TEXT: All The King s'  
  Horses
  A Post-DS9 Adventure 
  For Starfleet
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor and the Starship Schematics Database
  (www.shipschematics.net)
  Special Thanks To:
  Play-testers:
  Rex, Justin, and Jeremy Rouviere,
  the U.S.S. Retributor,
  and 
  the Seventh Fleet
  (www.seventhfleet.org)
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “All The King's Horses” is an adventure for 
  use with the Star Trek: Role playing Game by 
  Decipher.  It is suitable for a crew of 2-6 
  players playing a Starfleet crew during the 
  Motion Picture era.  With some 
  modification, this adventure could be 
  adapted for other crews and other eras.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide, Star Trek: Narrator’s 
  Guide, and may require the use of the Star 
  Trek: Starfleet Operations Manual in running 
  this adventure.  A number of pre-generated 
  characters are available at the end of the 
  mission.  Alternately, players may substitute 
  their own characters with the approval of the 
  Narrator.  
     The adventure takes place near the edge of 
  explored space in the year 2387.  Players 
  who wish to take part in this adventure 
  should not read any further.  
  Adventure Synopsis
     The Federation starship U.S.S. Montpelier 
  visits a Class M world (Hera Denatra IV) in 
  answer to a garbled call from an observation 
  team working amongst the pre-industrial 
  civilization native to that world.  Once in 
  orbit, Montpelier monitors the approach of a 
  comet which may graze the atmosphere. 
     The local population is going slightly nuts 
  about the "coming apocalypse" (the comet), 
  but the “end of civilization” becomes much 
  less far-fetched when the heroes realize the 
  comet is loaded with cyano-sarium particles, 
  which will poison much of the planet's 
  surface and ecology. The question now 
  becomes, "Do the heroes violate the Prime 
  Directive?" 
  *One minor note: the comet core is composed 
  primarily of a sarium alloy.  Once fired upon, the 
  comet will absorb a certain amount of energy, 
  then explode violently if fired upon. 
  Recommended 
  Date/ 
  Season/Stardate: 
  2387/ Post-Star Trek:Nemesis /SD 64476.7
  Setting: 
     Hera Sector- Deep space near the edge of 
  Federation-charted territory.  
  Background:
     Hera Donatra system is one of seven in the 
  remote Hera Sector, near the edge of 
  Federation space.  Little is known about the 
  sector, as it has been charted, but never fully 
  explored.  
     After a brief survey by the U.S.S. Pioneer, 
  in 2365, a small survey team was landed in 
  2386 to monitor and investigate Donatran 
  society and development.  The team has 
  been in place for almost 32 months without 
  incident.
  Additional 
  Materials:
     A Seventh Fleet Scoring sheet has been 
  included to provide neutral benchmarks 
  which allow this adventure to be scored for 
  tournament play.
  1
  
  Act One
  Standard Orbit and Preparations. 
     The adventure should open in media res 
  with Handout #1 (Captain's Log).  
     Montpelier has slowed to sublight at the 
  edges of the Hera Donatra system en route 
  to planet 4.  Before making orbit, the crew 
  must take appropriate precautions.  Doctor 
  Ravenwood recommends that the crew 
  reconfigure Montpelier's shields to block 
  light to prevent her detection.  Although the 
  society is comparatively primitive, there is a 
  small, but growing cadre of astronomers 
  among the natives.
     According to his experiences, the 
  Donatrans are beginning to look to the stars 
  and to ask the questions that eventually 
  drove the humans into the stars.
     Should any of the heroes ask, they should 
  receive Handout #2 (
   
   Sociological Profile)
   
   .  
     As Montpelier coasts into orbit, a TN 10 
  System Operation (Sensors, Tactical, or Ops) 
  test will reveal a visitor also approaching the 
  planet.  
     There is a Class 3 comet approaching the 
  planet- roughly egg shaped and 
  approximately 2500 meters in diameter.  A 
  TN 10 System Operation (Sensors) test will 
  earn the heroes Handout #3 (Comet 
  Analysis).   A TN 10 Space Science 
  (Astrogation) test will confirm that the comet 
  will pass within 100,000 kilometers of the 
  planet, but gravitic forces are so carefully 
  balanced that it will require more study to 
  determine whether or not it will actually 
  impact the planet.  The closest point of 
  approach to the planet should be sometime 
  in the next thirty-six hours.
     As to the observation post below, there is 
  no answer to the heroes hails, and sensors 
  indicate no lifesigns or power readings at the 
  observation post.  Denatran lifesigns are 
  close enough to human standard to make 
  scanning for the anthropology teams 
  difficult.  Because the Donatrans are not 
  considered especially violent and the 
  assignment was deemed safe- neither 
  scientist was fitted with rubindium crystal 
  transponders or other tracking devices (they 
  refused).   
     Because of Prime Directive considerations, 
  the heroes should don suitable costumes 
  before beaming to the surface, and consider 
  carefully just what gear and equipment 
  they're taking.
  The Marketplace  
     Beaming into the capital, the heroes and 
  Doctor Ravenwood discover the place in a 
  cheerful turmoil.  There is much revelry and 
  abandon (as well as looting and pillaging) 
  going on.  A street preacher can be seen 
  “crying repentance” as passers-by pelt him 
  with garbage and rotting vegetables.  Should 
  they manage to engage any of the locals in 
  discussion, the heroes learn that local 
  population is going slightly nuts about the 
  approaching comet.  Most of the population 
  is convinced it's the “end of the world", 
  while others are simply enjoying the 
  resulting anarchy.  
     Many shops and places of business are 
  closed- but the pubs and brothels appear to 
  be doing brisk business.  Apparently the 
  local religious leaders have (however 
  inadvertently) declared a 25-hour 
  Bacchanalia- a sort of “last fling” before the 
  final twelve-hour fasting and repentance 
  period.  “Victimless” sins (those vices which 
  cause no harm to persons or property) have 
  been obliquely allowed- meaning that 
  drunkenness, debauchery, womanizing, 
  gluttony, and other “harmless” mischief are 
  on the menu for another day or so.
     Away team members on the surface should 
  be confronted by (and even propositioned 
  by) drunken revelers, half-potted fools, and 
  assorted thieves, pick-pockets, and other 
  assorted merry-makers.
  The Observation Post  
     Assuming they reach the Observation Post 
  unobserved (or at least unmolested), the 
  discover the ruins of a two-story Tudor-style 
  manor/inn (the sort of thing you'd expect 
  Shakespeare to have lived in).  The back 
  gardens (if the heroes make their approach 
  from that venue) are extremely well-kept and 
  demonstrate a certain degree of industry and 
  attention.  The rear door and windows 
  remain sealed.
  2
  
     The front outer door and windows, on the 
  other hand, are all shattered by mob action 
  and the interior has been gutted by fire.  The 
  upper floor has partially collapsed into the 
  ground floor, and much of the ruin is still 
  smoldering- and too hot to enter.   
     There is no sign of the anthropology team- 
  but a number of low-level power sources 
  can (barely) detected in a sealed vault near 
  the stone foundations in the basement.  
     Nearly all of the team's equipment is 
  stored here, and their notes are intact.    
  Unfortunately, the ruins of the post's 
  subspace radio are also nearby- smashed, 
  gutted, and burned.
  The Bauble
     As the heroes exit the ruins of the outpost, 
  they are accosted by a small gang of 
  toughs/ruffians lurking nearby.  Half-drunk, 
  belligerent (and none-too-bright to begin 
  with) these locals will laugh at and perhaps 
  even taunt the heroes demanding to know if 
  they were friends of the Masons.  One 
  particular punk can be seen wearing 
  platinum circuit relay stolen from the 
  Mason's subspace radio.
     If the heroes play it properly, they can 
  learn that the Masons earned the wrath of 
  the Canter (a local religious leader roughly 
  comparable to a Bishop).  He had 
  proclaimed that the appearance of the comet 
  was the fulfillment of prophecy- but the 
  Masons publicly argued that this was NOT 
  the end of the world- simply a comet passing 
  through the system.  They were arrested for 
  heresy, and David Mason was killed when 
  the house was assaulted and looted.  Mrs. 
  Mason was hauled off to be burned as a 
  witch- but the thugs don't know to where. 
     
  The Fight
     If the heroes give them any excuse to do 
  so, the toughs will attack the landing party. 
  Their official justification (should anyone 
  ask) is that the heroes were speaking 
  blasphemy and they (the toughs) thought the 
  heroes were witches as well.  The real 
  justification is far simpler- they're bullies and 
  cowards and the end of the world is at hand. 
     The fight- once it's joined- should be 
  relatively short.  The thugs are using basic 
  brawling and no tactics.  They should be no 
  match for trained Starfleet officers using 
  cooperative tactics.
     There should be at least three more thugs 
  than landing party members, and when all 
  but two of their number have fallen, the rest 
  will scatter, trying to get away.
  Optional Scene- The Chase
     If the heroes decide to give chase, the 
  surviving thugs will attempt to lose the 
  heroes by splitting up and then ducking 
  down an alley way.   The chase starts out at 
  10 meter range.  Each round, each side 
  should make an Opposed Athletics test (the 
  thugs get a +8 to this test because of their 
  familiarity with the terrain).  A matched 
  result means the distance between pursuer 
  and target remains the same.  For every five 
  points of difference between the two rolls, 
  the pursuer may close the distance (or the 
  target may open the distance) by one meter. 
     The chase ends when the pursuer catches 
  his target, the range is opened to twenty 
  meters, or the pursuer calls off the chase.
  Shelter  
     Once the fight is concluded, a TN 5 
  Observation or Alertness test will reveal a 
  young boy- perhaps ten or eleven years old- 
  leaving the scene and running to a 
  neighboring house.
     If the heroes follow the boy, they wind 
  wind up at the home of a middle-aged 
  neighbor woman named Mrs. Hafferty, a 
  friend and neighbor of the Masons.  
     Unlike more of their suspicious neighbors, 
  Hafferty is a dreamer and a frustrated 
  scholar.  A woman of some means,  Hafferty 
  has spent much of those means on books 
  and a fairly effective telescope- and she and 
  the Masons grew to be quite close.  If 
  needed, Hafferty or her servant boy Bolan 
  can serve as a guide to the away team in 
  locating and liberating Mrs. Mason.
  3
  
