and 
  nursed him back to health.
  • The various Huth tribes compete heatedly with 
  one another for food and materials, and suffer 
  hardship when they cannot find enough food 
  to eat. Survival is difficult for them. Making 
  a successful TN 5 Life Sciences (Ecology) test 
  verifies this—without agriculture, a small group 
  of herbivores cover a large amount of territory. 
  By teaching them agriculture and giving them 
  metal tools, Davis has increased the tribe’s 
  chances for survival.
  • Because of the tribe’s small population, Davis 
  felt obligated to help them survive as thanks for 
  saving his life.
  • Davis gave up hope of being rescued, and 
  expected to spend the rest of his life on Rogun 
  II. So why not help Tuath’s tribe? He sees him-
  self as a modern-day Robinson Crusoe.
   
  Ensign Davis knows he broke the Prime Directive 
  and feels some remorse about doing so. He believes, 
  though, what he did was the right thing to do to 
  repay this tribe for their kindness.
   
  During the conversation, Ensign Davis never lets 
  go of his phaser, and if any character makes a hostile 
  move, roll initiative and conduct combat. He carries 
  a Type II Phaser set on light stun (wide beam). If a 
  tussle breaks out, the Huth have say in the matter 
  (see LCARS 3.3).
   
  Trying to talk him into coming willingly requires 
  a successful opposed test. Use the character’s Per-
  suade skill while Ensign Davis makes a Savvy reaction 
  test to resist with a +4 bonus (he feels a deep sense of 
  loyalty to the Huth). If the attempt fails, Ensign Davis 
  calls for help from his Huth companions.
   
  The Crew could end this simply by beaming Davis 
  back to the Hood. Transporting him back to the ship 
  against his will takes two actions: signaling the ship 
  to engage the transporters and actually activating the 
  beam (the transporter can lock onto everyone in the 
  room or on Ensign Davis specifically). Because this 
  ends the story prematurely, you should try to keep 
  the Crew and Davis on the planet; have a Huth enter 
  just as the Crew contacts the Hood. Beaming out in 
  front of a Huth is a bad idea. 
   
  Finally, the Crew could encounter Ensign Davis 
  willingly—when the Huth bring the Crew to see him. 
  Thuath and the others certainly don’t understand 
  what’s going on, and assume the Crew and Davis 
  belong together. Davis hasn’t given them any reason 
  to fear people wearing Starfleet uniforms; quite the 
  opposite. Thus, this conversation with Davis could 
  take place at any time of day, and in almost any cir-
  cumstances, but with the Huth present. 
  LCARS 3.3—CAPTURED
   
  Should Ensign Davis call for help, twelve Huth 
  and Thuath come to his rescue. If the characters talk 
  to Ensign Davis in their presence, assume they are 
  in melee range already. Otherwise, assume the Huth 
  expend a turn to get to Davis’ hut. Each Huth is armed 
  with a club. They fight until they or the characters are 
  incapacitated.
   
  If the Huth overwhelm the Away Team, they 
  awaken to find themselves tied up and under the 
  watchful eyes of six Huth, Thuath, and Ensign Davis. 
  Davis has taken their comm badges, making commu-
  nication with the Hood impossible, as well as their 
  other equipment. Thuath looks to Ensign Davis to 
  decide what should be done. Ensign Davis shakes 
  his head. He has no idea what to do with the Away 
  
  8 - THE CRUSOE EFFECT
  Team.
   
  The Crew has one last opportunity to try to con-
  vince him to come along quietly. Characters, in order 
  to do this, should point two things out to him.
  • Ensign Davis is in way over his head; if he 
  ends this now, the charges against him will go 
  easier.
  • If this Team fails in getting him, another Away 
  Team is sure to follow (and another one after 
  that…).
   
  Ensign Davis never orders the characters to their 
  death. The decision, however, is made for him soon 
  as described in LCARS 4.0.
  LCARS 4.0—THE ATTACK
   
  As the rain picks up its cadence, and Ensign Davis 
  struggles with what must be done with the Crew, an 
  opposing tribe attacks the village. 
   
  Suddenly, arrows and rocks come hurtling into 
  the village. The Huth in the village run to defend 
  their homes, forgetting about the Crew. As the 
  battle unfolds, observant security officers can see 
  an enemy of overwhelming numbers opposes the 
  “friendly Huth.” Ensign Davis picks up his phaser and 
  heads in the same direction as the Huth. 
   
