TEXT: The Crusoe Effect
  The Crusoe Effect
  T
  he Crusoe Effect is a demonstration adventure used to 
  introduce players to the Star Trek: The Next Genera-
  tion 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. Unfortu-
  nately, 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 survi-
  vor, Ensign Davis. The Huth are a species of deer-like 
  humanoids in a stage of Stone Age technological devel-
  opment (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 survival 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 mis-
  sion, 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 civili-
  zation. In the end, when a rival tribe of Huth attacks 
  the village, 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 Directive, 
  the Narrator should ensure the Crew obeys the General 
  Order One to the best of their ability. During the adven-
  ture, 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 decision makes sense; you want 
  them to question their actions. The easiest road is seldom 
  the correct one. 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 
  
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  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 originat-
  ing 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 collection of fishing lures 
  is mounted on the wall. The only apparent concessions 
  to the 24th century are a portable 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 ques-
  tion 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 neigh-
  boring 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 run-
  about’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 Offi-
  cer 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 sug-
  gests he assist the Tactical Officer. DeSoto hopes every-
  one on the Patuxent survived the crash. If there are casu-
  alties, their remains are to be transported to the Hood.
   
  Captain DeSoto concludes by stressing the impor-
  tance of rescuing the survivors and minimizing any cul-
  tural 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 pro-
  vided 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 busi-
  ness. 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 (4) Shipboard Systems (Sensors) Skill Test. If success-
  ful, hand the player Rogun II’s planetary template. Most 
  important: Rogun II is inhabited by a primitive civiliza-
  tion, with a tech level equivalent to the Stone Age. Thus, 
  the natives fall under the authority of the Prime Direc-
  tive. With a successful Moderate (6) Computer (Research) 
  Skill Test, the Crewman discovers 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 
  surreptitiously.)
   
  With successful Computer (Research) Test against 
  a Routine (4) difficulty, the Crew learns the U.S.S. 
  Patuxent had a crew of three: Lieutenant Timothy Kelly 
  (Command), Lieutenant Gary Wickman (Science), and 
  Ensign Frank Davis (Engineering). Nothing in their ser-
  vice 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 Routine (4) Com-
  puter (Research) Test, the Crew learns the runabout had 
  enough rations to last the three crewmembers one week. 
  The ship was equipped with an emergency beacon, 
  which transmits a standard distress message. 
  
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  With a Moderate (7) Shipboard Systems (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 Test Result of 25, 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 30, also inform 
  him or her that there is a small village only 10 kilometers 
  away. 
   
  A successful Moderate (6) Materials Engineering or 
  Demolitions Skill Test is needed to devise a method for 
  scuttling the runabout. If successful, he discovers infor-
  mation 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 wreckage. 
   
  No actual test is required to obtain the needed equip-
  ment. A Starfleet medical kit contains all the supplies the 
  Away Team will need—phasers and tricorders are read-
  ily available.
   
  The Crew will likely try to locate the Patuxent’s sur-
  vivors, 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 ultimate fate in 
  this way damages the story, the sensors are of little use; 
  it would take days to scan the surface of the planet look-
  ing 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 rec-
  ommendations, listen for the following points.
  • A sapient species lives on the planet below. They 
  are primitive culture, and a crashed runabout could 
  have a definite impact on its development.
  • If any of the crew survived, they probably had to 
  feed by foraging. The Chief Medial Officer, in fact, 
  can confirm this with successful Medical Science 
  (Human) Test at Routine (5) Difficulty, determining 
  that the average human can live only two weeks 
  without food.
  • Survivors should be recovered quickly and quietly. 
  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, 6+4D6 damage) and a 
  tricorder appropriate to his or her Department. The ship’s 
  Doctor should also have the Medical Kit he or she put 
  together. Likewise, the Tactical Officer (or Engineer) has 
  a duranium suitcase containing six canisters of Decon-
  structing Nanites if they were able to successfully devise 
  a plan to scuttle the Patuxent. In addition, the Engineer’s 
  tricorder contains the data on the runabout to assist the 
  Tactical Officer in this task.
   