  Act Two
  The Comet
     An in-depth analysis of the comet 
  (whenever it is undertaken) and the 
  appropriate skill test (a TN 10 Space Science 
  (Astrophysics), Planetary Science 
  (Cosmology) or System Operation (Sensors) 
  test) should earn the heroes Handout #3 
  (Comet Analysis).
     An Extended TN 50 Space Science 
  (Astrogation) test (each test takes five 
  minutes of calculation) is needed to confirm 
  that the comet will at least graze the 
  atmosphere of Donatra IV.  There's also a 
  chance that the comet will break up and 
  actually impact the planet surface.  Because 
  the tidal forces (gravity) involved are so 
  delicately balanced, it's impossible to say 
  precisely whether a near miss or a crash will 
  be the final outcome.  Planetary Science 
  (Ecology), Life Science, Medicine, and 
  Physical Science (Chemistry) tests will 
  confirm that even a graze will cause 
  widespread ecological damage to the planet- 
  spreading cyano-sarium compounds 
  throughout the biosphere.  A direct hit 
  would be even more devastating- likely 
  resulting in both mass extinctions and 
  certainly the end of Donatran civilization as 
  it currently exists.
     Attempting to shift the comet's course (to 
  avoid the planet) is problematic, at best.   
     The first major hurdle is the comet's sheer 
  mass.  The comet is more than a mile and a 
  half in diameter, and neither Montpelier's 
  tractors nor her impulse engines) were 
  designed to move so massive an object.  
     Further, the comet's crystalline structure is 
  both unstable and very, very fragile.  A TN 
  10 Structural Engineering or System 
  Engineering (Tractors) test will confirm that 
  any attempt to alter the comet's course using 
  tractor beams (even if they could hope to 
  cope with the mass) would almost certainly 
  cause it to fragment.  If the comet's course is 
  to be altered, a way must be found to apply 
  the stress evenly to the entire comet in order 
  to avoid fragmentation.
     Attempting to destroy the comet is equally 
  problematic- conventional phasers or even 
  torpedo blasts will cause the same sort of 
  fragmentation as the tractors.  Worse, a TN 
  10 Physical Science (Chemistry) or System 
  Engineering test will remind the heroes that 
  sarium compounds are used in Federation 
  power systems to store energy.  The cyano-
  sarium compounds would tend to absorb the 
  energy before exploding violently-  making 
  the outcome of a conventional attack 
  extremely unpredictable.  If the comet is to 
  be fired upon, a means must be discovered 
  to ensure that the energy is distributed 
  evenly and uniformly and that the comet is 
  vaporized completely. 
     Finally, there's also the matter of 
  Federation law.  Hera Donatra IV is 
  protected by the Prime Directive- any 
  interference in the planet's natural 
  development is a violation of both 
  Federation Law and Starfleet General 
  Orders.  In taking any action at all, the 
  characters would be risking a general court-
  martial and the end of their careers, at the 
  very least.
  Act Three
  Doctor Mason
     Whether they locate her by sensor scans 
  or through a native guide, the heroes will 
  need to rescue Doctor Mason, who is being 
  held beneath the Canter's palace.
     While somewhat grandiosely named, the 
  “palace” is comprised of four main levels 
  (two above ground and two below).  
     Having been beaten and rendered 
  unconscious, Doctor Mason is being held in 
  a cell in the lowest level of the “palace” and 
  has had neither food nor water for three 
  days- and is suffering from severe 
  dehydration.  
     There are a total of eleven persons in the 
  palace, with seven of them on the first and 
  second floors.  Two are on the upper level of 
  the basement, and two (one of them Mason) 
  on the lower level- but in separate quarters.
     If the heroes choose, they can certainly 
  attempt to “storm the castle”, and if they do 
  so with modern weaponry, will win handily- 
  and very likely be court-martialed  upon 
  their return.  In this instance a more subtle 
  4
  
  approach (including using the transporter to 
  beam into the basement levels) would be 
  more effective.  
  Optional Scene- On the Street* 
     If (at any time after The Fight above) the 
  heroes move about the city as a group on 
  foot the Narrator may schedule a rematch, of 
  sorts.  
     Spotting the heroes, one or more of the 
  thugs from the earlier confrontation may spot 
  the heroes and denounce them as a witch, 
  which will provoke a startling and vengeful 
  response from everyone nearby.  
    In this second confrontation, there should 
  be at least 3d6 bystanders (who will join the 
  mob) and they should be reinforced by 1d6 
  additional bystanders every minute.
     How the heroes handle this predicament is 
  up to them- but the Prime Directive is still in 
  full force.
     The mobbers should be armed more with 
  clubs and rocks than with knives or swords, 
  but the Narrator should tailor this encounter 
  as necessary to challenge the characters.
     The Narrator is also strongly advised to 
  reward good tactics, good roleplaying and 
  good Persuade, Influence, and Negotiate 
  rolls.  
  Notes:
  Rock Damage: 1d6
  Molotov Cocktail Damage 1d6 initial, 1d6
  per round until extinguished , 1m radius.
  (Flames can be extinguished in two 
  rounds with a Stop-Drop-Roll maneuver, 
  or otherwise burn 1d6 rounds.)
  Bonfire
     If the characters wish to wait (or wait too 
  long), they might also have the opportunity 
  to rescue Doctor Mason at her scheduled 
  execution.  Having been condemned as a 
  witch, Mason is brought to a public square, 
  tied to a tall pole, and surrounded by 
  bracken- which is then lit on fire.
     Again, how the heroes handle this is 
  entirely at their discretion- but the Prime 
  Directive is in full force and the crowd is at 
  a fever pitch of hysteria.  
     The odds of a peaceful solution are 
  exceedingly thin.  If, on the other hand, the 
  Narrator hasn't trotted out On the Street 
  (above), now would be a good time to do 
  so.
  Optional Scene- Doing it the 
  Hard Way
     Should the heroes make a conventional 
  attack on the comet or use their tractor 
  beams, the comet will automatically 
  fragment into 1d6 pieces, and the adventure 
  should be resolved in Chasing Down All the 
  pieces below.
     There is another option, however- should 
  the heroes decide to reconfigure their 
  phasers to assure a wider pattern of fire  in 
  order to vaporize the comet evenly (as was 
  attempted aboard the U.S.S. Defiant in the 
  Deep Space Nine episode “Destiny”) they 
  may make a TN 30 System Engineering 
  (Weapons) test.  The work will require three 
  hours to complete.  
     Any success will ensure that the comet is 
  vaporized evenly when it is fired upon.  A 
  failure, on the other hand will fragment the 
  comet into 1d6 large pieces.  A Complete 
  failure  will fragment the comet into 
  1d6X100 pieces.  A Disastrous Failure will 
  completely shatter the comet into a largish 
  cloud- whose pieces lack the momentum to 
  escape Donatra's gravity well.
  Optional Scene- Blowing it to 
  Smithereenees**
     Should the heroes decide to attempt to 
  destroy the comet's, they can do so- but they 
  will need to be very carefully in how they go 
  about this.  A conventional attack with 
  phasers or torpedoes will (as noted above) 
  likely cause the comet to fragment (most of 
  which will find their way into Donatra IV's 
  biosphere).  By placing a series of photon 
  torpedoes or tri-cobalt devices in the heart of 
  the comet (and detonating them 
  simultaneously), the heroes should be able 
  to vaporize the comet nearly completely.   
  *The players are advised to avoid watching 
  Bruce Campbell's Army of Darkness before 
  playing this encounter.
  ** With apologies to Yosemite Sam.
  5
  
