TEXT: Ring of Fire
  A Post-DS9 Adventure 
  For Starfleet
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor, TFAndrews, and John D. Lees
  Special Thanks To:
  Play-testers:
  Rex, Justin, and Jeremy Rouviere,
  and the crew of the U.S.S. Retributor
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “Ring of Fire” is an adventure for use with 
  the Star Trek: Role playing Game by Decipher. 
  It is the second adventure in the “Shattered 
  Stars” campaign and is  suitable for a crew of 
  2-6 players playing a Starfleet crew during the 
  post-Deep Space Nine/Voyager era.  
     With some modification, this adventure 
  could be adapted for other crews and other 
  eras.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide, Star Trek: Narrator’s 
  Guide, and may require the use of the Star 
  Trek: Starfleet Operations Manual in running 
  this adventure.  A number of pre-generated 
  characters are available at the end of the 
  mission.  Alternately, players may substitute 
  their own characters with the approval of the 
  Narrator.  
     The adventure takes place near the 
  Federation/Romulan border in the year 2388. 
  Players who wish to take part in this adventure 
  should not read any further.  
  Adventure Synopsis
     The heroes and the runabout U.S.S. Tarsus 
  are dispatched to the Metzov Research Station 
  in order to retrieve an unusual mineral sample. 
  When they arrive, however, they find that the 
  station is in deep  peril, and must take drastic 
  actions in order to save the lives of the 
  researchers and their dependents.  
  Recommended Date/ 
  Season/Stardate: 
  2388/ Post-Star Trek:Nemesis /SD 65339.7
  Setting: 
     The Otorin Sector- Deep space near the 
  Federation/Romulan border. 
  Background:
     In the wake of the abortive Romulan Civil 
  War and the destruction of the Romulan 
  homeworld, the border territories of that 
  Empire have been plagued with unrest as the 
  various factions vie for political and economic 
  supremacy.  
     In addition to humanitarian relief convoys, 
  and other aid, Starfleet has redeployed its 
  forces to sectors along the Neutral Zone in 
  order to ensure that the unrest does not spill 
  over into territories controlled by the 
  Federation.  
     With so many front-line starships forward 
  deployed, Starfleet's support services have 
  been forced to take up an increasing share of 
  the logistical load.
     This means runabouts and other smaller 
  vessels are required to carry out longer-range 
  and longer-duration missions than is normally 
  the case, and so Tarsus finds herself on a 
  comparatively long-endurance mission; just 
  over two weeks in deep space.
  1
  
  Act One
  Enroute
     Open in media res with Mission Log and 
  Loadout (Handout #1).  The heroes are en 
  route to Metzov Station at Warp Six, and are 
  due to arrive in just over two hours*.      
     Having detected them on sensors, Metzov 
  Station hails them, and the heroes find 
  themselves talking with Administrator Bonn, 
  with the station command center behind him 
  on the screen.  
     Bonn is a short, plump man with thinning 
  hair and a ruddy complexion.  His manner is 
  cheerful and matter-of-fact, and he's very 
  much looking forward to the crew's visit- going 
  so far as to invite the characters to dinner 
  aboard the station once they arrive.   
     If they insist on talking business, however, he 
  understands that as well, and will answer any 
  questions they have.
     Operations aboard the station are quiet, 
  though they were forced to recall all of their 
  survey craft due to a sharp uptake in radiation 
  spikes and solar flares being thrown off by the 
  Theta Marroquin star.       
     Currently, the most exciting activity aboard 
  the station is the impromptu poker tournament 
  (which has lasted four full days thus far and 
  about which Bonn knows absolutely nothing) 
  and a series of low-level field experiments 
  being set up by their leading science officer, a 
  Tellarite named Jerel.
     All in all, the arrival of the Tarsus will be a 
  welcome diversion and an influx of new faces. 
     After several minutes of light conversation 
  between Bonn and the heroes, an (off screen) 
  voice interrupts with, “Mr. Bonn?  You might 
  want to see this.”
     Bonn moves off screen and says, “What the 
  hell?” and the screen cuts out in a flash and 
  snap of static.   
     The station does not respond to further hails 
  or calls.
     Long range scans show the station orbiting as 
  before, but surrounded by a low-level energy 
  field of some kind.  More detailed scans will 
  have to wait for their arrival in-system.
     Should the heroes inquire about the station 
  itself or its history, they should receive Station 
  Profile (Handout #2). Specific additional 
  information will require TN 10 Computer Use 
  (Retrieve) tests, and is subject to Narrator 
  discretion and invention.
     
  In Range
     As Tarsus slows to sublight at the edge of the 
  Marroquin system, the heroes get their first 
  good look at Metzov Station.  The station has 
  been yanked off its normal axis and is tilting 
  drunkenly, and is being pulled slowly but 
  surely off the elliptical plane.  A TN 10 System 
  Operation (Sensors) test will show some kind 
  of energy field has enveloped one of the 
  outrigger pods, which is in turn crumpled and 
  twisted like a beer can (but not completely 
  crushed).
     Sensors indicate 180 life forms aboard the 
  station, but it does not answer hails.  It appears 
  that main power has failed and carbon dioxide 
  levels are beginning to rise. Odd and unusual 
  gravitational levels can be detected- focused 
  on the laboratory pod (apparently the current 
  “down” on the station is focused towards the 
  pod).  
     For each degree of success (or each 
  subsequent scan) the players may ask two 
  additional questions about the station.  Each 
  scan takes approximately one minute.
     A TN 15 Space Science (Astrophysics) test 
  (with a +3 from Tarsus's sensors) will earn the 
  players Subspace Topographical Scan 
  (Handout#3).  This will reveal that the station 
  is trapped inside two nested subspace fields.  
     Both subspace fields originate at or near the 
  location of the station's high-energy physics 
  lab.  Given the harmonics of the
   two fields, it is likely that Field “B” is a 
  secondary or “decay” effect of Field “A”.  
     Field “A” has a previously unseen 
  configuration with an unusually focused 
  graviton field.  It's also generating a startling 
  *  (Should the crew accelerate to Warp 8, or take 
  advantage of the Surfing Space-time Professional 
  Ability, they may reduce their travel time to just 
  over forty minutes.  Should they do both, they may 
  reduce travel time to a mere twenty minutes)
  amount of polaron radiation, (largely harmless) 
  secondary radiation, and a surprising amount 
  of heat.  The gravity and radiation levels are 
  climbing at an exponential (rather than 
  logarithmic) rate, and (assuming there is no 
  change to the rate of growth), the field will be 
  sufficient to crush the entire station within five 
  hours.  
  2
  
     Field “B” (the larger of the two) is more a 
  more conventional (non-propulsive) subspace 
  envelope, but has a unique verteron field.  A 
  TN 15 Space Science (Astrophysics) or Systems 
  Engineering (Electro-plasma Systems) test will 
  reveal that 
  verteron fields tend to disrupt conventional 
  power systems.  Purely mechanical or 
  chemically powered equipment will work 
  normally- but once inside the field, any 
  conventional gear the crew takes with them 
  will cease to function.)   
     If the crew go aboard without taking 
  appropriate precautions (such as modifying 
  their equipment or making prearranged 
  signals a/o beam outs, they will be stranded.  
     Also, because of Tarsus's small size, only 
  two people can be transported at once (twice 
  that in an emergency).
  Act Two
  Retuning
     If the heroes can figure out the precise 
  modulation of the verteron fields, their 
  engineer (if any) can attempt to reconfigure 
  their basic equipment to function (though not 
  necessarily at full capacity) despite it.  
     Determining the precise resonance requires 
  a TN 20 Space Science (Astrophysics) or 
  Physical Science (Physics) test.  Retuning the 
  equipment requires an TN 15 Repair or 
  Systems Engineering (EPS) test and five 
  minutes of work per piece of equipment 
  being retrofitted.
     Even with these modifications, 
  communicators will not be able to function 
  beyond the 20,000km range, phaser ranges 
  will be halved, and will not function beyond 
  Setting 5 (2d6+6).  Tricorder ranges and 
  bonuses are likewise halved, and most 
  powered medical and engineering gear (being 
  so specialized) is useless. Environmental suit 
  endurance will be slashed in half (due to the 
  lack of recycling), but will still retain their 
  basic functions.
  The Beam In
     Boarding the station is an exercise in the 
  surreal- like something out of The Poseidon 
  Adventure.  
     When the gravity took on a sudden (and 
  irreversible) lurch 90O off the station's axis, 
  everything (and everyone) that wasn't nailed 
  down went flying.  The station interior is a 
  bloody shambles, with equipment, supplies, 
  and debris scattered like the aftermath of a 
  tornado.  
     The corridors of the station are askew and 
  absolutely pitch black.  Ominous creaks and 
  groans (plus the fainter moans and cries of 
  the wounded and frightened) can be heard.  
     Emergency bulkheads began sealing and 
  other emergency protocols were initiated, but 
  most were not completed due to the 
  complete power failure.  Many doors are 
  jammed closed, others jammed open, and a 
  great many are somewhere in between.
     Moving about the station will be long and 
  painful process- with a lot of climbing (and 
  rappelling), unsealing and bypassing jammed 
  hatches and crawling over and under debris. 
  Ironically, their best bet in moving about the 
  station under the circumstances will be the 
  turbolift shafts, which have track lines as well 
  as (normally) vertical ladders, and will be 
  largely free of loose debris.
     If the characters failed to account for the 
  altered gravity when they initially beam in, 
  they must make a TN 10 Quickness test or 
  fall- the distance (and thus falling damage) 
  will vary depending upon where the 
  characters beam in.  (Woe betide the crew 
  that beams directly into the boom arms, for 
  they could potentially fall three hundred 
  meters!)  
     If the heroes manage to stop their own fall, 
  a second TN 10 Quickness check is 
  necessary to ensure they held onto any hand-
  held gear.
     Doctor Bascom and Administrator Bonn 
  have begun coordinating moving their people 
  into one of the central cargo areas (adjacent 
  to the Main Hangar) to await rescue- but 
  there are folks trapped all over the station.
     Of the 183 persons aboard the station, 
  three are dead and perhaps a third of the 
  remainder wounded, though thankfully, non-
  critically.  Nearly all of them have been 
  relocated to the central cargo area, but 
  roughly two dozen are trapped either nearby 
  or in the lower engineering section 
  attempting to restore power.  
     Every conventional power source on the 
  station has failed, and light, heat, and oxygen 
  are being provided by a handful of chemical 
  3
  
