TEXT: THE 
  INTRUDERS
  A Movie Era Adventure
  For Starfleet
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor and Andrew Hodges
  Special Thanks To:
  Play-testers:
  Carl and Erica Stark,
  Rex Rouviere,
  Matt Chism,
  Neils and Jen Stark,
  The Seventh Fleet
  (www.seventhfleet.org)
  and 
  the entire crew 
  at 
  MountainCon IV
  (you know who you are and what you did.)
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “Intruders” is an adventure for use with the 
  Star Trek: Role playing Game by Decipher. 
  It is suitable for a crew of 2-6 players playing 
  a Star Fleet crew durng the Motion Picture 
  era.  With some modification, this adventure 
  could be adapted for other crews and other 
  eras.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide and Star Trek: Narrator’s 
  Guide 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/Klingon border in the year 2369. 
  Players who wish to take part in this 
  adventure should not read any further.  
  Adventure Synopsis
     The Federation starship USS Kitabi NCC-
  1806 has been dispatched to the remote 
  Ankala Sector to discover the fate of the 
  missing USS Kouri.  Arriving at the Kouri’s 
  last known coordinates, they find the missing 
  ship’s recorder/marker buoy, a small debris 
  field, and an alien life form of surprising 
  speed and power.
     While the Kitabi and her crew struggle 
  with first contact, a Klingon Bird of Prey 
  decloaks and attacks the alien, sending it 
  fleeing towards a subspace anomaly.
     
  Recommended 
  Date/Season/Stardate: 
  2283/ ST:II The Wrath of Khan / SD 8120
  Setting: 
     The Ankala Sector- charted, but 
  unexplored, Federation space near the 
  Klingon border.
  Lost Sheep
     Open in media res with the Handout #1: 
  Captain’s Log.  USS Kitabi has been 
  dispatched to the remote Ankala Sector to 
  discover the fate of the missing USS Kouri. In 
  addition to altering course towards the 
  Kouri's last known position, the crew should 
  begin conducting long-range scans for the 
  missing starship. If any of the crew asks for it 
  specifically, they should be given Handout 
  #2: USS Kouri Profile.
  Discoveries
     An extended TN 25 System Operations 
  (Sensors) test will reveal a small debris cloud 
  on the sensors ahead.  
     An analysis of the debris field (a TN 15 
  Structural Engineering test) or TN15 Physical 
  Science (Metallurgy) test reveals that the 
  debris is not from the Kouri- the alloys and 
  compounds present are used by military 
  vessels of the Klingon Empire. An 
  extraordinary success reveals that the vessel 
  was small- probably a Bird of Prey.
     The discovery is troubling not only 
  because the presence of a Klingon Bird of 
  Prey this deep in Federation space constitutes 
  an act of war, but also because it raises the 
  specter that the Klingons might be 
  responsible for the fate of the Kouri.
     The players would be well advised to 
  notify Starfleet Command of the intrusion, 
  though at this distance, it will take 
  approximately six hours for Starbase to 
  receive the message.
     A TN 15 System Operation (Sensors) test 
  reveals traces of high energy weapons' fire. 
  A TN 7 Physical or Space Science test reveals 
  two types of discharges- Klingon disruptors 
  on the one hand, and an unknown high 
  energy burst on the other.  Should the 
  players wish to gage the age of the wreckage, 
  a A TN 7 Physical or Space Science test will 
  show that the size of the debris field 
  indicates that the vessel was destroyed more 
  than a week ago.
      If the heroes look specifically, a TN 5 
  System Operations (Sensors) test will reveal 
  bodies floating in the debris.  If they are 
  brought aboard, they may be autopsied by 
  the Ship's Surgeon.   An extended TN 50 
  Medical (Forensics) test will reveal that the 
  Klingons were killed by high energy plasma 
  burns, explosive decompression, and other 
  effects consistent with their ship being blown 
  to pieces.
  
  Additional Pieces
     When the extended System Operations 
  (Sensors) test reaches TN 50, the heroes will 
  detect another a small debris cloud on the 
  sensors.  The field is approximately three 
  hours away at normal cruising speed. ahead, 
  and a TN 5 System Operations 
  (Communications) test will detect the Kouri’s 
  recorder marker buoy.  
     An analysis of the debris field (a TN 15 
  Structural Engineering test) reveals that the 
  debris is indeed remnants of the Kouri- 
  notably pieces of her warp drive.  A TN 5 
  Intellect test, however, reveals that there is 
  insufficient mass to account for the Kouri- 
  these are pieces of the ship, not her grave. 