     This approach will require A TN 20 
  Demolitions or System Engineering 
  (Weapons) test. A Marginal success will 
  vaporize 70% of the comet, while each 
  degree of success will add 10% to the 
  vaporization total.  An Extraordinary success
  will complete vaporize the comet.  
     A failure will fragment the comet into 1d6 
  large pieces.  A Complete failure will 
  fragment the comet into 1d6X100 pieces.  
     A Disastrous Failure will completely 
  shatter the comet into a largish cloud- 
  whose pieces lack the momentum to escape 
  Donatra's gravity well.
     Any surviving fragments will need to be 
  dealt with as outlined in Chasing Down the 
  Pieces, below.
     The core of the comet is absolutely frigid 
  and inhospitable (the heroes must wear 
  environmental suits in order to survive), but 
  is also quite beautiful.  It glows with a very 
  faint blue light (not quite bright enough to 
  work by) and is essentially a natural 
  cathedral of ice crystals.  (Narrators wishing 
  to offer a visual reference might refer to 
  pictures of the Fortress of Solitude from the 
  Superman movies.
  Optional Scene- Adding a New 
  Wrinkle
     Should the heroes decide to alter the 
  comet's course, they will find that subtlety is 
  the best approach (as noted above, more 
  brute force applications risk fragmenting the
  comet).     
     If they can maneuvering Montpelier close 
  alongside the comet, the crew can use the 
  ship's warp drive to create a static warp 
  bubble (and a localized gravimetric 
  distortion) which will subtly alter the course 
  of the comet.  If done correctly, the 
  gravimetric distortion can be used to “bend” 
  the comet's course ever so slightly, causing 
  it to miss the planet.  This is analogous to 
  rolling a marble down a mattress and 
  steering it by pressing down on the mattress 
  to create dimples.   
     Unfortunately, this approach will place 
  Montpelier in considerable danger.  On the 
  one hand, she must be comparatively close 
  to the comet (risking a collision if something 
  goes wrong) and on the other, she will be 
  pushing her engines at maximum power for 
  an extended period.
     Because of the power requirements, 
  Montpelier cannot power her shields during 
  this maneuver.
     Creating (and adjusting) the distortion will 
  require a cooperative effort from for the 
  crew.
     Every round, the following rolls must be 
  made: the Science Officer should make a TN 
  20 Space Science (Astrophysics)
  test to monitor the comet, its structural 
  stress, and any course alteration.
  For each degree of success, the Science 
  Officer may provide the Chief Engineer with 
  a +1 bonus to his Propulsion Engineering 
  (Warp Drive) test. Each degree of failure 
  increases the stress on the comet by 10%. 
  Should the stress reach 50%, the comet will 
  automatically fragment into 1d6 pieces.
     Also once per round, the helmsman (or 
  conn officer) must make a TN 15 System 
  Operation (Helm or Conn) test each round. 
  In the event of a Catastrophic failure, 
  Montpelier is in danger of a collision, just as 
  if the comet had fragmented, below.
     If this first test was successful, the 
  Helmsman may also make a TN 20 System 
  Operation (Helm or Conn) test to alleviate 
  stress on Montpelier's engines (as with the 
  Surfing Space-Time professional ability).  If 
  this second roll is successful, Montpelier 
  gains a +5 to her Reliability check (below).
     The last two tests are made by the Chief 
  Engineer, as follows: once per round, the 
  engineer must make a TN 20 Propulsion 
  Engineering (Warp Drive) test.  
     A marginal success increases the course 
  change count by 1.  Each further degree of 
  success increases that result by 1 (meaning 
  an Extraordinary success will increase the 
  count by 4).  Once the total cumulative 
  count reaches 15*, the comet's course has 
  been altered sufficiently to clear the planet.
     A failure or Complete failure to the 
  Propulsion test above, on the other hand, 
  results in no change except increased stress 
  on the comet's structure.  A Catastrophic 
  failure will cause the comet to fracture into 
  1d6 large pieces.
  6
  
     As noted above, the Chief Engineer may 
  receive a bonus to this test from the Science 
  Officer's Space Science test.
     In addition to the Propulsion Engineering 
  test above, the Montpelier herself must make 
  a TN 10 Reliability check against her 
  propulsion system each round.  A failure 
  causes one block of damage to the engines. 
  A Catastrophic failure takes the warp drive 
  completely off-line (all blocks checked off), 
  and must be repaired per the rules in the 
  Narrator’s Guide.
     As noted above, Montpelier may receive a 
  bonus to this test from the Helmsman's 
  System Operation test.  
     Because this is (technically) a combat 
  situation, the ship's maneuver bonuses and 
  any bonuses for the Dogfighter and Fighting 
  Captain professional abilities apply to all of 
  these tests.
  Fallout
     If the comet were to fragment with 
  Montpelier in close proximity, the starship is 
  in danger of a collision.  To avoid this 
  collision, the Helmsman must make a TN 25 
  System Operation (Helm) test, with a +1 TN 
  penalty for each large chunk of comet.  (3 
  chunks increase the TN by +3).  If the 
  helmsman makes the check, Montpelier 
  escapes unharmed.  If he fails, however, she 
  suffers 1d3 damage as per the Starship 
  Combat Rules in the Narrator’s Guide.
     Once the comet has passed the planet , 
  the heroes can destroy the comet essentially 
  at will.
  Optional Scene- Chasing Down 
  All the Pieces
     Once the comet has been fragmented, the 
  options for dealing with it are seriously 
  reduced- and the dangers of blatantly 
  violating the Prime Directive increase 
  dramatically.  If the comet has been 
  fragmented into only a few large pieces, they 
  can be dealt with through conventional 
  phaser fire.  Care should still be taken to 
  maneuver Montpelier so that there is always 
  one bit or debris or another between her and 
  observers on the planet.    
     For each large piece to be destroyed, this 
  will require a TN 10  Tactics test from the 
  Officer of the Deck (the senior officer on 
  deck, Captain, or XO) and a TN 20 System 
  Operation (Conn) test.  For each degree of 
  success at the Captain's Tactics test, the 
  helmsman gains a +1 bonus to his System 
  Operations test.  
  .  Once in position, the comet fragment may 
  be targeted with a TN 10 System Operations 
  (Tactical or Phasers) test.
     Any successful hit that does at least 3 
  points of damage will vaporize the piece.  A 
  failure to any of the three rolls destroys the 
  fragment- but the phaser blast could be seen 
  from the planet.  The Narrator is advised to 
  roll 1d6 behind his screen (or wherever else 
  the players cannot see) and say, “Hmmm” or 
  otherwise mutter ominously.  A Catastrophic 
  failure to any of the three rolls further 
  shatters the fragment into a debris cloud.  
     Once each fragment has been pulverized 
  down to the “cloud” level, the only sure way 
  to deal with them is to use photon torpedoes 
  set for maximum yield- which virtually 
  guarantees that they will be seen from the 
  surface.  Even then, all is not necessarily 
  lost.  So long as neither Montpelier nor the 
  source of the explosions is detected, the 
  heroes should be “okay”. 
     For each debris cloud to be destroyed, the 
  crew must make a TN 20  Tactics test from 
  the Officer of the Deck (the senior officer on 
  deck, Captain, or XO) and a TN 15 System 
  Operation (Conn) test.  For each degree of 
  success at the Captain's Tactics test, the 
  helmsman gains a +1 bonus to his System 
  Operations test.  As above, the ship's 
  maneuver bonuses and any bonuses for the 
  Dogfighter and Fighting Captain professional 
  abilities apply.   Once in position, the 
  fragment cloud may be targeted with a TN 
  10 System Operations (Tactical or Photon 
  Torpedoes) test.*
  Resolution
     Depending upon how the characters 
  handle the situation, several outcomes are 
  possible.  The worst, from a legal/moral 
  standpoint, would be to allow the comet to 
  proceed unhindered.  Prime Directive or no, 
  for a Starfleet officer to stand idly by and 
  7
  
  witness the death of hundreds of millions of 
  people is unthinkable.  In this event, the 
  commanding officer would undoubtedly be 
  court-martialed and drummed out of the 
  service- if not imprisoned.  Each of the 
  senior officers would be reviewed and likely 
  demoted- and each would definitely receive 
  a letter of reprimand in their service record.  
     Everyone aboard the ship would 
  undoubtedly receive the Infamy flaw, as 
  well.  
     Only slightly better would be the rescue of 
  the planet coupled with a blatant breach of 
  the Prime Directive (such as crashing the 
  Montpelier into the surface in full view of 
  half the planet's population).
     Better yet (from the legal or moral 
  standpoint) would be the complete 
  destruction of the comet- but with only a 
  minor breach of the Prime Directive (such as 
  Montpelier having been clearly seen by the 
  locals.  
    The best possible resolution, of course, is 
  the complete destruction of the comet and 
  the rescue of Doctor Mason, without any 
  evidence whatever pointing to off-world 
  interference.  Given a half-capable crew 
  (and cautious players) this resolution is 
  eminently possible.   
     One factor that the Narrator needs to keep 
  in mind while adjudicating this adventure is 
  that while there are quite a few telescopes 
  trained upon the onrushing comet, they 
  represent only a tiny fraction of the people 
  on the planet- and even then, these native 
  astronomers are looked at somewhat 
  askance.  Like Galileo, they are not likely to 
  be believed if they posit something radical- 
  such as aliens in strange ships shooting 
  beams of light at the comet.
     A true breach of the Prime Directive 
  would require concrete- near irrefutable 
  proof- and, quite frankly, a serious effort at 
  incompetence on the part of your players.
  *Particularly clever players may also opt to use 
  the ship's transporters to discretely place the 
  torpedoes or even her Bussard collectors to 
  attempt to trap the offending particles.  As has 
  been noted in the past, there's more than one 
  way to skin a cat- and more than one way to 
  dispose of dangerous cometary debris.
  8
  
  Rewards:
      Experience Points and Renown Points are to be totaled (except where indicated 
  otherwise) and divided equally among the PCs.  The minimum renown award (before any 
  penalties) is +1.
  Experience Awards 
  PCs survived:
        100 exp points 
  PCs shift costumes before heading for 
  the surface:
        100 exp points
  PCs defeated the thugs in The Fight:
        100 exp points 
  PCs recover equipment cache from 
  observation post:       100 exp points 
  PCs successfully divert the comet:
   
      
     1000 exp. points 
  PCs destroy the comet:
   
      
     
       300 exp. points 
  PCs destroy the comet without 
  polluting the planet:
   
      
     
     1000 exp. points 
  PCs rescue Doctor Mason:
   
   
       400 exp. points
   
  Renown Awards
  PCs survived:
        
  Renown +1
  PCs shift costumes before heading for 
  the surface:
        
  Renown +1
  PCs defeated the thugs in The Fight:
  Renown +1
  PCs recover equipment cache from 
  observation post:       
  Renown +1
  PCs successfully divert the comet:
   