  candles.  Gravity is quite a bit higher than 
  normal- almost 1.5g when the heroes first 
  beam aboard and a full 2 g less than four 
  hours later.  The increase is exponential 
  rather than linear, so the effects will increase 
  sharply towards the end of the process.
     Every few minutes, the station shudders 
  and groans as the gravity well increases 
  slightly and the station tries to adjust to the 
  stresses.  The shudders generally provoke 
  screams of terror or whimpers from the 
  civilians in the crowd- particularly the 
  women and children.
  Moving About
     Moving about the station to any significant 
  degree will require a TN 10 Athletics or 
  Agility test.  On any failure, the basic 
  movement rate is halved.  On a Complete 
  failure (a roll of 4 or less), the character 
  becomes entangled and suffers 1d6 damage. 
     The internal corridors are essentially 
  featureless save for the triangular trusses 
  common to starships of the 2260's (Original 
  Series era).  In the short (coreward) corridors 
  these trusses are located roughly every fifteen 
  feet- but in the station arms (long corridors), 
  they're set about every thirty feet.
     Also,after the first hour aboard the station 
  (and every ½ hour thereafter), the crew must 
  make TN 10 Stamina checks or become 
  fatigued. With the first failed test, the hero 
  suffers a -1 penalty to all tests, but with each 
  subsequent failed Stamina check the penalty 
  doubled (-2, -4, -8) until the character 
  collapses. Two hours of uninterrupted rest 
  will remove one fatigue level.
     Finally, most prudent crews will beam in 
  wearing EVA suits or the like.  For the record, 
  the magnetic boots in the standard EVA gear 
  are designed to operate in zero-g and are not 
  sufficient to allow the crew to walk about 
  normally despite the shift in gravity. 
  The Rescue
     Under Bonn and Trasker's direction, the 
  heroes are tasked with assisting in a rescue. 
  There are several people trapped in one of 
  the residential quarters, but the doors are 
  jammed- since they have working weaponry 
  and tools, the heroes will need to help with 
  the cutting.
     Bonn will pound on the door and tell those 
  inside to find cover, and then stand out the 
  way to let the heroes work.  Cutting in will 
  require a Phaser on setting five and a total of 
  30 points of damage, at which point the 
  doors will pop free and drop into the 
  darkened cabin.  Bonn and his people will 
  immediately drop in a length of line and hoist 
  out two frightened women and a small girl 
  who clutches convulsively at a smallish 
  brown teddy bear.  
  The Fire
     With a horrendous explosion heard clearly 
  throughout the station, one of the battered 
  fusion reactors gives up the ghost, causing 
  the entire station to shudder spasmodically.
     Tarsus will easily detect the thermal bloom 
  of both the explosion and the fire, and if they 
  have communications, can warn the crew.  If 
  not, the thermal bloom can be detected on 
  any working tricorders.
     Unfortunately, the fire suppression systems 
  are off-line.  The only way to deal with the 
  fire is to either engineering section and let it 
  burn itself out or to vent the damaged 
  compartments to space (probably with pin-
  point phaser fire from Tarsus).
     In either case, Bonn's aide (Trasker) will 
  report with horror that most of the hatches 
  leading from the hangar to the central core 
  are open- they had to open them to evacuate 
  the wounded.  
     Based on his knowledge of the station, 
  though if they can seal three heavy hatches 
  before the fire reaches them, they can safely 
  vent that arm- but they will effectively be 
  surrendering the lower half of the station (and 
  the 19 people trapped there) to the fire.  
     Bonn balks at making the decision- his 
  Starfleet training is too far in the past.  It's up 
  to the heroes and Trasker to reach the 
  juncture and seal the passageways.
  Sacrifice
     Closing the first two hatches is simple 
  enough- a Complex TN 100 Strength check 
  (with each participant adding his full roll to 
  the total) will seal each hatch.  
     Once the first hatch is sealed, another 
  explosion rocks the station, and Tarsus (and 
  the heroes' tricorders, if they're working) will 
  detect a massive increase in the thermal 
  output of the fire.  
  4
  
     By the time the characters have the other 
  hatches sealed, they can smell the ozone in 
  the air and can feel the rush of warm air as it 
  heads towards cooler parts of the station. 
  They have only seconds to seal the hatch.
     The third hatch, however, is jammed. 
  Trasker will swear under his breath and 
  explain that the hydraulic release mechanism 
  is faulty- has been since the station was 
  reconstructed.  He and his crew have fiddled 
  with it for months- there's a trick to it, and he 
  can get it to release.  With that, Trasker will 
  step into the exposed side of the corridor. 
  He'll tell the crew to seal the hatch as soon 
  as the release trips.  
     As the release finally clicks, the heroes see 
  the flames leap around the corner and 
  consume Trasker- a short, truncated scream 
  as the plasma engulfs him- and momentarily 
  pauses as it rushes down the other corridor.
     With the hydraulics cut, the heroes must still 
  seal the hatch- a TN 30 Strength check. If the 
  heroes have not sealed it by the third round, 
  they too are bathed in the flames, taking 
  9d6+24 damage (though their armor, if any, 
  will provide some protection.
     Once the bulkheads are sealed, Tarsus can 
  use precision phaser fire to vent the damaged 
  section, putting out the fire.  If she fails to do 
  so, however, this will have repercussions later 
  down the road.
  Act Three
  Jettisoning the Pod
     Most of the station's problems can be solved 
  by jettisoning the damaged laboratory pod and 
  getting a fair amount of distance between it 
  and the station proper. 
     Unfortunately, the explosive bolts (and the 
  “breakpoints” in which they sit, have been 
  fused solid by the initial energy discharge.
     In order to jettison the pod, the crew will 
  need to do 150 points of damage to each of 
  the three “breakaway” couplings.  That means 
  a long and dangerous climb (or short, easy 
  transport) to even reach them- plus, the 
  couplings within the inner subspace field (Field 
  ”A”) and a heavy radiation belt.
     Anyone going in there is all but literally 
  placing his head in the lion's mouth- and the 
  marine's MI-5 suits are the best suited to resist. 
  Polaron Radiation: Onset: 1 round; Potency: 
  +10 TN; Effect: 2d6 Wounds
     Additionally, once they step through the 
  inner subspace field, they are completely cut 
  off from communications, transport or other 
  outside access (short of either walking out or 
  someone coming in to get them).  
     Finally, the interior “surface” of the field is a 
  series of distortions looking like floating panes 
  of glass rotating in a curved field through the 
  interior of the corridor.  The “field” will do no 
  damage to anyone passing through- but for 
  every four rounds inside the field, the character 
  must make a TN 10 Willpower check or 
  become disoriented.    
     EVA suits (if any) offer no protection against 
  this disorientation effect.  Disoriented 
  characters suffer a cumulative -1 penalty with 
  each subsequent failure.  Initially, this will 
  manifest as a sense of heat and minor 
  dizziness, but once the penalty reaches -3, the 
  character begins hallucinating, seeing objects 
  and movement at the edge of his vision. 
  Should the penalty reach -6, the character 
  becomes completely disoriented and may lash 
  out at his compatriots
     Once the second bolt is cut, the corridor will 
  begun groaning and flexing ominously.  Once 
  the third is cut, the corridor will rend and 
  shatter, with the extended section drifting 
  away.  Anyone not either lashed down or 
  restrained will get blown into space.
  Resolution
     Once the pod has been jettisoned the two 
  pieces will drift further apart until the 
  dampening field finally releases the station and 
  systems begin reactivating.  (This process will 
  be accelerated if Tarsus locks tractors and 
  attempts to slow the station.)
     Once free of the station proper, the research 
  pod will eventually implode with a bright 
  flash.  Sensors clearly record what would have 
  been fatal spikes in heat, radiation, and gravity. 
  Even had the station not imploded, the 
  extremes would have killed everyone aboard. 
  Once the implosion has been completed, the 
  only debris to be found are a few scraps of 
  heavily irradiated duranium trusses and hull 
  fragments (which should, ultimately, be 
  collected for analysis).
     One (likely unexpected) consequence is that 
  5
  
