TEXT: A STAR BEYOND THE STARS
  STARTER CAMPAIGN
  A STAR BEYOND THE STARS
  STARTER CAMPAIGN
  
  2 CHAPTER 01
  1732011
  LCARS TERMINAL 978-1-912200-96-2
  191984
  221084
  CREDITS
  AUX SYS
  SYSTEM DESIGN
  NATHAN DOWDELL
  LINE DEVELOPMENT
  DAVE CHAPMAN AND SAM WEBB
  CAMPAIGN WRITTEN BY
  MARCO RAFALÁ
  EDITING
  MIKE BRUNTON, SAM WEBB,  
  AND JIM JOHNSON
  PROOFREADING
  ARIC WIEDER AND KATYA THOMAS
  BOX ARTWORK
  CRISTI BALANESCU
  INTERNAL ARTWORK
  CRISTI BALANESCU, MICHAL E. CROSS, 
  DOMINGO DÍAZ, JOSEPH DIAZ,  
  TOMA FEIZO GAS, CONNOR MAGILL, 
  TOBIAS RICHTER, ALAIN RIVARD,  
  MARTIN SOBR, STEVE STARK,  
  AND RODRIGO TOLEDO
  ART DIRECTION
  SAM WEBB
  GRAPHIC DESIGN
  MATTHEW COMBEN
  LAYOUT
  MICHAL E. CROSS 
  PRODUCED BY
  CHRIS BIRCH
  PUBLISHING ASSISTANT
  SALWA AZAR
  OPERATIONS MANAGER
  GARRY HARPER
  PRODUCTION MANAGER
  STEVE DALDRY
  COMMUNITY SUPPORT
  LLOYD GYAN
  FOR CBS STUDIOS
  BILL BURKE, JOHN VAN CITTERS,  
  MARIAN CORDRY, VERONICA HART,  
  BRIAN LADY, AND KEITH LOWENADLER
  Published by Modiphius Entertainment Ltd.
  2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K.
  INFO@MODIPHIUS.COM 
  WWW.MODIPHIUS.COM
  Modiphius Entertainment Product Number: MUH051566
  ISBN: 978-1-912200-96-2
  The 2d20 system and Modiphius Logos are copyright Modiphius 
  Entertainment Ltd. 2018. All 2d20 system text is copyright Modiphius 
  Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. 
  Any trademarked names are used in a fictional manner; no infringement 
  is intended. This is a work of fiction. Any similarity with actual people and 
  events, past or present, is purely coincidental and unintentional except for 
  those people and events described in an historical context. TM & © 2018 
  CBS Studios Inc. © 2018 Paramount Pictures Corp. STAR TREK and related 
  marks and logos are trademarks of CBS Studios inc. All Rights Reserved.
  Artwork and graphics TM & © 2018 CBS Studios Inc. STAR TREK 
  and related marks and logos are trademarks of CBS Studios Inc. All 
  Rights Reserved., except the Modiphius Logo which is © Modiphius 
  Entertainment Ltd. This is a work of fiction. Any similarity with actual 
  people and events, past or present, is purely coincidental and 
  unintentional except for those people and events described in an 
  historical context.
  
  3
  A STAR BEYOND THE STARS 
  CONTENTS
  TECHNICAL SPECIFICATIONS  MUH051566
  3386B
  CHAPTER 01
  005
  INTRODUCTION
  01.10  Campaign Overview  ............................................................. 006
  CHAPTER 02
  007
  PART ONE: THE ALCUBIERRE
  02.10  Introduction  .......................................................................... 008
  02.20  Act 1: The Lost Ship  ............................................................. 009
  02.30  Act 2: The Survivor  ............................................................... 013
  02.40  Act 3: Take Back The Ship  ................................................... 017
  02.50  Conclusion  ........................................................................... 020
  CHAPTER 03
  075
  PART TWO: WE ARE NOT OURSELVES
  03.10  Introduction  .......................................................................... 022
  03.20  Act 1: Kortar Station  ............................................................. 023
  03.30  Act 2: Cordolan IV  ................................................................ 027
  03.40  Act 3: Machinations Revealed  .............................................. 030
  03.50  Conclusion  ........................................................................... 034
  CHAPTER 04
  087
  PART THREE: THE PIERCED VEIL
  04.10  Introduction  .......................................................................... 036
  04.20  Act 1: Setbacks And Surprises  ............................................ 037
  04.30  Act 2: The Ocean World  ....................................................... 040
  04.40  Act 3: Lost Civilizations  ........................................................ 045
  04.50  Conclusion  ........................................................................... 049
  
  4 CHAPTER 01
  USS ALCUBIERRE
   
   4457029 
  3226 12300
   
   29900 25903 
  80
   
   
  3442 
  440 22058
   
   1634780 
  2378 
  4408
   
   
   10900 29911
   
   12099 23045
   
   
  9088 11289
   
   41440 
  9830
   
   
  773 12002
   
   
  9980 
  107
  39366298 
  29842I 
  553058 229451 
  455295 
  27383937
  30265519 
  34792 
  620198 326899 
  260493 
  27044612
  2O343360 
  320901 
  236103 15032 
  273029 
  24730282
  24369201 
  843920 
  175073 234921 
  138430 
  11239403
  24994020 
  3892 
  23392 107052 
  193402 
  17394550
  17504262 
  580792 
  259502 12377 
  529500 
  59322203
  VESSEL STATUS UNKNOWN
  6239-4760 
  5836 
  251872 
  23-305756 
  4673 
  84632 3485759 2353 
  40-32629222 576 7794836 
  39362-562 264938 2826281
  4936-2056 
  33839 
  220284 
  65-273396 
  21012 
  104585 1147593 2505 
  38-37499009 370 2600370 
  101-32442-990 173002 1739042
  5637-8200 
  28340 
  645640 
  29-265205 
  6203 
  650566 
  43424 2860 
  67-26299091 631 4629025 
  44-48903-912 303521 2904094
  3289-9323 
  5230 
  502932 
  09-236402 
  265676 
  3675 
  381735 2844 
  92-38451739 387 1258986 
  37-39598-398 295026 3765957
  LCARS 03-0370
  EF-01-8022
  22-9021
  21-8390
  RT-01-0871
  LK-02-8730
  17-8021
  12-3788
  19-3300
  17-2880
  21-5540
  7480
  2099
  8720
  11890
  1003
  1287
  08-9667
  32-2088
  23-7845
  2301
  37889
  9743
  01-2082
  38-2201
   
  UNABLE TO DETECT LIFE SIGNS 
   
  IMPULSE DRIVE OFFLINE 
   
  THRUSTERS OFFLINE 
   
  WARP DRIVE STATUS UNKNOWN 
  COMPUTER STATUS UNKNOWN
  SUBSPACE INTERFERENCE
  SCAN INCOMPLETE
  
  5
  INTRODUCTION
  01.10 
  CAMPAIGN OVERVIEW 
   006
  INTRODUCTION
  CHAPTER 
  01.00 
  98237659823-98372
  5827399-3297
  
  6 CHAPTER 01
  CAMPAIGN OVERVIEW
  CHAPTER
  01.10 INTRODUCTION
  THIS CAMPAIGN
  This introductory campaign provides a Gamemaster a storyline 
  of 3 interlinked missions to launch into several sessions of Star 
  Trek Adventures. It introduces the game rules as the story 
  develops, and is designed to be run by a novice Gamemaster 
  as simply as possible. By the third mission, the Gamemaster 
  should be familiar with the 2D20 system, able to run any Star 
  Trek Adventures missions, with the help of the core rulebook.
  This campaign is designed to be used with the Starter 
  Rules booklet, dice, tokens, and poster map included in this 
  boxed set.
  PART ONE: THE ALCUBIERRE
  In their first assignment, the Player Characters must make 
  contact with and recover the U.S.S. Alcubierre, a test-bed 
  for a new type of warp drive. It introduces the game rules 
  and advises the Gamemaster how to run the mission, one 
  Task at a time.
  PART TWO: WE ARE NOT OURSELVES
  With the conclusion of part one, Players will have an alien 
  mystery to follow and investigate, and introduces new game 
  mechanics and guides the Gamemaster how to implement 
  them at the table.
  PART THREE: THE PIERCED VEIL
  Part three brings the campaign to a dramatic conclusion, 
  with the Players tackling the alien scheme head on, they 
  will have to make difficult decisions that will tackle their 
  moral perspective, and will introduce starship combat as an 
  exciting part of the game.
  
  7
  THE ALCUBIERRE
  02.10 
  INTRODUCTION 
   008
  02.20 
  ACT 1: THE LOST SHIP 
   009
  02.30 
  ACT 2: THE SURVIVOR 
   013
  02.40 
  ACT 3: TAKE BACK THE SHIP 
   017
  02.50 
  CONCLUSION 
   020
  PART ONE 
  THE ALCUBIERRE
  CHAPTER 
  02.00 
  98237659823-98372
  5827399-3297
  
  8
  ROMULAN SIGNAL DECTECTED
  DESCRAMBLING IN PROGRESS
  SYNOPSIS
  The Player Characters receive an urgent assignment 
  from Starfleet Command: recover the U.S.S. Alcubierre, 
  a science vessel testing an experimental engine system 
  designed to exceed warp 5 without damaging subspace. All 
  communications with the ship were lost one week ago.
  They find the Alcubierre adrift beyond the edge of known 
  space. Hails go unanswered, and subspace interference 
  makes it impossible to determine if there are life signs 
  present or use transporters. The Player Characters send an 
  away team via shuttle to investigate.
  Aboard the Alcubierre, the away team fends off a Romulan 
  boarding party. Cryptic messages on computer terminals 
  then lead them to stellar cartography, where they meet 
  Ensign Jim LaSalle. LaSalle is the sole survivor of the 
  Romulan attack by the Decius, which was then called away 
  by a mysterious signal, leaving the boarding party behind. 
  Commandeering the Alcubierre, the Romulans took control of 
  engineering and have been trying to bring the ship’s systems 
  back online.
  The away team must take back engineering from the 
  Romulans. But their subcommander displays amazing 
  strength. When he is finally brought down, an insect-like 
  creature scurries from his mouth. Is this one of the creatures 
  that infiltrated Starfleet Command six years ago? A 
  medical scan confirms that the neural parasitic beings have 
  returned.
  INTRODUCTION
  This mission is designed to be an introduction to Star 
  Trek Adventures for those who are new to the STA game 
  or roleplaying games in general. Instructions on game 
  mechanics — such as how Tasks work, suggestions on 
  using Determination for Players and spending Threat for 
  Gamemasters — are included throughout. This is also the 
  first of three linked adventures that can be played together as 
  a short campaign. 
  DIRECTIVES
  In addition to the Prime Directive, the Directives for this 
  mission are:
   §
  Recover the missing Oberth-class starship U.S.S. 
  Alcubierre. 
   §
  Prevent Starfleet technology from falling into enemy hands. 
  As Gamemaster, you begin each session with 2 points of 
  Threat for each Player Character in the group. Players begin 
  each session with a single point of Determination.
  INTRODUCTION
  CHAPTER
  02.10 THE ALCUBIERRE
  CHAPTER 02
  696855
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  484003
  8779
  86864
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  23
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  82009741
  9782315408
  
  9
  THE ALCUBIERRE
  SCENE 1: IN UNCLAIMED SPACE
  The same way the Captain’s log introduces many Star Trek 
  episodes, a log entry in the game sets the stage for the 
  adventure to come. When you are ready, read the Captain’s 
  log aloud to your Players:
  CAPTAIN’S LOG
  STARDATE 47515.4
  We are in the remote Elicona sector, 
  investigating the disappearance of the 
  U.S.S. Alcubierre. After three days in this 
  unpopulated region of space, we found 
  a promising lead. Hours ago, long-range 
  sensors detected a vessel and the presence 
  of subspace interference. The ship is several 
  parsecs outside Federation territory. The 
  Alcubierre was on special assignment, testing 
  new engine systems designed to exceed warp 
  5 without damaging subspace. I can only 
  surmise that something went terribly wrong 
  with the experiments.
  As the Players’ ship approaches the Alcubierre’s coordinates 
  set the scene by reading the following aloud:
  Once in visual range of the Oberth-class starship, you 
  see no signs of external damage. Still, the science vessel 
  is adrift. All attempts at establishing communication go 
  unanswered. The localized subspace interference scrambles 
  sensor scans and renders transporters inoperable. But you 
  need answers. Is anyone alive over there? What happened 
  to them and their ship? Your only recourse is to send an 
  away team in a shuttlecraft.
  ACT 1: THE LOST SHIP
  CHAPTER
  02.20
  Inform the Players that the heavy Subspace Interference 
  generated by the Alcubierre is a Location Trait that affects 
  them while aboard their own vessel in the following ways: 
   §
  Subspace Interference: Sensor scans and communications 
  cannot penetrate this interference. This prevents the 
  Players from performing Tasks related to their ship’s 
  sensors. This means the Players will not be able to scan 
  the vessel for life signs. Since they cannot acquire a 
  sensor lock, they will not be able to use the transporters 
  to beam over an away team. Finally, the Player’s ship 
  will not able to communicate with anyone on board the 
  Alcubierre, including any away team.
  When on the science vessel, an away team will suffer other 
  effects from this Trait, as detailed later in this adventure. 
  PLOTTING A COURSE
  Since the Players cannot use the transporters, they will need 
  to take a shuttle to the Alcubierre. To pilot a shuttlecraft, the 
  Players will need to first plot a course. Ask one of the Players 
  to attempt a Reason + Conn Task with a Difficulty of 1. To 
  attempt this Task, have the Player follow these steps:
   §
  The Player adds their character’s Reason Attribute and 
  Conn Discipline together. This is the Target Number.
   §
  2d20 is the default number of d20s rolled when 
  attempting any Task. But the Player may buy more dice. 
  See Improving the Odds (rules booklet, p.9).
  ASSISTANCE FROM THE SHUTTLE’S COMPUTERS
  Plotting a course will be assisted by the shuttle. Ask one of the 
  other Players to make the assist roll for the shuttle, rolling 1d20. 
  The Target Number is the shuttle’s Computers + Conn (see 
  Shuttlecraft sidebar below). To add the shuttle’s successes to 
  the results, the Main Character must score at least one success.
  THE RESULTS OF THE ROLL
  The Task is successful if the number of successes equals 
  or exceeds the Difficulty number. If the Player scored the 1 
  success they needed for this Task, they plot the course and 
  can proceed to piloting the shuttle. If they generate more 
  successes than they need, these become Momentum to 
  spend. In this case, the Players might use Momentum to buy 
  THE ALCUBIERRE
  
  10
  more dice for the next Task of piloting the shuttle. Or, if they 
  have 2 Momentum available, they could spend it to Create an 
  Advantage, reducing the Difficulty of the next piloting Task by 1. 
  If the Player rolls a natural 20, this creates a Complication. In 
  this scene, a Complication could increase the Difficulty of the 
  next shuttle piloting Task by 1, or you could instead choose 
  to add 2 points to the Threat pool for use later.
  If the Task is successful, read the following aloud: 
  You’ve calculated the best course to the Alcubierre’s docking 
  port, adjusting for the attitude and rotation rate of the silent 
  ship. Using your calculations, the pilot departs the shuttlebay 
  for the science vessel.
  PILOTING THE SHUTTLE
  With the course plotted, it’s time to pilot the shuttle. Ask 
  one of the Players to attempt a Control + Conn Task, 
  assisted by the shuttle’s Engines + Conn, with a Difficulty 
  of 1. If the Players created Advantage in the previous Task, 
  reduce the Difficulty to 0. 
  Difficulty 0 Tasks automatically succeed so the Player 
  does not need to roll to make the attempt. But, since 
  zero successes are needed, every success will generate 
  Momentum. Remind the Players that this might be a great 
  way to add to their Momentum pool at the start of the 
  mission. Remember, Players can have no more than 6 
  Momentum in their group pool.
  ARRIVING AT THE ALCUBIERRE
  Once they have succeeded piloting the shuttle, read aloud 
  the following to the Players: 
  As your shuttlecraft nears the disabled Alcubierre, the main 
  shuttlebay doors mysteriously open. You adjust your heading 
  away from the docking port and safely land. The doors 
  close behind you and the bay pressurizes. Apart from two 
  of the Alcubierre’s own shuttles, the bay is empty, lit only by 
  flickering emergency lights. The bay feels eerily deserted.
  This is the end of the scene. As each scene ends, remove 
  one point of Momentum from the group pool.
  SCENE 2: ABOARD THE ALCUBIERRE
  Now that the Player Characters are aboard the Alcubierre, tell 
  the Players that the vessel has the following Location Traits :
   §
  Subspace Interference (away team): Combadges will 
  not work due to this interference. Tricorders only function 
  on people and objects within Reach (arm’s length of a 
  Player Character).
   §
  Emergency Lighting: This Trait increases the Difficulty by 1 
  for ranged weapon attacks and Tasks to observe or identify 
  characters or objects at Medium range and beyond. 
   §
  Disabled: Most ship systems are offline. This affects 
  turbolifts, doors, transporters, sensors, communications, 
  replicators, warp and impulse engines. Life-support and 
  other vital functions are operational via auxiliary power.
  As the Player Characters exit the shuttle, read the following 
  aloud:
  You hear the beep… beep… beep of an active console 
  waiting for a command. It echoes throughout the shuttlebay. 
  Alcubierre shuttles 1 and 2 stand empty and dark. The doors 
  to the control room are stuck half open, as if the ship’s power 
  gave out just as someone walked through them. The light of 
  the console inside the control room reflects in the window 
  overlooking the bay. But there is no one inside. Whoever 
  opened the shuttlebay’s outer doors is not here.
  SYSTEMS
  DEPARTMENTS
  01
  COMMAND
  01
  SECURITY
   –
  SCIENCE
  01
  CONN
  01
  ENGINEERING
   –
  MEDICINE
  07
  COMMS
  05
  ENGINES
  05
  STRUCTURE
  06
  COMPUTERS
  05
  SENSORS
   –
  WEAPONS
  POWER:  3  
  SCALE: 1 
  SHIELDS: 3 
  RESISTANCE: 1
  CREW: 1 or 2, plus 6 passengers
  SHUTTLECRAFT
  Failure should never grind the game to a halt, or frustrate Players. 
  That’s no fun for anyone. Sometimes, you should allow the Task 
  to Succeed at Cost. In these instances, the Task succeeds but 
  it also creates an unintended problem. In game terms, the Player 
  has succeeded but suffered a Complication. In the case of the 
  Navigator plotting the course to the Alcubierre, you may decide 
  that the Complication has now increased the Difficulty of the Helm’s 
  next Task of piloting the shuttle by 1
  WHAT IF TASKS FAIL?
  CHAPTER 02
  
  11
  THE ALCUBIERRE
  U.S.S. ALCUBIERRE [OBERTH CLASS FEDERATION STARSHIP]
  MISSION PROFILE: Technical Test-Bed
  SYSTEMS
  DEPARTMENTS
  01
  COMMAND
  02
  SECURITY
  04
  SCIENCE
  03
  CONN
  03
  ENGINEERING
  02
  MEDICINE
  08
  COMMS
  08
  ENGINES
  07
  STRUCTURE
  09
  COMPUTERS
  09
  SENSORS
  06
  WEAPONS
  POWER:  8 
  SCALE: 3 
  SHIELDS: 9 
  RESISTANCE: 3
  ATTACKS:
   §
  Phaser Banks (Energy, Range Medium, 6A Versatile 2)
   §
  Tractor Beam (Strength 2)
  SPECIAL RULES:
   §
  High Resolution Sensors: While the vessel is not in 
  a Conflict, any successful Task that is assisted by the 
  ship’s sensors gains one bonus Momentum.
   §
  Improved Warp Drive:  Whenever the ship spends 
  power to go to warp roll 1A for each Power spent. 
  For each Effect rolled, 1 point of Power is replenished 
  immediately.
  