  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 clearing 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 kilo-
  meter, showing the path of the doomed runabout’s final 
  landing. The foliage about them crackles as rain falls 
  DECONSTRUCTING NANITES
   
  Nanites are microscopic machines capable of 
  manipulating individual molecules. Used initially in 
  medicine, to disassemble infectious diseases or 
  rebuild tissue, Starﬂ eet’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, Starﬂ eet’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.
  
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  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 success-
  ful Personal Equipment (Tricorder) Test at Moderate (7) 
  Difficulty. If the scanning character scores a Dramatic 
  Success, he or she can distinguish the DNA traces to the 
  runabout’s individual crewmembers. Similarly, the Crew 
  easily finds a comm badge in the wreckage (a Routine 
  (3) Tricorder 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 Personal 
  Equipment (Tricorder) Test at Challenging (9) Difficulty. 
  The easiest way to go about this is to make it a Com-
  bined Test. If successful, the character finds indications 
  of Humans to the west (Ensign Davis). If anyone scored 
  a Dramatic 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 Dramatic Success, the diffi-
  culty of this test is reduced to Moderate (8).
   
  There are several ways to assess the runabout’s flight-
  worthiness by way of Engineering Tests made at Moder-
  ate (6) Difficulty. Listed below are some possible special-
  izations.
  • 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 pilot-
  ing systems functional? (Yes, they remain undam-
  aged, if unpowered). 
  • Material Engineering (Structural/Spaceframe): Will 
  the runabout survive take-off? (No. The crash buck-
  led the hull in several places, and caused numer-
  ous micro-fractures in the metal).  
   
  As far as repair estimates go, a character succeeding 
  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 personnel. Have 
  the available engineer make a Material Engineering 
  (Structural/Spaceframe) Test, and a security officer a 
  Demolitions (Shipboard Demolitions) Test each turn. A 
  turn lasts 5 minutes, and the difficulty is Moderate (7). 
  When the combined total from both characters’ tests 
  reach 40, 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, 
  a Routine (4) Personal Equipment (Tricorder) Test, they 
  have two turns to prepare for the party’s approach. If they 
  don’t, have all characters outside the runabout make an 
  Intellect Attribute Test (including the Perception Edge) at 
  Moderate (7) Difficulty. 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.
   
  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 immediate 
  transport. If the characters have one or two turns before 
  the Huth arrive, this is a largely academic case of return-
  ing to the ship until the Huth leave the vicinity. If they 
  attempt to beam out in front of the Huth, things get a 
  trifle more difficult.
  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 ﬁ ve-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. 
  
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  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 contact-
  ing the ship, have them make an Opposed Test using 
  the character’s Personal Equipment (Communicator) Skill 
  versus Thuath’s Primitive Weapons (Club) Skill. Because 
  this is basically an Initiative Test, the character should 
  use their Coordination augmented by Reaction. 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 players 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 Athlet-
  ics (Running) Test between the character 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 (Hiding) Skill against the 
  Huths’ Search Skill. If a character 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 roll his or her character’s Coordination. 
  For every turn ahead of time the characters have to pre-
  pare, 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 Univer-
  sal 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 
   
  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 (Mineralogy) Skill Test 
  at Moderate (7) difficulty or a Personal Equipment (Tri-
  corder) Test at Routine (4) Difficulty to realize it knife 
  is forged from crudely tempered steel. Anyone making a 
  Social Sciences (Anthropology) Test at Moderate (6) Dif-
  ficulty 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 
  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 difﬁ cult, 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. 
  away from the runabout 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 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.”). Char-
  acters who attempt to communicate with the Huth are 
  shown to the village to meet Ensign Davis. 
  
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  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 discovery 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 direc-
  tions. The first is to the southwest, while the second is to 
  the northwest towards the Huth village.
   