  with the gravity well and tetryon fields gone, 
  the station's own gravity will begin to reassert 
  itself- meaning another 90O transition. 
  Fortunately, this one will be gradual rather 
  than abrupt.  One way or another- there's a 
  tremendous amount of clean up to do aboard 
  Metzov Station, and the dead to be mourned. 
  Whether the crew vented the engineering 
  section or not, the missing nineteen crewmen 
  will be found dead.  A handful were simply 
  cremated in place (like Trasker), the others died 
  of heat exposure.
     With the power failure, most of the 
  automatic safeties engaged, meaning that the 
  station is essentially out of danger- but if the 
  heroes did not put out the plasma fire, the 
  station itself will be a total loss.  
     A Federation starship, the U.S.S. 
  Quartermain, will arrive eight hours after 
  Tarsus's distress signal, both to render 
  assistance and to release Tarsus and her crew 
  to return to base.  Unless the crew needs 
  immediate medical attention, Captain Allan 
  will congratulate them on a job well done and 
  send them on their way.
  Author's Note:
    As of the date this adventure was published 
  to Beyond The Final Frontier, I've run this 
  adventure a total of eight times- for four 
  different Trek groups and at conventions.     
     I've run it with novices gamers, 
  experienced gamers, and grizzled veterans of 
  the tabletop wars.
     I've run it with born-in-the-covenant 
  Trekkers and new fans who've never seen an 
  episode.
     But they all fall for the same gag, as 
  outlined in The Beam In, above.
     In the interests of time, the heroes 
  invariably beam their landing party in to the 
  docking arm just above the sever point- with 
  the intent of jettisoning the pod.  Because the 
  gravity aboard the station is not merely off, 
  but rotated 90O, the heroes are invariably 
  beaming their compatriots off the vertical 
  face of a two hundred meter cliff.  
    It's moments like that that make me cherish 
  my time as a Narrator.
  6
  
  Rewards:
      Experience Points and Renown Points are to be totaled (except where indicated otherwise) and 
  divided equally among the PCs.  The minimum renown award (before any penalties) is +1.
  Experience Awards 
  PC survived
   100 exp points 
  Per Metzov station survivor:
   10 exp. points 
  PCs managed to retune their gear:
   100 exp points 
  PCs managed to seal the engineering    
  section:
   400 exp. points
  PCs managed to jettison the pod:
   400 exp. points
   
  Renown Awards
  PC survived
   Renown +1
  PCs saved Metzov station:
  Renown +1
  PCs managed to retune their gear:
   Renown +1
  PCs managed to seal the engineering    
  section:
  Renown +1
  PCs managed to jettison the pod:
   Renown +1
  PCs acted with callous disregard 
  for life or failed to respond to 
  the emergency:
   
  Renown –8 
  Optional Renown Results (per Officer):
  -6 or less
  Officer is court-martialed,
   Infamy Flaw possible (GM’s 
  discretion).
  -3 to –5
  Inquiry by Starfleet 
  Command, possible 
  reprimand.
  0 or –2 
  Nasty message from
  Starfleet Command
  1
  Acknowledgment from
  Starfleet Command, next
   assignment.
  2 to 4
  Acknowledgment from
  Starfleet Command, well 
  done.
  5 or better
  Commendation from
  Starfleet Command 
  ( Commendation 1 edge).
  7
  
  (Non-Player Characters)
  Administrator Bonn
     Short and somewhat subject to “middle-aged spread”, Bonn is a former Starfleet 
  Engineering Lieutenant who saw service aboard the starships Oriskany and Reprisal before 
  retiring.  Bonn looks back on his service fondly, but is remembered as a competent, but 
  somewhat complacent officer who liked to get his hands dirty.
     Bonn served as a Project Engineer for KIMC on three different projects before overseeing 
  the refurbishing and reconstruction of Metzov Station.
  James Trasker
     The current chief engineer for Metzov Station, Trasker is a short, swarthy civilian with a 
  friendly grin and a rough-and-ready demeanor.  Like Bonn, Trasker is caught short by the 
  emergency on the station, but recovers smoothly enough and focuses on getting things 
  done.  
  8
  
  Handouts:
  Handout #1: Mission Log and Loadout
     “ Mission Log, Stardate 48283.2.  U.S.S. Tarsus on course and speed to the Theta 
  Marroquin system.  While Sakarya makes a priority transport run to Earth Outpost 42, we 
  have been ordered to visit the Metzov Research Station to retrieve and transfer a variety of 
  mineral samples recovered by the miners and researchers there.  
     We are authorized a forty-eight hour layover and shore leave at the station,”  
   
  Cargo Pod One:   Cargo Module             Cargo Pod Three: Personnel Module
  Cargo Pod Two:   Sensor Module *        Cargo Pod Four:   Cargo Module
  Field Emergency Kit (2) 
  1 Emergency Beacon (PG pp. 173) 
  1 Medical Kit (PG pp. 176, DS9TM 
  pp.115)    
  50 meters Lightweight Synthrope (w/ 
  grapple and launcher)
  2 Type 1 Phasers                                  
  6 Molecular Pitons 
  3 Climbing Harnesses 
  1 Survival Axe/Pick
  1 Set Powered Binoculars (PG pp. 
  174) 
  2 Dylex Memory Tents (PG pp. 173) 
  3 Gill packs                                          
  1 Standard Tricorder (TR-590 X)  (PG 
  pp.175)                  
  1 Replicator Multitool (SFOM pp. 70) 
  1 Portable Fusion Generator/Thermal
  Heater           
  120 Starfleet Issue Ration Packs
  Science/Computing Equipment
  4 PADDs (2 large, 2 small)
  4 Standard Tricorders (TR-590 X)  (PG 
  pp 175)  
  4 Communicator Badges (PG pp. 172)
  Medical Equipment
  2 Medical Kits (PG pp. 176, DS9TM pp. 
  115)
  1 Stasis Backboard (SFOM pp. 69)
  Armament/Security Equipment
  2 Type 1 Phasers
  4 Type 2 Phasers
  4 sets Electronic Binders
  Engineering/Repair Equipment
  2 Antigrav Lifters (SFOM pp. 69)
  2 Repair Kits (PG pp. 177)
  2 Replicator Multitools (SFOM pp. 70)
  4 Type III SEWG suits (PG pp. 173)
  3 Patterns Enhancers (PG pp. 174)
  9
  