  12
  An examination of the console in the bay’s control room is a 
  Difficulty 0 Task, so do not ask the Players to roll. Instead, tell 
  them the following information: 
  Auxiliary controls are locked out, and rerouted to main 
  engineering. The person who operated the shuttlebay did not 
  do it from here.
  Now, invite the Players to spend Momentum on Obtain 
  Information. Players can ask a single, relevant question per 
  point of Momentum spent. In this situation, one obvious 
  question is who opened the bay doors? Here are some 
  answers to possible questions: 
   §
  The console shows that someone bypassed the lockout 
  to operate the bay doors from the bridge.
   §
  Command codes were not used to reroute ship systems 
  to main engineering.
  At this point, read the following aloud to the Players: 
  As you study the console, the power sputters and the display 
  dims. Before the console goes completely dark, the following 
  message appears: Meet me in stellar cartography.
  Inform the Players that they will need to use the emergency 
  hand actuator to open the doors and exit the shuttlebay. This 
  device is stored in a wall panel near the door.
  CREATE A COMPLICATION WITH THREAT
  Creating a Complication costs 2 Threat. You can spend 
  Threat here to create a Complication that makes opening 
  the door impossible. The emergency hand actuator breaks 
  when the Players use it! Now the Players will need to find 
  another way to force open the door. Encourage them to 
  think creatively. Some options they might come up with 
  include:
   §
  Forcing the door open with brute strength. This may 
  require an object the Player Character can use as a lever 
  to wedge between the two halves of the door. This is a 
  Fitness + Security Task with a Difficulty of 3.
   §
  Using a phaser to cut into the bulkhead and hotwire the 
  circuitry. This is a Control + Engineering Task with a 
  Difficulty of 2.
  Once they get the door open, read the following aloud:
  Scorch marks cover the corridor walls. Damaged power 
  couplings spark beneath broken, burnt out panels. On the 
  deck are the dead bodies of seven Starfleet crew members.
  You will find the backstory of the U.S.S. Alcubierre below, including 
  what set the ship adrift in space and what has happened on 
  board since. The Players will have an opportunity to uncover this 
  information throughout the mission as they investigate the ship. It is 
  often more satisfying for the Players to uncover a backstory in bits 
  and pieces, as opposed to one “info dump”. In this case, they may 
  discover information from computer terminals, from conversations 
  with the sole surviving crew member, and in their encounters with 
  the Romulans.
  Three weeks ago, the Alcubierre set out for the edge of Federation 
  space to test Starfleet’s newest experimental engines. The engines 
  had performed perfectly in all Stage 1 simulations at the Utopia 
  Planitia Fleet Yards. Captain John Kelly was honored when the 
  Alcubierre was selected for Stage 2 testing. 
  However, the first warp field test failed almost immediately. The 
  engines overloaded, causing cascading system failures. Adrift 
  and unable to signal Starfleet, the skeleton crew worked night 
  and day trying to repair the damage. The Alcubierre soon strayed 
  beyond the borders of the Federation into unclaimed space. It was 
  already generating rising levels of subspace interference when the 
  Romulans arrived. 
  When the warbird, Decius, discovered the science vessel 
  (which did not respond to their hails) they believed Starfleet 
  was attempting to develop subspace weapons in violation of 
  their treaty. The Romulans would not give the Federation an 
  opportunity to deny this act of aggression. 
  Unknown to the rest of the crew, the Decius’ commander 
  had a secondary mission. As a host of a neural parasite, 
  Commander Atrani also saw this as the perfect opportunity 
  to finally make progress on infiltrating Starfleet. She sent 
  Subcommander D’Nal, also host to a neural parasite, to lead 
  the boarding party.
  The Alcubierre’s crew fought back. All but one — Ensign 
  LaSalle — were killed. But the build-up of subspace 
  interference soon disrupted communications, sensors, and 
  transporters. The Romulan boarding party were stranded. 
  Unknown to D’Nal, the Decius had left to answer an urgent call. 
  Aboard the Alcubierre, the Romulans have spent several days 
  attempting to repair the engines. And the whole time, Ensign 
  LaSalle has remained hidden and undetected in the Jefferies 
  tubes, working to regain control of the ship…
  THE STORY OF THE ALCUBIERRE
  CHAPTER 02
  
  13
  THE ALCUBIERRE
  Examining the bodies to determine what killed them is a 
  Difficulty 0 Task, using Insight + Medicine. The wounds 
  are consistent with the type of injuries caused by disruptor 
  weapons. Depending on what questions the Players ask, 
  spending Momentum to Obtain Information could reveal: 
   §
  The crew members died less than a week ago.
   §
  The signature of the disruptors is Romulan. 
   §
  The position of the bodies relative to the damage in the 
  corridor suggests the crew members lost their lives in a 
  fighting withdrawal to the shuttlebay.
  THE ALCUBIERRE
  ACT 2: THE SURVIVOR
  CHAPTER
  02.30
  ENCOUNTER: INVESTIGATION INTERRUPTED
  As this is the start of a new scene decrease the saved 
  Momentum pool by 1 point.
  The Player Characters will have to decide if they heed the 
  message and head to stellar cartography. If they spent 
  Momentum to Obtain Information in the previous scene, 
  they may be going to the bridge instead. If they split up 
  remind them that they will be unable to communicate with 
  one another, because combadges and ship communications 
  cannot penetrate the Subspace Interference Trait. With the 
  turbolifts offline, Players Characters must move between 
  decks using Jefferies tubes and access ladders.
  Once the Players decide on a destination and are on their 
  way, read the following aloud:
  The corridors are dimly lit from the glow of the red emergency 
  lighting. Ahead, you find three more dead Starfleet officers. 
  You recognize them from the mission briefing. This is Captain 
  Kelly, his first officer Commander Dandrik, and chief of 
  security, Lieutenant T’Lau. As you examine their bodies, a 
  disrupter blast scorches the wall beside you. You look up and 
  see four Romulans at the other end of the corridor.
  Use map 2.3 on the poster map, and place the Player 
  Characters and the Romulans at Long range from one 
  another as shown at the back of this booklet.
  In this Conflict encounter, the Player Characters take the first 
  Turn, and it is up to them who goes first. 
  During a Turn in a Conflict, a Player Character can attempt one 
  Minor Action and one Task. After the character completes his 
  or her Turn, the action passes to the opposing side. However, 
  the Player may spend two Momentum to instead pass the 
  action to another Player Character. This is called Keep the 
  Initiative, but the Players cannot Keep the Initiative again 
  until the Romulans have taken a turn of their own.
  The Gamemaster can spend 2 Threat here to add the 
  Escalation options to the Romulans. This arms all the 
  adversaries with disruptor rifles instead of pistols (see the 
  sidebars for the centurion and the uhlans).
  SET PHASERS TO STUN
  In order to stun your opponent, you must declare that you 
  are making a Non-lethal attack before rolling the dice. 
  Alternatively, the ranking officer in charge can make this 
  declaration for the Player Characters by ordering them to set 
  their phasers to stun.
  
  14
  Characters are stunned when they suffer an Injury from a 
  Non-lethal attack. An Injury occurs in one of two ways:
   §
  The character takes 5 or more damage from a single 
  attack (after reduction from Resistance, if any).
   §
  The character is reduced to 0 Stress.
  Injured characters cannot attempt Tasks, perform Minor 
  Actions, or participate in the encounter.
  LETHAL ATTACKS
  A Player Character who makes a Lethal attack, or an “attack to 
  kill,” adds one point to the Threat Pool. A Non-Player Character 
  who makes a Lethal attack must spend one point of Threat.
  AVOIDING INJURIES
  Characters may Avoid an Injury once per scene. There are 
  several ways Player Characters may avoid or temporarily 
  ignore the effects of an Injury (rules booklet, p.14). Notable 
  NPCs can spend two Threat to Avoid an Injury. Minor NPCs 
  do not have this ability.
  ROMULAN CENTURION [NOTABLE NPC]
  TRAITS: Romulan
  VALUE: I Will Not Fail in My Duty to the Empire 
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  02
  SECURITY
  01
  SCIENCE
  02
  CONN
  01
  ENGINEERING
   –
  MEDICINE
  12
  CONTROL
  09
  FITNESS
  09
  PRESENCE
  10
  DARING
  10
  INSIGHT
  10
  REASON
  FOCUSES: Paranoid, Guerrilla Tactics
  STRESS: 11 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 3A Knockdown, Size 1H,  
  Non-lethal)
   §
  Dagger (Melee, 3A Vicious 1, Size 1H, Deadly, Hidden 1)
   §
  Disruptor Pistol (Ranged, 5A Vicious 1, Size 1H)
   §
  Escalation Disruptor Rifle (Ranged, 6A Vicious 1,  
  Size 2H, Accurate)
  SPECIAL RULES:
   §
  Ambush: When attacking an opponent who is unaware, 
  the centurion may spend 2 Threat to allow the centurion 
  and all Romulans under their command to re-roll any 
  number of d20s on attack rolls.
   §
  Guile and Cunning: When attempting to remain hidden 
  or unnoticed, a Romulan may spend one Threat to 
  increase the Difficulty of enemy Tasks to detect them 
  by one.
   §
  Wary: Whenever a Romulan attempts a Task to notice or 
  detect an enemy or hazard, they may re-roll one d20.
  TRAITS: Romulan
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
   –
  SCIENCE
  02
  CONN
  01
  ENGINEERING
   –
  MEDICINE
  11
  CONTROL
  09
  FITNESS
  08
  PRESENCE
  08
  DARING
  10
  INSIGHT
  11
  REASON
   
  STRESS: 11 
  RESISTANCE: 0
  ROMULAN UHLAN [MINOR NPC]
  ATTACKS:
   §
  Unarmed Strike (Melee, 3A Knockdown, Size 1H,  
  Non-lethal)
   §
  Dagger (Melee, 3A Vicious 1, Size 1H, Deadly, Hidden 1)
   §
  Disruptor Pistol (Ranged, 5A Vicious 1, Size 1H)
   §
  Escalation Disruptor Rifle (Ranged, 6A Vicious 1,  
  Size 2H, Accurate)
  SPECIAL RULES:
   §
  Guile and Cunning: When attempting to remain hidden 
  or unnoticed a Romulan may spend one Threat to 
  increase the Difficulty of enemy Tasks to detect them 
  by 1.
   §
  Wary: Whenever a Romulan attempts a Task to notice or 
  detect an enemy or hazard they may re-roll one d20.
  CHAPTER 02
  
  15
  THE ALCUBIERRE
  RECOVERY AND FIRST AID
  Characters recover automatically from Non-lethal Injuries at 
  the start of the next scene. If the Injury resulted from a Lethal 
  attack, the character will die if they do not receive First Aid 
  before the scene ends. This is a Daring + Medicine Task, 
  with a Difficulty of 1. Success stabilizes the injured character, 
  but the character needs further treatment to remove the 
  Injury. This cannot be done during a Conflict, and requires a 
  successful Control + Medicine Task, with a Difficulty of 2 
  (though circumstances may increase this).
  CONCLUDING THE CONFLICT
  The Romulans will retreat if the battle turns against them, and 
  use a nearby Jefferies tube to move to a lower deck.
  If the Conflict goes against the Player Characters a fighting 
  withdrawal is a viable option. Have a door mysteriously seal 
  behind the away team as they retreat, giving them time to 
  escape. Later, they will learn that Ensign LaSalle in stellar 
  cartography assisted them. Regardless of the outcome, allow 
  the Player Characters a moment to tend to any Injuries. 
  SCENE 1: EXPLORING THE SCIENCE VESSEL
  As this is the start of a new scene, decrease the saved 
  Momentum pool by 1 point.
  At this point in the mission the Players have several options, 
  and the choices they make will determine how this scene 
  unfolds. Below are three main locations that the Players may 
  head towards. Regardless of where they go, the urgency of 
  their mission and the Romulan threat still exist.   
  BRIDGE AND CAPTAIN’S READY ROOM
  With the turbolifts offline, the only way to gain entry to 
  the bridge is from the captain’s ready room. The Player 
  Characters enter the captain’s ready room using a vertical 
  access ladder. Read this aloud: 
  The captain’s ready room is small and cramped. But the 
  antique nautical instruments throughout give it a sense of 
  stateliness. A sextant and brass compass rest on a pedestal 
  near the window. A large wood and brass barometer hangs 
  on the wall. And a celestial navigation globe sits on the desk.
  Inform the Players that they may be able to read the 
  captain’s logs if they can bypass the computer lockout 
  at his desk. This Task could use Control or Reason + 
  Engineering, with a Difficulty of 3. But ask the Player to 
  describe their approach. For example, is it improvised or 
  reckless? If so, Daring might be an appropriate Attribute 
  choice instead. Also ask the Player if they have a relevant 
  Focus, such as Computers. If so, they will earn two 
  successes for each d20 result that is equal to or less than 
  their Discipline. 
  Tell the Players that the systems have been heavily damaged 
  with many corrupted files, but a success allows them access 
  to two of the captain’s logs (see Captain John Kelly’s Logs 
  and read them to the Players).
  When they are ready to access to the bridge, read aloud 
  the following: 
  You find an emergency hand actuator in the wall panel 
  and use it to crank open the doors. The bridge is empty, 
  its viewscreen awash with static. The Ops, Conn, science, 
  and tactical stations are all offline. Whoever accessed the 
  systems here is long gone, and the Romulans have locked 
  out the controls.
  SICKBAY
  If one of the Player Characters was injured by the 
  Romulans, they may detour to sickbay for treatment. Read 
  the following aloud: 
  The bodies of Starfleet officers fill the biobeds. Each shows 
  signs of injuries sustained in combat against the Romulans. 
  The ship’s chief medical officer is slumped in his chair, killed 
  by a disruptor blast to the chest.
  Tell the Players that the computer systems, monitoring devices, 
  and other medical sensor equipment are all offline. Unlike other 
  systems, these are not locked out and rerouted to engineering, 
  which means they can be restored. This is a Reason + 
  Engineering Task with a Difficulty of 2. Ask the Player if 
  they have a Focus they would like to utilize here, such as 
  Computers. If successful, Medical Tasks performed in sickbay 
  can be assisted by the Alcubierre’s Computers + Medicine. 
  A Complication here results in Locked Out of Sickbay. The 
  Romulans detect the operational computers in sickbay and 
  SUPPLEMENTAL
  The project failed. As soon as we engaged the warp drive, all hell 
  broke loose. Systems are down all over the ship. We’re trapped 
  in a localized subspace interference field of our own making. 
  Communications can’t penetrate the interference. We’re helpless 
  out here, on our own, until my chief engineer and these theoretical 
  boys from Utopia Planitia Fleet Yards can fix the problem.
  SUPPLEMENTAL
  We’ve been boarded by Romulans. There’s something strange 
  about their Subcommander. He’s different somehow. I don’t know. I 
  can’t quite put my finger on it.”
  CAPTAIN JOHN KELLY’S LOGS
  
  16
  Alcubierre was disabled by a failed warp drive experiment, 
  and then invaded by Romulans. See the sidebar for the 
  story of the U.S.S. Alcubierre for details the Players learn 
  through this conversation.
  You should also share that LaSalle has been attempting 
  to trace the source of the mysterious signal that called the 
  Decius away. He has the coordinates. If the Player Characters 
  can restore the systems in stellar cartography, they may be 
  able to determine who is working with the Romulans. This is 
  a Challenge that requires two tasks to be completed in the 
  following order: 
  1. Bypassing the Lock-out: The Romulans in main 
  engineering have locked out the systems and the 
  Player must attempt to override this obstruction. This 
  is a Control + Engineering Task, with a Difficulty of 3. 
  Success allows the Player to continue to the next step:
  2. Reroute Power: This is a Reason + Engineering Task, 
  with a Difficulty of 3. The Player attempts to siphon 
  power from auxiliary back-up systems.
  If successful, read the following aloud: 
  The systems in stellar cartography come to life. Ensign 
  LaSalle eagerly inputs the coordinates. The location lights 
  up on the star chart. LaSalle whistles in appreciation. ‘Now 
  that’s unexpected,’ he says. The signal the Decius received 
  came from the Klingon armored space station, Kortar. 
  The station straddles the edge of the Klingon Empire and 
  unexplored space.
  TO ENGINEERING
  To stop the Romulans and regain control of the ship, the 
  Player Characters will need to go to engineering. To prepare, 
  they may ask LaSalle about the route and anything else 
  that may help them. As LaSalle, insist on guiding them to 
  engineering. You may also share the following details in 
  response to their questions:
   §
  Engineering contains an emergency access conduit on the 
  upper level. Unless the Romulans studied the emergency 
  evacuation schematics, they won’t know about it.
   §
  The conduit connects with a Jefferies tube outside the 
  chief engineer’s office.
   §
  A Jefferies tube on this deck links up with the tube 
  outside the engineer’s office. 
   §
  With Romulans looking for them, using the Jefferies 
  tubes to travel between decks will be dangerous, but the 
  turboshafts should be clear. 
  lock them out from main engineering. The Players will not 
  be able to use sickbay’s computers to assist future Medical 
  Tasks. As a further consequence, the Romulans now know 
  the Player Characters’ location.
  STELLAR CARTOGRAPHY
  When the Players approach stellar cartography, read this aloud: 
  The door to stellar cartography is half-open. Inside, a young 
  Starfleet engineer sits at the controls. A star chart of known 
  space flickers on the large spherical screen. But soon the 
  screen fills with static and then goes dark. ‘Almost had it that 
  time,’ the engineer says to himself. He then notices you and 
  exclaims, ‘You made it! Boy am I glad to see you.’
  You can now take on the role of Ensign LaSalle and 
  have him interact with the Players. Let the Players ask 
  him questions. As LaSalle, your answers reveal how the 
  TRAITS: Human
  VALUE: Engineer at Heart
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  01
  SECURITY
  02
  SCIENCE
  02
  CONN
  03
  ENGINEERING
   –
  MEDICINE
  09
  CONTROL
  09
  FITNESS
  07
  PRESENCE
  10
  DARING
  08
  INSIGHT
  08
  REASON
  FOCUSES: Physics, Warp Field Dynamics
  STRESS: 10 
  RESISTANCE: 0
  WEAPONS:
   §
  Unarmed Strike (Melee, 2A Knockdown, Size 1H, Non-lethal)
   §
  Phaser Type-1 (Ranged, 3A Size 1H, Charge, Hidden 1)
  SPECIAL RULES:
   §
  I Know My Ship: When attempting a Task to determine the 
  source of a technical problem with the Alcubierre add one 
  bonus d20.
   §
  Constantly Watching: When attempting a Task to detect 
  danger or hidden enemies reduce the Difficulty by 1.
  ENSIGN JIM LASALLE [NOTABLE NPC]
  CHAPTER 02
  