  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 (another Rou-
  tine (4) Tricorder Test). These are the remains of Lieuten-
  ants Kelly and Wickman. Identifying the bodies requires 
  a rather morbid Extended Test using the skill Personal 
  Equipment (Tricorder) against a Moderate (7) difficulty. 
  When the total die rolls equal 40, the task is complete. 
  Each turn takes five minutes of time. If the doctor uses 
  his or her Medical Tricorder and makes a successful Per-
  sonal Equipment (Medical Tricorder) Test at Challenging 
  (9) Difficulty, 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 Social Science (Anthropology) Test at Rou-
  tine (5) Difficulty confirms these as beyond the capabili-
  ties of an Early Stone Age culture. More shocking, they 
  see a Human drawing 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 Routine (4) 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 trans-
  porting him to the Hood. Unless Thuath, or another 
  Huth, escorts them, the Crew has to sneak into the vil-
  lage. Leave it up to them as to when they attempt this 
  (immediately, at night, etc.). The first thing the charac-
  ters 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 watching Davis’ 
  movements. This requires a successful Moderate (7) Hide 
  Skill Test. It’s easier if the Crew uses their tricorders, 
  a Personal Equipment (Tricorder) Test made at Moder-
  ate (6) Difficulty. Once they know where Davis can be 
  found, the transporter chief can beam the Crew into the 
  hut with no one the wiser. 
   
  Sneaking in on foot is a more difficult undertaking. 
  Two sentries walk the perimeter at night, and getting 
  past them requires a successful Stealth (Stealthy Move-
  ment) Opposed Test against their Intellect + Perception 
  (or Search 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 charac-
  ters 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 characters can make 
  a Receptive Telepathy at Challenging (10) Difficulty. 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 mal-
  functioning warp coil spun the ship into the plan-
  
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  et’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 hard-
  ship when they cannot find enough food to eat. 
  Survival is difficult for them. Making a successful 
  Life Sciences (Ecology) Test at Routine (4) verifies 
  this—without agriculture, a small group of herbi-
  vores cover a large amount of territory. By teach-
  ing them agriculture and giving them metal tools, 
  Davis has increased the tribe’s chances for sur-
  vival.
  • 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 himself 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 Persuasion 
  skill while Ensign Davis uses his Presence augmented by 
  his Willpower. A character who uses a calm voice and 
  treats him sympathetically can add his or her Empathy 
  edge to the die roll. 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 con-
  tacts the Hood. Beaming out in front of a Huth is a bad 
  idea. 
   
  Finally, the Crew could encounter Ensign Davis will-
  ingly—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 wear-
  ing Starfleet uniforms; quite the opposite. Thus, this con-
  versation with Davis could take place at any time of 
  day, and in almost any circumstances, 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 communication 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 Team.
   
  The Crew has one last opportunity to try to convince 
  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 over-
  whelming numbers opposes the “friendly Huth.” Ensign 
  Davis picks up his phaser and heads in the same direc-
  tion as the Huth. 
   
  It’s up to the Crew to free themselves. Escaping from 
  their bonds requires an Extended Fitness Test (augmented 
  by Strength) or Coordination Test (augmented by Dexter-
  ity) for each character. Each turn takes one minute, and 
  the difficulty is Routine (4). When he or she reaches a 
  total of nine, 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 village 
  
  8 - THE CRUSOE EFFECT
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  perimeter; they seem bent on genocide, as they attack 
  women and children. Without the Crew’s help, the tribe 
  faces annihilation. Three minutes 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 character until he or she is dead. 
   
  Once free, the Crew must retrieve their equipment, 
  which is kept in Ensign Davis’ hut. This takes two min-
  utes.
   
  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 massacred. 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 oppos-
  ing 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 sympatheti-
  cally). Ensign Davis, straining to maintain his compo-
  sure, tells the captain he is ready to face charges. Cap-
  tain DeSoto nods and orders him confined to quarters.
   