  10
  
  Handout #2: Station Profile
  Metzov Station
     Originally built in 2245 as the RS-258, Metzov Station was designed as a deep-space research 
  platform (similar in function and intent to the ubiquitous Regula series stations).  
     The RS-258 served on the outskirts of the Dahlgren system until 2348, when the station was 
  officially decommissioned.  Purchased by the Kyril Island Mining Consortium, the station was 
  dismantled, refurbished, and reconstructed in place at the extreme outer edge of the Theta 
  Marroquin system.   The station now orbits just over three million kilometers beyond the edge of 
  the rock field.
     The station is used as a support base for researchers and miners exploring the Marroquin system, 
  and is home to nearly five dozen shuttles, mining craft, and short-range surveyors, with a 
  “permanent” resident population of 183.  
     The station structure consists of a central core, three “boom” arms, and large “outrigger” utility 
  pods.  Two of the pods contain large hangar assemblies (the main hangar is on the upper core), 
  while the third pod is fitted out as an isolated research facility.
  Kyril Island Mining Consortium
     Kyril Island Mining Consortium is a long-established mining consortium first established on 
  Deneb, and with extensive holdings throughout the Alpha Quadrant.  The KIMC specializes in rare 
  metals, industrial chemical production, and hazardous duty mining operations, and in 2343, 
  produced just under 1% of the Federation's annual dilithium crystal reserve.   
     Metzov Station was commissioned as a pathfinder operation to investigate mineral and other 
  wealth to be found in the Theta Marroquin system.
     Orbiting an A3 VI white dwarf prone to flares and ion storms, Theta Marroquin was too unstable 
  to produce planets, but an extensive asteroid belt extends out to roughly the five AU mark.  Type A 
  stars tend to be metal rich, suggesting that the asteroids will likewise be rich in metals and other 
  useful compounds.
  11
  
  Handout #3: Subspace Topographic Scan
  12
  
  7th Fleet Scoring Sheet 
  Benchmark
          Bonus
  Achieved
  PC survived:
  +1
  ¤
  PC transmitted a distress signal without being prompted:
  +1
  ¤
  PCs saved Metzov station:
  +1 
        ¤
  PCs managed to retune their gear or devised a work-around:
  +1
        ¤
  PCs placed their own lives at risk in defense of civilians:
   
  +1
        ¤
  PCs endangered civilians while preserving their own:*
   
  -2
        ¤
  PCs managed to seal the engineering section:
   
  +1
        ¤
  PCs managed to jettison the pod:
   
  +1
        ¤
  PCs acted with callous disregard for life or failed to respond 
  -5
        ¤
  to the emergency:
      / 7
  * This does not refer to either Trasker's sacrifice or the decision to vent the engineering hull, but instead 
  refers to deliberate acts of cowardice on the part of Starfleet personnel.  
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Crew:  USS    
   
             
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 7
   
     
    
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  13
  
  USS Tarsus  NCC-76410
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Danube Class Runabout
     Year Launched: 2368
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 2, 1 deck
  Length: 23m 
     Structure: 10
  Crew: 1+ 
     Cargo Capacity: 2
     Atmospheric Capable: Yes
  Operational Data
     Transporters: 1 2-person standard
     Sensor Systems   
  Class 2 (+2/C)         
  Operations Systems 
  Class 1 (B)       
     Life Support 
  Class 1 (B)
     
  Tractor Beams: 1fd, 1ad
  Propulsion Data
     Impulse Engines:    FIB-3 (.75c) (B)    Warp Drive:  LF-7x2 (Warp 4 / 6 / 8.3) (B)
  Tactical
     Phaser Banks    Type VI (x2/B)      
   
       Photon Torpedoes        Mk 25 micro  (x2/B)
   
   
  Penetration  4 / 3 / 3 / 0 / 0
  Penetration
  2 / 2 / 2 / 2 / 0
     Deflector Shields
   
        
   
   FSQ-2 (CC)
   
   
  Protection/Threshold
  14 / 1
  Miscellaneous
     Maneuver Modifiers +0 C, +2 H, +0 T   
     Danube Class starships are small, multipurpose starships with a crew of between two and six 
  officers and enlisted men.  Because of their small size and small crew, deep space missions aboard 
  runabout seldom last more than a week or two.
     Danube Class runabouts are designed to be mission-flexible and have four swappable cargo 
  modules and a customizable (and removable) “roll bar” mission pallet.
     Runabouts generally operate from deep space stations and starbases, planetary installations, and 
  from larger starships such as the Galaxy, Sovereign, and Nebula classes and are often used as 
  short-range transports, service craft, and survey vessels.  
     During the altercation with the Klingons leading up to the Dominion War (and during the 
  Dominion War itself), Danube Class runabouts were often grouped into squadrons and served as 
  short range patrol and interdiction craft operating from bare bones forward bases on the edge of the 
  war zone.  These “littlest starships” gave excellent service out of all proportion to their size or 
  numbers.
  14
  
  USS 
   
   Sakarya
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Aydin ab Reis
  Human 
  Captain
  Executive Officer 
  Victoria Loch
  Human
  Commander
  Tactical Actions Officer
  Prin Ajan “A.J.”
  Bajoran
  Lt. Commander
  Chief Engineer         
  Choda
  Tellarite
  Lieutenant
  Chief Science/Ops Officer
  T'Var
  Vulcan
  Lieutenant
  Conn Officer
  Thrax
  Denobulan
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Paul Featherstone Human   
  Lieutenant
  Captain Aydın ab Reis
  C.O., U.S.S. Sakarya- a captain of eight years experience, ab Reis is still a young and 
  enterprising officer, but is also highly self-disciplined.  He carries himself with both reserve 
  and dignity- not with arrogance at his lofty position, but with a keen awareness of the duties 
  and responsibilities he bears.  His code of honor can be best described as noblesse oblige- 
  “noble ancestry constrains to honorable behavior; privilege entails to responsibility". 
     Captain ab Reis adheres to a strict philosophy of personal austerity and personal honor- he 
  has chosen the hard, disciplined road- and maintains his footing through sheer immovable 
  integrity and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such 
  friends unto death.  
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with rigid standards of honor and conduct.  On the one hand, ab Reis is plain 
  spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation.  On 
  the other, he seldom shares his mind with others and plays his cards very close to the vest.  
  He can be very warm and approving when he chooses to be- and conversely, does not need 
  words to make his disapproval and disappointment plain.  He demands the very best from his 
  officers- and they work hard not to disappoint his trust in them.
     Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts 
  her- and knows he can depend upon her more than anyone else aboard.
     Tall, thin, handsome, and dark, ab Reis moves with quiet, contained power and 
  determination.  He is a man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Renown: 26 (-5) TN: 10
  Note: ab Reis is noted as being formal, even stand-offish, 
  and occasionally arrogant.
  Commander Victoria Loch
  X.O., U.S.S. Sakarya- Commander Victoria Loch is- hands down- one of the brightest 
  individuals aboard the Sakarya- a fact not lost on her captain.  Loch came up in Operations, 
  and has an Eidetic memory.  She also has a keen sense of spatial awareness and can keep 
  track of a thousand tiny details- an essential talent in operating and managing a starship.  
   
     Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in 
  order to allow the Captain to concentrate on the mission at hand.  If she were permitted, Loch 
  would be both quiet and introspective- luxuries her duties do not normally permit her.  Loch 
  trusts Captain ab Reis completely- though she occasionally curses his name for keeping his 
  own counsel and “drafting” her as his Executive Officer.
  Lieutenant Commander Prin Ajan
  Tactical Actions Officer, U.S.S. Sakarya.  The ship's chief weapons officer and head of 
  security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III.  
  Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- 
  by a group of Bajoran militants- which turned out to be something of a blessing as the 
  colony was beset both by natural predators and occasionally by the Jem'Hadar and other 
  Gamma Quadrant predators.  
     