  17
  THE ALCUBIERRE
  SCENE 1: THE TURBOSHAFT
  As this is the start of a new scene, decrease the saved 
  Momentum pool by 1 point.
  To open the scene, read aloud the following: 
  You leave stellar cartography. Following Ensign LaSalle, you 
  hurry down a curved corridor to a turbolift. He cranks open 
  the door with the emergency hand actuator. Stepping inside, 
  you gain access to the horizontal shaft through the emergency 
  hatch. The hum from auxiliary power systems drowns out the 
  echo of your footsteps on the deck plating. You walk for fifteen 
  minutes to where it drops down to deck four.
  Tell the Players that climbing down the turboshaft requires a 
  Task. Ask them to attempt a Control + Fitness Task, with a 
  Difficulty of 1.
  Use the Succeed at Cost rule here. Failing does not mean the 
  character plummets down the length of the shaft. Instead, 
  it means the Player Character has incurred a Complication. 
  Here are some examples of what could go wrong:
   §
  The Player Character almost falls and drops their 
  phaser or medical tricorder. The equipment is damaged 
  in the fall. The character is now without a weapon or, 
  in the case of the medical tricorder, is unable to render 
  first aid.
   §
  The Player Character has made it to the bottom but 
  slipped along the way, twisting their ankle. The character 
  now has a minor injury requiring treatment, and the 
  Difficulty of any Fitness Tasks increase by 1.
  At the bottom of the turboshaft, a half-open door reveals 
  a corridor where two Romulans stand guard outside main 
  engineering. Use map 2.4 on the poster, and place the Player 
  tokens and the Romulan NPCs as indicated at the back of 
  this booklet. Any Complication as a result of climbing down 
  the turboshaft makes noise and this alerts the two Romulans 
  who will approach with their weapons drawn. Since the 
  guards have been alerted, choose one of them to take the 
  first Turn. Use the stats for the Romulan uhlan from Act 2.
  You can spend Threat to bring in Reinforcements (Minor 
  NPCs cost 1 Threat each and Notable NPCs cost 2). Weapons 
  fire draws the attention of the Romulans in engineering. In 
  the second Round, they spill out into the corridor and press 
  the attack against the Player Characters. See The Fight for 
  Engineering, below, for the stats for Subcommander D’Nal.
  If there have been no Complications then the Player 
  Characters can take the first Turn. They may be able to 
  silently stun the Romulans.
  If the Player Characters avoided or took out the uhlans, read 
  aloud the following to set the scene:
  Ensign LaSalle leads you to the emergency access conduit. 
  Climbing the ladder, you enter the upper level of main 
  engineering. On the far side of the room, the warp core 
  is dark. Nearby, three Romulan uhlans work diligently at a 
  freestanding computer terminal in the center of the room. The 
  subcommander paces, barking orders at his subordinates.
  Place 3 Romulan uhlan tokens and the sub-commander D’hal 
  token as indicated on map 2.4 at the back of this booklet 
  and let the Players decide where to place themselves at 
  Long range, in view of the warp core. If the Players choose 
  to attack, they will take the first Turn in a Conflict.
  They may also consider using the computer terminals in the 
  two side rooms indicated to restore the engines, and thus 
  remove the Subspace Interference, Emergency Lighting, and 
  Disabled Location Traits. This requires four Tasks be completed 
  successfully (see Restoring Engines During a Conflict). However, 
  after the first Task attempt, the Romulans become aware of their 
  presence and attack, taking the first Turn in a Conflict. 
  ENCOUNTER: THE FIGHT FOR ENGINEERING
  If the Players are detected, or they instigate conflict, 
  remember to keep in mind the following during this fight: 
  TAKING COVER
  Characters can use the environment to take cover during a 
  Conflict, reducing damage by a number of A. For example, 
  ACT 3: TAKE BACK THE SHIP
  CHAPTER
  02.40 THE ALCUBIERRE
  
  18
  the Romulans may opt to take cover behind the freestanding 
  computer terminal. This gives them 2A of cover. When 
  they suffer damage, roll the 2A and add the total to any 
  Resistance they may have (see the stats for the Romulans). 
  Reduce this total from the damage inflicted upon them. 
  The Player Characters may use a Movement Minor Action to 
  duck behind a wall after firing, providing 1A of cover.
  D’NAL AND THE NEURAL PARASITE
  The Player Characters will notice that phasers set to stun 
  have little effect on D’Nal, which is highly unusual. As long as 
  he is alive, D’Nal will not stop fighting. If the Players choose 
  to set their phasers to kill, making a Lethal attack, each 
  attack adds one point to the Threat pool. Spend 2 Threat to 
  Avoid an Injury from the first successful Injury dealt to D’Nal, 
  making a point that:
  The attack strikes the subcommander, square in the chest, 
  causing what you imagine would be a debilitating injury, but 
  with immense resilience, D’Nal shakes it off and continues 
  fighting. From a reaction like that, it’s clear you are not 
  dealing with a regular Romulan subcommander!
  If D’Nal is killed, the neural parasite scurries out of his 
  mouth. Four inches long, the creature is purple with six 
  legs, pincers, and a blue gill. Any remaining Romulans will 
  cease fighting the Player Characters and attack the creature 
  instead. The Player Characters may also attempt to capture 
  or kill the parasite.
  SUB-COMMANDER D’NAL [MAJOR NPC]
  TRAITS: Romulan, Neural Parasite
  VALUES: 
   §
  The Ends Justify the Means
   §
  The Continuation of our Species is Paramount
  ATTRIBUTES
  DISCIPLINES
  04
  COMMAND
  03
  SECURITY
  03
  SCIENCE
  01
  CONN
  02
  ENGINEERING
  02
  MEDICINE
  12
  CONTROL
  09
  FITNESS
  09
  PRESENCE
  09
  DARING
  10
  INSIGHT
  11
  REASON
  FOCUSES: Patience, Deception, Infiltration, Interrogation 
  STRESS: 12 
  RESISTANCE: 3 (see Immune to Pain)
  ATTACKS:
   §
  Unarmed Strike (Melee, 4A Knockdown, Size 1H,  
  Non-lethal)
   §
  Dagger (Melee, 4A Vicious 1, Size 1H, Deadly,  
  Hidden 1)
   §
  Disruptor Pistol (Ranged, 6A Vicious 1, Size 1H)
  SPECIAL RULES:
   §
  Guile and Cunning: When attempting to remain hidden or 
  unnoticed a Romulan may spend one Threat to increase 
  the Difficulty of enemy Tasks to detect them by one.
   §
  Extraordinary Fitness 2: The parasitic being stimulates 
  the adrenal glands of its host generating great strength. 
  Add 2 automatic successes on Tasks using Fitness.
   §
  Immune to Pain: The stimulation of the host’s adrenal 
  glands increases resistance to pain. Reduce damage 
  from Non-lethal attacks, such as a phaser set to stun, 
  by 3 points.
   §
  Fast Recovery 2: The host-victim regains 2 Stress, up 
  to his normal maximum, at the start of each of its turns. 
  If injured, he may spend 2 Threat to remove the injury.
  NEURAL PARASITE (OUTSIDE A HOST BODY)
  TRAITS: Neural Parasite
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
   –
  SECURITY
  02
  SCIENCE
  01
  CONN
   –
  ENGINEERING
  01
  MEDICINE
  08
  CONTROL
  01
  FITNESS
  09
  PRESENCE
  09
  DARING
  07
  INSIGHT
  08
  REASON
  STRESS: 1 
  RESISTANCE: 0
  SPECIAL RULES:
   §
  Parasite: The parasite assumes control of the host body’s 
  brain functions by wrapping tendrils around the brain stem. The 
  creature breaths through a blue gill that protrudes from the back 
  of the host body’s neck.
  CHAPTER 02
  
  19
  THE ALCUBIERRE
  To determine what the creature is, the Player Characters will 
  need to scan it with a tricorder. This is a Reason + Medicine 
  or Science Task, with a Difficulty of 1, and must be attempted 
  within Reach. If successful, read aloud the following: 
  According to your readings, the creature is the same species 
  of neural parasite that attempted to infiltrate Starfleet 
  Command on Stardate 4177.5.
  RESTORING ENGINES DURING A CONFLICT
  The Player Characters may begin an attempt to restore the 
  engines either before or at any time during a Conflict. Each 
  Task listed below counts as the Player’s Task in their Turn. 
  The following Tasks must be completed in order. 2 
  Momentum can be spent to Create an Advantage in the next 
  step, reducing the Difficulty by 1. A Complication increases 
  the Difficulty in the next step by 1.
   §
  Align Injector Ports: This is a Daring + Engineering 
  Task, with a Difficulty of 3. 
   §
  Powering up the Engine Core: This is a Daring + 
  Engineering Task, with a Difficulty of 2. 
   §
  Prime Matter-Antimatter Injectors: As the engines 
  are experimental and thus unfamiliar, this is a Daring + 
  Science Task, with a Difficulty of 3.
   §
  Stabilize Warp Field: This is a Daring + Engineering or 
  Science Task, with a Difficulty of 2. 
  If the Player Characters are successful, the Subspace 
  Interference is removed, enabling use of transporters and 
  communications. If the ship goes to warp, the engines fail 
  again, and the Subspace Interference returns.
  WHAT DOES STARFLEET KNOW?
  The following information is available to the Player 
  Characters from their ship’s library computer.
   §
  In 2364, a survey team discovered the neural parasites 
  on an uncharted planet. In a matter of months, the 
  parasites had infiltrated Starfleet Command. This 
  invasion proved unsuccessful thanks to the crew of the 
  U.S.S. Enterprise NCC-1701-D.
   §
  The neural parasites are an intelligent, non-humanoid 
  life form. The parasite integrates into a host’s brainstem, 
  giving it full control over the host body. However, the 
  parasite does not retain the host’s memories. The 
  parasite does create several notable physical changes. 
  It increases the host body’s strength and resistance to 
  injury. It also breaths through a small gill that protrudes 
  from the base of the host’s neck. 
   §
  There is no known way of removing the neural 
  parasites without killing the host. But the parasites 
  cannot survive the death of their mother creature. 
  Captain Picard and Commander Riker killed a mother 
  creature, but not before it transmitted a homing 
  beacon into deep space.
  
  20
  If the Player Characters did not repair the engines during 
  a Conflict, they may do so once the Romulan threat has 
  been neutralized. With sufficient time, the correct tools, 
  and nothing to impede them, they can succeed without 
  the need for Tasks, or rolling any dice. They are Starfleet 
  officers after all.
  With the Alcubierre safely recovered, the Player Characters’ 
  first order of business should be contacting Starfleet 
  Command to inform them of the mission’s outcome and 
  the discovery of the neural parasite. Starfleet Command will 
  instruct them to tow the Alcubierre to the nearest Federation 
  outpost, Starbase 117. Starfleet Command will be eager to 
  debrief Ensign LaSalle after he receives a full medical and 
  psych evaluation. 
  Upon reaching Starbase 117, the Player Characters receive 
  new orders. There has been an incident on the Klingon 
  armored space station Kortar, which Starfleet Command 
  believes is related to the neural parasites…
  CONCLUSION
  CHAPTER
  02.50 THE ALCUBIERRE
  CHAPTER 02
  MATTER/ANTIMATTER REACTION ASSEMBLY 
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  ANALYSIS IN PROGRESS
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  45
  DILITHIUM 
  HOUSING
  REACTION 
  CHAMBER
  ANTIMATTER
  REACTANT
  MATTER
  REACTANT
  
  21
  WE ARE NOT OURSELVES
  03.10 
  INTRODUCTION 
   22
  03.20 
  ACT 1: KORTAR STATION 
   23
  03.30 
  ACT 2: CORDOLAN IV 
   27
  03.40 
  ACT 3: MACHINATIONS REVEALED 
   30
  03.50 
  CONCLUSION 
   34
  PART TWO 
  WE ARE NOT OURSELVES
  CHAPTER 
  03.00
  4928019129
  09172395871293
  
  22
  SYNOPSIS
  Having informed Starfleet Command of the incident aboard 
  the Alcubierre, the Player Characters are now sent to 
  investigate the Klingon armored space station, Kortar, 
  which has suddenly gone dark. Before venting the station’s 
  air into space, its commander transmitted a message in 
  which he shouted, “We are not ourselves!” Kortar was 
  also the source of the signal that called away the Romulan 
  Warbird Decius.
  At Kortar, the Player Characters discover that the neural 
  parasites had not only infiltrated the station, but had 
  conducted genetic experiments with their Klingon hosts. 
  Encrypted files reveal communication between Kortar and a 
  Romulan in the Cordolan system.
  In the Cordolan system, the Player Characters find an 
  abandoned mining facility. As they infiltrate the facility, the 
  Player Characters battle parasite-controlled Romulans 
  and uncover how the parasitic beings are using genetic 
  experimentation to attempt to evolve into a singular species 
  with their hosts. Along the way they encounter an unjoined 
  Trill geneticist who has been aiding the parasitic beings, 
  and have the opportunity to convince him to switch sides. 
  They also learn the parasitic beings are attempting to repair 
  an Iconian gateway to bring the rest of their kind from their 
  distant home world.
  THIS CAMPAIGN
  This is the second mission in the three-part introductory 
  campaign for the Star Trek Adventures Beginners Set. 
  Building on the previous mission, The Alcubierre, the Player 
  Characters will further unravel the mystery of the return of the 
  neural parasites, first seen in The Next Generation episode 
  “Conspiracy.” The mission also introduces new game 
  mechanics, with instructions provided to teach you how to 
  apply them at the table. 
  DIRECTIVES
  In addition to the Prime Directive, the Directives for this 
  mission are:
   §
  Protect Starfleet from infiltration by the neural parasites. 
   §
  Protect Federation citizens. 
  Gamemasters begin each session with 2 points of Threat 
  for each Player Character in the group. Players begin each 
  session with a single point of Determination.
  INTRODUCTION
  CHAPTER
  03.10 WE ARE NOT OURSELVES
  CHAPTER 03 
  MODE = METABOLIC ANALYSIS
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  23
  WE ARE NOT OURSELVES
  Read the following Captain’s log aloud to the Players:
  CAPTAIN’S LOG
  KAVIAN STELLAR CIRCUIT 831.11 
  The return of the neural parasites has rattled 
  Starfleet Command. While we are certain 
  that the Romulan Star Empire has been 
  compromised, we don’t yet know the full 
  extent. Whether the Federation has been 
  infiltrated is unknown. But an air of suspicion 
  has descended, even among the crew. They 
  look at each other, wondering who among 
  them may be working against us even now.
  “We have left Starbase 117 with new orders. 
  Kortar, the same Klingon armored space station 
  that called away the Decius from the Alcubierre, 
  has suddenly gone dark. Starfleet Intelligence 
  intercepted an ominous message sent by the 
  station’s commander. In it, the Klingon appeared 
  mad, as if suffering from some form of delirium. 
  With flames roaring in the background, he 
  shouted, ‘We are not ourselves!’ before venting 
  the station’s atmosphere into space. As we are 
  the nearest ship, the Klingons have given us 
  permission to investigate. I have a bad feeling 
  about what we may find there.
  SCENE 1: AT THE EDGE OF KLINGON SPACE
  Read the following aloud to set the scene for the Players:
  Your ship arrives at the Klingon armored space station, 
  Kortar. On the border of unexplored space, Kortar is a 
  neglected outpost of the Empire. In its heyday, at the 
  height of Klingon expansion, this was an important station. 
  Now, it sits in one of the outermost frontier regions, all but 
  forgotten. Only those who have fallen out of favor with their 
  superiors find themselves posted here.
  As bridge officers, the Players may now conduct their initial 
  investigation using the ship’s sensors. These are usually 
  Reason + Science Tasks, assisted by the ship’s Sensors 
  + Science, with a Difficulty of 0, but if a different Attribute 
  or Discipline feels more appropriate, you may decide the 
  Players can use a Different pair for their Target Number. The 
  Players do not need to roll to succeed, though doing so may 
  generate Momentum, but also Complications. Bank any 
  Threat generated, for later.
  Ship’s sensors reveal the following information:
   §
  There are no life signs on the station.
   §
  There are no other vessels docked with the station, and 
  none within sensor range.
   §
  An escape pod drifting in an asteroid field shows one faint life 
  sign aboard. It appears to be Klingon, though armored with 
  an exoskeleton. The pod has suffered some hull damage.
  Spending Momentum to Obtain Information (1 Momentum 
  per Player question) could additionally reveal:
   §
  Kortar’s infirmary is the only section of the station that 
  retains an atmosphere. Emergency bulkheads and 
  hatches have sealed it off from the rest of the station.
   §
  The asteroid field is rich in kelbonite, a refractory mineral 
  (see Asteroid Field below).
  ASTEROID FIELD
  Inform the Players that the asteroid field is at Medium range 
  from the Player’s ship, or one zone away. If the Players 
  learned about the kelbonite, tell them that this is a Location 
  Trait. It has the following detrimental effect on any vessel 
  within the asteroid field:
   §
  Kelbonite: Interference from this refractory mineral 
  makes transporter use dangerous. It is also known 
  to deflect energy beams. Increase the Difficulty of 
  transporter and Tractor Beam Tasks by 1.
  ACT 1: KORTAR STATION
  CHAPTER
  03.20 WE ARE NOT OURSELVES
  