  Any character needing medical attention should 
  report to Sickbay. DeSoto tells the remaining characters 
  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 is no 
  way of knowing what the ends would truly be, DeSoto 
  points out. 
  AWARDS
  Award individual experience to characters as follows:
  • Character survived: 1 point
  • Player made an earnest attempt at roleplaying: 1 
  point
  • Away Team avoided all contact with the Huth: 2 
  points
  Character…
  …shot first and asked questions later: +2 Aggression; 
  -1 Openness.
  …made an earnest attempt to avoid contact with the 
  Huth: +2 Discipline.
  …broke the Prime Directive him- or herself: –2-6 
  Discipline.
  …came up with innovative solutions to problems: 
  +1-6 Initiative, Openness, or Skill.
  …tried to reason with Ensign Davis: +2 Openness.
   
  …avoided all contact with the Huth: +5 Skill
  
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  THE SUPPORTING CAST
   
  The following characters play important roles in this 
  episode. Feel free to create additional cast members 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 experiences range from lead-
  ing the rescue effort after the Ghorusda Disaster to the 
  dangers of Altair III.
   
  Captain DeSoto is a mild-mannered Human content 
  to spend the rest of his days in the captain’s chair of the 
  U.S.S. Hood. He takes pride in his aging Excelsior-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.
   
  Attributes
  Fitness 2
  Coordination 2
  Intellect 3
  Presence 4
   
  Willpower +1
  Psi 0
  Skills
  Administration (Starship) 3 (4)
  Athletics (Fly Fishing) 2 (4)
  Command (Starship) 4 (5)
  Computer (Research) 1 (2)
  Culture (Human) 2 (3)
  Diplomacy (Trade Agreements) 1 (2)
  Dodge 1
  Energy Weapon (Phaser) 1 (2)
  History (Federation) 1 (2)
   
  (Human) (2)
  Language, Federation Standard 3
  Law (Starfleet Regulations) 4 (5)
  Personal Equipment (Tricorder) 1 (2)
  Planetary Science (Ecology) 2 (3)
  Planetside Survival (Mountains) 1 (2)
  Shipboard Systems (Command) 2 (3)
  Starship Tactics (Federation) 2 (3)
  Vehicle Operations (Shuttlecraft) 1 (2)
  World Knowledge (Altair III) 1 (2)
   
  (Earth) (2)
  Advantages/Disadvantages
  Code of Honor (Starfleet) -4
  Contact (Captain Jean-Luc Picard) +2
  Contact (Commander William Riker) +1
  Department Head (Command) +3
  Promotion (Captain) +15
  Courage: 5
  Renown: 66
   
  Aggression: -7 Discipline: 16 Initiative: 9 
   
   
  Openness: 17 Skill: 17
  Resistance: 2
  Wound Levels: 2/2/2/2/2/2/0
  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, reassuring, 
  and you never lose your temper.
  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 conﬂ ict between tribes. 
  Conﬂ ict often centers on foraging territory.
  Afﬁ liation: 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
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  ENSIGN FRANK DAVIS
   
  When Ensign Davis attended Starfleet Academy he 
  never paid particular attention to the Prime Directive; 
  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 assist-
  ing Thuath and his tribe. The magnitude of his offense 
  doesn’t become apparent 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 kind-
  ness, but committed a grievous error in judgement.
   
  Attributes
  Fitness 3
  Coordination 2
  Intellect 3
   
  Perception +1
  Presence 2
  Psi 0
  Skills
  Athletics (Hiking) 3 (4)
   
  (Climbing) (4)
  Computer (Modeling) 2 (3)
  Culture (Human) 2 (3)
   
  (Huth) (3)
  Dodge 1
  Energy Weapon (Phaser) 1 (2)
  History (Federation) 1 (2)
   
  (Human) (2)
  Language, Federation Standard 3
   
  Huth 1
  Law (Starfleet Regulations) 1 (2)
  Material Engineering (Civil) 2 (4)
   
  (Mechanical) (4)
  Personal Equipment (Tricorder) 1 (2)
  Physical Science (Physics) 1 (3)
  Planetside Survival (Forest) 2 (3)
  Propulsion Engineering (Warp Drive) 1 (2)
  Shipboard Systems (Sensors) 2 (3)
   
  (Transporter) (3)
  Vehicle Operations (Shuttlecraft) 1 (2)
  World Knowledge (Earth) 1 (2)
   
  (Rogun II) (2)
  Advantages/Disadvantages
  Engineering Aptitude +3
  Courage: 5
  Renown: 1
   
  Aggression: 0 Discipline: 0 Initiative: 0 
   
   
  Openness: 1 
  Skill: 0
  Resistance: 3
  Wound Levels: 3/3/3/3/3/3/0
  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 exuberance 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.
   