  15
  
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 237X and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Lieutenant Choda
  Chief Engineering Officer, U.S.S. Sakarya.  Short, portly, cheerful, loud, and occasionally 
  obnoxious, Choda runs her engineroom with clock-work regularity and precision.  Despite 
  being a perfectionist and occasionally a driven taskmaster, Choda loves puzzles and 
  equipment and despises the unknown with a passion.  While Choda can be argumentative 
  on a point of engineering process and procedure, she is more prone to loud and friendly 
  banter than to serious disagreement.  
  Lieutenant T'Var
  Chief Science Officer/Ops Officer, U.S.S. Sakarya.  T'Var is a typical Vulcan- calm, rational, 
  logical, and dedicated.  Believing that her scientific career lacked diversity and field 
  experience, the logical course of action was clear.  T'Var joined Starfleet and after 
  commissioning shipped out on the Starship Ilan Ramon.  After her second deep-space tour, 
  Captain ab Reis tapped her to become his Chief of Operations aboard the Sakarya.  
     Even absent her Vulcan conditioning, T'Var tends to be quiet and introspective- especially 
  when working to solve a scientific puzzle.  According to ship's legend, Thrax timed T'Var and 
  discovered that she did not say a word to a single person for 56.4 hours straight.  T'Var herself 
  has no comment, save that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Lieutenant Junior Grade Thrax
  Conn Officer, U.S.S. Sakarya.  Thrax is Sakarya's resident “space cadet”.  Young, cheerful, 
  gregarious, and enthusiastic, he is governed by an unbridled enthusiasm and curiosity.  As the 
  youngest member of Sakarya's bridge crew, he often feels like the center of attention- that 
  everyone is watching- and as a result, takes his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Doctor Paul Featherstone
  Chief Medical Officer, U.S.S. Sakarya.  Tall, rail-thin, slightly fussy, and undoubtedly brilliant, 
  Doctor Featherstone is, at heart, a researcher.  He much prefers tissue cultures and biological 
  samples to people, and much prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).
  16
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Aydin ab Reis
  Age:
  42
  Gender:
  Male
  Species
  Human
  Eyes:
  Grey
  Homeworld:
  Antalya Colony
  Hair:
  Black 
  Rank:
  Captain
  Current Assignment:
  Commanding Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Aydin ab Reis is a young and enterprising captain of eight years experience.  He is highly 
  self-disciplined and carries himself with a keen awareness of his duties and responsibilities.   
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with a keen sense of noblesse oblige- “noble ancestry constrains to honorable 
  behavior; privilege entails to responsibility". 
     Tall, thin, handsome, and dark, ab Reis moves with quiet power and determination.  He is a 
  man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Psychological Profile: 
     Captain ab Reis adheres to a strict philosophy of personal austerity and honor- he has 
  chosen a hard, disciplined road- and maintains his footing through sheer immovable integrity 
  and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such friends 
  unto death.  
     Aydin ab Reis is usually plain spoken and sometimes blunt, preferring the unvarnished truth 
  to diplomatic equivocation.  On the other hand, he seldom shares his mind with others and 
  plays his cards very close to the vest.  He can be very warm and approving when he chooses- 
  and conversely, does not need words to make his disapproval and disappointment plain.  He 
  demands the very best from his officers- and they work hard not to disappoint his trust in 
  them.  Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and 
  trusts her- and knows he can depend upon her more than anyone else aboard.
  Attributes
  Str    7 (+0)
  Agl   7 (+0)
  Int 10 (+2)*   Vit 10 (+2)   Prs  9(+1)*  Per 7 (+0)
  Quickness +0    Savvy +1
  Stamina +2
  Willpower +4*  
  Miscellaneous Scores
  Defense:   7
  Courage: 4         Health: 10  Renown: 25   Advancements: 25
  Initiative:   +0
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat-Simple Wpns AGL
  +0
  +7
  +7
  Athletics
  STR
  +0
  +6
  +6
  ( Ride Horses )
  Computer Use
  INT 
  +2
  +7
  +9
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +7
  +9
  ( Federation )
  First Aid
  INT
  +2
  +3
  +5
  Inquire  
  PRS 
  +1
  +5
  +6
  ( Research )
  Investigate  
  PER 
  +0
  +4
  +4
  17
  
  Knowledge:Culture  
  INT 
  +2
  +5
  +7
  ( Human )
  Knowledge:History  
  INT 
  +2
  +5
  +7
  ( Federation )
  Knowledge:Politics
  INT 
  +2
  +4
  +6
  ( Antalya Tribal Politics )
  Knowledge:Specific World 
  INT
  +2
  +5
  +6
  ( Antalya IV, Earth )
  Language- Arabic
  INT 
  +2
  +4
  +6
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Negotiate
  INT
  +2
  +5
  +7
  Observe
  PER
  +0
  +4
  +4
  Persuade
  PRS
  +1
  +5
  +6
  Ranged Combat:Energy 
  AGL
  +0
  +7
  +7
  ( Phaser, Phaser Rifle )
  Repair 
  INT 
  +2
  +5
  +7
  Social Science
  INT 
  +2
  +4
  +6
  Survival
  PER
  +0
  +6
  +6
  ( Desert )
  System Operation  
  INT 
  +2
  +7
  +9
  ( Command, Ops, Tactical )
  Tactics
  INT
  +2
  +7
  +9
  ( Cardassian, Orion, Romulan, Space )
  Unarmed Combat  
  AGL 
  +0
  +6
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Commanding Presence: Commanding officers stick to their guns in tense situations. When making 
  a Willpower reaction test, Captain ab Reis rolls an extra die (3d6) and keeps the higher of 
  the two rolls.
  Fighting Captain: If Captain ab Reis is on the bridge during combat, Sakarya receives a +2 to all 
  Command Maneuvers.
  Fire Control Officer: If Captain ab Reis is in command, acting as Exec, or at Tactical during 
  combat, Sakarya receives a +2 to all Tactical Maneuvers
  Starship Duty: Captain ab Reis meets all the prerequisites for his post aboard Sakarya.
  Starship/Starbase Protocols:  Long experience has taught Captain ab Reis how best to navigate the
  Starfleet bureaucracy.  Captain ab Reis receives a +4 bonus to Administration (Starfleet) tests.
  Will To Survive:  When Captain ab Reis makes a Survival test on a planetary surface, he gains a +3 
  bonus (equal to ½ his Athletics skill level).  
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Captain ab Reis a +2 bonus to his Willpower reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Ally (Antalya Royal Family:  In dire circumstances, Captain ab Reis can ask his family for 
  assistance (subject to a Negotiate,Influence, Persuade, or Inquire test and the Narrator's 
  discretion).  
  Bold: When Captain ab Reis spends a Courage point on a Physical test, he gains +5 bonus instead 
  of the usual +3.
  Command 2:  Captain ab Reis is fully qualified for command of a starship. 
  Competitive:  Captain ab Reis gains a +1 to all opposed tests. 
  Promotion 5:  Aydin ab Reis holds the rank of Captain in Starfleet. 
  18
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Victoria Loch
  Age:
  38
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Female
  Eyes:
  Green
  Hair:
  Blonde
  Rank:
  Commander
  Current Assignment:
  Executive Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Commander Victoria Loch is- hands down- one of the brightest individuals aboard the 
  Sakarya- a fact not lost on her captain.  Loch came up in Operations, and has an eidetic 
  memory.  She also has a keen sense of situationial awareness and can keep track of a thousand 
  tiny details- an essential talent in operating and managing a starship.  Loch's job as Executive 
  Officer is to keep the ship and crew operating at peak capacity in order to allow the Captain 
  to concentrate on the mission at hand.  
  Psychological Profile: 
     If she were permitted, Loch would be both quiet and introspective- luxuries her duties do 
  not normally permit her.  In order to keep the crew functioning efficiently, Loch must be 
  involved and engaged, projecting just the right mix of encouragement, discipline, and 
  scolding to get the job done.
     Loch trusts Captain ab Reis completely- though she occasionally curses his name for keeping 
  his own counsel and “drafting” her as his Executive Officer. 
  Attributes
  Str    6 (+0)
  Agl   7 (+0)*
  Int 12 (+3)   Vit  9 (+1)   Prs  7(+0)*  Per 11 (+2)*
  Quickness +4    Savvy +2*
  Stamina +0
  Willpower +3  
  Miscellaneous Scores
  Defense:   7
  Courage: 4         Health: 9   Renown: 16   Advancements: 20
  Initiative:   +4
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +0
  +3
  +3
  Computer Use
  INT 
  +3
  +7
  +10
  ( Retrieve ) 
  Enterprise-Administration
  INT 
  +3
  +5
  +8
  ( Federation )
  First Aid
  INT
  +3
  +4
  +7
  Inquire  
  PRS 
  +0
  +5
  +5
  ( Research )
  Knowledge:Culture  
  INT 
  +3
  +4
  +7
  ( Human )
  Knowledge:History  
  INT 
  +3
  +5
  +8
  ( Federation )
  Knowledge:Specific World 
  INT
  +3
  +4
  +7
  ( Earth )
  Knowledge:Trivia
  INT 
  +3
  +5
  +8
  ( Terran Poetry )
  Language- Fed Standard  
  INT 
  +3
  +5
  +8
  Language- Vulcan
  INT 
  +3
  +4
  +7
  19
  