      
  Renown +1
  PCs destroy the comet:
  Renown +1
  PCs destroy the comet without 
  polluting the planet:
  Renown +2
  PCs rescue Doctor Mason: Renown +1
  PCs brandished off-world/advanced 
  technology or knowledge:
      Renown -1 (per incident)
  PCs were unnecessarily violent, or fail
      to prevent such an act 
  Renown –2 
  (per player, 
  per act)
  PC actions blatantly violate the Prime 
  Directive:
      Renown -3 (per incident)
  Optional Renown Results (per Officer):
  -6 or less
  Officer is court-martialed,
   Infamy Flaw possible (GM’s 
  discretion).
  -3 to –5
  Inquiry by Starfleet 
  Command, possible 
  reprimand.
  0 or –2 
  Nasty message from
  Starfleet Command
  1
  Acknowledgment from
  Starfleet Command, next
   assignment.
  2 to 4
  Acknowledgment from
  Starfleet Command, well 
  done.
  5 or better
  Commendation from
  Starfleet Command 
  ( Commendation 1 edge).
  Special Victory Conditions
     Should the heroes, at any point, 
  decisively confirm the existence of life on 
  other worlds to the Donatrans, they 
  automatically lose this scenario, and will 
  likely face a court-martial upon their return 
  to Starfleet.
  9
  
  (Non-Player Characters)
  Doctor David Mason
     Doctor David Mason is an experienced anthropologist who served in Starfleet 
  before accepting a position with the Federation Science Council.  Mason and his 
  wife Juliann teamed up for a ten-year study of the Onari which later led to First 
  Contact and an eventual petition for Federation membership.
     Mason is regarded as a quiet, bookish professional with intense scientific 
  curiousity and a strong empathic understanding of the people he studies.
     As unrest over the appearance began to grow, local religious leaders began 
  prophesying the end of the world- that the appearance of the comet fulfills various 
  prophecies about divine judgment and the return of their God, which the Masons 
  countered by proclaiming publicly that this was NOT the end of the world- simply a 
  comet passing through the system.
     Outraged, the Canter had the Masons arrested for heresy- and in the ensuing riot, 
  David Mason was killed and Juliann captured.
  Age: 47 Species: Human     Gender:  Male   Eyes: Brown   Hair:  Brown
  Doctor Juliann Mason
     Doctor Juliann Mason is an experienced anthropologist with the Federation 
  Science Council.  Mason and her husband teamed up for a ten-year study of the 
  Onari which later led to First Contact and an eventual petition for Federation 
  membership.
     Mason is generally regarded as the smarter of the pair, and has a gift for both 
  languages and cultural iconography.  She also makes an excellent potato stew.
  Age: 38 Species: Human     Gender:  Female   Eyes: Hazel   Hair:  Brown-Blond
  Doctor Albert Ravenwood
     An experienced anthropologist and xeno-archaeologist, Ravenwood has spent 
  the better part of five decades on a variety of archaeological digs and pre-First 
  Contact observations.
     Ravenwood is considered an authority on the Prime Directive, the DeBrune and 
  other pre-Romulan cultures, and has lectured at the Vulcan Science Academy, the 
  Andorian Extra-solar Institute, and Starfleet Academy. 
     As unrest over the appearance began to grow, local religious leaders began 
  prophesying the end of the world- that the appearance of the comet fulfills various 
  prophecies about divine judgment and the return of their God, which the Masons 
  countered by proclaiming publicly that this was NOT the end of the world- simply a 
  comet passing through the system.
     Outraged, the Canter had the Masons arrested for heresy- and in the ensuing riot, 
  David Mason was killed and Juliann captured.  She is now being held in the 
  dungeon beneath the Canter's castle.
  Age: 65 Species: Human     Gender:  Male   Eyes: Blue   Hair:  Brown
  Donatran Rioter- 
     Slightly shorter and somewhat stockier than the human norm, this 
  individual is living in fear of the end of the world.  Good-hearted, but 
  uneducated and superstitious, he tends to categorize things he doesn't 
  understand as witch-craft, and can be swayed by a charismatic leader and 
  demagoguery.  
     He is prone to sharp, brutal violence- though he will probably regret it 
  10
  
  later.  
  Age 30 Species: Donatran   Gender:  Male   Eyes: Brown   Hair:  Black
  Courage:  4
  Advancements:   3  
  Renown:  ?
  Str    8(+1)   Agl   6(+0)* Int 5(+0)   Vit 9(+1)    Prs  6(+0)  Per  7(+0)  
   
  Quickness +2* Savvy +0   Stamina +1
  Willpower +1* Defense:  7
  Skills: Armed Combat (Simple Weapons) 4, Unarmed Combat 4, Enterprise: Streetwise 3,
  Craft: Any 2
  Edges/ Flaws: Bloodlust, Weak-willed
  11
  
  Handouts:
  Handout #1:  Captain's Log
  Captain's Log: Stardate 64476.7: 
     “U.S.S. Montpelier now arriving in the outer reaches of the Hera Donatra system, 
  in response to a garbled call from an anthropological research team stationed on 
  Hera Donatra IV.  Doctors David and Juliann Mason are on a four-year survey, 
  monitoring and analyzing Donatran culture.
     The Donatrans are very-nearly human norm, and remain a fractured, divided 
  society with several nation-states scattered across the planet.  Technologically, the 
  society is Level 3- roughly comparable to late 17th or early 18h century Britain- 
  clockwork mechanisms, muskets and primitive firearms, and very rudimentary 
  steam engines.  Like Earth of the same era, the Donatrans are on the verge of a 
  cultural and scientific renaissance- but there is still much ignorance and 
  superstition.  The Masons have been assigned to the national-state of Dolin to 
  monitor this fascinating period in the Donatran's cultural development.  
     Approximately two weeks ago, Starfleet received a very brief and indecipherable 
  message from the Masons- who have not responded to subsequent hails.  Starfleet 
  Command has ordered the Montpelier to investigate immediately and determine the 
  status of the Masons and their mission.  To aid us in that end, we have embarked 
  Doctor Albert Ravenwood, an associate and colleague of the Masons, who spent 
  eighteen months on Hera Donatra IV before being rotated back to Starbase 225.  
  Doctor Ravenwood is one of the Federation's leading anthropologists.
  Handout #3:  Comet Analysis
  Sensor Scan:   
  Object Number S-644658
  Physical Dimensions: 2580 meters by 2468 meters (roughly spherical)
  General Composition: Liguid hydrogen, ice, cyano-sarium/carbon matrix core
  Atmosphere:
  Negative
  Hydrosphere:
  63% ( Ice and derivative compounds)
  Life Signs:
  Negative
  Organic Matter:
  Negative
  Power Sources:
  Negative
  Emission Signatures:
  Minor Alpha, Beta, and Gamma radiation (consistent with
  deep-space exposure)
  No RF (radio frequency) or Subspace transmissions detected.
  Specific Mass:
  5.332 x 109 (approximately 5.33 billion metric tons*
  Specific Composition: Hydrogen/Oxygen Water  
  60.5%, 
  Carbon-diamond matrix  
  35%
  Cyano-Sarium Composites
  4%
  Liquid Hydrogen
  .3%
  Liquid Oxygen
  .25%
  Lithium Composites
  .05%
  12
  
  Handout #2:  Sociological Profile: Hera Donatra IV
  Author: David Mason, Lead Anthropologist, Hera Donatra IV 
     Hera Donatra IV is a Class M world, the fifth world of thirteen orbiting a class 
  G2V star in the remote Heta Donatra system.  
     The world is home to a population of roughly 983 million, loosely scattered in a 
  variety of political alliances and nation states covering three of the planet's five 
  continents.  
     Physiology: Donatran physiology is basic humanoid, with a less than 5% 
  variation from the humanoid archetype discovered in 2369.  Hieght, weight, 
  strength, and resilience meet basic human norms, as do general cognitive and 
  reasoning abilities.  Skin tones match human norms, though Donatrans tend to be 
  (only) slightly shorter and stockier than human norms.
     Societal Structure: Donatran society is divided into a large number of primary and 
  secondary nation states, many of which continue to war against the others.  The 
  primary nation-state of Dolin is currently the preeminant political and economic 
  power on the planet.  
     Government Structure: The Donatrans have yet to unify into a single central 
  government system.  Overall, however, Donatran nation-states are semi-feudal  in 
  nature, with certain rights protected under the law.  
     Interstellar Relations:  Hera Donatra IV has not yet developed space flight 
  technology and has not yet conceived of life on other worlds, and is protected by 
  the Prime Directive.  All Federation and allied personnel are to steer clear of the 
  planet under all circumstances.
     The Federation Science Council has authorized a small (three to five man) 
  anthropological study to be conducted in the primary national-state of Dolin.
     Technological Summary:  Donatran technology is mid-to-late-Level 3 in nature. 
  Stored tension mechanisms (such as springs and clockwork) are becoming common 
  as are various types of black-powder firearms (blunderbusses and the like).  Early 
  attempts at steam power are being created, and the Donatrans are on the cusp of 
  advanced mathematics and navigational theory.
     The printing press is likewise becoming standard, and will likely results in a 
  radical increase in general literacy.  
  Projections:  Starfleet and the Federation Science Council expect definitive, 
  incremental improvements to Donatran technological and sociological 
  developments and theory over the course of time.   Basic projections suggest that 
  Hera Donatra IV might be ready for First contact sometime in the next three or four 
  hundred years, but classify any direct contact as extremely unwise and perhaps 
  even dangerous to Donatran sociological development.  
  13
  
  USS
   
    Montpelier 
   
    NCC-2187
   
   
  “ Men may die, but the fabric of our free institutions remain unshaken…”
  Production Data 
   Origin: United Federation of Planets 
   Class and Type: Excelsior Class Explorer
   Year Launched: 2291  Refit: 2331, 2364
  Hull Data 
   Size: 7, 30 decks Length: 465m 
   Structure: 35  Crew: 650
   Cargo Capacity: 80
   Atmospheric Capable: No
  Operational Data
   Sensor Systems 
  Class 2 (+2/C) 
   Operations Systems Class 4 (E) 
   Life Support 
  Class 3 (D) 
   Tractor Beams: 1 ad, 1 fv 
   Transporters: 4 ea, personnel, cargo, emergency
   Shuttlebays: 1a 
  Shuttles: 7 size worth
  Propulsion Data
   Impulse Engines: FIB-5 (.75c) (D) Warp Drive: Type LF-35 (Warp 6 / 9.2 / 9.8) (D)
  Tactical
   Phaser Banks Type VIII (x5/E) 
  Photon Torpedoes MK40 DF (x6/E)
  Penetration 6 / 5 / 5 / 0 / 0 
  Photon Penetration 7 / 7 / 7 / 7 / 7
  Deflector Shields CIDSS-3 (C)
   