  24
  To rescue the Klingon, they have two options. They can 
  risk using the transporter to beam the Klingon directly to 
  sickbay, or they can use the tractor beam to bring the escape 
  pod into the shuttlebay. But before either option can be 
  attempted, the Player’s ship must be within Close range of 
  the escape pod.
  The Player in the Helm role must safely maneuver their 
  starship one zone into the asteroid field. This is a Control + 
  Conn Task, assisted by the ship’s Engines + Conn, with a 
  Difficulty of 2. 
  Success means the Player’s ship is now within range to use 
  either the transporter or tractor beam. Failing the Task places 
  the ship in immediate peril. The Player Character at the Helm 
  will need to take evasive action to avoid a collision with a 
  large asteroid. Evasive Action is a Daring + Conn Task, 
  assisted by the ship’s Engines + Conn with a Difficulty of 2. 
  However, any Complication arising from the previous Task 
  makes the Evasive Action impossible. 
  If the asteroid has struck the Player’s ship, roll 4A. The 
  Damage Effect for the asteroid is Vicious 2 so for each 
  Effect symbol rolled, add 2 additional points of damage. 
  Reduce the total damage by the ship’s Resistance. If the 
  shields were up, for each point of remaining damage, the 
  ship loses one point of Shields. If the ship did not have 
  its shields raised, (the default, unless a Player specifically 
  raised them) then the damage causes 1 or 2 Breaches 
  depending on whether 5 or more damage was caused. 
  Follow the Breach rules on p.12 of the Starter Rules.
   §
  Asteroid (Close, damage 4A, Vicious 2)
  The starship lurches to one side, tossing the crew about. 
  Roll 1A. If an Effect is rolled then one randomly selected 
  Player Character suffers an Injury, meaning he or she is 
  incapacitated. In the scene, this could be represented by 
  the Player Character being thrown to the deck and knocked 
  unconscious. This character is then unable to participate 
  in the scene, until they have received medical attention. 
  Rendering First Aid to the character is a Daring + Medicine 
  Task with a Difficulty of 1. Success stabilizes the Injured 
  character, and spending 2 Momentum allows them to act in 
  the scene again. Otherwise, to recover fully, the character 
  will need proper medical care in sickbay. This is a Control + 
  Medicine Task, with a Difficulty of 2.
  ENERGIZE…
  If the Players did not learn about the kelbonite, then they 
  learn about it here as the interference comes into play. The 
  transporter operator detects the presence of the refractory 
  mineral. Tell the Player making the attempt about the 
  Location Trait’s detrimental effects. 
  CHAPTER 03 
  
  25
  WE ARE NOT OURSELVES
  Using the transporter to bring the Klingon survivor aboard 
  is a Control + Engineering Task, assisted by the ship’s 
  Sensors + Engineering. The normal Difficulty is 2, but 
  circumstances modify this as follows:
   §
  +1 since the Klingon is not on a transporter pad.
   §
  +1 if the destination is not a transporter pad. This applies 
  only if the Players are beaming the Klingon directly to 
  sickbay or a location other than the transporter room. 
   §
  +1 for the interference from the kelbonite Location Trait.
   §
  -1 if the Task is performed from a transporter room.
  Using the transporter has a Power requirement of 1. A ship 
  generates Power equal to its Engines (see the Players’ ship’s 
  statistics). Since a ship operates at full power at the start of 
  each scene, the Players will be able to meet this requirement.
  Players are able to improve the odds by buying additional 
  d20s to roll with Momentum, or by adding to Threat. A 
  failure results in the transporter signal degrading with deadly 
  consequences. The Klingon’s pattern is lost. If the Player 
  has a Value that applies to this situation, they may spend a 
  point of Determination to re-roll all their dice. This is called 
  a Moment of Inspiration. At the last possible minute, the 
  Player adjusts the matter gain and tries again.
  Should a Complication arise, consider adding two points to 
  the Threat pool instead.
  ENGAGE A TRACTOR BEAM
  As with the transporters, if the Players aren’t aware of the 
  kelbonite, they learn about it here. You can inform the tactical 
  officer that their console registers the mineral’s interference 
  on the Tractor Beam.
  Bringing the pod in via Tractor Beam is a Control + Security 
  Task, assisted by the ship’s Structure + Security. Due to the 
  interference from the kelbonite, the Difficulty is 3. The pod’s 
  structural damage increases the Complication Range by 3, 
  so Complications occur on a d20 result of 18, 19, or 20. A 
  Complication could result in the Tractor Beam successfully 
  engaging the escape pod, but the damaged hull begins 
  breaking apart under the strain. Can the Player Characters 
  beam the Klingon out in time?
  If the Tractor Beam Task is successful, the Player Characters 
  safely bring the escape pod into the shuttlebay.
  THE RESCUED KLINGON
  If the Player Characters successfully rescue the Klingon, read 
  the following aloud:
  The Klingon is unconscious. His cranial plates are unusually 
  thick, and his body is developing an exoskeleton. Paralyzed 
  from the waist down, he is horribly mutilated with a gruesome 
  injury on the back of his neck. He dies almost immediately 
  after you rescue him.
  Inform the Players that they can conduct an autopsy in 
  sickbay. This is a Reason + Medicine Task, assisted by 
  the ship’s Sensors + Medicine, with a Difficulty of 2. A 
  Focus in Klingon Biology or Xenobiology will be helpful 
  here, allowing the Player Character to count two successes 
  for any d20 result equal to or below the level of their 
  Discipline. Success reveals:
   §
  His mutilations appear self-inflicted. It’s as if he died 
  cutting a parasite out of himself.
   §
  The Klingon was in a de-evolutionary state, reverting into 
  a primitive form of the species.
  Spending Momentum to Obtain Information further reveals, 
  point for point:
   §
  Alien DNA was artificially introduced into the Klingon’s 
  genome.  
   §
  A key sequence of nucleotides in the alien DNA matches 
  Starfleet Medical’s database on the neural parasites.
   §
  The neural parasites’ DNA was rewriting the Klingon’s 
  genome.
  When the Players are ready start the next scene and, as 
  always, remove one point of Momentum as each scene ends.
  SCENE 2: THE MYSTERY OF KORTAR
  Allow the Player Characters to easily beam to Kortar, as 
  they have ample time and no obstacles to the use of the 
  transporter. Note that, if they wish to go anywhere outside 
  Kortar’s infirmary, they will need environmental suits, which 
  cost 1 Momentum per suit. If they beam to the command 
  level, for example, they could learn about recent visitors to 
  the station. They could even access the station commander’s 
  logs and the environmental controls. 
  INFIRMARY
  Once the Player Characters arrive in the station’s infirmary, 
  read aloud the following:
  The infirmary is a cramped and dimly lit two-room ward. 
  Mutilated Klingon corpses occupy the four biobeds in the 
  main examination room, along with four dead parasites. 
  These parasitic beings appear different, larger than the 
  one encountered on the Alcubierre. The station’s surgeon 
  is slumped on the floor, stabbed in the back with a  
  d’k tahg dagger.
  
  26
  KORTAR STATION 
  COMMANDER’S LOGS
  Examining the bodies with a medical tricorder is a Reason + 
  Medicine Task with a Difficulty of 3. Remember to consider 
  an applicable Focus, such as Xenobiology. If the Player 
  Characters never examined the Klingon from the escape 
  pod, then here is where they can learn about the self-inflicted 
  mutilations, the alien DNA, and its effect on Klingon genomes.
  The second room is the surgeon’s spartan office. It contains 
  a desk, chair, and computer terminals. Accessing the 
  computer systems reveals an encoded audio message that 
  was never transmitted. To decrypt it, the Players will need 
  to return to their ship with the uploaded file. Decrypting the 
  message is a Reason + Security Task, assisted by the ship’s 
  Security + Communications, with a Difficulty of 3.
  If the Players successfully decrypt the file, read the following 
  message aloud:
  “The Kortar Project has been an abysmal failure. Besides 
  myself and a few notable exceptions, the Klingons are 
  proving to be an incompatible species for integration. I have 
  not been able to overcome their propensity to regress into 
  primitivism. I recommend we abandon the project. For now, 
  our plans will have to progress without—”
  The message ends abruptly. 
  COMMAND LEVEL
  If the Player Characters beam to the command level in EV 
  suits, read aloud the following:
  The command level functions as the operations center for 
  the station. In size and design, it resembles the bridge of 
  a late 23rd century bird-of-prey. Four support struts angle 
  into the red-lit room from its circular edges. An elevated 
  command chair and console sit opposite a hexagonal 
  viewscreen. A recessed crescent in front of the command 
  chair holds several operational consoles. On either side, 
  two rotating gunner’s consoles control the station’s 
  disruptor turrets.
  To restore atmosphere, the Player Characters can seal all 
  open hatches and airlocks, and access the environmental 
  controls. This is a Control + Engineering Task, with a 
  Difficulty of 3. Having a Focus in the Klingon language could 
  be useful here. Should the Task fail, allow it to Succeed at 
  Cost. Consider adding two points to the Threat pool in place 
  of the Complication. 
  At the operations consoles, the Player Characters can learn 
  of recent traffic to and from the station. This is a Reason + 
  Conn Task, with a Difficulty of 2. Increase the Complication 
  range to 3. A Complication means the Player Characters 
  inadvertently trip a security measure in the station’s computer 
  (see Command Level Lock-out below). 
  Success reveals that a Tellarite freighter routinely docked 
  here, making runs between the station and the Cordolan 
  system. Spending Momentum to Obtain Information reveals, 
  point for point:
   §
  Security footage of the docking port shows two 
  Klingons entering the Tellarite freighter. When they exit 
  an hour later, a brief glimpse of a Romulan can be seen 
  inside the ship. 
   §
  The Tellarite freighter last arrived a month ago. The next 
  day, the station’s doctor placed the infirmary under 
  quarantine.
  At the command chair and adjacent console, the Player 
  Characters can access the station commander’s logs. This is a 
  Control + Security Task, with a Difficulty of 2. A Complication 
  trips the security measure (see Command Level Lock-out 
  below). If they have already triggered and overcome this 
  Complication, then add 2 points to the Threat pool instead.
  If the Players are successful, see Kortar Station 
  Commander’s Logs and read them aloud to the Players.
  COMMAND LEVEL LOCK-OUT
  If the Player Characters triggered a Complication in one of 
  the two Tasks above, read the following aloud:
  Hatches around you clang and rattle shut. The consoles 
  stop responding to your actions. The station’s shields go up, 
  preventing beam out. The computer has sealed you in the 
  command level.
  The Command Level Lock-out is a Situation Trait. It applies 
  to the current scene, and is temporary until resolved. 
   
  §
  This is B’trell, son of Meketh, commander of the Kortar. Stardates 
  have no meaning here, in my seventh year of banishment to 
  this forsaken station for my father’s dishonor. The filthy Tellarite 
  sickness continues to spread. Five of my best warriors are now 
  quarantined in the infirmary. Their fate is unknown. But I have 
  instructed, To’Pagh, the Haqwl’, that failure is unacceptable. This 
  is no kind of death for a warrior, even one in this accursed place.
   
  §
  This is B’trell, son of Meketh, commander of the Kortar. The 
  Tellarite is long gone, but our warriors remain locked in the 
  infirmary. To’Pagh claims he is doing all he can. But there is 
  something strange about him. He has not been himself since 
  this plague began. I must see for myself. I’m going now to the 
  infirmary to confront him.
  CHAPTER 03 
  
  27
  WE ARE NOT OURSELVES
  Tell the Players that they must disable the computer’s 
  security protocols. But first they will need to study the 
  software design to better understand the system security 
  measures. This is a Challenge, consisting of two Tasks, that 
  must be completed in order:
   §
  Study the Software: This is a Reason + Engineering 
  Task with a Difficulty of 2. If successful the Players may 
  spend 2 Momentum to Create an Advantage reducing 
  the Difficulty of the next step by 1. Allow this Task to 
  Succeed at Cost. In this case, a Complication increases 
  the Difficulty of the next step by 1.
   §
  Disengage Security Protocol: This is a Control + 
  Engineering Task with a Difficulty of 2. Complications 
  here increase the Difficulty by 1 on repeated attempts.
  JOURNEY TO THE CORDOLAN SYSTEM
  Once the Player Characters return to their ship, they may 
  decide to learn all they can about the Cordolan system while 
  en route. If they inform Starfleet Command of their findings, 
  they will be instructed to proceed with both urgency and 
  caution. At warp 8, the journey takes one week.  
  As the Players consult their ship’s computer for information 
  about the Cordolan system, read aloud the following: 
  Ship’s records show a Klingon outpost on the sixth moon of 
  Cordolan IV, a gas giant. The Klingons mined the frozen moon 
  for diamagnetic ore until abandoning the operation during 
  the economic disarray that followed the destruction of Praxis 
  over 70 years ago. Diamagnetic ore produces a disruptive 
  field akin to atmospheric electrical storms. It scrambles 
  sensor readings and communications. As such, it makes this 
  forgotten and out-of-the-way location a suitable place for 
  those who wish to operate in secret.
  WE ARE NOT OURSELVES
  ACT 2: CORDOLAN IV
  CHAPTER
  03.30
  SCENE 1: THE CORDOLAN SYSTEM
  As the Players’ ship enters the Cordolan system, ask them 
  if they want to conduct an initial Sensor Sweep. This is a 
  Reason + Science Task, assisted by the ship’s Sensors 
  + Science, with a Difficulty of 0. The scan reveals the 
  following information:
   §
  The Cordolan system contains twelve planetary bodies.
   §
  The five outer planets are frigid, Class-K worlds with 
  methane and nitrogen atmospheres.
   §
  These are followed by four, ringed Class-J gas giants. 
   §
  The three remaining inner planets are Class-H worlds 
  with temperatures hostile to humanoid life. 
   §
  The gas giant, Cordolan IV, contains 24 rocky and frozen 
  moons. The mining outpost is on its sixth moon.
  Once in orbit around the sixth moon, they can scan the 
  outpost. This is a Reason + Science Task, assisted by 
  the ship’s Sensors + Science, with a Difficulty of 2. This 
  increased Difficulty is due to an unusually strong disruption 
  field produced by the moon’s cache of diamagnetic ore. 
  This is a Location Trait of the mining outpost. Because of its 
  intense effects, the trait is treated as two identical traits. This 
  is denoted by the number after its name.
   §
  Diamagnetic Field 2: Since this counts as two traits, 
  it increases the Difficulty by 2 on all sensor and 
  communication related Tasks. This includes sensors 
  aboard a starship in orbit, or scans from a tricorder on 
  the moon’s surface.
  A successful scan from orbit reveals the following:
   §
  The outpost’s antimatter reactor is operational.
   §
  Sensors indicate multiple life signs. Because of the 
  interference, scans are having difficulty providing 
  additional details about the life signs. 
  
  28
  Spending Momentum to Obtain Information reveals the 
  following, point for point.
   §
  While the interference is naturally occurring, it has been 
  artificially amplified. 
   §
  Life signs suggest multiple Romulans, a Klingon, and a 
  Trill are all in the outpost, along with other unidentifiable 
  life forms. 
  Ask the Players if they wish to beam down to the outpost 
  or take a shuttlecraft. Inform them of the challenges to both 
  options and let them decide.
  USING THE TRANSPORTER
  Before using the transporter, the Player Characters will need to 
  adjust for the diamagnetic field’s disruption to sensor locks.
   §
  Adjust for Interference to Sensor Lock: This is a 
  Daring or Control + Engineering Task with a Difficulty of 
  2. If successful, they can spend 2 Momentum to Create 
  an Advantage in the next step, reducing the Difficulty 
  of transporting the away team by 1. Allow this Task to 
  Succeed at Cost. A Complication increases the Difficulty 
  by 1 on related transporter Tasks.
   §
  Transport the Away Team: This is a Control + 
  Engineering Task, assisted by the Ship’s Sensors + 
  Engineering, with a Difficulty of 3. Note that if the Players 
  created Advantage in the first step the Difficulty will be 2; if 
  they generated a Complication the Difficulty will be 4.
  TAKING A SHUTTLE
  Since the diamagnetic field creates a disruption that acts 
  like an atmospheric electrical storm, piloting a shuttle is not 
  without danger.
   §
  Plot the Course: This is a Reason + Conn Task, assisted 
  by the shuttle’s Computers + Conn with a Difficulty of 2. 
  Use the shuttle’s stats from the previous mission (see The 
  Alcubierre). If successful, they can spend 2 Momentum 
  to Create an Advantage in the next step, reducing the 
  Difficulty of piloting the shuttle by 1. A Complication 
  increases the Difficulty of piloting the shuttle by 1.
   §
  Pilot the Shuttle: This is a Control + Conn Task, 
  assisted by the shuttle’s Engine + Conn, with a Difficulty 
  of 2. Allow this Task to Succeed at Cost. A Complication 
  could represent the disruptive field tossing the shuttle about: 
  randomly select one Player Character to suffer a minor 
  injury (which acts as a Personal Trait, increasing the Difficulty 
  of Tasks for them by 1 until they get medical treatment).
  The shuttle lands near the outpost’s closed hangar doors. The 
  Players will need EV suits when they exit the shuttle costing 1 
  Momentum per suit. They can easily access a manual override 
  panel to open the nearby airlock from the outside.
  SCENE 2: INSIDE THE MINING OUTPOST
  If the Player Characters beamed down, then they materialize 
  in the outpost’s transporter room. The transporter room is 
  adjacent to the hangar, where the Player Characters will find 
  a Tellarite freighter with no one aboard. Its logs and itinerary 
  have been erased.
  If the Player Characters piloted a shuttle to the moon’s 
  surface, then they entered the outpost from the airlock. This is 
  down the corridor from the transporter room. Once inside the 
  outpost, they can remove their EV suits and stow them away.
  In either situation, ask a member of the away team to scan 
  for life signs with their tricorder. This is an Insight + Science 
  Task, with a Difficulty of 2. 
  If the Player succeeds, read the following aloud:
  Your tricorder is picking up life signs in the lower levels of 
  the outpost, but it is unable to distinguish the life-forms 
  from each other. A schematic of the facility’s ground level 
  displays a turbolift approximately 20 meters from your 
  current position.
  If the Players spend a point of Momentum to Obtain 
  Information, they can discover the source of the diamagnetic 
  field’s artificial amplification (or, if they are not aware of this 
  amplification, they can uncover it here). A device in the 
  reactor room on this level is amplifying the moon’s naturally-
  occurring diamagnetic field. 
  If the tricorder scan does not succeed, read the following aloud:
  The interference from the diamagnetic field renders your 
  tricorder scans useless. You receive a brief glimpse of the 
  ground level’s layout before the scanner turns to static. All 
  you make out is a turbolift approximately 20 meters from your 
  current position.
  At this point, the Players have two choices. They can take the 
  turbolift to the lower level or explore the ground level.
  GROUND LEVEL 
  If the Player Characters explore this level, read the following 
  aloud:
  Besides the hangar and airlock, this level contains the empty 
  quarters where the outpost’s guards and commander used 
  to live. You also find communications and sensor stations, 
  a mess hall, kitchen, and antimatter reactor. Except for the 
  reactor room, this level appears abandoned and in disrepair. 
  The reactor, however, has been restored and recently 
  maintained. A device connected to the reactor is amplifying 
  the natural disruptive field of the diamagnetic ore.
  CHAPTER 03 
  