  Letters From Home
     If the heroes took the trouble to notify 
  Starfleet Command about the debris of the 
  Klingon vessel, the ship receives a message 
  from Admiral Komack and Starfleet 
  Command (Handout #3).  Admiral Komack is 
  a veteran Starfleet officer known for his 
  brusque and no-nonsense demeanor.  
     Komack's communique will demand an 
  update on the search for the Kouri and warn 
  Kitabi to proceed with caution- Starfleet 
  Intelligence reports suggest there may be two 
  or more Klingon vessels operating in or near 
  the Ankala Sector.  Long range scans of the 
  Klingon Neutral Zone confirmed Kitabi's 
  report of a number of anomalies which might 
  or might not be cloaked starships crossing 
  the zone.  
     Long range scans of the Ankala Sector 
  reveal no unusual activity- but there is a 
  marked increase in subspace noise 
  emanating from the sector, source unknown.
     Given these conditions, Starfleet Command 
  has decided to step up the alert status of the 
  Fleet, and is dispatching additional starships 
  to the Neutral Zone.  
     Although their primary mission remains the 
  search for the Kouri, Kitabi should also be on 
  the look out for the Klingon vessels- and be 
  prepared to take action to defend Federation 
  vessels and colonies which may need 
  assistance.
     Using Kitabi's long-range sensors (and an 
  extended TN 25 System Operations (Sensors) 
  test) will confirm both the increased 
  subspace “noise” coming from the Ankala 
  Sector and reveal a small subspace anomaly 
  approximately 1 light year from Kouri's last 
  known position.  Additional details can be 
  found in Through the Looking Glass, below.
  Discovery
     Analysis of the recorder/marker buoy 
  requires a short series of Physical Science, 
  Structural Engineering, Systems Engineering, 
  and/or Computer Use (Retrieve) tests.  Each 
  test has a Routine (TN 10) difficulty, and 
  takes five minutes time.  
  •
  A Structural Engineering test 
  reveals that the probe is 
  physically intact and undamaged. 
  though there are signs of tool 
  marks, including a plasma cutter 
  being brought to bear on the 
  access hatch.  
  •
  The Systems Engineering test 
  reveals that the probe (and by 
  extension Kouri) was subjected to 
  a high-energy ion discharge, type 
  unknown.  A TN 10 Physical 
  Science test reveals that the ion 
  burst was an unusual flash of 
  Delta radiation- usually emitted 
  by stars or other stellar objects.  
  •
  A TN 15 Computer Use (Retrieve) 
  test (with a +2 affinity from 
  Enterprise-Administration 
  (Starfleet)) will access the logs 
  and reveal that much of the 
  record is routine, a fair amount is 
  garbled, and a portion has been 
  erased.  Evidence indicates that 
  the log has been tampered with. 
  The most critical section comes 
  near the end- Kouri is shadowed 
  by a small object of notable 
  power and speed- and the log 
  ends when the missing ship is 
  probed by the alien.  
  First Contact
     As the crew analyzes the marker buoy, 
  their long-range sensors detect an object 
  
  closing with them at Warp 8.  A Routine TN 
  10 System Operations (Sensors) test will 
  reveal the following.  Every two points above 
  ten (or each subsequent scan) will reveal one 
  additional fact from the list below:
  •
  The object is small (less than 12 
  meters in length, and masses less 
  than 100 tons.
  •
  The outer shell is partially opaque 
  to Federation scanners, making 
  scans of the interior difficult.  
  •
  No life forms are detected 
  aboard.
  •
  Radiation, temperature, and 
  pressure levels would be almost 
  instantly fatal to an unshielded 
  human.
  •
  The outer shell is crystalline in 
  composition and is composed of 
  verterium cortenide (a component 
  of Federation warp engines), 
  carbon, silicon, and several 
  elements unknown to Federation 
  memory banks. 
  •
  Certain compounds in the outer 
  hull are either photo- or radio-
  electric (converting light or hard 
  radiation into energy.
  •
  The vessel appears to have no 
  centralized power center.
  •
  The vessel has no passageways 
  larger than one-half meter in 
  diameter.
  •
  The object maneuvers by 
  expelling small amounts of 
  ionized gas from ports on the 
  hull, and appears to generate 
  extremely short-lived waves of 
  spatial distortion in order to travel 
  faster than light.  