  It’s up to the Crew to free themselves. Escaping 
  from their bonds requires an extended Sleight of 
  Hand test or Agility test for each character. Each turn 
  takes one round. When he or she reaches a total of 
  ten, the bindings are loosened to the point that he or 
  she can slip out. While they try to free themselves, 
  the Crew can see the invading Huth inside the vil-
  lage perimeter; they seem bent on genocide, as they 
  attack women and children. Without the Crew’s help, 
  the tribe faces annihilation. Three rounds into their 
  work, six Huth from the other tribe come for the 
  characters. Unlike Davis’ tribe, these Huth do not 
  look at the characters with any sense of awe. They do 
  not hesitate to attack the Crew whether they are free 
  or not. They continue to pound away at each charac-
  ter until he or she is dead. 
   
  Once free, the Crew must retrieve their equip-
  ment, which is kept in Ensign Davis’ hut. This takes 
  two additional rounds.
   
  The end of the episode depends largely on the 
  Crew. While the fight rages on around them, be sure 
  to frame the philosophical conflict as well—does 
  the Crew try to contain the damage by leaving with 
  Davis, or do they stay and protect the tribe? You 
  might stress the barbaric acts committed by the 
  invading Huth tribe, then describe Davis firing his 
  phaser. You want to play on competing emotions. 
  Keep the action fast-paced; don’t give the Crew time 
  to think.
  • They leave with Davis: Ensign Davis is currently 
  in the middle of the battle, firing his phaser 
  again and again. To reach him, the Crew must 
  wade into the thick of things, confronting one 
  or two Huth along the way. Once they reach 
  Davis, they must grab hold of him and call 
  for immediate transport. If characters simply 
  recover Ensign Davis, Thuath’s tribe is massa-
  cred. Once back on board, proceed to LCARS 
  4.2.
  • They help the Huth: Another option the Crew 
  might take is assisting the Huth in defending 
  their village. Although this defies the Prime 
  Directive, players might reason that the culture 
  has already been contaminated. To turn the tide 
  of battle, the Crew must incapacitate a total of 
  sixteen opposing Huth. This does not include 
  the “incidental” Huth that the Crew might run 
  into while retrieving their equipment. At this 
  point, the invading Huth panic and scatter, 
  leaving Thuath’s tribe alive to see another day. 
  Afterwards, Ensign Davis agrees to return to 
  the ship, then, without another word.
  LCARS 4.1—RETURN TO THE HOOD
   
  Beaming back to the Hood, the Huth village 
  becomes nothing more than a blur, and when their 
  vision clears, the Crew stands in the transporter 
  room. Captain DeSoto waits for them. Looking 
  at Ensign Davis with a sad expression, DeSoto 
  reproaches him (though sympathetically). Ensign 
  Davis, straining to maintain his composure, tells the 
  captain he is ready to face charges. Captain DeSoto 
  nods and orders him confined to quarters.
   
  Any character needing medical attention should 
  report to Sickbay. DeSoto tells the remaining char-
  acters to get cleaned up and meet him in his Ready 
  Room in one hour.
  LCARS 4.2—RESOLUTION
   
  Captain DeSoto asks about the condition of any 
  wounded member of the team first and proceeds 
  with an after action review. This is the Narrator’s 
  opportunity to counsel characters through the voice 
  of the captain.
   
  Encourage the players to relate the events on 
  Rogun II. Ask their opinion of Ensign Davis’ actions. 
  If the Crew asks about Ensign Davis’ fate, Captain 
  DeSoto admits he sees no malice in Davis’ actions, 
  but what he did will probably get him cashiered out 
  of Starfleet. He sadly waves aside any objections and 
  admits having some sympathy for Ensign Davis.
   