  29
  WE ARE NOT OURSELVES
  Successfully disabling this device is a Reason + 
  Engineering Task with a Difficulty of 3. Shutting the device 
  down removes the Location Trait, reducing the interference to 
  normal, negligible levels. Allow this Task to Succeed at Cost. 
  A Complication that arises from this action means that the 
  Player has tripped a silent alarm. The enemy is now aware of 
  their presence. See the encounter on the lower level for the 
  effects of this Complication.
  LOWER LEVEL
  When the Player Characters take the turbolift to the lower 
  level, read the following aloud:
  You exit the turbolift and enter a wide corridor. On the floor, 
  three meters ahead of you, is a dead Klingon. Slumped in the 
  entry way to the infirmary, his body prevents the door from 
  closing all the way. He is terribly deformed with thickened 
  cranial plating, huge tusks, and an exoskeleton breaking 
  through his uniform.
  Ask a member of the away team to scan the Klingon with their 
  tricorder. This is a Reason + Medicine Task, with a Difficulty 
  of 1. The Difficulty is 3 if the Players did not disable the device 
  in the reactor room on the ground level. Success reveals:
   §
  Extensive genetic modifications have been made to the 
  Klingon’s DNA.
   §
  A neural parasite, deceased, is still present in the 
  Klingon’s body.
   §
  The Klingon died only hours ago. His body appears to 
  have rejected the genetic modifications.
  In the infirmary, the away team discovers more corpses 
  of these failed laboratory experiments. Examining them is 
  another Reason + Medicine Task, with a Difficulty of 1 
  (or 3 if the amplification device in the reactor room is still 
  operational). If the Players succeeded in the scan of the first 
  Klingon, this creates an Advantage, reducing the Difficulty by 
  1. A tricorder analysis reveals:
   §
  These Klingons are also infested with neural parasites. 
   §
  Genetic modifications have been made to both the 
  Klingons and parasitic beings.
  Spending Momentum to Obtain Information reveals 
  information related to the following:
   §
  Using Klingon DNA, the parasites attempted to evolve 
  with their host bodies into a new, singular form. Instead 
  they devolved into a large predator, a proto-Klingon.
   §
  The genetic modifications to these Klingons appears to 
  be more advanced than to those on Kortar, suggesting 
  the involvement of a skilled geneticist. 
   §
  Trill genetic material has been mixed with the  
  Klingons’ DNA. 
   §
  Since Trills are naturally disposed to accept a symbiont, 
  the Trill genetic material appears to be an attempt to 
  force Klingon bodies to adapt more easily to a parasitic 
  infestation. 
  When the Players exit the infirmary, read the following aloud:
  You step back out into the corridor. Two Romulan centurions 
  turn the corner where the smooth walls of the outpost and 
  the cavernous tunnels of the mines begin. The howl of some 
  unseen creature echoes out from the tunnel.
  If the Player Characters tripped the silent alarm while 
  disabling the device in the reactor room, then the Romulans 
  take the first Turn. Otherwise, the Players act first.
  SUBSURFACE SCAN
  – 50 –
  – 50 –
  10495
  482458
  56573220
  1986345
  239860
  98236752
  3928567
  239856239
  82397
  83249752
  243985
  5239983
  80283
  29546298
  875821
  9456239
  46489
  845629
  3845629
  609673
  12143674
  6745943
  587572
  989238
  7652
  5339011
  50292
  73096562
  5925459
  235696767
  46291
  8587234
  936872
  2381023
  139863
  873461
  7823496
  67494132
  5057321
  – 175 –
  – 175 –
  – 150 –
  – 150 –
  – 125 –
  – 125 –
  – 100 –
  – 100 –
  – 75 –
  6512
  8106
  9230
  1079
  6855
  – 75 –
  
  30
  WE ARE NOT OURSELVES
  ACT 3: MACHINATIONS REVEALED
  CHAPTER
  03.40
  SCENE 1: THE MINE
  To find the Romulans and Klingon, the Player Characters will 
  need to enter the mine. Read the following aloud:
  The corridor turns into a rough-hewn tunnel that snakes 
  deeper underground. Stalagmites rise upward from the floor 
  of the passage. The creature howls again and voices echo 
  up from a chamber ahead of you. ‘It survived longer than 
  the other test subjects,’ a Romulan says. ‘We could have 
  studied it further.’
  ‘It was just a thoughtless beast,’ a gruff Klingon says.
  ‘Control that Klingon temperament or we will give you a 
  more suitable host,’ the Romulan says. ‘You have forgotten 
  the art of patience in that body. The test subject did quite 
  a lot of damage before we were able to restrain him. That 
  showed promise.’
  ROMULAN CENTURION [NOTABLE NPC]
  TRAITS: Romulan, Neural Parasite
  VALUE: The Continuation of our Species is Paramount
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  02
  SECURITY
  01
  SCIENCE
  02
  CONN
  01
  ENGINEERING
   –
  MEDICINE
  12
  CONTROL
  09
  FITNESS
  09
  PRESENCE
  10
  DARING
  10
  INSIGHT
  10
  REASON
  FOCUSES: Paranoid, Guerilla Tactics
  STRESS: 11 
  RESISTANCE: 3 (see Immune to Pain)
  ATTACKS:
   §
  Unarmed Strike (Melee, 3A Knockdown, Size 1H,  
  Non-lethal)
   §
  Dagger (Melee, 3A Vicious 1, Size 1H)
   §
  Disruptor Pistol (Ranged, 5A Vicious 1, Size 1H)
   §
  Escalation Disruptor Rifle (Ranged, 6A Vicious 1,  
  Size 2H, Accurate)
  SPECIAL RULES:
   §
  Immune to Pain: The stimulation of the host’s adrenal 
  glands increases the host’s resistance to pain. Reduce 
  damage from non-lethal attacks, such as a phaser set to 
  stun, by 3 points.
   §
  Fast Recovery 2: The host-victim regains 2 Stress, up to 
  his normal maximum, at the start of each of their turns. If 
  injured, he may spend 2 Threat to remove the injury.
  If the Romulans are killed, the neural parasites leave their 
  bodies by crawling out of their mouths. The creatures scurry 
  back into the tunnel. You can use the stats from the first 
  mission for parasites without a host body. If the Romulans 
  are stunned, then they will regain consciousness a little later. 
  If the Players haven’t secured them, they will attack again 
  with whatever they can find!
  ENCOUNTER: ENTER THE ROMULANS
  If the Romulans take the first Turn, spend 2 Threat to Keep 
  the Initiative and immediately pass the action to the second 
  Romulan. Once both Romulans have taken their Turn, the 
  action passes to the Player Characters.
  CHAPTER 03 
  
  31
  WE ARE NOT OURSELVES
  ‘That’s far enough,’ a man says. He stands in a darkened 
  side passage you are only now just aware of. He points 
  a disruptor at you. As he steps into the main tunnel, you 
  realize this man is a Trill.
  This is an opportunity for you and the Players to roleplay as your 
  characters, acting out the interactions between the away team 
  and the Trill NPC, Tal Duron. As the Gamemaster, familiarize 
  yourself with his backstory, and spool out bits and pieces of 
  it through his conversation with the Player Characters.
  PERSUADING TAL DURON
  Tal Duron wants to capture the Player Characters, but doubt 
  is starting to creep into his mind about the whole project. 
  To convince Tal Duron to reject the parasites’ offer to be 
  joined, the Player Characters must attempt a Persuade 
  Task. This is a Presence + Command Task with a Difficulty 
  of 3. Two other Players may assist the Task by rolling 1d20 
  against their own Presence + Command or other applicable 
  Discipline. Remember, the assisting characters add any 
  successes to the main character attempting the Task only if 
  they produce at least one success.
   §
  Players Succeed: The Player Characters have convinced 
  Tal Duron to reject the neural parasites as his allies. Go to 
  Tal Duron as Ally.
   §
  Players Fail: Tal Duron sneers and says, “You’re too late. 
  The Iconian gateway will be operational soon and this will 
  all be over for you.” Begin a conflict encounter, with Tal 
  Duron taking the first Turn. Spend three Threat to bring in 
  Reinforcements: two Romulans and a Klingon (see below) 
  arrive in the second Round of Conflict. 
  TAL DURON AS ALLY
  If the Persuade Task is successful, read the following aloud, 
  as Tal: 
  “The neural parasites discovered an Iconian gateway. I 
  don’t know it’s location, but I do know they are trying to 
  repair it. I don’t have to tell you what will happen if they 
  succeed. But we have more immediate concerns. They are 
  holding prisoners, a Tellarite merchant and his three human 
  companions. So far, the neural parasites have shown no 
  interest in them as host bodies. They are in detention cells 
  in that chamber up ahead. I’m a geneticist, not a soldier. I’m 
  afraid I won’t be much use to you in a fight. But if you end up 
  captured, you’ll have someone on the inside.”
  Tal Duron won’t join the Player Characters in the Conflict 
  encounter. But he will assist them as he can, should they 
  need him. Let the Players roll any Task that Tal Duron might 
  attempt. As an allied NPC, Tal Duron may add to or spend 
  from the group Momentum pool and add to Threat in the 
  same way as the Player Characters. Special abilities that cost 
  Threat add to the Threat pool instead.
  TAL DURON [NOTABLE NPC]
  The Trill is Tal Duron, a former initiate of the Symbiosis Commission. 
  While not a member of Starfleet, he is a well-known geneticist. When 
  the Trill initiate program turned down his application, anger and 
  feelings of inadequacy overwhelmed him. 
  Weeks ago, a parasite-controlled Romulan posing as a Vulcan at 
  a medical conference, approached him with an offer. The Romulan 
  spoke of discovering a superior form of life, one that needed a host 
  body, and he could think of no one better suited than Tal Duron. 
  Ever since, the unjoined Trill has been assisting the neural parasites 
  in their pursuit to co-evolve with their host bodies into a new, 
  singular life-form. His promised reward for success will be to join 
  with one of the beings. Tal Duron is only now beginning to sense 
  the true scope of what he has gotten himself into. But the thought 
  of being more than he is, exceptional even, still holds a powerful 
  sway over him. 
  TRAITS: Unjoined Trill
  VALUE: A Hunger for Greatness
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
   –
  SECURITY
  03
  SCIENCE
  01
  CONN
  01
  ENGINEERING
  02
  MEDICINE
  10
  CONTROL
  07
  FITNESS
  09
  PRESENCE
  08
  DARING
  09
  INSIGHT
  11
  REASON
  FOCUSES: Genetics, Symbiosis, Xenobiology
  STRESS: 7 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 1A, Knockdown, Size 1H, Non-lethal)
   §
  Disrupter Pistol (Range, 3A, Vicious 1, Size 1H)
  SPECIAL RULES:
   §
  Former Initiate: When Tal Duron attempts a Task using Control 
  or Reason and buys a bonus d20 by citing his Value and 
  spending 3 Threat, he may re-roll his dice pool. Remember, the 
  bonus d20 is considered to have rolled a 1, thus granting him 
  two successes.
   §
  Expert in Genetics: When performing a Science Task using the 
  Genetics Focus reduce the Difficulty by 1 for Tal Duron.
  
  32
  ROMULAN CENTURION [NOTABLE NPC]
  TRAITS: Romulan, Neural Parasite
  VALUE: The Continuation of our Species is Paramount
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  02
  SECURITY
  01
  SCIENCE
  02
  CONN
  01
  ENGINEERING
   –
  MEDICINE
  12
  CONTROL
  09
  FITNESS
  09
  PRESENCE
  10
  DARING
  10
  INSIGHT
  10
  REASON
  FOCUSES: Patience, Deception
  STRESS: 11 
  RESISTANCE: 3 (see Immune to Pain)
  ATTACKS:
   §
  Unarmed Strike (Melee, 3A Knockdown, Size 1H, 
  Non-lethal)
   §
  Dagger (Melee, 3A Vicious 1, Size 1H, Deadly,  
  Hidden 1)
   §
  Disruptor Pistol (Ranged, 5A Vicious 1, Size 1H)
  SPECIAL RULES:
   §
  Immune to Pain: The stimulation of the host’s adrenal 
  glands increases resistance to pain. Reduce damage 
  from non-lethal attacks, such as a phaser set to stun, 
  by 3 points.
   §
  Fast Recovery 2: The host-victim regains 2 Stress, up 
  to his normal maximum, at the start of each of his turns. 
  If injured he may spend 2 Threat to remove the injury.
   §
  Wary: When attempting a Task to notice or detect an 
  enemy or hazard the Romulan may re-roll one d20.
  ROMULAN UHLAN [MINOR NPC]
  TRAITS: Romulan, Neural Parasite
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
   –
  SCIENCE
  02
  CONN
  01
  ENGINEERING
   –
  MEDICINE
  11
  CONTROL
  09
  FITNESS
  08
  PRESENCE
  08
  DARING
  10
  INSIGHT
  11
  REASON
  STRESS: 11 
  RESISTANCE: 3 (see Immune to Pain)
  ATTACKS:
   §
  Unarmed Strike (Melee, 3A Knockdown, Size 1H, 
  Non-lethal)
   §
  Dagger (Melee, 3A Vicious 1, Size 1H, Deadly,  
  Hidden 1)
   §
  Disruptor Pistol (Ranged, 5A Vicious 1, Size 1H)
   §
  Escalation Disruptor Rifle (Ranged, 6A Vicious 1,  
  Size 2H, Accurate)
  SPECIAL RULES:
   §
  Immune to Pain: The stimulation of the host’s adrenal 
  glands increases resistance to pain. Reduce damage 
  from non-lethal attacks, such as a phaser set to stun, 
  by 3 points.
   §
  Fast Recovery 2: The host-victim regains 2 Stress, up 
  to his normal maximum, at the start of each of his turns. 
  If injured he may spend 2 Threat to remove the injury.
  If the Player Characters try to persuade the parasite-
  controlled Klingon and Romulans to surrender, this attempt 
  fails automatically. They believe themselves superior to all 
  other forms of life. Begin a Conflict encounter and choose 
  one of the Non-Player Character adversaries to take the 
  first Turn. Use map 3.4 on the poster, and place the tokens 
  as indicated at the back of this booklet. The stats for the 
  Romulans and the Klingon veteran are below. Note that the 
  aim of the Romulans and Klingon is to stun and then capture 
  the Player Characters, so their attacks will be non-lethal. 
  The Player Characters’ success against the Romulans 
  and Klingon is not guaranteed. In fact, losing this Conflict 
  encounter may provide an especially dramatic narrative 
  (see But What if the Adversaries Win? below). If the Player 
  Characters succeed, there are several things they may want 
  to do before returning to their ship. 
  ENCOUNTER: THE LAST CONFLICT
  If the interaction with Tal Duron does not result in a Conflict 
  encounter, and the Players proceed to the chamber ahead, 
  read the following aloud:
  Crouching behind stalagmites, you peer into a high-ceilinged 
  cave chamber. Two passageways branch off from the chamber, 
  each with rail tracks in disrepair. Barred detention cells carved 
  out of the rock face line the far wall. In one of the cells is a 
  dead, deformed Klingon. The other cells hold a Tellarite and 
  three humans. A Romulan centurion, two uhlans, and a Klingon 
  warrior turn from the cell and make their way toward you.
  CHAPTER 03 
  
  33
  WE ARE NOT OURSELVES
  FREEING THE CAPTIVES
  The parasitic beings’ prisoners are the merchants from 
  the Tellarite freighter. They are frightened and will want 
  nothing more than to leave in their ship. With no blue gills 
  on the backs of their necks, medical scans confirm that the 
  merchants do not have neural parasites and have not been 
  experimented on. Helping them to share what they know 
  is a Presence + Medicine Task, with a Difficulty of 2. If 
  successful, read the following aloud:
  “The Romulans paid us well. All we had to do was bring them 
  the supplies on their lists, and not ask questions. That was 
  fine by us. But after what happened on Kortar station, they 
  locked us up with no explanation. I never should’ve trusted 
  Romulans, much less ones that kept company with a Klingon. 
  They’ve barely said a word since they turned on us. I did 
  overhear them complaining once about Tal Duron, and how 
  his failures delayed their plans for Starfleet, whatever that 
  means. They still owe us our last payment, though I’d just as 
  soon forget about it and get out of here.” 
  If the Task fails, the merchants are too rattled to provide 
  much useful information about their experiences.
  TAKING PRISONERS
  If the away team captures their adversaries, this creates an 
  Advantage. We’ve seen Advantages reduce the Difficulty 
  of Tasks (a common use of this benefit). But Advantages 
  can be used in another beneficial way. Advantage can 
  make a Task possible that was not possible before. In this 
  case, the Advantage of taking prisoners allows the Player 
  KLINGON VETERAN [NOTABLE NPC]
  TRAITS: Klingon, Neural Parasite
  VALUE: The Continuation of our Species is Paramount
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
  01
  SECURITY
   –
  SCIENCE
  02
  CONN
  03
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  11
  FITNESS
  11
  PRESENCE
  12
  DARING
  09
  INSIGHT
  08
  REASON
  FOCUSES: Hand-to-Hand Combat, Resilience
  STRESS: 12 
  RESISTANCE: 4 (Armor), (see Immune to Pain)
  ATTACKS:
   §
  Unarmed Strike (Melee, 2A Knockdown, Size 1H, 
  Nonlethal)
   §
  D’k tahg Dagger (Melee, 2A Vicious 1, Size 1H)
   §
  Escalation Bat’leth (Melee, 4A Vicious 1, Size 2H)
   §
  Disruptor Pistol (Ranged, 4A Vicious 1, Size 1H)
   §
  Escalation Disruptor Rifle (Ranged, 5A Vicious 1,  
  Size 2H, Accurate)
  SPECIAL RULES:
   §
  Immune to Pain: The stimulation of the host’s adrenal 
  glands increases resistance to pain. Reduce damage 
  from non-lethal attacks, such as a phaser set to stun, 
  by 3 points.
   §
  Fast Recovery 2: The host-victim regains 2 Stress, up to 
  his normal maximum, at the start of each of his turns. If 
  injured, he may spend 2 Threat to remove the injury.
   §
  Warrior’s Spirit: When a Klingon attempts a Melee 
  attack, and purchases additional dice with Threat, the 
  Klingon may re-roll any number of d20s.
  