  •
  Characters who think to ask 
  discover that the object has a 
  different quantum frequency than 
  other matter native to this 
  universe.  
     The object will approach the Kitabi, and 
  act like a dolphin playing in the wake and 
  wash of a sea-going vessel or a playful 
  puppy.  Charging the ship, moving away 
  from it, mimicking its maneuvers and the 
  like.  It will respond to no hails, will not 
  object to being scanned, and will violently 
  resist tractor beams.  It will only retreat if 
  fired upon.
     A TN 10 Empathy or Telepathy test will 
  reveal curiosity, interest, and joy, but 
  nothing more profound.  The mind is simply 
  too alien and too primitive to discern much 
  more. An extraordinary success will reveal, 
  however, that this alien does not normally 
  operate autonomously- it is used to receiving 
  guidance from another source.  Mind Meld 
  tests are not possible because of the range 
  and because of the limited intellect of the 
  alien. 
     After several moments of play, the object 
  will tentatively probe Kitabi with a low-level 
  scanning beam.  If the ship does not react 
  negatively, the beam strength will increase in 
  power with each subsequent scan.  The third 
  scan, however, begins to affect Kitabi's 
  systems, causing power fluctuations and 
  system shorts.  Stabilizing the power and 
  other systems requires a TN 15 System 
  Operation test from each officer manning a 
  station.  Failure means the system in question 
  suffers one block of damage and must be 
  repaired.  The scans otherwise cause no 
  damage, and the alien immediately halts its 
  activity when systems start being damaged.
  Confrontation
     As the crew decides how to deal with the 
  alien, the Klingons decloak and attack. 
  Regardless of the Kitabi's actions or 
  condition, the alien flees as soon as the first 
  shot has landed.  The Klingons immediately 
  pursue the fleeing alien (and the Kitabi 
  should do likewise). Pursuing the alien 
  means either pushing Kitabi to her maximum 
  speed or cutting the corner.  With her much 
  slower top speed, the bortaS has no hope of 
  actually keeping pace and quickly falls well 
  behind.
     If contacted, Captain Kadur identifies 
  himself and his ship, and explains that the 
  alien is responsible for the destruction of the 
  Klingon vessel bijDa, and he intends to 
  destroy the alien by way of revenge.  While 
  Kadur does not expect the Kitabi to assist him 
  
  in making the kill, he will be almost 
  completely incensed by any attempt by the 
  crew to intervene on the alien's behalf.
     To push beyond warp 9, the engineer must 
  roll a TN 19 Propulsion Engineering (Warp 
  Drive) test.  If the engineer fails his test, the 
  warp drive has failed and the ship must slow 
  to sublight to make repairs.  The repairs 
  require an extended TN 20 Propulsion 
  Engineering (Warp Drive) test, with each roll 
  accounting for 1/2 hour of time.  
     Cutting the corner is possible if the 
  navigator has the "Surfing Space-Time" 
  professional ability.  He can attempt to plot a 
  very precise course to minimize travel time. 
  This requires a TN 19 Space Science 
  (Astrogation) test (10 + the ship's maximum 
  speed). On a success, the ship arrives as 
  though it had been traveling at maximum 
  emergency speed (without actually straining 
  the engines).  If the engines are pushed to 
  maximum emergency speed and the 
  navigator successfully attempts to surf space-
  time, assume the ship arrives at the anomaly 
  three minutes ahead of the alien.  
     Pursuit lasts less than forty minutes, 
  making a reliability test unnecessary.  Unless 
  Kitabi arrives at the anomaly ahead of the 
  alien and opens fire to drive it away from the 
  anomaly, the alien ship will enter the 
  anomaly as soon as it reaches it. If unable to 
  pursue, Kitabi should still be able to observe 
  the alien entering the anomaly on sensors.
  Through The Looking Glass
     Whether in pursuit or tracking by sensors, 
  Kitabi will observe the alien disappear into a 
  large spatial anomaly. Scans ( an extended 
  TN 15  System Operation (Sensors) test with 
  a  +2 affinity bonus from Physical or Space 
  Sciences) indicate that the anomaly is some 
  sort of spatial interphase- likely, a door to 
  another dimension.  The anomaly is stable, 
  but its diameter is decreasing at a constant 
  rate, and will disappear within 36 hours. 
  Radiation levels are normal within the 
  anomaly, nor are there any other detectable 
  hazards associated with the anomaly. 
  Sensors also detect the Kouri disaster beacon 
  emanating from the far side.  