  Negotiate
  INT
  +3
  +5
  +8
  Observe
  PER
  +2
  +5
  +7
  Persuade
  PRS
  +3
  +6
  +9
  Ranged Combat:Energy 
  AGL
  +0
  +5
  +5
  Repair 
  INT 
  +3
  +6
  +9
  System Engineering
  INT
  +3
  +7
  +10
  (ElectroPlasma Systems)
  System Operation  
  INT 
  +3
  +7
  +10
  ( Operations Management )
  Tactics
  INT
  +3
  +5
  +8
  ( Space )
  Unarmed Combat  
  AGL 
  +0
  +7
  +7
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Command: Commander Loch may coordinate the efforts of her crew and increase their efficiency 
  by making a TN 15 Persuade check (TN is 15 +1 per officer affected).  A success doubles the 
  contribution made by supporting characters in combined tests.  
  Cross-Trained: When performing the professional skill of another officer, Victoria may add +3 (her 
  Intellect modifier) to the test.  For Intellect-based tests, this amounts to doubling the modifier.  
  Level Headed: When performing any professional skill at her shipboard station, Loch ignores all
  test penalties from distraction. 
  Starship Duty: Commander Loch meets all the prerequisites for her post aboard Sakarya.
  Starship/Starbase Protocols:  Long experience has taught Commander Loch how best to navigate 
  the Starfleet bureaucracy.  Commander Loch receives a +4 bonus to Administration (Starfleet) 
  tests.
  Station Proficiency: Commander Loch has trained ruthlessly to qualify with every bridge system.
  Once per game session, Victoria may reroll one System Operation skill test and keep the 
  better of the two results. 
  Systems Technician:  Commander Loch knows her duty station inside and out.  When making 
  System Engineering tests to repair her console, Victoria gains a +4 affinity bonus (half her 
  Computer Use skill level).  
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Commander Loch a +2 bonus to her Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 2:  Loch is assigned as the Executive Officer of a starship, and is fully qualified for 
  command. 
  Coordinator: Victoria has a natural affinity for organizing groups and harnessing them to her goals. 
  She doubles the bonus for additional participants when leading combined tests. This edge 
  stacks with Command Professional Ability, above.
  Eidetic Memory: In academic tests with a TN greater than 5, Victoria receives a +2 bonus. 
  Multitasking:  Victoria has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 4:  Loch holds the rank of Commander in Starfleet. 
  Zero-G Trained:  Victoria has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  20
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Prin Ajan “A.J.”
  Age:
  28
  Species
  Bajoran
  Homeworld:
  Casos III Colony
  Gender:
  Male
  Eyes:
  Hazel
  Hair:
  Brown
  Rank:
  Lieutenant Commander
  Current Assignment:
  Tactical Actions Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     The ship's chief weapons officer and head of security, Lieutenant Commander Prin grew up 
  on the Bajoran colony world of Cosas III.  Remote and isolated in the Gamma Quadrant, 
  Cosas III was settled- without authorization- by a group of Bajoran militants- which turned out 
  to be something of a blessing as the colony was beset both by natural predators and 
  occasionally by the Jem'Hadar and other Gamma Quadrant predators.  
     
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 2375 and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Psychological Profile: 
     Prin projects a friendly and easy-going manner- a velvet glove over a core of steel.  He is 
  both proud of his accomplishments and his origins- though is more than a little reticent to 
  discuss his youth or his tenure as a blockade runner.   
     Although by no measure a scholar, Prin is a quietly religious man who seeks to harmonize 
  the will of the Prophets with his Starfleet duties.  He is by no means a pacificist and will kill 
  swiftly and efficiently if his duties require it.  
     Prin tends to watch everyone and everything carefully.  He prefers to wait and watch- and  
  watch some more.  Prin know that people will reveal their true thoughts and intentions more 
  often in subtle ways than with their words.
  Attributes
  Str    6 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)*
  Quickness +1*   Savvy +2
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 12   Advancements: 12
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +4
  +1
  +5
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  21
  
  Craft
  INT
  +2
  +2
  +1
  +5
  Enterprise- Streetwise
  INT
  +2
  +4
  +6
  Influence  
  PRS 
  +0
  +3
  +3
  Inquire  
  PRS 
  +0
  +3
  +3
  Investigate
  PER
  +2
  +6
  +1
  +9
  Knowledge: Politics
  INT 
  +2
  +2
  +4
  Knowledge: Religion
  INT
  +2
  +2
  +4
  ( Path of the Prophets )
  Knowledge: Culture  
  INT 
  +2
  +5
  +7
  ( Bajoran )
  Knowledge: History  
  INT 
  +2
  +3
  +5
  ( Bajoran )
  Knowledge: Specific World 
  INT
  +2
  +3
  +5
  ( Cosas III )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Bajoran
  INT 
  +2
  +3
  +5
  Observe
  PER
  +2
  +5
  +1
  +8
  Ranged Combat:Energy 
  AGL
  +1
  +7
  +1
  +9
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +1
  +8
  Sleight of Hand
  AGL
  +1
  +1
  +1
  +3
  System Operation  
  INT 
  +2
  +7
  +1
  +10
  ( Tactical )
  Tactics
  INT
  +2
  +3
  +5
  ( Space )
  Unarmed Combat  
  AGL 
  +1
  +7
  +1
  +9
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Fire Control Officer: If “A.J.” is in command, acting as Exec, or at Tactical during combat, Sakarya
  receives a +2 to all Tactical Maneuvers
  Physically Fit:  Prin has driven himself to the peak of human physical perfection- whenever he 
  makes a Strength or Vitality attribute test or an Athletics skill test, he doubles the bonus 
  conferred by the key attribute (to +4).  When he received this ability, Prin also increased 
  his Stamina reaction by +1.
  Responsive:  Prin has learned to respond faster than normal officers to various threats- during 
  combat actions, he may take one additional combat action per turn (a total of three actions) 
  without suffering the multiple action penalties.
  Starship Duty: Lieutenant Commander Prin meets all the prerequisites for his post aboard Sakarya.
  Species Abilities:
  Artistic:  Bajorans are generally artistic and gain a +1 Craft skill at character creation
  Faithful:  Religion permeates Bajoran society, and every Bajoran gains a +2 Knowledge- Religion at 
  character creation.
  Pagh:  So long as they are living the path of the Prophets, Bajorans gain a +1 Courage.
  Edges/ Flaws: 
  Alert: Prin has schooled himself to be alert for- and to react quickly to- danger.  He gains a +2 to 
  all Initiative tests. 
  Command 1:  Prin is assigned as a Department Head aboard the Sakarya.  
  Promotion 3:  Prin holds the rank of Lieutenant Commander in Starfleet. 
  Fit: Prin is in great physical shape and receives a +1 to all Physical tests.
  Suit Trained:  Prin has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Zero-G Trained:  Prin has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  22
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Choda
  Age:
  39
  Species
  Tellarite
  Homeworld:
  Tellar
  Gender:
  Female
  Eyes:
  Black
  Hair:
  Orange-Brown
  Rank:
  Lieutenant
  Current Assignment:
  Chief Engineering Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Short, portly, cheerful, loud, and occasionally obnoxious, Choda runs her engineroom with 
  clock-work regularity and precision.  She is, at heart, a craftsman, an artist, a perfectionist, 
  and occasionally a driven taskmaster.  Choda has longed to serve in Starfleet since her earliest 
  memories,  and cut her teeth on a variety of engineering projects throughout the Alpha 
  Quadrant.  She has no ambition to be anywhere but the engineroom of a starship.
  Psychological Profile: 
     Choda loves puzzles and equipment and has a hard time fighting the impulse to tinker, 
  tweak, and adjust any machine that isn't quite “right”- whether or not that equipment belongs 
  to her.   Choda despises the unknown with a passion- one of her favorite mantras is “What 
  you don't understand can kill you.”  
     While Choda can be argumentative on a point of engineering process and procedure, she is 
  more prone to loud and friendly banter than to serious disagreement.  Off duty, Choda enjoys 
  complex games such as kal-toh and has developed a fondness for a variety of ethanol 
  products.  She fancies herself quite the connoisier, though always in moderation.  
  Attributes
  Str    9 (+1)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  8 (+1)   Prs  10(+2)*  Per 5 (+0)
  Quickness +1    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 9   Renown: 10   Advancements: 14
  Initiative:   +1
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics  
  STR 
  +1
  +1
  +2
  Computer Use
  INT 
  +2
  +6
  +1
  +9
  ( Electronic ) 
  Construct  
  INT 
  +2
  +5
  +2
  +9
  ( Research )
  Demolitions
  INT
  +2
  +6
  +8
  Gaming
  INT
  +2
  +4
  +6
  Knowledge: Culture  
  INT 
  +2
  +3
  +1
  +6
  ( Tellarite )
  Knowledge: History  
  INT 
  +2
  +5
  +1
  +8
  ( Federation )
  Knowledge: Specific World 
  INT
  +2
  +3
  +1
  +6
  ( Earth, Rigel IV )
  Knowledge: Trivia
  INT
  +2
  +2
  +1
  +5
  ( Alcoholic Beverages )
  Language- Fed Standard  
  INT 
  +2
  +3
  +1
  +6
  23
  