  34
  Characters to study the neural parasites (see Act 1, Scene 
  3 in the final mission). 
  If Tal Duron is an ally of the Player Characters, then his 
  expertise in symbiosis and his deep knowledge of the neural 
  parasites provides Advantage. It reduces the Difficulty by 1 on 
  all Tasks related to the study of the parasites.
  SEARCHING FOR THE ICONIAN GATEWAY 
  The Player Characters may attempt to interrogate the 
  Romulans and Klingon, or search the facility, for the location 
  of the Iconian gateway. However, the neural parasites’ belief 
  in their superiority prevents them from being intimidated 
  or negotiated with. Nothing can shake them to reveal 
  information that would jeopardize their plans or the survival 
  of their species. 
  An investigation of the facility reveals that the parasite-
  infested beings have been meticulous in destroying all 
  records that could point to the location of the gateway or the 
  mother creature. The Player Characters will need to find them 
  some other way…
  BUT WHAT IF THE ADVERSARIES WIN?
  The adversaries will attempt to stun the away team and lock 
  them in a cell. If this happens, read the following aloud:
  You wake, disoriented from being stunned. As the fog slowly 
  clears from your head, you take in your surroundings. You are 
  in a small cell, carved into a rock wall. Primitive metal bars 
  block the opening, the locking mechanism unseen. Beyond, 
  the large chamber where you battled the Romulans and 
  Klingon is now empty, save for discarded mining equipment. 
  You are prisoners. Your weapons, combadges, and tricorders 
  are gone. You have no way of contacting your ship. Your 
  thoughts turn to the Iconian gateway. Surely it will be 
  activated soon. And you are the only ones who even know of 
  its existence.
  This could be a great cliffhanger ending, ramping up the 
  tension and the stakes for the Player Characters as you move 
  into the final mission.
  CHAPTER 03 
  WE ARE NOT OURSELVES
  CONCLUSION
  CHAPTER
  03.50
  Regardless of how the final Conflict encounter ends, this 
  mission leads directly into the final mission. If the Player 
  Characters succeeded in persuading Tal Duron and battling 
  the parasite-infested Romulans and Klingon, they will want 
  to contact Starfleet Command. They have key information to 
  share about the parasitic beings’ genetic experiments and 
  the Iconian gateway. Needless to say, Starfleet Command 
  recognizes the urgency of the situation. But this far from 
  Federation space, the Player Characters are on their own. 
  If the Player Characters are prisoners on Cordolan IV, the 
  situation is dire. They have uncovered the parasitic beings’ 
  plans, but are powerless to stop them. Ally or not, Tal Duron 
  may be their only hope. 
  Regardless of the outcome, the clock is ticking. The Player 
  Characters must find the gateway before it’s too late! 
  DILITHIUM REGULATOR CONTROLS
  
  35
  THE PIERCED VEIL
  PART THREE 
  THE PIERCED VEIL
  CHAPTER 
  04.00
  572821400412
  3985104697936745
  04.10 
  INTRODUCTION 
   36
  04.20 
  ACT 1: SETBACKS AND SURPRISES 
   37
  04.30 
  ACT 2: THE OCEAN WORLD 
   40
  04.40 
  ACT 3: LOST CIVILIZATIONS 
   45
  04.50 
  CONCLUSION 
   49
  
  36
  SYNOPSIS
  This mission opens with the Players Characters’ either on 
  their ship or as prisoners on Cordolan IV. However they 
  manage to return to their vessel, the Romulan warbird Decius 
  soon appears. A centurion who has taken command offers 
  a truce and valuable information: he has located the Iconian 
  gateway and mother creature. Moments after he transmits 
  the coordinates, the Decius explodes.
  The Player Characters then discover their own ship has been 
  sabotaged by a computer virus. They race to get systems 
  back online before the Romulan warbird L’Cata arrives and 
  accuses them of destroying the Decius. 
  Convincing the L’Cata to let them go, the Player Characters 
  follow the coordinates from the Decius to the Moana system. 
  But before they can send an away team to the planet’s 
  surface, they must first defeat a Romulan warbird. 
  Once on Moana III, an away team explores the ruins of 
  an ancient civilization, evades Romulan guards, and finds 
  an unexpected ally — Ensign LaSalle, who left Starbase 
  117 against orders to fight the parasites. To get to the 
  Iconian gateway in the facility beneath the ruins, the 
  Player Characters may use stealth, subterfuge, or force. 
  There they encounter the parasitic mother creature. As the 
  Enterprise crew discovered, if the mother creature is  
  killed, the remaining parasitic beings in her colony will  
  also be destroyed.
  When the Iconian gateway powers up, it reveals that the 
  parasitic beings’ home planet is lifeless. They are the last 
  of their kind. In desperation, the mother creature offers the 
  Player Characters a deal: let the parasitic beings control the 
  Romulan Star Empire and they will make permanent peace 
  with the Federation. The Player Characters’ choice might just 
  determine the future of the Galaxy…
  THIS CAMPAIGN
  The Pierced Veil begins moments after the events of We 
  Are Not Ourselves. Depending on how the last mission 
  ended, this mission could begin in one of two ways. If the 
  Player Characters defeated the Romulans and Klingon on 
  the frozen moon of Cordolan IV, this mission opens aboard 
  their ship. If they were taken prisoner, they must first 
  escape captivity. 
  DIRECTIVES
  In addition to the Prime Directive, the Directives for this 
  mission are:
   §
  Respect for all life is paramount.  
   §
  Wherever possible, seek out non-military resolutions. 
  The Gamemaster should begin each session with 2 points of 
  Threat for each Player Character in the group. Players begin 
  each session with a single point of Determination.
  CHAPTER 04 
  INTRODUCTION
  CHAPTER
  04.10 THE PIERCED VEIL
  739824
  830233
  085830
  948484
  948495
  947464
  847434
  447363
  374744
  847474
  848333
  858303
  857473
  867323
  552533
  857574
  249685
  857444
  848484
  PARASITIC LIFE SCAN
  
  37
  THE PIERCED VEIL
  Read the following Captain’s log aloud to the Players: 
  How deep does the parasitic infiltration of the 
  Romulan Star Empire go? Does it extend to 
  Starfleet? To this ship? My crew? I fear it is only 
  a matter of time. But how do I weigh the ideals 
  of the Federation against the existential threat 
  posed by these parasitic beings who seem to 
  have no respect for any life but their own?
  CAPTAIN’S LOG
  STARDATE 47536.5
  SCENE 1: THE ESCAPE
  If the Player Characters were taken prisoner in the mining 
  outpost at the end of the previous mission, this will be the 
  opening scene of this mission. If the Player Characters were 
  not taken prisoner, start with Scene 2 instead. 
  To set the scene, read the following aloud:
  Moments ago, you regained consciousness to find yourselves 
  prisoners of the neural parasites. For now, there is no sign 
  of your captors or the unjoined Trill, Tal Duron. The other 
  prisoners in the cells next to yours are too afraid to even 
  speak to you. With no weapons or tools and no way to 
  contact your ship, your only hope is to somehow break 
  through the prison bars. Examining them, you find that some 
  of the bars are loose…
  Let the Players know that dislodging the metal bars of the 
  cell is a Daring or Fitness + Security Task with a Difficulty 
  of 2. One other character may assist in this Task. If the 
  Task is successful, they inflict 1A of damage (plus the main 
  character’s Security Discipline). Add 1 additional damage for 
  each Effect rolled.
  Just as Characters have Stress, objects have Structure; if an 
  object suffers an injury, it breaks. The bars have a Structure 
  of 10, with a Resistance of 2. 
  If the Players trigger a Complication, you can increase the 
  Difficulty of further attempts to dislodge the metal bars by 
  1. Describe to the Players how working the bars loose has 
  gotten more difficult under the strain of their actions. If further 
  Complications are triggered, consider adding 2 points to the 
  Threat pool instead.
  When the Player Characters are successful, read the 
  following aloud:
  You’ve pried two bars loose, enough to slip through. The 
  other prisoners eye you warily as you make your escape, as if 
  they know something you do not. Surprisingly, there appears 
  to be no control panel to unlock the cells. The only way to 
  free the prisoners is to loosen the bars with force or find your 
  phasers. However, a quick survey of the chamber shows 
  no sign of your equipment. Just then, you hear footsteps in 
  the tunnel beyond the chamber. A moment later, the Trill Tal 
  Duron appears.
  THE RETURN OF TAL DURON
  The Players’ encounter with Tal Duron will go differently 
  depending on whether they made an ally of him in the 
  previous mission. If he is an ally, he arrives with their weapons, 
  combadges, and tricorders. They immediately receive a 
  communication from their ship. Read the following aloud:
  “Commander, moments ago a Romulan warbird decloaked 
  in orbit and destroyed a Tellarite freighter as it left the 
  surface. Their only response to our hails so far has been to 
  lower shields and power down weapons. If you’re ready, 
  I think it would be prudent to bring the away team back 
  before the Romulans decide a more aggressive posture is to 
  their advantage.”
  At this point, Tal Duron explains to them that the two parasite-
  controlled Romulans were aboard that freighter. The Klingon 
  remained behind, and is presently asleep in his quarters.
  If the Players want to take the Klingon prisoner before 
  returning to their ship (which would enable them to study 
  ACT 1: SETBACKS AND SURPRISES
  CHAPTER
  04.20 THE PIERCED VEIL
  
  38
  the neural parasites in Scene 3), Tal Duron can lead them to 
  him. Entering the Klingon’s quarters without waking him is a 
  Daring + Security Task, with a Difficulty of 2. If successful, 
  the Players may attempt to stun him, taking the first Turn in a 
  Conflict encounter. If the attempt fails, the Player Characters 
  wake the Klingon and he takes the first Turn in a Conflict. 
  IF TAL DURON IS NOT AN ALLY
  If the Player Characters did not gain Tal Duron’s confidence 
  in the previous mission, they now have a second chance to 
  do so. This is a Presence + Command Task with a Difficulty 
  of 3. Two other Players may assist the Task. 
   §
  Players Succeed: Tal Duron leads the Player 
  Characters to their equipment. At this time, they 
  receive the communication from their ship about the 
  Romulan warbird. 
   §
  Players Fail: Begin a conflict encounter, with Tal Duron 
  taking the first Turn. Tal Duron is unarmed, as are 
  the Player Characters, so this will be a Melee Attack. 
  Because he is outnumbered, the Player Characters 
  should be able to overpower him. However, if the fight 
  continues at least two Rounds, spend two Threat to bring 
  in Reinforcements: the Klingon arrives in the third Round 
  of Conflict. See the stats for the Klingon and Tal Duron in 
  the previous mission.
  If the Player Characters subdue Tal Duron, he can be 
  easily compelled to reveal where their equipment is stored. 
  Retrieving their combadges, the Player Characters then 
  receive the communication from their ship. 
  SCENE 2: THE DECIUS
  Once the Player Characters have returned to their ship, the 
  Romulan warbird signals them. A centurion appears on the 
  viewer. He is not on the bridge as you would expect, but alone 
  in the commander’s ready room. Read the following aloud:
  “This is Centurion Drusa of the Decius. I believe you met our 
  subcommander on the Alcubierre. I know now that D’Nal was 
  not himself and neither was our commander. I am not here to 
  fight with you, but to warn you. We have a common enemy, 
  Captain. I propose we work together to defeat this threat.”
  Encourage the Player Characters to roleplay their response 
  to Drusa’s offer of an alliance. Perhaps the captain mutes 
  the channel and asks his senior staff for their thoughts, 
  before turning back to Drusa with an answer or more 
  questions. As you roleplay Drusa’s response, here is 
  information you can convey: 
   
  §
  “I’m speaking on a secure channel now. I suspect some 
  among my crew have already been compromised.”
   
  §
  “I am committed to seeing this through to the end. I 
  will protect the empire, no matter the cost. But my hold 
  on the crew is tenuous. They question the wisdom of 
  my orders.” 
   
  §
  “This operation has not been cleared by my government. 
  I do not yet know who in Romulan leadership can be 
  trusted, or how far this conspiracy reaches.”
   
  §
  “A trusted source within the Tal Shiar reports that the 
  parasitic beings are only days away, a week at most, from 
  activating an Iconian gateway.” 
   
  §
  “I have located the gateway and the mother creature 
  on a Class-M world outside the borders of both our 
  governments. If we go there, we may be able to stop 
  them. I am sending you the coordinates now.”
  After the Player Characters have had a brief interaction with 
  Drusa, he transmits the coordinates. Suddenly and without 
  warning, the Decius explodes.
  Inform the Players that their ship has successfully received 
  the coordinates and give them a few moments to react. If 
  they try to determine the cause of the Decius’ destruction, 
  read the following aloud: 
  Sensor sweeps reveal no other vessel that could have fired 
  upon the warbird. There are also no tachyon emissions, as 
  you would expect if a cloaked ship were in the area. Sensor 
  readings from just prior to the explosion and the debris field 
  are both consistent with catastrophic engine failure. However, 
  sensors did not detect any sign of a malfunction before the 
  explosion. All evidence suggests sabotage.
  If they study the coordinates, read the following aloud: 
  Using the coordinates provided by the Decius, you’ve 
  pinpointed the Class-M world in the Moana system — seven 
  days away from your present location at warp 8. Catalogued 
  by an unmanned survey probe, you pull up the 20-year-old 
  report. The system contains a main sequence G-type star. 
  Moana III, the third planet, harbors no intelligent life. The 
  planet is twice the radius of Earth, and made up of shallow 
  oceans and island chains.
  Before the Player Characters can investigate further, their 
  ship begins experiencing malfunctions. Unbeknownst to 
  them, the Decius’ transmission also included a computer 
  virus put there by a Romulan saboteur. Ship’s sensors fail, 
  followed by astrometrics and navigational systems. Read the 
  following aloud: 
  Suddenly, your consoles go dark. Reports of system-wide 
  outages begin coming in from all over the ship. Navigational 
  controls, warp and impulse engines go offline without 
  explanation. Long-range sensors detect a Romulan warbird 
  CHAPTER 04 
  
  39
  THE PIERCED VEIL
  on an intercept course. It will arrive in twelve hours. Then your 
  ship’s sensor array crashes, leaving you blind.
  REPAIRING THE SHIP, A TIMED CHALLENGE
  The Players must race to complete repairs before the warbird 
  arrives. This is a Basic Challenge with an added concern of 
  time. Time is represented by intervals. In this challenge, each 
  interval equals two hours.
   §
  Attempting each Task in the challenge takes 2 intervals of 
  time (4 hours). 
   §
  Players can spend 1 Momentum on a successful Task 
  to reduce the time spent on that Task to 1 interval (not 
  Repeatable). 
   §
  Complications add 1 interval to the attempted Task.
   §
  The Player Characters have 6 intervals of time before the 
  Romulan warbird arrives. 
  To complete the challenge, Player Characters must 
  successfully complete the following three Tasks in order 
  before time runs out: 
   §
  Investigate the Cause of the Malfunctions: This is 
  an Insight + Engineering Task, with a Difficulty of 3. 
  One other Player may assist with a Reason + Science 
  Task. Allow this Task to Succeed at Cost, creating a 
  Complication. Success reveals:
   §
  The Decius delivered a virus into the ship’s Computer 
  when transmitting the coordinates to Moana III.
   §
  The Player Characters must wipe all affected files and 
  memory, and then reboot the main computer from 
  back-up systems in the computer core’s archives.
   §
  Locate the Infected Files: This is a Reason + 
  Engineering Task, with a Difficulty of 2. Success allows 
  the Players to proceed to the final step.
   §
  Wiping the Corrupted Files: This is a Control + 
  Engineering Task, with a Difficulty of 2. Allow this 
  Task to Succeed at Cost, at your discretion, creating a 
  Complication.
  With the corrupted files wiped, the Player Characters may 
  reboot the main computer. If they ran out of time, then the 
  warbird has arrived. It has already scanned the debris field of 
  the Decius when the Players’ ship’s systems come online. The 
  Romulans hail the Players’ ship. Read the following aloud:
  This is Commander Selnora of the warbird L’Cata. Under your 
  own interstellar law, you are charged with the destruction 
  of the Decius. Surrender yourselves and your vessel as 
  prisoners of the Romulan Star Empire.
  Tell the Player Characters that they can attempt to persuade 
  Commander Selnora of their innocence. This is a Reason 
  or Presence + Command Task, with a Difficulty of 3. 
  Providing evidence may be helpful but since they wiped their 
  computer files, the characters have no record of the virus 
  or the transmission it piggybacked on. The last recorded 
  log is Centurion Drusa’s communication prior to providing 
  the Player Characters with the coordinates to Moana III. 
  This piece of evidence, if offered, is a Trait that reduces the 
  Difficulty of the Persuasion Task by 1.
   §
  Players Succeed: Commander Selnora takes the 
  threat of a parasitic infiltration of the empire seriously. 
  She leaves to consult with her superiors in person and 
  learns that the Player Characters are heading into an 
  ambush at Moana III. She will then come to their aid  
  in Act 2. 
   §
  Players Fail: Allow the Task to Succeed at Cost. Add 2 
  points to the Threat Pool in place of the Complication. 
  TRAITS: Romulan
  VALUES: I Will Not Fail in My Duty to the Empire 
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  02
  SECURITY
  01
  SCIENCE
  02
  CONN
  01
  ENGINEERING
   –
  MEDICINE
  12
  CONTROL
  09
  FITNESS
  09
  PRESENCE
  10
  DARING
  10
  INSIGHT
  10
  REASON
  FOCUSES: Distrustful
  STRESS: 11 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 3A Knockdown, Size 1H, Non-lethal)
   §
  Dagger (Melee, 3A Vicious 1, Size 1H)
   §
  Disruptor Pistol (Ranged, 5A Vicious 1, Size 1H)
  SPECIAL RULES:
   §
  Wary: Whenever a Romulan attempts a Task to notice or detect 
  an enemy or hazard they may re-roll one d20.
   §
  Guile and Cunning: When attempting to remain hidden or 
  unnoticed a Romulan may spend one Threat to increase the 
  Difficulty of enemy Tasks to detect them by one.
  COMMANDER SELNORA [NOTABLE NPC]
  