     Taking Kitabi through the anomaly brings 
  the ship in contact with a subspace schism, 
  which causes one bridge console to overload 
  (determined randomly) and forcing the officer 
  at that station to make a Stamina test or be 
  stunned for 1d6 turns.  The violence of the 
  transition also forces every character not 
  physically secured to their station (excepting 
  the character previously stunned) to make a 
  TN 10 Strength test to remain at his or her 
  post.  A complete failure causes the 
  character to suffer 1d6 falling damage 
  Taking Bearings
     The players should receive Handout #4 at 
  the beginning of this scene.  As Kitabi 
  appears on the far side of the interphase, she 
  has a new problem to overcome- particle 
  counts on this side of the anomaly are 
  radically higher than in their home universe. 
  Sensor performance and warp speed will be 
  severely curtailed (no speed greater than 
  warp 2, and sensor range limited to 10,000 
  km) unless the crew recalibrate the sensors 
  and deflectors.  
     These limitations not withstanding, Kitabi 
  is still able to detect the Kouri in orbit around 
  a small planetoid about ten light days 
  (approximately forty-five minutes at warp 6) 
  distant.  The alien they were pursuing is 
  headed directly for the planetoid at better 
  than warp 8.
     Recalibrating shields and sensors each 
  requires an extended TN 45 System 
  Engineering test, with each roll accounting 
  for five minutes work.  Even with the 
  reconfigurations completed, Kitabi will still 
  be somewhat limited- no speed faster than 
  warp 6, and sensors are limited to the second 
  range band.  
     Sensors also indicate Kouri is surrounded 
  by more of the aliens- more than two dozen 
  can be detected in orbit.  The planetoid 
  cannot be analyzed with any clarity until 
  they are much closer.
  Boarding the Kouri *
     The Kouri is in a stable orbit around a 
  small planetoid, surrounded by more of the 
  alien vessels.  Sensors indicate the ship is 
  
  devoid of life forms (all of the survivors are 
  on the surface).  Kouri is almost completely 
  powered down and has suffered heavy 
  damage to her power grid. 
     The ship is cold, the air is stale, and the 
  passageways are silent and echoing.  A 
  Routine TN 10 Investigate test reveals that 
  although ship's life pods are all in place, 
  much of her emergency gear has been 
  removed.
     The body of a Tellarite wearing a Starfleet 
  uniform and lieutenant's pips will be found 
  at the main EPS junction.  A Routine TN 10 
  First Aid or Medicine test reveals that she 
  died from severe plasma burns.
     A Routine TN 10 Systems Engineering test 
  reveals that main power and life support 
  aboard the Kouri have failed, apparently due 
  to massive disruption of the power grid, but 
  can be repaired.  
     Restoring power and life support will take 
  an extended TN 20 Systems Engineering 
  (Electroplasma System) test (with each test 
  accounting for about five hours of work). 
  Repairing the science vessel’s warp drive is a 
  separate matter and will require an extended 
  TN 15 Propulsion Engineering (Warp Drive) 
  test (with each test also accounting for about 
  five hours of work).      
     A TN 15 Computer Use (Retrieve) test will 
  allow the heroes access to the 
  garbled/missing portions of the Kouri log. 
     In short, Kouri picked up a distress signal 
  from the IKV bijDa.  Investigating, she was at 
  first shadowed, then subjected to several 
  close passes by a small object of notable 
  power and speed (the crew will recognize 
  the probe that scanned them as well).  As on 
  the Kitabi, the alien scan caused major 
  fluctuations in Kouri's power grid, resulting 
  in plasma relay blowouts and a loss of nearly 
  all power aboard the research vessel.  The 
  log ends with Lieutenant Barker reporting 
  that the aliens have locked on a tractor 
  beam.  
  * Depending upon the pacing and time 
  remaining, the Narrator may wish to break this 
  scene up into several smaller ones-, allowing 
  the players a greater sense of "exploring the 
  Kouri".  Likely lesser scenes will include the 
  Bridge, Main Engineering, and Crew's Quarters.
  The Planetoid Beyond
     The planet which Kouri is orbiting is small, 
  Class L (oxygen-argon atmosphere, no life 
  forms due to a lack of nitrogen), and barely 
  habitable.  A large crystalline structure with a 
  composition similar to that of the aliens 
  exists in the Northern Hemisphere and 
  sensors detect 79 life forms (the survivors of 
  the Kouri) on the surface nearby.