  Language- Tellarite
  INT 
  +2
  +4
  +1
  +7
  Language- Vulcan
  INT
  +2
  +3
  +1
  +6
  Observe
  PER
  +0
  +5
  +5
  Physical Science
  INT 
  +2
  +5
  +1
  +8
  ( Physics, Mathematics )
  Propulsion Engineering
  INT
  +2
  +7
  +1
  +10
  ( Warp Drive )
  Ranged Combat:Energy 
  AGL
  +1
  +6
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +6
  +1
  +9
  Structural Engineering
  PRS
  +2
  +6
  +1
  +9
  (Spaceframes )
  Survival
  PER
  +0
  +3
  +3
  System Engineering
  INT
  +2
  +7
  +1
  +10
  (EPS Grid, Transporter )
  System Operation  
  INT 
  +2
  +6
  +8
  Unarmed Combat  
  AGL 
  +1
  +4
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Engineering Certification: Lieutenant Choda may use all of the Engineering group skills untrained. 
  Fix-It: Having spent many hours tearing apart the Skarya's systems, Choda has learned how to 
  repair them as well.  She now knows all of the Repair skill specializations.  
  Miracle Worker- Propulsion Engineering: When making a Propulsion Engineering check (including 
  Extended tests) Choda may take the action in half the base time.  
  Starship Duty: Lieutenant Choda meets all the prerequisites for her post aboard Sakarya.
  Species Abilities:
  Bonus Edge: Exceptional Fortitude: Tellarites suffer Fatigue-related test penalties as though they 
  were one level less fatigued then they actually are.  
  Bonus Edge: Meticulous:  Tellarites gain a cumulative +1 per round in extended tests.  
  Bonus Edge: Skill Focus (Exhaustive):  Tellarites gain a +2 species bonus to Inquire and Persuade 
  (Debate) tests.  
  Pig-Headed:  Tellarites single-mindedness often makes them seem indifferent or difficult.  They 
  suffer a -2 to Influence tests.  
  Poison Resistance:  Tellarites gain a +4 Stamina reaction to resist the effects of poisons.  
  Stubborn: Tellarites tend to be single-minded to a fault.  A Tellarite who enters an argument 
  favoring a particular position must spend a Courage point to back down from that position. 
  Edges/ Flaws: 
  Command 1:  Choda is assigned as a department head aboard the starship Sakarya.
  Multitasking:  Choda has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 2:  Choda holds the rank of Lieutenant in Starfleet. 
  Skill Focus (Craftsman): Choda gains +1 each to Construct and Repair tests. 
  Suit Trained:  Choda has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Thinker: Choda receives a +1 to all Academic tests.
  Zero-G Trained:  Choda has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  24
  
  Starfleet Bureau of Personnel
  Starfleet Command
  T'Var
  Age:
  40
  Species
  Vulcan
  Homeworld:
  Vulcan
  Gender:
  Female
  Eyes:
  Brown
  Hair:
  Black
  Rank:
  Lieutenant
  Current Assignment:
  Chief Operations/Science Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     T'Var spent ten researchs as a researcher with the Vulcan Science Academy.  Believing that 
  her scientific career lacked diversity and field experience, the logical course of action was 
  clear.  T'Var joined Starfleet and after commissioning, shipped out on the U.S.S. Ilan Ramon.  
  After her second deep-space tour, Captain ab Reis tapped her to become his Chief of 
  Operations aboard the Sakarya.  
  Psychological Profile: 
     T'Var is a typical Vulcan- calm, rational, logical, and dedicated.  Even absent her Vulcan 
  conditioning, T'Var tends to be quiet and introspective- especially when working to solve a 
  scientific puzzle.  According to ship's legend, Thrax timed T'Var and discovered that she did 
  not say a word to a single person for 56.4 hours straight.  T'Var herself has no comment, save 
  that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Attributes
  Str    8 (+1)
  Agl   7 (+0)
  Int 11 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)  Psi 4 (+0)*
  Quickness +2    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   7
  Courage: 3         Health: 10  Renown: 10   Advancements: 15
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR 
  +1
  +3
  +1
  +5
  ( Climbing )
  Computer Use
  INT 
  +2
  +5
  +1
  +8
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +3
  +1
  +6
  ( Starbase )
  Influence  
  PRS 
  +2
  +3
  +5
  Investigate
  PER
  +2
  +5
  +1
  +8
  Knowledge: Culture  
  INT 
  +2
  +4
  +1
  +7
  ( Vulcan )
  Knowledge: History  
  INT 
  +2
  +4
  +1
  +7
  ( Vulcan )
  Knowledge: Religion
  INT
  +2
  +2
  +1
  +5
  ( Vulcan )
  Knowledge: Specific World 
  INT
  +2
  +3
  +1
  +6
  ( Earth, Vulcan )
  Language- Fed Standard  
  INT 
  +2
  +3
  +1
  +6
  25
  
  Language- Vulcan
  INT 
  +2
  +4
  +1
  +7
  Life Science
  INT
  +2
  +5
  +1
  +8
  ( Biology )
  Mind Meld
  PSI
  +0
  +4
  +4
  Negotiate
  INT
  +2
  +2
  +4
  Observe
  PER
  +2
  +3
  +1
  +6
  ( Listen )
  Persuade
  PRS
  +0
  +3
  +3
  Physical Science
  INT
  +2
  +5
  +1
  +8
  ( Physics )
  Planetary Science
  INT
  +2
  +5
  +1
  +8
  ( Geology )
  Ranged Combat:Energy 
  AGL
  +1
  +5
  +1
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +1
  +8
  Space Science
  INT
  +2
  +6
  +1
  +9
  ( Astrophysics )
  System Engineering
  INT
  +2
  +4
  +1
  +7
  ( EPS Grid )
  System Operation  
  INT 
  +2
  +6
  +1
  +9
  ( Ops, Sensors )
  Unarmed Combat  
  AGL 
  +1
  +3
  +1
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Cross-Trained: When performing the professional skill of another officer, T'Var may add +2 (her 
  Intellect modifier) to the test.  For Intellect-based tests, this amounts to doubling the modifier. 
  Journeyman:Lieutenant T'Var can use all the Science group skills untrained.  
  Field Research: When making an Investigate test to explore a new phenomenon, T'Var gains an 
  affinity bonus equal to ½ her level in the appropriate skill level.
  Level Headed: When performing any professional skill at her shipboard station, T'Var ignores all
  test penalties from distraction. 
  Ops Manager: When acting as Operations Officer at the beginning of a session, T'Var may 
  designate one system as “mission critical”.  All System Operation tests made on that 
  specialization receive a +1 bonus for the duration of the session.
  Scientific Protocols:  T'Var has been trained in how to investigate scientific phenomenon safely. 
  Whenever an Observe or Investigate test will endanger either herself or the crew directly, she 
  may automatically make a TN 10 test against the appropriate Science skill to realize the 
  danger.
  Starship Duty: T'Var meets all the prerequisites for her post aboard Sakarya.
  Station Proficiency: Lieutenant T'Var has trained ruthlessly to qualify with every bridge system.
  Once per game session, T'Var may reroll one System Operation skill test and keep the better of 
  the two results. 
  Species Abilities:
  Enhanced Rapid Healing: Once per day, T'Var may enter a healing trance (pg 49), and recover a 
  number of wound points equal to her Vitality modifier,
  Mind Meld: With physical contact, T'Var has the ability to telepathically join her mind to another. 
  Nerve Pinch: T'Var may stun an opponent for 2d6 rounds by making an Unarmed Combat skill 
  test. If the victim knows what she is attempting, T'Var suffers a -5 penalty to the test.
  Psionic: T'Var has telepathic mental abilities. 
  Skill Focus (Keen Hearing): T'Var receives a +4 bonus to Observe (Listen) tests. 
  Edges/ Flaws: 
  Command 1:  T'Var is assigned as a department head aboard the Sakarya.  
  Coordinator: T'Var has a natural affinity for organizing groups and harnessing them to her goals.  
  She doubles the bonus for additional participants when leading combined tests. 
  Fit: T'Var is in great physical shape and receives a +1 to all Physical tests.
  Promotion 2:  T'Var holds the rank of Lieutenant in Starfleet. 
  Thinker: T'Var receives a +1 to all Academic tests.
  26
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Thrax
  Age:
  28
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Grey
  Hair:
  Salt and Pepper ( Grey and Black )
  Rank:
  Lieutenant, Junior Grade
  Current Assignment:
  Conn Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Lieutenant Junior Grade Thrax is a Starfleet officer on his first deep-space posting.  His 
  previous assignment was a customs enforcment patrol out of Deep Space Five.  
     Thrax spent his youth bumming around on his family's tramp freighter, learning the ins and 
  outs of the Alpha Quadrant and getting a lot of hands-on experience in a variety of ships, 
  vehicles, and small craft.
  Psychological Profile: 
     Thrax is Sakarya's resident “space cadet”.  Young, cheerful, gregarious, and enthusiastic, 
  he is governed by an unbridled enthusiasm and curiosity.  As the youngest member of 
  Sakarya's bridge crew, he often feels like the center of attention- that everyone is watching- 
  and overcompensates by taking his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Attributes
  Str    7 (+0)
  Agl   10 (+2)* Int 10 (+2)*   Vit  8 (+1)   Prs  8(+1)  Per 9 (+1)
  Quickness +2* 
     Savvy +1
  Stamina +1
  Willpower +2  
  Miscellaneous Scores
  Defense:   9
  Courage: 3         Health: 8   Renown: 5   
  Advancements: 7
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +3
  +1
  +4
  Computer Use
  INT 
  +2
  +4
  +6
  ( Retrieve) 
  Knowledge: Culture  
  INT 
  +2
  +3
  +5
  ( Denobulan )
  Knowledge: History  
  INT 
  +2
  +3
  +5
  ( Federation )
  Knowledge: Specific World 
  INT
  +2
  +6
  +8
  ( Rigel IV )
  Language- Denobulan
  INT
  +2
  +3
  +5
  Language- Fed Standard  
  INT 
  +2
  +3
  +5
  Language- Orion
  INT 
  +2
  +2
  +4
  Operate Veh.- Arch. Aircraft
  INT
  +2
  +3
  +1
  +6
  27
  