  40
  SCENE 3: SICKBAY (OPTIONAL)
  You may skip this scene if the Player Characters did not take 
  the Klingon or Romulans prisoner in the previous mission. 
  Remember, the prisoners give the Player Characters an 
  Advantage: it makes studying the neural parasites possible. 
  The medical officer may even find a safe way to remove the 
  parasites from their host bodies.
  With ship systems functioning again, the Player Characters 
  may sedate a victim and transfer them to sickbay for medical 
  examination and possible surgery. In any of the Tasks below, 
  another character may assist the medical officer as per the 
  normal rules. 
  First, the medical officer must study the relationship between 
  the host and the parasite. This is a Reason + Medicine Task, 
  assisted by the Ship’s Sensors + Medicine, with a Difficulty 
  of 2 (1 if Tal Duron is an Ally of the Player Characters). 
  This Task Succeeds at Cost, creating a Complication that 
  increases the Difficulty of the next step by 1. A success 
  creates an Advantage in the next step.
  Next, the medical officer can attempt to devise a medical 
  procedure that would safely remove the parasite from the 
  host. This is an Insight + Medicine Task, assisted by the 
  ship’s Computers + Medicine, with a Difficulty of 3 (2 if the 
  previous step created Advantage). The parasitic integration 
  of the victim’s brain stem involves hundreds of tendrils 
  joined with the central nervous system. This complicates the 
  Task immeasurably. Increase the Complication Range to 4, 
  meaning a Complication occurs on a result of 17-20. Any 
  Complication increases the Difficulty of the next step by 1. 
  Success creates an Advantage in the next step.
  Finally, the medical officer must perform the delicate operation. 
  This is a Control + Medicine Task, assisted by the ship’s 
  Computers + Medicine, with a Difficulty of 4 (3 if the previous 
  step was successful). Again, increase the Complication Range 
  to 4. If the Task fails, both the host and the parasite die. A 
  Complication could mean the host suffers a setback after the 
  operation, requiring immediate emergency surgery.
  The Player Characters may attempt to pose 
  as Starfleet officers compromised by neural 
  parasites by simulating the breathing gills that 
  host bodies have on the backs of their necks. 
  This is a Control + Medicine Task, assisted 
  by the ship’s Computers + Medicine, with a 
  Difficulty of 2. Success creates Advantage. It 
  makes the attempt to deceive compromised 
  individuals possible (see Deception as 
  Alternative to Conflict in Act 2, Encounter: 
  The Away Team on Moana III).
  COSMETIC SURGERY
  THE PIERCED VEIL
  ACT 2: THE OCEAN WORLD
  CHAPTER
  04.30
  SCENE 1: MOANA III
  The Player Characters arrive in the Moana star system and 
  assume a standard orbit around the third planet. To set the 
  scene, read the following aloud: 
  Dozens of island chains dot this vast blue ocean world. Six 
  moons orbit the planet, along with a ring of rocky debris 
  that is probably from another moon that broke up when its 
  orbit decayed.
  Conducting a scan of Moana III is a Reason + Science Task, 
  assisted by the ship’s Sensors + Science, with a Difficulty of 
  0. Success reveals:
   §
  The ruins of an ancient city litter the largest, forested 
  island in the southern hemisphere.
  CHAPTER 04 
  
  41
  THE PIERCED VEIL
   §
  A Starfleet runabout is on the outskirts of the ruins, 
  near what appears to be the debris field of an ancient 
  alien ship. 
   §
  Sensors detect life signs among the ruins: one human 
  evading three Romulan pursuers. (Note that the Player 
  Characters will soon learn that this is Ensign LaSalle 
  from the Alcubierre in mission one. If LaSalle did not 
  survive that mission, sensors will simply detect three 
  patrolling Romulans.)
  Spending Momentum to Obtain Information reveals:
   §
  The ruins extend deep underground, protected by a 
  deflector shield.
   §
  The characteristics of the structures suggest Iconian 
  architecture.
   §
  The debris of the alien ship is of no known configuration, 
  but its composition is similar to the vessel found by the 
  survey team who discovered the neural parasites that 
  infiltrated Starfleet Command in 2364.
  ENCOUNTER: THE CLOAKED WARBIRD
  As the Player Characters finish their scan of the planet,  
  a Romulan warbird — the Axia — decloaks. Read the 
  following aloud:
  A proximity alert sounds as a Romulan warbird suddenly 
  appears on your sensors. Shimmering onto the viewscreen, 
  the warbird swoops at you. It raises its shields and powers its 
  weapon systems. Hails go unanswered. You have no choice 
  but to engage in ship-to-ship combat.
  Each Round of starship combat is divided into Turns, and Non-
  Player Character vessels take Turns equal to the ship’s Scale. 
  Since a warbird’s Scale is 6, the Romulan vessel has 6 Turns 
  representing the actions of the Romulan crew. Use map 4.3A 
  on the poster, and place the tokens as indicated at the back of 
  this booklet. As per normal Conflict rules, each side takes one 
  Turn before passing the action to the opposing side. Once all 
  Player Characters have taken their Turns, and all Turns have 
  been taken by the warbird, start a new Round.
  Since the Axia was cloaked, the warbird takes the first Turn. The 
  Axia decloaks as its free Minor Action, at Medium Range from 
  the Players’ vessel. Spend one Threat to take a second Minor 
  Action, and raise the shields. To complete the Turn, the warbird 
  now attempts a Task. It fires Disruptors at the Player Characters’ 
  ship, targeting the Engines. This is a Control + Security Task 
  assisted by the warbird’s Weapons + Security, with a Difficulty 
  of 3. This has a Power requirement of 1. If available, spend 1 
  additional Power to increase the damage by +1A.
   §
  To apply damage from a successful attack, first reduce 
  the damage rolled by 1 for each point of the Players’ 
  ship’s Resistance. Then, if any damage remains, their 
  ship loses one point of Shields for each point of damage. 
   §
  If five or more damage remain after reducing for Resistance, 
  the Engines System suffers a Breach (see below for effect).
   §
  If the damage reduces the Players’ ship’s shields to 0, 
  the Engines System also suffers a Breach.
  The action now passes to the Players’ ship.
  ENGINE BREACH
  Engine breaches pose a major threat to any starship. 
  Whenever a ship’s Engines suffer one or more Breaches, the 
  following occurs: 
  1. The ship loses 2 Power. 
  2. Tasks assisted by the ship’s Engines, or Tasks that have 
  a Power requirement, increase in both Difficulty and 
  Complication Range by 1. 
  Removing the increase in Difficulty and Complication Range 
  requires a Restore Minor Action, which can be done during a 
  Conflict, from an Engineering position on the bridge, or while 
  in main engineering. 
  If the number of Breaches is equal to or greater than half 
  the ship’s Scale, the Engine systems then suffer significant 
  damage. This imposes the following conditions until repaired:
   §
  The Difficulty of all Tasks assisted by the ship’s Engines 
  increases by 2. 
   §
  At the end of each Round, the ship loses 1 Power. 
  Repairing the damaged Engine systems is a Difficulty 3 Task, 
  which can be attempted during a Conflict. Success removes 
  the conditions above. However, Breaches themselves cannot 
  be removed. They require intensive repairs that can only 
  occur at a starbase or other facility.
  ROUND 2: THE L’CATA’S POSSIBLE ARRIVAL
  If the Player Characters were successful in the Persuade Task 
  with Commander Selnora in Act 1, then the L’Cata arrives 
  here to aid the Player Characters in battle against the Axia. 
  In story terms, Selnora verified the Player Characters’ claims 
  and uncovered the planned ambush. Because of her I Will 
  Not Fail in My Duty to the Empire Value, she recognizes that 
  she must help Starfleet root out the parasitic threat if she is 
  to save the Romulan Star Empire.
  If the Player Characters Succeeded at Cost in the Persuade 
  Task, then the L’Cata does not arrive and the Players are on 
  their own.
  
  42
  RESOLVING THE STARSHIP COMBAT
  When the Axia is sufficiently damaged, it will break off its 
  attack. If it has the Power to do so, it will engage its cloaking 
  device. Either way, it leaves the system to enact repairs and 
  call for reinforcements.
  If the L’Cata joined the fight, then Commander Selnora 
  pursues the Axia, giving the Player Characters the time they 
  need to find and stop the mother creature. 
  WHAT IF THE ADVERSARIES WIN? 
  If the Player Characters’ ship is losing the fight with the 
  warbird and they consider retreat, you should remind them 
  that the consequences of withdrawing could be disastrous. 
  The Player Characters are on their own out here. If they retreat, 
  the war with the parasitic beings will be lost before it has even 
  begun. They must get an away team to the planet’s surface, 
  no matter the cost. If the ship is so heavily damaged that 
  they have no choice but to withdraw, they may still lower their 
  shields long enough to transport an away team before going 
  to warp. If they find themselves in a situation where they have 
  to abandon ship (because of a warp core breach, for example), 
  then they may have no choice but to beam down to the planet.
  ENCOUNTER: THE AWAY TEAM ON MOANA III
  When the away team reaches the planet’s surface, read the 
  following aloud:
  You stand in a vast ruin of tumbledown stone in a humid, 
  vine-encrusted jungle. Bulbous flowers float overhead like 
  Chinese lanterns. They give off a green light, even now, in 
  the middle of the day. Colorful birds nest in trees that snake 
  and curve into the air with blue-leafed branches that reach 
  skyward. Insects whine and buzz about your ears. Suddenly, 
  energy weapons fire pierces the calm. Up ahead, Ensign 
  LaSalle from the U.S.S. Alcubierre hunches behind a fallen 
  stone column. Five Romulans — using the ruins as cover — 
  fire on his location, and are pinning him down.
  In this conflict encounter, the Player Characters take the first 
  Turn. Use the stats for Ensign LaSalle from the first mission 
  (The Alcubierre). Use map 4.4B on the poster, and place the 
  tokens as indicated at the back of this booklet. The Romulans 
  are in the center of the map, one zone away from LaSalle, with 
  the Characters to their rear. Each zone contains ruins granting 
  2A of Cover to combatants. These A Cover Dice are rolled and 
  added to a character’s Resistance before taking damage.
  The Romulans fight to the death, at which point neural 
  parasites crawl out of their mouths and scurry into the 
  underbrush. The parasites will attempt to return to the mother 
  creature in the underground complex.
  If Ensign LaSalle did not survive the first mission on the 
  Alcubierre, then the Player Characters will simply come under 
  attack by the Romulans. 
  DECEPTION AS ALTERNATIVE TO CONFLICT
  The Player Characters may be posing as Starfleet officers 
  compromised by neural parasites. If this is the case, they 
  have simulated breathing gills on the backs of their necks. 
  Using deception, there is a chance the Player Characters can 
  avoid Conflict and rescue Ensign LaSalle. Deception is an 
  Opposed Task. 
  The Player Characters can make a deception attempt using 
  a Daring + Security Task or Control + Command Task. The 
  combination should reflect how the Players intend to role-
  play the interaction. The Difficulty is 1. To see through the 
  guise, the Gamemaster rolls for one of the Romulans. This is 
  a Reason + Security Task, with a Difficulty of 1. 
  TRAITS: Romulan Warbird
  SYSTEMS
  DEPARTMENTS
  02
  COMMAND
  03
  SECURITY
  02
  SCIENCE
  02
  CONN
  03
  ENGINEERING
  02
  MEDICINE
  09
  COMMS
  10
  ENGINES
  11
  STRUCTURE
  10
  COMPUTERS
  10
  SENSORS
  09
  WEAPONS
  POWER: 10 
  SCALE: 6
  SHIELDS: 14 
  RESISTANCE: 6 
  CREW: Talented (Attribute 10, Discipline 3)
  ATTACKS:
   §
  Disruptor Banks (Energy, Range Medium, 10A Vicious 1)
   §
  Plasma Torpedoes (Torpedo, Range Long, 6A Persistent 8, 
  Calibration)
   §
  Tractor Beam (Strength 5)
  SPECIAL RULES:
   §
  Cloaking Devices:  While cloaked the vessel cannot attack or 
  be attacked unless the attacker has found a way to penetrate 
  the cloak. While the warbird is cloaked, the vessel’s shields are 
  down. Decloaking is a Minor Action. Operating the Cloaking 
  Device is a Control + Engineering Task, with a Difficulty of 
  2, assisted by the ship’s Engines + Security. This Task has a 
  power requirement of 3.
  D’DERIDEX CLASS WARBIRD
  CHAPTER 04 
  
  43
  THE PIERCED VEIL
  TRAITS: Romulan, Neural Parasite
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
   –
  SCIENCE
  02
  CONN
  01
  ENGINEERING
   –
  MEDICINE
  11
  CONTROL
  09
  FITNESS
  08
  PRESENCE
  08
  DARING
  10
  INSIGHT
  11
  REASON
  STRESS: 11 
  RESISTANCE: 3 (see Immune to Pain)
  ROMULAN UHLAN [MINOR NPC]
  ATTACKS:
   §
  Unarmed Strike (Melee, 3A Knockdown, Size 1H,  
  Non-lethal)
   §
  Dagger (Melee, 3A Vicious 1, Size 1H, Deadly, Hidden 1)
   §
  Disruptor Pistol (Ranged, 5A Vicious 1, Size 1H)
  SPECIAL RULES:
   §
  Immune to Pain: The stimulation of the host’s adrenal 
  glands increases resistance to pain. Reduce damage 
  from non-lethal attacks, such as a phaser set to stun, by 
  3 points.
   §
  Fast Recovery 2: The host-victim regains 2 Stress, up to 
  his normal maximum, at the start of each Turn. If injured 
  he may spend 2 Threat to remove the injury.
  Compare the number of successes. Either side needed 
  to score 1 success to succeed at the Task. If both sides 
  succeeded, compare the Momentum generated between the 
  opposing sides. The side with the highest Momentum wins. 
  Note that the winning side loses 1 point of the Momentum 
  generated for each point of Momentum their opponent scored. 
   §
  Romulans Succeed: The Player Characters have failed. 
  Begin a Conflict with the Romulans taking the first Turn.
   §
  Players Succeed: The Player Characters have fooled 
  the parasite-controlled Romulans. They return to 
  their regular patrol of the ruins, allowing the Player 
  Characters to take LaSalle.
   §
  Neither Side Succeeds or There is a Draw: In this 
  case, the Romulans are not fooled but it takes a moment 
  for them to recognize the deception. Begin a Conflict 
  encounter with the Player Characters taking the first Turn.
  
  44
  ENSIGN LASALLE
  Either through a Conflict or deception, the Romulans are 
  no longer a threat. When this occurs, Ensign LaSalle turns 
  on the Player Characters. Regardless of how they rescued 
  him, he is still distrustful. How does he know they are who 
  they appear to be? This could be a trap. If they offer their 
  tricorder, he slaps it away. The readings could be faked. 
  He points a type-1 phaser at them and peppers them with 
  questions to test their memory. 
  As Ensign LaSalle, read the following aloud: 
  “We first met on the Intrepid, when you assisted our captain in 
  a mission near the Cardassian border. What was his name?”
  The proper response here is for the Player Characters 
  to correct him. If the Players need a reminder, let them 
  add 1 Threat to give them a hint. Depending on how long 
  ago you got together to begin this short campaign, the 
  Players may have forgotten the details of the first mission, 
  but their characters would still remember. The Player 
  Characters met Ensign LaSalle on the Alcubierre, far from 
  Cardassian territory. Captain John Kelly was in command 
  of that vessel.
  When the Players respond, read the following aloud as 
  Ensign LaSalle:
  “The Alcubierre is a Constellation-class starship. We were 
  trapped in a space-time anomaly and you answered our 
  distress call.”
  The Player Characters should correct him again. The 
  Alcubierre is an Oberth-class science vessel. It was 
  selected for stage 2 testing of an experimental engine 
  configuration designed to exceed warp 5 without damaging 
  subspace. But the test failed, and disabled the ship. Ensign 
  LaSalle was the only survivor of a Romulan boarding party 
  that killed the rest of the crew.
  At this point, LaSalle will be satisfied that they are who 
  they say they are. He will bring them up to speed on recent 
  events, including why he is on Moana III (see LaSalle’s 
  Story). He does not have a blue gill but, should the Players 
  wish it, a medical tricorder scan will confirm that Ensign 
  LaSalle is not a neural parasite victim. This is a Reason + 
  Medicine Task, with a Difficulty of 0. 
  This is also a perfect opportunity for characters to recover 
  from Injuries before the end of the scene.
  SCENE 2: THE RUINS
  The Player Characters can easily locate the access point to 
  the underground complex with a tricorder. Ask a member 
  of the away team to scan the ancient city ruins. This is an 
  Insight + Science Task, with a Difficulty of 0. If the Player 
  decides to roll, add 2 points to the Threat pool in place of any 
  Complication generated.
  ACCESS POINT
  The access point is a fifteen-minute trek. Read the 
  following aloud:
  Your tricorder readings take you down a cut path through a 
  denser part of the jungle. Red leafy vines cover collapsed 
  stone structures with strange markings on them. You estimate 
  these ruins date back thousands of years.
  Ask a member of the away team if they want to scan the 
  symbols. This is an Insight + Science Task, with a Difficulty 
  of 2. If the Player generates a Complication, it will increase 
  the Difficulty by 1 on further Tasks at deciphering the 
  symbols. Success creates an Advantage when the Player 
  Characters reach the door (see below).
  If the Task is successful, read the following aloud:
  The markings share similarities with the Dinasian language, 
  suggesting Iconian origin.
  Spending Momentum to Obtain Information allows the 
  Player to roughly translate some of the fragments. Read the 
  following aloud:
  Comparing common root words from the language database 
  in your tricorder, you approximate an interpretation of one of 
  the fragments. You believe it speaks to a great conflagration 
  and an exodus to a land of peace, an idyllic existence. A later 
  fragment is a warning to close the gate forever.
  “Starbase 117 was a blur of red tape. Medical workups. 
  Debriefings. More medical workups. More debriefings. And that 
  wasn’t enough. Starfleet Command ordered me back to Earth 
  to ask even more questions. Meanwhile, I’m the only one who’s 
  watched these things in action up close. I was on the front lines 
  of this new war before anyone even knew there was a war. I 
  shouldn’t be on the sidelines. Those parasites killed my captain 
  and my crew. They deserve some payback. And I intend to give it 
  to them.
  “I stole a runabout and headed for Kortar. But in some kind of blind 
  luck, the Decius found me first. A centurion was in charge of a 
  warbird. Can you believe it? He saw the same danger I did. And he 
  took action, just like me. He needed backup. I told him to find you. 
  Looks like he did.”
  LASALLE’S STORY
  CHAPTER 04 
  