  The ends never justify the means because there 
  
  9 - THE CRUSOE EFFECT
  is no way of knowing what the ends would truly be, 
  DeSoto points out. 
  AWARDS
  Award individual experience to characters as fol-
  lows:
  • Crew survived intact: 250 amongst the players
  • Player made an earnest attempt at roleplaying: 
  50 points
  • Away Team avoided all contact with the Huth: 
  100 points divided amongst the players
  • Crew completed the mission and safeguarded 
  the Prime Directive: 1,000 points divided 
  amongst the players
  THE SUPPORTING CAST
   
  The following characters play important roles in 
  this episode. Feel free to create additional cast mem-
  bers as needed.
  CAPTAIN ROBERT DESOTO
   
  Some captains are born warriors and some are 
  born diplomats. Captain DeSoto is a born teacher. 
  He has spent thirty-six years in Starfleet, seventeen 
  of those years as captain of the Hood. His experi-
  ences range from leading the rescue effort after the 
  Ghorusda Disaster to the dangers of Altair III.
   
  Captain DeSoto is a mild-mannered Human con-
  tent to spend the rest of his days in the captain’s chair 
  of the U.S.S. Hood. He takes pride in his aging Excel-
  sior-class vessel and the missions it has undertaken 
  with him at the helm. He tends to speak in a “round-
  about” manner and in a fatherly tone of voice when 
  he talks to everyone.
   
  Image:  On first impression, Captain DeSoto 
  conveys an air fatherly sternness, and calm self-
  assurance. He has an average build for a man in 
  his mid-fifties. His hair is thick and gray, although 
  retreating from his forehead in a widow’s peak.
  Role Playing Notes: Your years of experience have 
  gotten you to the point where nothing takes you 
  by surprise anymore. Your voice is calm, reassur-
  ing, and you never lose your temper.
  ENSIGN FRANK DAVIS
   
  Species: Human
  Species Abilities: Adaptable (+2 to Will); the 
  Human Spirit; Skilled
  Attributes: Agl 6, Int 8 (+1)*, Per 9 (+1)*, Prs 6, Str 
  8 (+1), Vit 8 (+1)
  Reactions: Quik +2, Savv +1, Stam +1, Will +3*
  Profession(s): Starship Officer (Engineering)
  Professional Abilities: Engineering Certification, 
  Starship Duty
  Advancements: 1
  Skills: Athletics (Hiking) +6, Computer Use 
  +4, Construct +4, Engineering: Propulsion 
  Engineering +3, Engineering: Structural Engi-
  neering (Metallurgy) +5, Knowledge: Culture 
  (Human) +5, Knowledge: History (Human) +4, 
  Knowledge: Law +3, Knowledge: Specific World 
  (Earth) +4, Language: Federation Standard +4, 
  Language: Huth +2, Ranged Combat: Energy 
  Weapon +2, Repair +4, Science: Physical +3, 
  Survival +4, System Operation (Sensors) +6
  ROGUN II
  Planet Name: Rogun II
  Class: M
  System Data: Rogun II is a moonless world in orbit of 
  a red main-sequence star.
  Gravity: .9 G, Rogun II is slightly smaller than Earth. 
  Year and Day: 243/21
  Atmosphere: Oxygen-nitrogen with high ozone con-
  tent. Earth-normal pressure.
  Hydrosphere: 77% surface water. High moisture con-
  tent in atmosphere.
  Climate: Damp and temperate
  Sapient Species: Huth (humanoid, share many fea-
  tures with Earth deer, herbivorous), approximately 1.5 
  million.
  Tech Level: Level One (An off-world survey con-
  ducted by U.S.S. Tsilokovski, seven years ago, deter-
  mined Huth possessed Stone Age technology.)
  Government: Tribal
  Culture: Survival focused conflict between tribes. 
  Conflict often centers on foraging territory.
  Affiliation: None. Planet in Federation space under 
  auspices of Prime Directive.
  Resources: Heavy tree cover over most of land sur-
  face. Crust contains high quantities of peat and 
  iron.
  Places of Note: None
  Ship Facilities: Not Applicable
  Other Details: Planet off limits to surface exploration 
  and resource exploitation. Contact with sapient spe-
  cies prohibited.
  
  10 - THE CRUSOE EFFECT
  Edges: Skill Focus (Craftsman)
  Flaws: None
  Health: 9  
  Courage: 5 
  Renown: 1
   *Favored Attribute or Reaction
  Image: Ensign Davis has not seen civilization for 
  over two months. His hair is long and unkempt 
  and he has a somewhat spotty beard covering his 
  face. He projects a demeanor of youthful exuber-
  ance and brashness, though inside he’s not sure 
  of himself at all. 
  Role Playing Notes: Panic! You’ve just realized 
  how much hot water you’re in. Emotion is king 
  and you need to be (if you’d pardon the pun) 
  brought back down to earth. You are convinced 
  you did the right thing, given the circumstances.
   