  Protection/Threshold 15/3
  Miscellaneous
   Maneuver Modifiers +1 C, +2 H, +3 T Traits: Battle-tested
     
      The Excelsior-Class U.S.S. Montpelier was one of the last Flight-One Excelsiors built, 
  and was commissioned in 2292.   Since her commissioning, Montpelier has served on 
  every front and in every major region of the Federation.  
     From 2332 to 2360, she served as a school ship for Starfleet Academy, conducting 
  midshipmen cruises and offering real-world experience to three generations of Starfleet 
  officers before being refitted and recalled to active duty in the wake of the losses at Wolf 
  359.
  USS 
   
   Montpelier
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Bennion Sinclair 
  Human  
  Captain
  Executive
  Roche
  Daa'vit  
  Lt. Commander
  Chief Engineer         
  Sitak
  Vulcan
  Lieutenant
  Tactical Actions Officer 
  Richard Corwin
  Human
  Lieutenant
  Chief Science Officer
  Nyanza Entebbe
  Human
  Lieutenant, JG
  Conn Officer
   
  Shiv Athrun
  Andorian
  Lieutenant, JG
  Operations Officer
  Laura O'Connor
  Human
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Q’Rii, 
  Klingon    
  Lieutenant
  14
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Bennion Sinclair
  Age:
  59
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Salt and Pepper ( Black and Grey)
  Rank:
  Captain
  Current Assignment:
  Commanding Officer, U.S.S. Montpelier, NCC-2187
  Profile/History:
     Captain Sinclair is a staid, patient officer of almost forty years' experience.  Sinclair began his 
  career as a science officer specializing in interspecies relations, but quickly changed to the 
  Command track.  He served aboard the starships Ticonderoga, Enterprise (NCC-1701-C), T'Saav, 
  Greene, and London before being assigned as Executive Officer of the Montpelier.  After five years 
  Sinclair succeeded his captain and assumed command of the starship, a post he has held ever since. 
  Psychological Profile: 
     Captain Sinclair seems himself primarily as a teacher and an explorer.  Two stints of shore duty at 
  Starfleet Academy (plus the Montpelier's tours as training ship) have inculcated something of a 
  professorial mindset.
     Sinclair is quiet, reserved, and dignified, and expects the best from his officers and crew.  He can 
  be rather demanding if he believes he's getting less than the best from his people, but is as quick to 
  reward above-average performance.
     Sinclair and the Montpelier have a slightly higher-than-average turnover rate among the officers 
  and crew as the Captain is quick to promote and transfer those who excel, and quick to discard 
  those he considers unworthy.  Officers with Sinclair's stamp of approval in their personnel jacket 
  almost invariably turn out to be outstanding officers, and other captains are happy to have them 
  come aboard.  
  Attributes
  Str    7 (+0)
  Agl   7 (+0)
  Int 12 (+3)*   Vit  7 (+0)   Prs  10(+2)*  Per 7 (+0)
  Quickness +2    Savvy +2*
  Stamina +0
  Willpower +3  Defense:   7
  Miscellaneous Scores
  Courage: 4         Health: 7   Renown: 30   Advancements: 37
  Skills:
  Skill Name
  Attr
  Mod
  Level Misc Total
  Specializations
  Computer Use
  INT 
  +3
  +5
  +8
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +3
  +4
  +7
  ( Federation )
  Influence  
  PRS 
  +2
  +2
  +4
  Inquire  
  PRS 
  +2
  +4
  +6
  ( Research )
  Knowledge:Culture  
  INT 
  +3
  +6
  +9
  ( Human )
  Knowledge:History  
  INT 
  +3
  +6
  +9
  ( Federation )
  Knowledge: Politics
  INT 
  +3
  +3
  +6
  ( Interstellar Relations )
  15
  
  Knowledge: Religion
  INT
  +3
  +2
  +5
  Knowledge:Specific World INT
  +3
  +7
  +10
  ( Earth )
  Language- Fed Standard  
  INT 
  +3
  +3
  +6
  Language- Klingonese
  INT 
  +3
  +4
  +7
  Language- Vulcan
  INT
  +3
  +3
  +6
  Medicine
  INT
  +3
  +3
  +6
  ( Psychology )
  Negotiate
  INT
  +3
  +5
  +8
  Persuade
  PRS
  +2
  +4
  +6
  Ranged Combat:Energy 
  AGL
  +0
  +4
  +4
  ( Phaser )
  Repair 
  INT 
  +3
  +4
  +7
  Social Science
  INT 
  +3
  +5
  +8
  (Anthropology, Archaeology, 
  Economics, Political Science )
  System Operation  
  INT 
  +3
  +5
  +8
  ( Command )
  Tactics
  INT
  +3
  +3
  +6
  Unarmed Combat  
  AGL +0
  +4
  +4
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Anticipate Opposition: Captain Sinclair may spend a full-round action to make a Perception test
  (TN 7+ the target's Presence modifier).  If successful, Captain Sinclair gains insight into the 
  social situation (such as dissent within factions, hidden objectives and the like) and allowing 
  him to negate one social test modifier.
  Commanding Presence: Commanding officers stick to their guns in tense situations. When making
  a Willpower reaction test, the Captain rolls an extra die (3d6) and keeps the higher of the 
  two rolls.
  Fighting Captain: If Captain Sinclair is on the bridge during combat, Montpelier received a +2 to
  all Command Maneuvers
  Infinite Diversity: Long experience with alien life forms has given Captain Sinclair an insight into
  other species.  Captain Sinclair gains a +1 bonus (half his Intellect score) as an additional 
  bonus when making social tests to deal with members of other species.  
  Pathos: Captain Sinclair has a knack for making people feel at ease and encouraging them to talk
  more freely. When making Inquire (Interview) tests, Captain Sinclair ignores all social
  penalties.
  Spirit of the Fleet: Captain Sinclair is a never say die leader.  Once per game session, he may reroll
  a Willpower reaction test and use the better of the two results.  
  Starship Duty: Captain Sinclair meets all the prerequisites for his post aboard Montpelier.
  Starship/Starbase Protocols:  Long experience has taught Captain Sinclair how best to navigate the
  Starfleet bureaucracy.  Captain Sinclair receives a +4 bonus to Administration (Starfleet) 
  tests.
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Captain Sinclair a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
   additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 2:  Sinclair is assigned as the captain of a starship, and is fully qualified for command. 
  Promotion 5:  Sinclair holds the rank of Captain in Starfleet. 
  Skill Focus (Diplomatic): Captain Sinclair gains a +4 bonus to his Negotiate skill.
  16
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Roche
  Age:
  39
  Species
  Daa'Vit***
  Homeworld:
  Daa'V
  Gender:
  Male
  Hair:
  Black
  Eyes:
  Brown
  Rank:
  Lieutenant Commander 
  Current Assignment:
  Executive Officer/Chief Science Officer, U.S.S. Montpelier, NCC-2187
  Profile/History:
     Roche is a seventeen year veteran of Star Fleet and is (at least according to rumor) in line for a 
  command of his own. 
     Roche followed the lead of the Daa'Vit crown prince when he applied for access to Starfleet 
  Academy, where he worked and studied hard.  He graduated with high marks for tactical and 
  strategic excellence, but was noted for a fiery temper and a tendency to hold grudges.  His first duty 
  station was the U.S.S. Andor, with her all-Andorian crew.  After a rocky start, Roche realized the 
  Andorians were kindred spirits- an fiery, passionate, warrior race and soom lowered his guard 
  enough to learn the lessons they could teach him.  An expemplary career in Starfleet followed.
     Whether by divine intervention or blind chance, Roche had no dealings with the Klingons during 
  his Starfleet career until posted aboard the Montpelier- who's Chief Medical Officer is Klingon.  The 
  two officers maintain a wary, cordial and professional stand-off.  The two trust one another to do 
  their duties honorably, but have not yet begun to overcome the wary animosity between their two 
  cultures.
  Psychological Profile: 
     Tall, gaunt and with a severe countenance accented by his Daa’Vit physiology, Roche is 
  physically and socially intimidating and is considered difficult to get to know. A man with few close 
  friends, Roche is fiercely loyal to those close to him. 
     In keeping with his training and upbringing, Roche considers tends to assess every situation from a 
  strategic or military standpoint- looking at every encounter as a potential tactical exercise.  He is 
  proud of his role as a defender of the Federation, and tends to look for potential threats more than 
  potential allies.   That having been said, he is neither paranoid nor hyper-aggressive, and enjoys 
  exploration missions every bit as much as combat.
  Attributes
  Str    10 (+2)
  Agl   9 (+1)
  Int 11 (+2)*   Vit  11 (+2)   Prs  10(+2)*  Per 9 (+1) 
  Quickness +1 Savvy +2
  Stamina +3*
  Willpower +2  Defense:   8
  Miscellaneous Scores
  Courage: 3         Health: 13   Renown: 20   Advancements: 14
  Skills:
  Skill Name
  Attr
  Mod
  Level Misc Total
  Specializations
  Armed Combat
  AGL
  +1
  +5
  +6
  ( Simple Weapons )
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +5
  +7
  First Aid
  INT
  +2
  +3
  +5
  17
  