  THUATH
   
  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 survival.
   
  Attributes
  Fitness 4
  Coordination 4
   
  Dexterity -1
  Intellect 2
   
  Perception +2
  Presence 3
  Psi 0
  Skills
  Athletics (Running) 3 (4)
  Culture (Huth) 2 (3)
  Dodge 1
  History (Tribal) 1 (2)
  Language
  Huth 1
  Law (Tribal) 1 (2)
  Material Engineering (Civil) 1 (2)
   
  (Mechanical) (2)
  Physical Science (Physics) 1 (2)
  Planetside Survival (Forest) 3 (4)
  Primitive Weapons (Club) 2 (3)
  Advantages/Disadvantages
  Alertness +2
  Excellent Chemoreception +1
  Peripheral Vision +1
  Promotion (Tribal Leader) +1
  Courage: 3
  Renown: 5
  
  11 - THE CRUSOE EFFECT
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  Aggression: 1 Discipline: 1 Initiative: 1 
   
   
  Openness: 1 
  Skill: 1
  Resistance: 4
  Wound Levels: 4/4/4/4/4/4/0
  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 obviously Davis’ tribes-
  men. 
  TYPICAL HUTH TRIBESMAN
  Attributes
  Fitness 4
  Coordination 3
   
  Dexterity -1
  Intellect 1
   
  Perception +2
  Presence 2
  Psi 0
  Skills
  Athletics (Running) 2 (3)
  Culture (Tribal) 1 (2)
  Dodge 1
  History (Tribal) 1 (2)
  Language, Huth 1
  Law (Tribal) 1 (2)
  Planetside Survival (Forest) 3 (4)
  Primitive Weapons (Club) 2 (3)
  Advantages/Disadvantages
  Alertness +2
  Excellent Chemoreception +1
  Peripheral Vision +1
  Courage: 3
  Resistance: 4
  Wound Levels: 4/4/4/4/4/4/0
  HUTH
  Attributes
  Fitness 3 [6]
  Coordination 3 [6]
   
  Dexterity -1
  Intellect 1 [4]
  Presence 2 [5]
  Psi 0 [3]
  Skills
  Athletics (Running) 2 (3)
  Culture (Tribal) 1 (2)
  History (Tribal) 1 (2)
  Language, Huth 1
  Law (Tribal) 1 (2)
  Planetside Survival (Forest) 2 (3)
  Primitive Weapons (Club) 2 (3)
  Advantages/Disadvantages
  Alertness +2, Excellent Chemoreception +1, Periph-
  eral Vision +1, Poor Sight (-1 to ranged attacks) –2
  Special or Unique Abilities
   
  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 perception. 
  They also have a very acute sense of smell.
  Traits Common to Species
   
  Huth males are aggressive toward other males 
  not bearing their tribe’s scent. Huth stand at an aver-
  age of 2 meters tall.
  Story Notes
   
  The Huth have only recently, within the last 100 
  years, developed tribal societies. Still gathering her-
  bivores, they rely on foraging widely for food. This 
  leads to competition with other tribes for food. Tech-
  nologically, 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. 
  
  12 - THE CRUSOE EFFECT
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  THE CRUSOE EFFECT
  AUTHOR: DAVE BIGGINS
  DEVELOPMENT: ROSS A. ISAACS, DON MAPPIN
  STAR TREK: THE NEXT GENERATION® LINE DEVELOPER: ROSS A. ISAACS
  LAST UNICORN GAMES WEB DEVELOPER: DON MAPPIN
  THE LAST UNICORN GAMES WEB SITE
   
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