   
  When Ensign Davis attended Starfleet Academy 
  he never paid particular attention to the Prime Direc-
  tive; he viewed it as nothing more than a curve ball 
  thrown into his exams now and then. He received 
  a reprimand for failing Cultural Relations; and only 
  graduated after passing it a second time. After 
  becoming marooned on Rogun II he blatantly defied 
  the Prime Directive by assisting Thuath and his tribe. 
  The magnitude of his offense doesn’t become appar-
  ent to him until the Crew arrives.
   
  Ensign Davis is not an evil man with a grand 
  scheme. He is instead a man who wished to repay 
  an act of kindness, but committed a grievous error in 
  judgement.
   
  THUATH
  Attributes: Agl 9 (+1), Int 6, Per 8 (+1), Prs 8 (+1), 
  Str 10 (+2), Vit 10 (+2)
  Reactions: Quik +2, Savv +1, Stam +2, Will +2
  Skills: Armed Combat: Melee Weapons +4, Ath-
  letics +6, Engineering: Structural Engineer-
  ing (Mechanical) +3, Knowledge: Culture +3, 
  Knowledge: History +2, Knowledge: Law +2, 
  Language: Huth +1, Observe (Track) +6, Sci-
  ence: Physical Science +2, Stealth (Sneak) +4, 
  Survival +5
  Edges: Skill Focus (Keen Smell)
  Flaws: None
  Health: 12  
  Courage: 1
  Image: A very muscular Huth. He tends to quietly 
  observe (and later prod and poke) something 
  new and undiscovered.
  Role Playing Notes: Remain quiet for the most 
  part occasionally grunting and giving quizzical 
  looks to Ensign Davis when you don’t understand 
  something. Be friendly to Davis’ companions—
  they might help your tribe, too. And they’re obvi-
  ously Davis’ tribesmen.
   
  Thuath is a tribal leader among the Huth. When 
  his people found the crashed runabout, he insisted 
  the strange creature they found still living be brought 
  back to their village. Since then, his tribe has gone 
  from the cusp of extinction to contenders for sur-
  vival.
  TYPICAL HUTH TRIBESMAN
  Attributes: Agl 7, Int 4 (-1), Per 6, Prs 6, Str 10 (+2), 
  Vit 10 (+2)
  Reactions: Quik +1, Savv +0, Stam +2, Will +2
  Skills: Armed Combat: Melee Weapons +3, Athlet-
  ics +5, Knowledge: Culture +1, Knowledge: His-
  tory +1, Knowledge: Law +1, Language: Huth +1, 
  Observe (Track) +4, Stealth (Sneak) +2, Survival 
  +4
  Edges: Skill Focus (Keen Smell)
  Flaws: None
  Health: 12  
  Courage: 0
  HUTH
  Traits Common to Species
   
  Huth males are aggressive toward other males not 
  bearing their tribe’s scent. Huth stand at an average 
  of 2 meters tall. Huth do not possess stereoscopic vision 
  (i.e., their eyes are on the sides of their head). This gives 
  them a wide angle of vision but poor depth percep-
  tion. They also have a very acute sense of smell.
  Story Notes
   
  The Huth have only recently, within the last 100 
  years, developed tribal societies. Still gathering herbi-
  vores, they rely on foraging widely for food. This leads to 
  competition with other tribes for food. Technologically, 
  they live with Stone Age technology. 
   
  The Huth have achieved sapience but do not 
  yet dominate their world. They remain susceptible to 
  attacks from predators, and live at the mercy of the 
  elements. Because of this, their skills in survival are well 
  honed.
   
  The Huth tribe led by Thuath is not as aggressive as 
  other tribes. Ensign Davis increases the tribe’s chances 
  of survival by teaching them agriculture, and giving 
  them steel tools and weapons. The Huth believe Davis 
  to be, if not a god, then their tribe’s benefactor. 
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/Star Trek Rpg - Decipher - Adventure - The Crusoe Effect.pdf