  Gaming
  INT
  +2
  +5
  +7
  ( Poker )
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Daa'Vit )
  Knowledge:History  
  INT 
  +2
  +6
  +8
  ( Federation, Daa'Vit )
  Knowledge:Specific World INT 
  +2
  +6
  +8
  ( Earth, Daa'V )
  Language- Fed Standard  
  INT 
  +2
  +3
  +5
  Language- Daa'Vit
  INT 
  +2
  +2
  +4
  Negotiate
  INT
  +2
  +5
  +7
  ( Mediate )
  Persuade
  PRS
  +2
  +4
  +6
  Ranged Combat:Archaic
  AGL
  +1
  +5
  +6
  Ranged Combat:Energy 
  AGL
  +1
  +4 
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +2
  +4
  Survival
  PER
  +1
  +3
  +4
  ( Desert )
  System Engineering
  INT
  +2
  +7
  +9
  ( Weapons )
  System Operation  
  INT 
  +2
  +5  
  +7
  ( Tactical )
  Unarmed Combat  
  AGL +1
  +3 
  +4
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Commanding Presence: Whenmaking a Willpower reaction test, Roche rolls an extra die (3d6)
  and keeps the higher of the two rolls.
  Duty Officer: When advancing his System Operation skill, he advances at +2 levels per pick, but 
  suffers a -4 penalty to tests not using his Tactical specialization.
  Level Headed: When performing any professional skill at his shipboard station,Roche ignores all
  test penalties from distraction. 
  Starship Duty: Roche meets all the prerequisites for his post aboard Montpelier.
  Starship Tactics:  Roche has spent a lot of time honing his tactical skills.  Once per game session,
  Roche may reroll a single Tactics test, keeping the better of the two results.
  Station Proficiency: Roche has trained ruthlessly to qualify with every bridge system.  Once per 
  game session, Roche may reroll one System Operation skill test and keep the better of the
  two results.
  Systems Technician: When making System Engineering tests to repair his console,Roche receives
  a bonus equal to ½ his Computer Use skill rounded up. 
  Species Abilities: 
  Bonus Edge: High Pain Threshold: Daa’Vit are subjected to an intense, demanding lifestyle
  from early childhood and weaklings are not tolerated. As a result, they learn to endure
  considerable physical penalty. 
  Bonus Skill: Simple Weapons: Daa’Vit are trained as warriors from an early age, and nearly the
  entire populace has some skill with simple weaponry. 
  Hardy: Due to the demands of life on their homeworld, Daa’Vit are a tough durable people.
  Daa’Vit gain a +1 to Stamina reaction bonuses. 
  Long Memories: Three hundred years of conflict with the Klingon Empire have affected the Daa’Vit
  mindset towards the Klingons. Daa’Vit suffer a –2 penalty to all Social tests involving
  Klingons.
  Edges/ Flaws: 
  Command 2: Roche is assigned as Executive Officer to the Montpelier, and is fully qualified to
  command a starship.
  Eidetic Memory: In academic tests with a TN greater than 5, Roche receives a +2 bonus. 
  Promotion 3: Roche holds the rank of Lieutenant Commander in Starfleet.
          ***The Daa’Vit first appeared in the novel Reunion by Michael Jan Friedman.
  18
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Sitak
  Age:
  31
  Species
  Vulcan
  Homeworld:
  Vulcan
  Gender:
  Male
  Hair:
  Brownish-Blond
  Eyes:
  Brown
  Rank:
  Lieutenant 
  Current Assignment:
  Chief Engineering Officer, U.S.S. Montpelier NCC-2187
  Profile/History:
     The son of a Vulcan high priest and an instructor at the Vulcan Science Academy, Sitak 
  joined Star Fleet to explore the universe and for the research opportunities which would be 
  denied him in a planet-bound laboratory.
  Psychological Profile:  
     Sitak is closed, reserved, and extremely self-discilined- essentially, a typical Vulcan.  He 
  is thoughtful and logical at nearly all times, but there is one particular instance in which his 
  reserve slips:  his engines.
     Sitak secretly views his profession as high art and considers the Montpelier’s engine room 
  his Magnum Opus. Once talking about the performance of the ship or theoretical 
  improvements that might be made, the mask slips ever so slightly and the boyish 
  enthusiasm peeks out.
     Although relatively new to the Montpelier, Sitak has forged some fairly close ties to the 
  other junior officers and is considered a steady, reliable friend.  
  Attributes
  Str    9 (+1)
  Agl   8 (+1)
  Int 12(+3)*   Vit 7 (+0)*  Prs  7(+0)*  Per 7 (+0)   Psi 4 (+0)
   
  Quickness +1 Savvy +1
  Stamina +1*
  Willpower +3   Defense:   8
  Miscellaneous Scores
  Courage: 3         Health: 8   Renown: 8   
  Advancements: 4
  Skills:
  Skill Name
  Attr
  Mod
  Level Misc Total
  Specializations
  Computer Use
  INT 
  +3
  +4
  +7
  Construct 
  INT
  +3
  +3
  +6
  Craft
  INT
  +3
  +2
  +5
  ( Vulcan Sand Calligraphy )
  Knowledge:Culture  
  INT 
  +3
  +5
  +8
  ( Federation, Vulcan )
  Knowledge:History  
  INT 
  +3
  +2
  +5
  ( Vulcan )
  Knowledge:Religion
  INT
  +3
  +3
  +6
  ( Vulcan )
  Knowledge:Specific World INT 
  +3
  +4
  +7
  ( Vulcan )
  Language- Fed Standard  
  INT 
  +3
  +4
  +7
  Language- Vulcan
  INT 
  +3
  +5
  +8
  19
  
  Physical Science
  INT
  +3
  +2
  +5
  ( Chemistry )
  Propulsion Engineering
  INT 
  +3
  +5
  +8
  ( Warp Drive )
  Ranged Combat:Energy 
  AGL
  +1
  +2
  +3
  ( Phasers )
  Repair 
  INT 
  +3
  +3
  +6
  Space Science
  INT
  +3
  +3
  +6
  ( Astrophysics )
  Structural Engineering
  INT
  +3
  +3
  +6
  System Operation  
  INT 
  +3
  +4
  +7
  Systems Engineering
  INT
  +3
  +5
  +8
  ( Electro-Plasma Systems )
  Unarmed Combat  
  AGL +1
  +2
  +3
  ( Starfleet Martial Arts )
  Professional Abilities:
  Engineering Certification: Lieutenant Sitak may use all of the Engineering group skills
  untrained. 
  Engineering Expertise: Sitak is a Warp Drive specialist. When making a Propulsion
  Engineering (Warp Drive) test, Sitak gains a +1 affinity bonus (equal to ½ his 
  Physical Science level).
  Starship Duty:  Lieutenant Sitak has received all the training necessary to serve
  aboard a starship.  
  Species Abilities: 
  Enhanced Rapid Healing: Once per day, Sitak may enter a healing trance (pg 49), and recover a 
  number of wound points equal to his Vitality modifier,
  Mind Meld: With physical contact, Sitak has the ability to telepathically join his mind to another. 
  Nerve Pinch: Sitak may stun an opponent for 2d6 rounds by making an Unarmed Combat skill test.
  If the victim knows what he is attempting, Sitak suffers a -5 penalty to the test.
  Psionic: Sitak has telepathic mental abilities. 
  Skill Focus (Keen Hearing): Sitak receives a +4 bonus to Observe (Listen) tests. 
  Edges/Flaws
  Command 1:   Lieutenant Sitak is assigned as the Chief Engineer (and therefore a
  Department Head) aboard the U.S.S. Montpelier.
  Promotion 2: Sitak holds the rank of Lieutenant in Starfleet.
  Skill Focus (Craftsman): Sitak is a careful and talented craftsman, and gains a +1 bonus to 
  Construct and Repair tests.
  20
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Richard Corwin
  Age:
  27
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Hair:
  Red
  Eyes:
  Brown
  Rank:
  Lieutenant 
  Current Assignment:
  Tactical Actions Officer/Chief of Security, U.S.S. Montpelier NCC-2187
  Profile/History:
     Corwin was the son of the Starfleet Military Attache attached to the Federation Embassy 
  on Romulus and therefore had a very regimented childhood.   Driven to excel, Corwin 
  earned high marks in both the Academy and on the U.S.S. Lancaster and was promoted to 
  Lieutenant only five years after graduating.
  Psychological Profile:  
     Grim, dedicated, and determined, Lieutenant Corwin serves as Montpelier’s Tactical 
  Actions Officer and Chief of Security. Stern and proper, Corwin allows little leeway in the 
  interpretation of orders or regulations, but has the sense to adapt to changing 
  circumstances. Corwin is cautious, looking for the hidden threat in any situation.  With a 
  bit of seasoning and experience, he'll make an excellent captain or Exec one day.
  Attributes
  Str    8 (+1)
  Agl   8 (+1)*
  Int 9 (+1)   Vit 8 (+1) Prs  12(+3)*  Per 8 (+1)
   
  Quickness +3 Savvy +3
  Stamina +1
  Willpower +1*   Defense:   8
  Miscellaneous Scores
  Courage: 4         Health: 9   Renown: 8   
  Advancements: 4
  Skills:
  Skill Name
  Attr
  Mod
  Level Misc Total
  Specializations
  Computer Use
  INT 
  +1
  +3
  +4
  ( Retrieve, Invasion) 
  Enterprise-Administration
  INT
  +1
  +4
  +5
  Athletics
  STR
  +1
  +2
  +3
  ( Gymnastics )
  Inquire
  PER 
  +1
  +2
  +3
  ( Fraternize )
  Knowledge:Culture  
  INT 
  +1
  +3
  +4
  ( Human, Romulan )
  Knowledge:History  
  INT 
  +1
  +3
  +4
  ( Federation )
  Knowledge:Specific World INT 
  +1
  +3
  +4
  ( Earth, Romulus )
  Knowledge: Law
  INT
  +1
  +2
  +3
  Language- Fed Standard  
  INT 
  +1
  +3
  +4
  Language- Romulan
  INT 
  +1
  +3
  +4
  Language- Vulcan
  INT
  +1
  +2
  +3
  21
  