  Operate Vehicle- Motorcraft
  INT
  +2
  +2
  +1
  +5
  Operate Vehicle- Sailcraft
  INT
  +2
  +2
  +1
  +5
  Persuade
  PRS
  +2
  +2
  +4
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +1
  +6
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  +1
  +7
  Space Science
  INT
  +2
  +9
  +11
  ( Astrogation )
  Survival
  PER
  +1
  +2
  +1
  +4
  System Engineering
  INT
  +2
  +2
  +1
  +5
  ( Flight Control ) 
  System Operation  
  INT 
  +2
  +5
  +1
  +8
  ( Flight Control )
  Unarmed Combat  
  AGL 
  +1
  +4
  +1
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Dogfighter: If Thrax is at the helm during combat, the ship receives a +2 to all Helm maneuvers.   
  Starship Duty: Lieutenant Thrax meets all the prerequisites for his post aboard Sakarya.
  Surfing Space-Time:  By making a TN 20 Space Science (Astrogation) test, Thrax can plot an 
  exceptionally tight course which allows Sakarya to arrive at her destination as though she 
  had been travelling at maxium speed- without exceeding her sustainable maximum speed. 
  Species Abilities:
  Excellent Climb: Denobulans gain +4 species bonus to Athletics (Climb) tests and can climb up to 
  five meters per round.
  Hallucinations: In extremely stressful situations, a Denobulan may experience hallucinations. 
  However, such experiences are considered to be safe and natural ways of releasing nervous 
  energy.
  Hibernation: Unlike most species, Denobulans do not sleep as a part of their daily cycle.  Instead, 
  they hibernate for a full six days per year, although some can reduce this period time by 
  various degrees. A Denobulan sleep period is handled similarly to the Fatigue rules found on 
  pages 95-96 of the Narrator’s Guide. 
  Resistance: Denobulans gain a +2 to Stamina tests to resist illness, disease, and radiations.  Some 
  technology, like Borg nanoprobes, also has a delayed effect on them.
  Edges/ Flaws: 
  Command 1:  Thrax is assigned as a department head aboard the Sakarya.  
  Cultural Flexibility: Thrax has been nearly everywhere and alien customs and mores seldom 
  surprise him.  He gains +2 to Social tests involving species other than his own.
  Fit: Thrax receives a +1 to all Physical tests.
  Promotion 1:  Thrax holds the rank of Lieutenant, Junior Grade in Starfleet. 
  28
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Paul Featherstone, MD
  Age:
  39
  Gender:
  Male
  Species
  Human
  Eyes:
  Grey
  Homeworld:
  Earth
  Hair:
  Salt and Pepper ( Grey and Black )
  Rank:
  Lieutenant
  Current Assignment:
  Chief Medical Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Tall, rail-thin, slightly fussy, and undoubtedly brilliant, Doctor Featherstone is, at heart, a 
  researcher.  He much prefers tissue cultures and biological samples to people, and much 
  prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
  Psychological Profile: 
     Featherstone is brilliant- a gifted and prolific researcher- but he has poor people skills and 
  can be stubborn, rude, petulant, childish, and even insubordinate.  He is almost critically 
  underweight because research is more enthralling than eating.
     Featherstone is leery of Captain ab Reis and Lieutenant Prin (his career lies in the Captain's 
  hands while Lieutenant Prin might... hurt him).  Conversely, Featherstone has a love/hate 
  relationship with Commander Loch- she is unquestionably brilliant and beautiful, but she's 
  also continually interrupting his research to make sure sick bay is run correctly (and not 
  merely left in the hands of his nurses and other doctors).  Featherstone deeply respects T'Var's 
  intellectual discipline (and research background)- but most of the remaining officers and crew 
  are tolerated, at best.
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).  
  Attributes
  Str    7 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  6(+0)  Per 10 (+2)*
  Quickness +2    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 10   Advancements: 15
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Computer Use
  INT 
  +2
  +6
  ( Retrieve) 
  Construct
  INT
  +2
  +4
  First Aid
  INT
  +2
  +6
  Knowledge: Culture  
  INT 
  +2
  +4
  ( Human )
  Knowledge: History  
  INT 
  +2
  +5
  ( Federation )
  29
  
  Knowledge: Law
  INT
  +2
  +2
  ( Medical Ethics )
  Knowledge: Specific World 
  INT
  +2
  +4
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +5
  Language- Vulcan
  INT 
  +2
  +4
  Life Science
  INT
  +2
  +7
  ( Biology, Exobiology, Biotechnology )
  Medicine
  INT
  +2
  +8
  +2
  Observe
  PER
  +2
  +3
  Persuade
  PRS
  +2
  +4
  Physical Science
  INT
  +2
  +7
  ( Chemistry )
  Ranged Combat:Energy 
  AGL
  +1
  +3
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  System Engineering
  INT
  +2
  +2
  System Operation  
  INT 
  +2
  +5
  ( Command )
  Professional Abilities:  
  Computer Whiz:  Doctor Featherstone knows his way around computer systems, performing 
  System Operation or Computer Use skills (including Extended tests) in half the base time.
  Diagnosis:  Doctor Featherstone has received special training in diagnosing alien diseases and 
  toxins.  Whenever Featherstone makes a Medicine test to identify an alien pathogen or 
  disease, he gains an affinity bonus equal to half his Investigate skill (rounded up).  If 
  successful, Medicine tests to treat the disease receive a bonus based on the degree of success 
  of the diagnosis roll.
  Focus: Doctor Featherstone knows how to concentrate on the task at hand- and may ignore all 
  circumstance penalties from distractions.
  General Medicine:  Doctor Featherstone has studied a great many medical procedures prior to 
  being posted to Sakarya.  Whenever Featherstone makes a Medicine test, he receives a +2 
  bonus to the result.  
  Immunization:  After diagnosing an illness or pathogen, the Doctor may attempt a Medicine 
  (Research) test .  If successful, the doctor can produce 1d6 doses of a counter agent per hour 
  spent in the lab.  While the counter agent may be used as a cure, it may only be used as an 
  innoculant for 2d6 hours.
  Lab Work: Whenever Doctor Featherstone makes a Physical Science (Chemistry) test, he adds +4 
  to the result.
  Secretive:  Doctor Featherstone is very secretive about his work.  He may add his Intellect modifier 
  to any Willpower test, doubling the modifier when asked about his current project or mission.
  Starship Duty: Doctor Featherstone meets all the prerequisites for his post aboard Sakarya.
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Doctor Featherstone a +2 bonus to his Stamina reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 1:  Featherstone is assigned as a department head aboard the Sakarya.  
  Promotion 2:  Doctor Featherstone holds the rank of Lieutenant in Starfleet. 
  Meticulous: Doctor Featherstone gains a cumulative +1 per round in extended tests.  
  30
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS02-Ring_of_Fire.pdf