  45
  THE PIERCED VEIL
  When the Player Characters are ready to continue on, read 
  the following aloud:
  The dirt path soon ends at an enormous staircase formed by 
  natural basalt columns. At the top, dense shrubs and tall grass 
  grow around the foot of a snow-capped mountain. A triangular 
  stone and metal structure, covered in creeping vines, juts out 
  of the side of the mountain slope. A neural parasite scurries 
  from the underbrush and into a crack at the base of the stone.
  A closer examination of the structure reveals a control panel 
  with symbols similar to those seen among the ruins. 
  Scanning the structure and panel with a tricorder is a 
  Reason or Insight + Engineering Task with a Difficulty of 3. 
  Reason + Science may be appropriate if another character 
  is assisting with this Task. A Complication triggers the 
  mechanism’s Security Protocol. 
   §
  Security Protocol: A blue arc of electricity discharges 
  from the control panel. The Player who attempted the 
  Task takes 4A Lethal damage. The cost to Avoid an Injury 
  increases by one for each Effect rolled.
  A successful tricorder scan creates an Advantage on related 
  Tasks. If the Task was successful, read the following aloud:
  Your tricorder detects no known mechanism. But the scan 
  has triggered a response from the panel. A glowing blue 
  triangle faintly appears as if etched in the stone. The tricorder 
  reads a small chamber beyond the stone. But when the lit 
  triangle vanishes, so too do your readings.
  Deciphering the symbols on the control panel is an Insight + 
  Science Task with a Difficulty of 2 (or 3 if the earlier attempt 
  at translating the symbols generated a Complication). 
  Remember to reduce the Difficulty by 1 if the Players created 
  an Advantage in the earlier translation attempt. Allow this 
  Task to Succeed at Cost, triggering the Security Protocol.
  Spending Momentum to Obtain Information on either Task 
  reveals the following, point for point:
   §
  There is a Security Protocol in place should someone key 
  in the wrong sequence or scan the mechanism. 
   §
  The structure’s technology appears more advanced than 
  the technological levels suggested by the ruins.
  If the Player Characters are successful, read the following aloud:
  You have determined the correct sequence to key into the 
  panel. When you activate the mechanism, the blue triangle 
  appears in the stone again, brighter this time and humming 
  with energy. Suddenly, the stone within the triangle becomes 
  translucent. Its molecular structure has changed, allowing 
  you to pass through it into a small chamber. Once inside, the 
  chamber begins a slow descent into the underground complex.
  THE PIERCED VEIL
  ACT 3: LOST CIVILIZATIONS
  CHAPTER
  04.40
  ENCOUNTER: UNDERGROUND
  As the Player Characters enter the underground complex, 
  read the following aloud:
  The lift comes to a stop and a large triangle of blue energy 
  hums to life on one of the walls. The stone within the triangle 
  turns translucent, revealing a corridor beyond. Small glowing 
  blue triangles of light on the walls illuminate the corridor. 
  Ahead, two triangular doors begin opening: the first is to your 
  immediate right, the second is further down the passage 
  where the corridor makes a left turn. A Romulan steps out of 
  the second door.
  If the Player Characters are posing as Starfleet officers 
  compromised by neural parasites, then they may attempt 
  to deceive the Romulan. This is an Opposed Task, with a 
  Difficulty of 1. The Players could use Daring + Security 
  or Control + Command. Roll for the Romulan centurion, 
  
  46
  using Reason + Security. See the stats for the centurion in 
  previous missions.
   §
  Players Succeed: The centurion goes back to his work 
  inside the chamber.
   §
  Romulan Succeeds: Begin a Conflict encounter with the 
  Romulan taking the first Turn. You can add some uhlan 
  reinforcements by spending 1 Threat per NPC.
   §
  Neither Side Succeeds or There is a Draw: The 
  centurion is not fooled but it takes a moment for him to 
  spot the deception. Begin a Conflict encounter with the 
  Player Characters taking the first Turn. Again, you can add 
  some uhlan reinforcements by spending 1 Threat per NPC.
  If the Player Characters are not posing as compromised 
  Starfleet officers, then begin a Conflict encounter. The 
  Players will take the first Turn.
  TACTICAL CONSIDERATIONS
  The Romulan is three zones away from the Player 
  Characters. Doorways grant 2A of Cover, provided the 
  character is within Reach. This means the doorway must be 
  within arm’s length of the character. Characters may declare 
  they are moving within Reach of a doorway when they move 
  into its zone. The doorway to the left of the Player Characters 
  is one zone away, or at Medium range. Only two characters 
  can use a doorway for cover at the same time.
  THE LIBRARY
  The first door is the library, a repository of the history of the 
  original inhabitants of Moana III. If the Player Characters 
  enter the library, read the following aloud:
  You step into an empty, pyramid-shaped chamber. Small 
  niches line the smooth stone walls. These dusty, shallow 
  recesses hold palm-sized pyramids, all sculpted from an 
  unknown metal.
  A tricorder scan of these objects is a Reason + Science 
  Task, with a Difficulty of 0. Success reveals that the objects 
  are solid. They contain no known mechanism, though they 
  emit an energy signature like a battery.
  If a Player Character picks up one of the pyramids, read 
  aloud the following:
  The pyramid glows blue in your hand. The light flickers and 
  sputters as if the mechanism was damaged. Images flood 
  your mind at an alarming rate, depicting millions of people 
  dying in an orbital bombardment on some distant planet. 
  Though some survived by stepping through a gateway to 
  Moana III.
  The character must pass a Control or Fitness + Security 
  Task, with a Difficulty of 3 to avoid suffering 3A damage 
  (Non-lethal) from the mental strain. When taking the damage, 
  the character drops the pyramid in pain. Otherwise, the 
  device flickers out and stops transmitting. Once used, the 
  device provides no other information. Nor are any of the 
  other devices functional.
  Students of archaeology or those versed in Iconian history 
  may recognize these images. They are a record of a species 
  thought to have gone extinct over 200,000 years ago. But 
  some Iconians survived the destruction of their world. And 
  it appears that at least some of them escaped to Moana 
  III to build a new civilization. If the Player Characters know 
  about the warning to close the gate forever (see Access 
  Point in Act 2, Scene 2), then they may correctly theorize 
  that the Iconians who came here rejected the technological 
  achievements of their ancestors. The culture that emerged 
  on Moana III turned their backs on science as an evil that 
  brings only ruin. In essence, they became Luddites, resisting 
  progress and change. Unable to grow and adapt, their 
  civilization atrophied and eventually collapsed.
  POWER ROOM
  The second door houses the power room for this facility. If the 
  Player Characters enter this chamber, read the following aloud:
  Control panels like the one at the access point cover the walls 
  of this pyramid-shaped chamber.
  A tricorder scan of these panels is a Reason or Insight + 
  Engineering Task, with a Difficulty of 3 (2 if they created 
  Advantage scanning the panel at the Access Point). 
  Success reveals: 
   §
  There is no circuitry of any kind, but the chamber is 
  somehow drawing geothermal energy from the  
  planet’s core.
   §
  This is powering the deflector shield. 
  If the Player Characters wish to shut down the shield, they 
  will need to understand the symbols on the control panels. 
  This is an Insight + Science Task, with a Difficulty of 3 (or 
  4 if the earlier attempt at translating the symbols created a 
  Complication) and a Complication Range of 2. Remember to 
  reduce the Difficulty by 1 if the Players created an Advantage 
  in the earlier translation attempt. A Complication locks out 
  the panels, making the Task impossible.
  At this point, spend 2 Threat for each Player Character 
  in the scene to change their circumstances. Read the 
  following aloud:
  Suddenly, the lights dim and the hum of energy grows louder 
  as if someone had flipped a switch, turning on some great 
  machine that is draining the power. A voice echoes through the 
  complex, speaking Iconian. You recognize it as a countdown. 
  You are too late. The gateway has been activated.
  CHAPTER 04 
  
  47
  THE PIERCED VEIL
  ENCOUNTER: THE MOTHER CREATURE
  After the power room, the corridor turns to the left and 
  slopes downward. In the distance, blue light flickers in a large 
  chamber. The Player Characters may proceed to the chamber 
  without opposition. When they enter, read the following aloud:
  On a dais, in the center of this pyramid-shaped room, two 
  spiral arches curve inward toward each other but never meet. 
  Between the arches, blue energy shimmers like the waves of 
  an ocean. A Romulan commander stands before the arch, 
  her face awash in its blue glow. Control stations line the wall, 
  manned by eight Romulan scientists.
  The gateway is powering up. At the bidding of the 
  commander, the scientists take up arms against the Player 
  Characters. Use map 4.4 on the poster, and place the tokens 
  as indicated at the back of this booklet. In this Conflict 
  encounter, the Player Characters will take the first Turn. See 
  the sidebar for the commander’s stats. Use the Romulan 
  uhlan stats for the scientists. 
  After two rounds of Conflict, the swirling mass of ocean-like 
  energy explodes outward in a blinding flash. The chamber 
  shakes. The Romulans stop fighting and turn in awe. Read 
  the following aloud: 
  The blue light inside the gateway dissipates to reveal a lifeless 
  landscape of craggy stones and an ocean that boiled away 
  long ago. A dim white dwarf is the only star in the pitch-black 
  sky. The planet is in a distant region of our galaxy devoid 
  of other stars — a single dying star beyond the stars. The 
  Romulan commander lets out an inhumanoid cry and drops 
  to her knees before the portal.
  Like an actress on a stage performing her final monologue, 
  the commander speaks with arms outstretched:
  “No! No, it cannot be. All these centuries, I have led my 
  children through the stars in search of a world to colonize 
  before our own died. All these centuries, wasted. It cannot 
  be. Six years ago, I heard my sister’s distant signal from Earth. 
  I came in answer. But our ship crashed on this world. We fled 
  our broken host bodies for these Romulans. They had already 
  discovered the gateway. They’d done much of the work for 
  us. I had finally found our salvation. But I am too late. Our 
  world is dead. We are the last of our kind.”
  She tells the other Romulans to put away their weapons. 
  Then she addresses the Player Characters directly:
  “We are at your mercy. In exchange for our lives, I offer our 
  services. We seek peace, not war. Leave the Romulans to 
  us, and we will leave the Federation and your allies alone. 
  And when we have gained full control of the Romulan Star 
  Empire, we will sue for peace so ending decades of hostilities 
  between your two governments. Together, we will usher in a 
  new era, a new beginning.” 
  
  48
  The Player Characters will need to decide the mother 
  creature’s fate. Encourage them to consider the moral 
  dilemma posed. Remind them that, as Starfleet officers, they 
  are held to a higher standard. 
  They have three clear options, though they may think up more: 
   §
  Destroy the Mother Creature: This will free anyone 
  already infested. However, this could also be considered 
  an act of genocide, as the neural parasites are sentient 
  beings and likely the last of their species. 
   §
  Accept the Mother Creature’s Offer: However, this goes 
  against every principle of the Federation. To subjugate 
  even a hated enemy in exchange for peace from another 
  foe is too high a price. 
   §
  Imprison the Mother Creature in hopes of finding a 
  way for the parasitic beings to coexist with, rather than 
  subjugate, their hosts’ consciousness. Ultimately, this 
  might be similar to the relationship between the Trill and 
  symbionts. However, it will likely be impossible to fully 
  root out the parasitic infiltration already underway and 
  the mother creature’s children may never stop trying to 
  free her. 
  Regardless of their choice, the Player Characters will be left 
  to deal with the weight of their actions. If the mother creature 
  is destroyed, the remaining infested are freed from the 
  parasites’ influence. The Player Characters may also want 
  to destroy the gateway to keep it from falling into enemy 
  hands. With ample time and no obstacles, this can be easily 
  accomplished by setting explosives. 
  The mother creature took control of Commander Vesta’s body 
  nearly a year ago. Her primary aim has been to repair the Iconian 
  Gateway, paving the way for the salvation of her species. Because 
  of the failure of the neural parasites’ previous attempt to infiltrate 
  Starfleet Command, she has been cautious, slowly building 
  influence within the Romulan Star Empire. Only recently has she 
  begun to extend her reach into the Klingon Empire, believing that 
  warrior race held promise for her genetic experiments. 
  TRAITS: Romulan, Mother Creature
  VALUES: 
   §
  The Ends Justify the Means
   §
  We Are the Superior Form of Life
   §
  The Continuation of our Species is Paramount
   §
  We Seek Peace and Control, One does not Exist without  
  the Other 
  ATTRIBUTES
  DISCIPLINES
  04
  COMMAND
  03
  SECURITY
  03
  SCIENCE
  01
  CONN
  02
  ENGINEERING
  02
  MEDICINE
  12
  CONTROL
  09
  FITNESS
  09
  PRESENCE
  09
  DARING
  10
  INSIGHT
  11
  REASON
  FOCUSES: Patience, Deception, Infiltration
  STRESS: 12 
  RESISTANCE: 3 (See Immune to Pain)
  ATTACKS:
   §
  Unarmed Strike (Melee, 4A Knockdown, Size 1H, Non-lethal)
   §
  Dagger (Melee, 4A Vicious 1, Size 1H)
   §
  Disruptor Pistol (Ranged, 6A Vicious 1, Size 1H)
  SPECIAL RULES:
   §
  Menacing: When Commander Vesta enters a scene 
  immediately add 1 point to the Threat pool.
   §
  Immune to Pain: The stimulation of the host’s adrenal glands 
  increases resistance to pain. Reduce damage from non-lethal 
  attacks, such as a phaser set to stun, by 3 points.
   §
  Fast Recovery 2: The host-victim regains 2 Stress, up to her 
  normal maximum, at the start of each of her turns. If injured, 
  she may spend 2 Threat to remove the injury.
   §
  Colony Dependency: All neural parasites within a colony 
  are dependent upon their mother creature. When the mother 
  creature dies, her progeny die.
  COMMANDER VESTA [MAJOR NPC]
  CHAPTER 04 
  PARASITIC CELLULAR SCAN
  927459
  10495
  98236752
  3928567
  239856239
  82397
  927459
  5239983
  80283
  
  49
  THE PIERCED VEIL
  The Player Characters will also need to deal with any 
  potential repercussions from their superiors in Starfleet. For 
  example, if they took the mother creature’s offer, they may 
  face disciplinary action. If they destroyed her, they may face 
  more personal repercussions and guilt. Because they could 
  not find a peaceful solution, they destroyed the last of a 
  species. The Player Characters might play their choice over 
  and over in their heads, looking for another option. Of course, 
  if they did not destroy the mother creature, there will be much 
  work to do rooting out the parasitic infiltration.
  CONCLUSIONS
  CHAPTER
  04.50 THE PIERCED VEIL
  There are several things the Players may want to explore 
  in wrapping up this final mission. What becomes of Ensign 
  LaSalle? What of Tal Duron and his genetic research 
  involving the neural parasites? Genetic engineering is 
  outlawed in most of the Federation and if Tal Duron became 
  an ally, will the Player Characters speak in his defense? 
  Will they destroy his data or hand it over to Starfleet 
  Command? If Commander Selnora became an ally, how 
  might this affect the Player Characters’ future missions that 
  involve Romulans? 
  ROMULAN WARBIRD
  STARFLEET INTELLIGENCE 
   
   
  6708 15557 
  61788 
   
   59000 98450 
  1350 
   
   81530 68700 
  79710
   
   
  9870 
  5800 
  93000
  12-0348
  10-3893
  09-3870
  08-2229
  61-3787
  62-1950
  65-7538
  68-6900
  WARP NARCELLE
  IMPULSE ENGINE
  BRIDGE
  ESCAPE PODS
  ENGINEERING SECTION
  
       
    PLAYER STARTING LOCATION
      
    ROMULAN UHLAN
      
    ROMULAN CENTURION
      
    ROMULAN SUB-COMMANDER D’HAL
      
    KLINGON WARRIOR
      
    DEAD, DEFORMED KLINGON
       
   PRISONERS
      
      
    PLAYER SHIP
      
    ROMULAN WARBIRD
      
    ENSIGN LASALLE
      
    COMMANDER VESTA
  4896
  4897
  4898
  4896
  4897
  104-4895
  104-4894
  104-2361
  104-5159
  104-5158
  104-2360
  MAP 2.3
  MAP 2.4
  MAP 3.4
  104-4892
  104-4890
  
  3298
  3296
  3297
  3299
  3300
  3301
  MAP 4.3B
  MAP 4.4
  MAP 4.3A
  12-17032
  39366298 
  29842I 
  553058 229451 
  455295 
  27383937
  24369201 
  843920 
  175073 234921 
  138430 
  11239403
  24994020 
  3892 
  23392 107052 
  193402 
  17394550
  23892680 
  48628 
  568299 56854 
  836191 
  48571858
  83769145 
  7678 
  176876 57862 
  868251 
  78293791
  2O343360 
  320901 
  236103 15032 
  273029 
  24730282
  13-17033
  12-3788
  19-3300
  17-2880
  21-5540
  378-8561
  378-8560
  378-8562
  378-8563
  
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