  Negotiate
  INT
  +1
  +2
  +3
  Persuade
  PRS
  +3
  +2
  +5
  Ranged Combat:Energy 
  AGL
  +1
  +5
  +6
  Repair 
  INT 
  +1
  +4
  +5
  Survival
  PER
  +1
  +2
  +3
  ( Desert )
  System Operation  
  INT 
  +1
  +6
  +7
  ( Tactical, Command )
  Unarmed Combat  
  AGL +1
  +5
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:
  Starship/Starbase Protocols:  Corwin's by-the-book manner gives him an edge in navigating
  Starfleet bureaucracy.  Lieutenant Corwin receives a +4 bonus to Administration
  (Starfleet) tests.
  Starship Duty:  Lieutenant Corwin has received all the training necessary to serve
  aboard a starship.  
  Starship Tactics:  As Tactical Officer, Corwin has spent a lot of time in combat simulators
  honing his skills.  Once per game session,Corwin may reroll a single Tactics test,
  keeping the better of the two results.
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human
  adaptability has given Lieutenant Corwin a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human
  characters begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive
  two additional skill picks during Character Creation.
  Edges/Flaws
  Command 1:   Corwin is assigned as the Tactical Actions Officer (and therefore a
  Department Head) aboard the U.S.S. Montpelier.
  Promotion 2: Corwin holds the rank of Lieutenant in Starfleet.  
  22
  
   Starfleet Bureau of Personnel
  Starfleet Command
  Nyanza Entebbe 
  Age:
  28
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Black
  Rank:
  Lieutenant, Junior Grade
  Current Assignment:
  Chief Science Officer, U.S.S. Montpelier NCC-2187
  Profile/History:
     Born on the Federation colony world of Beta Niobe III, Entebbe is the son of Federation 
  research scientists studying the flora and fauna of that world. 
     Entebbe abandoned his colony for Star Fleet, explaining why take just one world when 
  he could study them all?
  Psychological Profile: 
     Nyanza is a curious and dedicated researcher looking for the opportunities that would be 
  denied him in a shore-bound laboratory, and occasionally becomes absent-minded, 
  becoming too caught up in the phenomenon he's studying.
     Thin, and bookish, Entebbe still stands 6 feet, 5 inches tall- though one wouldn't often 
  realize it as he's perpetually hunched over instruments or laboratory experiments.
  Attributes
  Str    8 (+1)
  Agl   9 (+1)*
  Int 10 (+2)*   Vit  9 (+1)   Prs  8(+1)  Per 9 (+1) 
  Quickness +1     Savvy +1
  Stamina +1*
  Willpower +2  Defense:   8
  Miscellaneous Scores
  Courage: 4         Health: 10  Renown: 6   
  Advancements: 6
  Skills:
  Skill Name
  Attr
  Mod
  Level Misc Total
  Specializations
  Computer Use
  INT 
  +2
  +3
  +5
  ( Retrieval ) 
  First Aid
  INT
  +2
  +1
  +3
  Investigate
  PER
  +1
  +6
  +7
  ( Forensics, Research )
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Human )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Federation )
  Knowledge:Specific World INT
  +2
  +5
  +7
  ( Beta Niobe III, Earth )
  Language- Fed Standard
  INT
  +2
  +5
  +7
  Life Sciences
  INT
  +2
  +3
  +5
  ( Botany )
  Observe
  PER
  +1
  +2
  +3
  Physical Science
  INT
  +2
  +4
  +6
  ( Physics )
  Planetary Science
  INT
  +2
  +4
  +6
  ( Geology )
  23
  
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +7
  Space Science
  INT
  +2
  +5
  +7
  ( Astrophysics )
  System Operation  
  INT 
  +2
  +5
  +7
  ( Sensors )
  Professional Abilities:  
  Journeyman:Lieutenant Entebbe can use all the Science group skills untrained.  
  Field Research: When making an Investigate test to explore a new phenomenon, Entebbe
  gains an affinity bonus equal to ½ his level in the appropriate skill level.
  Scientific Protocols:  Entebbe has been trained in how to investigate scientific phenomenon
  safely. Whenever an Observe or Investigate test will endanger either himself or the 
  crew directly, he may automatically make a TN 10 test against the appropriate 
  Science skill to realize the danger.
  Starship Duty: Lieutenant Entebbe meets all the prerequisites for her posting with VMU-12.
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human
  adaptability has given Lieutenant Corwin a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human
  characters begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive
  two additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 1:  Lieutenant Entebbe is assigned as Chief Science Officer (and therefore, as a
  department head).  
  Promotion 1: Nyanza Entebbe holds the rank of Lieutenant, Junior Grade in Starfleet.
  Curious: When Lieutenant Entebbe spends a Courage point on an Academic test, he gains a
  +5 bonus instead of the usual +3.  
   
  24
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Shiv Athrun
  Age:
  25
  Species
  Andorian
  Homeworld:
  Andor
  Gender:
  Male
  Eyes:
  Blue
  Hair:
  White
  Rank:
  Lieutenant, Junior Grade
  Current Assignment:
  Conn Officer, U.S.S. Montpelier NCC-2187
  Profile/History:
   A graduate of Starfleet Academy, Shiv was serving with a fighter squadron at the outbreak 
  of the Dominion War. After Operation Return, Shiv was assigned to the Montpelier.  
  Psychological Profile: 
  Shiv Athrun has been described as quiet, nondescript, and determined. Being a conn 
  officer has been Shiv’s sole ambition since he was a young boy. He misses the comraderie 
  of the fighter squadron, but is pleased with the prestige of service aboard the Montpelier.
  Attributes
  Str    6 (+0)
  Agl   7 (+0)
  Int 9 (+1)*   Vit  7(+0)   Prs  5(+0)  Per 8 (+1)* 
  Quickness +1*     Savvy +1
  Stamina +0
  Willpower +1  Defense:   7
  Miscellaneous Scores
  Courage: 3         Health: 7  
  Renown: 6   
  Advancements: 4
  Skills:
  Skill Name
  Attr
  Mod
  Level Misc Total
  Specializations
  Athletics
  STR
  +0
  +1
  +1
  Computer Use
  INT 
  +1
  +3
  +4
  ( Hacking ) 
  Enterprise-Administration
  INT
  +1
  +2
  +3
  Knowledge:Culture  
  INT 
  +1
  +4
  +5
  ( Andorian )
  Knowledge:History  
  INT 
  +1
  +3
  +4
  ( Andorian )
  Knowledge:Specific World INT
  +1
  +4
  +5
  ( Andoria )
  Language- Andorian
  INT 
  +1
  +4
  +5
  Language- Fed Standard
  INT
  +1
  +3
  +4
  Operate Vehicle
  INT
  +1
  +4
  +5
  Ranged Combat:Energy 
  AGL
  +0
  +4
  +4
  ( Phaser )
  Repair 
  INT 
  +1
  +3
  +4
  Space Science
  INT
  +1
  +5
  +6
  ( Astrogation )
  System Operation  
  INT 
  +1
  +6
  +1
  +8
  ( Flight Control)
  System Engineering
  INT
  +1
  +3
  +4
  (Flight Control )
  25
  
  Tactics
  INT
  +1
  +4
  +5
  ( Starship )
  Unarmed Combat  
  AGL +0
  +4
  +4
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Astrogation: Athrun has been taught how to use stellar phenomenon to bring out the best in
  his ship and how to avoid hazards. Whenever he rolls System Operations ( Flight 
  Control) tests to maneuver the ship, he gains a +2 affinity bonus (equal to ½ his 
  Space Science skill level.
  Evasive Manuevers: Athrun knows how to manuever the ship to her best advantage. When
  making System Operations tests to manuever the ship in combat, Shiv rolls three 
  dice (instead of two) and keeps the highest two rolls.
  Starship Duty: Lieutenant Athrun meets all the prerequisites for his posting with VMU-12.
  Species Abilities:
  Antennae:  Andorians sense a great deal about their environment through their antennae, 
  and gain a +2 species bonus to tests involving sensing the area immediately around 
  them (three meters or less)  (including Observe (Spot) and (Listen) tests.  
  High Pain Threshold:  Andorians are a hardy species accustomed to physical discomfort,
  and reduce TN penalties due to pain or injury by -2.  
  Keth- Athrun:  Keth Athrun consistently turns out some the finest pilots on Andor.  Athrun
  members gain a +1 to System Operation (Flight Control or Helm) at character 
  creation.  
  Redundant Circulation: Andorians have a two-layered circulatory system that allows them
  to ignore TN penalties for uncomfortable or extreme cold. This does unfortunately, 
  render them more vulnerable to certain toxins (-1 to Stamina tests to resist poison).
  Edges/ Flaws: 
  Command 1:  Athrun is assigned the Chief Conn Officer (and therefore a Department Head)
  aboard the Montpelier.  
  Promotion 1: Athrun holds the rank of Lieutenant, Junior Grade in Starfleet.
  Skill Focus (3-D Thinking): Shiv gains a +2 bonus to Space Science (Astrogation) and
  System Operation (Flight Control).
  26
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Laura O'Connor
  Age:
  22
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Female
  Hair:
  Blond
  Eyes:
  Brown
  Rank:
  Lieutenant, Junior Grade
  Current Assignment:
  Chief Operations Officer, USS Montpelier, NCC-2187
  Profile/History:
     Bright, young and ambitious, Laura O’Connor is both gifted and beautiful. 
  Psychological Profile:     
     Known as a fire-brand, O'Connor hides a mild, but deep-seated insecurity beneath a 
  devil-may-care nonchalance and go-to-hell attitude. 
  Attributes
  Str    6 (+0)
  Agl   10 (+2)* Int 11 (+2)*   Vit 9 (+1)     Prs  6(+0)  Per 11 (+2)*
   
  Quickness +2* 
  Savvy +2
  Stamina +3
  Willpower +2 Defense:   9
  Miscellaneous Scores
  Courage: 4         Health: 9   Renown: 6   
  Advancements: 4
  Skills:
  Skill Name
  Attr
  Mod
  Level Misc Total
  Specializations
  Athletics
  STR
  +0
  +2
  +2
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Human )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Earth )
  Knowledge:Politics
  INT
  +2
  +2
  +4
  ( Federation)
  Knowledge:Specific World INT 
  +2
  +5
  +7
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +5
  +7
  Ranged Combat:Energy 
  AGL
  +2
  +3
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +3
  +5
  System Engineering
  INT 
  +2
  +5
  +7
  ( Electro Plasma System )
  System Operation  
  INT 
  +2
  +6
  +8
  ( All except Command )
  Unarmed Combat  
  AGL +2
  +3
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:
  Exemplary Support: O'Connor knows how to coordinate her activities in support of her
  fellow bridge officers.   As a result, Gnat may treat any Computer Use, System 
  Operation, or Tactics test as a combined test,rolling the same test at TN-5 and 
  27
  
  providing a +1 bonus for a marginal success, +2 for a complete success, or +3 for 
  an extraordinary success.
  Hide In Plain Space: O'Connor knows how to use the space around the Montpelier to hide
  the ship's emissions.  When O'Connor is at Ops or the Conn, the TN of those 
  looking for the ship is increased by +2.  
  Starship Duty:  O'Connor has received all the training necessary to serve aboard a starship. 
  Station Proficiency: O'Connor has trained ruthlessly to qualify with every bridge system.
  Once per game session, O'Connor may reroll one System Operation skill test and 
  keep the better of the two results., 
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human
  adaptability has given Laura a +2 bonus to her Stamina reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human
  characters begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive
  two additional skill picks during Character Creation.
  Edges/Flaws
  Command 1:   Laura serves as Chief Operations Officer (and therefore as a Department
  Head) aboard the Montpelier.  
  Innovative: Laura has gained the Flight Control Professional Ability Hide In Plain Space
  Promotion 1:   Laura holds the rank of Lieutenant, Junior Grade in Starfleet.  
  28
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Q'Rii, son of Kodur, M.D.
  Age:
  30
  Species
  Klingon
  Homeworld:
  Qo'noS
  Gender:
  Male
  Hair:
  Black
  Eyes:
  Grey
  Rank:
  Lieutenant
  Current Assignment:
  Chief Medical Officer, U.S.S. Montpelier, NCC-2187
  Profile/History:
     Doctor Q'Rii is the son of a Klingon soldier and a Federation relief worker and was raised in the 
  Federation after his family was killed during a House feud.  
     Raised by his mother and grandparents, Q'Rii learned to treat death, disease, and dying as a 
  personal foe (much as his parents and grandparents had before him), and dedicated himself to that 
  battle.
  Psychological Profile:
     Gruff and often stern, Q’Rii is a dedicated healer who battles illness and death with the ferocity 
  and fervor with which a Klingon tackles any other foe.  He brooks no argument, and considers 
  following his medical advice to be the duty of all of his patients.
     Q'Rii's bedside manner is very straightforward, but never brutal or abusive.  He has little patience 
  for weaklings or whiners, but genuinely hates to see people suffer unnecessarily.
     Q'Rii does not share the Klingon's native antipathy towards the Daa'Vit as a whole, but he does 
  tend to subconsciously bridle when forced to deal with the Executive Officer.  Thus far, the two 
  officers have maintained a wary, professional cease-fire between them.  
    He is also murderously tired of people asking if he uses a d'h'tahg instead of a scalpel...
  Attributes
  Str    11 (+2)
  Agl   11 (+2)* Int 12 (+3)*   Vit 13 (+3)   Prs  9(+1)  Per 8 (+1)  
  Quickness +2 Savvy +1
  Stamina +5
  Willpower +3*    Defense:   9
  Miscellaneous Scores
         
  Courage: 3         Health: 15   Renown: 10   Advancements: 6
  Skills:
  Skill Name
  Attr
  Mod
  Level Misc Total
  Specializations
  Armed Combat
  AGL
  +2
  +2
  +4
  Klingon Traditional Weapons
  Computer Use
  INT 
  +3
  +3
  +6
  ( Retrieve) 
  First Aid
  INT 
  +3
  +4
  +7
  Investigate  
  PER 
  +1
  +4
  +5
  Knowledge:Culture  
  INT 
  +3
  +3
  +6
  ( Klingon, Federation )
  Knowledge:History  
  INT 
  +3
  +3
  +6
  ( Klingon, Federation )
  Knowledge:Specific World INT 
  +3
  +5
  +8
  ( Earth, Vulcan)
  Language- Fed Standard  
  INT 
  +3
  +4
  +7
  29
  
  Language- Klingonese
  INT
  +3
  +4
  +7
  Life Science
  INT
  +3
  +4
  +7
  ( Biology )
  Medicine
  INT
  +3
  +5
  +8
  ( General, Surgery, Pathology )
  Physical Science: 
  INT 
  +3
  +3
  +6
  ( Chemistry)
  Ranged Combat:Energy 
  AGL
  +2
  +3
  +5
  (Phaser)
  Repair 
  INT 
  +3
  +1
  +4
  Survival
  PER
  +1
  +2
  +3
  System Operation  
  INT 
  +1
  +3
  +4
  ( Medical )
  Unarmed Combat  
  AGL +2
  +2
  +4
  ( Starfleet Martial Arts )
  Professional Abilities:
  Diagnosis:  Doctor Q'Rii has received special training in diagnosing alien diseases and toxins.
  Whenever Q'Rii makes a Medicine test to identify an alien pathogen or disease, he gains a 
  +2 affinity bonus equal to half his Investigate skill (rounded up).  If successful, Medicine 
  tests to treat the disease receive a bonus based on the degree of success of the diagnosis roll.
  General Medicine:  Doctor Q'Rii has received a wide range of medical training in order to deal 
  with any situation that might arise aboard a starship.  Whenever Q'Rii makes a Medicine 
  test, he receives a +2 bonus to the result.  
  Field Medicine:  Doctor Q'Rii has been trained with the finest medical technology available- but
  because such hospital facilities aren't always available, has also been trained to treat 
  patients in the field and on the fly.  When performing a First Aid or Medicine test outside a 
  sickbay or surgical suite, Doctor Q'Rii may re-roll any single test and take the better of the 
  two results. This ability may only be used once per session.  
  No Butchery:  Knowing that his skill may be called upon in the most primitive
  circumstances, Q'Rii has been specially trained- and can ignore penalties to 
  Medicine or First Aid tests for antiquated or inadequate equipment.  
  Rehabilitation: Q'Rii knows how to balance encouragement, demand, “T-L-C” and “Tough Love”
  to get his patients on their feet in the least time possible.  Provided he can care for them in 
  his sickbay (or other adequate facility), Q'Rii's patience heal at twice the normal rate. 
  Starship Duty:  Doctor Q'Rii has received all the training necessary to serve aboard a starship.  
  Species Abilities:
  Brak'lul:  Klingons have a redundant physiology that renders them resistant to physical
  damage.  Klingons enjoy a +2 to Stamina and shrug off stun effects in half the time. 
  Bonus Edge: High Pain Threshold: Q'Rii's Klingon physiology renders him less susceptible
   to pain than normal (reducing all injury penalties by 2).
  Ferocity: When pushed past his breaking point, a Klingon may fly into a trance-like rage,
  gaining +1 Health, and a +2 to Armed or Unarmed (but not Ranged) Combat. The 
  rage lasts for a number of rounds equal to the characters Vitality, and may only be 
  stopped when the duration runs out or all his opponents (or he) lies dead or the 
  character spends a Character Point.  Klingons may “rage” once per day.
  Honor: Klingons place great stock in their honor, and may add their Renown bonus to
  interactions with other Klingons (for good or ill).
  Skilled:  Q'Rii's human heritage opened him up to a broad range of experiences, and as a 
  result, he received two additional skill picks during Character Creation.
  Edges/Flaws
  Command 1:   Doctor Q'Rii has been assigned as Chief Medical Officer (and a
  Department Head) aboard the U.S.S. Montpelier.
  Dodge: Q'Rii gains a +3 bonus to Quickness when taking Dodge actions.
  Promotion 2: Dr. Q'Rii holds the rank of Lieutenant in Starfleet.
  30
  
  7
    th
     Fleet Scoring Sheet
   
   
  Benchmark
          Bonus
  Achieved
  PCs shift costumes before heading for the surface:
  +1 
  ¤
  PCs recover equipment cache from observation post: 
  +1
        ¤
  PCs successfully divert the comet:
   
  +3
        ¤
  PCs destroy the comet:
  +1
        ¤
  PCs avoid polluting the planet with cometary debris:
  +3
        ¤
  PCs rescue Doctor Juliann Mason:
  +1
        ¤
  PCs locate and recover David Mason's corpse: 
  +1
        ¤
  PCs brandished off-world/advanced technology or knowledge:
  -4
        ¤
  PCs were unnecessarily violent, or fail to prevent such an act:
  -1
        ¤
  PC actions blatantly violate the Prime Directive: 
  -6
        ¤
      / 11
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Crew:  USS    
   
             
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 11
   
     
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  31
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/All_the_Kings_Horses.pdf