     Beaming an away team to the surface, the 
  crew discovers a large crystalline structure 
  that looks like a cross between a small 
  cathedral and the Fortress of Solitude from 
  the Superman movies.  Sheltered in the lee of 
  the larger structure is a small encampment of 
  Federation personnel surrounded by 
  emergency tents, supplies, and equipment 
  beamed here from the Kouri.  The leader of 
  the encampment is Commander Richards.
     When Kouri's systems were damaged by 
  the alien's scans, the creature took them in a 
  tractor beam and towed them to the 
  planetoid (the nearest habitable body).   As 
  systems continued to fail, they abandoned 
  ship and set up on the planetoid to await 
  rescue.  
     They have conducted extensive scans of 
  the structure with tricorders, and believe it to 
  be almost identical to the smaller creatures in 
  orbit.  It extends many kilometers downward, 
  tapping into minerals in the planetary crust, 
  and producing large crystalline pods.  Given 
  the various stages of the development, these 
  pods appear to mature into the space-bound 
  variety of creature.  
     Periodically, the creature will broadcast a 
  signal that the universal translator is unable 
  to render- they are unsure whether the signal 
  is gibberish, part of its biological cycle, or an 
  attempt to communicate.
     A TN 10 Empathy, Telepathy, or Mind 
  Meld test will bring about an immediate, 
  surprised response, focusing the alien's 
  attention squarely (and painfully) on 
  character making the attempt.  The alien is 
  possessed of a very, very powerful mind, 
  forcing the psion attempting contact to make 
  a TN 15 Stamina test or take 1d6+3 stun 
  damage.  Pass or fail, the telepath will be 
  driven to his knees with a choked cry of 
  agony by the sheer force of the encounter.  
  
     Seeing the reaction, the alien will 
  immediately ratchet back its efforts to 
  accommodate the "frailty" of the character in 
  question.  Once a telepathic (or empathic) 
  link is established, no further rolls are 
  necessary.
     The alien on the surface is surprised and 
  delighted by the contact, and is very eager to 
  learn about these strange new life forms. 
  The alien is the "queen" of a large hive mind, 
  self-aware and delighted to discover that the 
  crew is as well.  The ships in orbit are its 
  probes- intelligent, but not-quite-fully 
  sentient extensions that the queen uses to 
  explore the galaxy at large.  The alien has no 
  name for itself or its species (referring to itself 
  as "I" or "Me"), and is many thousands of 
  years old.  The creature reproduces 
  asexually, carefully grooming one of the 
  worker pods and imbuing it with higher 
  levels of sentience until it is ready to survive 
  on its own.
     Though it has been exploring its own 
  dimension for many thousands of years, it 
  has yet to encounter a sentient lifeform other 
  than it's own off spring.  Depending upon 
  precisely how malicious the Gamemaster 
  wishes to be, this can cause complications 
  (outlined in The Alien Mind) below.
     The creature is very apologetic for the 
  damage caused to the Kouri, and Kitabi 
  (assuming any was done).  The creature will 
  explain that a third entity (starship) attacked 
  without warning or provocation and the 
  probe was forced to react- accidentally 
  destroying its attacker.  The queen is very 
  sorry for that, but the probe had no choice. 
  Further inquiry will reveal sufficient detail to 
  reveal that "third entity" matches the 
  description of the missing IKV bij'Da.  
     Not knowing how else to proceed with the 
  damaged Kouri, the probe brought her here 
  so that the queen could care for it.  The 
  queen assumed the Kouri was a life form like 
  itself, and though surprised when the 
  survivors appeared on the surface, took 
  relatively little notice of them.
     Realizing that telepathy is not the normal 
  means by which the crew communicates, the 
  queen asks the telepath in question to help it 
  reach the others.  In order to assist, the 
  telepath must make a TN 15 Repair or 
  System Operations (Communications) test.  If 
  successful, the alien will be able to speak 
  through the communicators and universal 
  translator. 
  Vengeance Is At Hand
     As matters begin to shake out, the other 
  shoe drops; Kadur and several armed 
  Klingons beam into the encampment, intent 
  on taking revenge on the alien which 
  destroyed his brother's ship and the 
  Federation crew which sided against him in 
  battle.  The Klingons are wearing body armor 
  which grants them 7 points of protection 
  from physical attacks and are armed with 
  disruptor rifles on Setting 4 (5d6+18 damage) 
  and d'k'tahgs (2d6+3 dmg).
  The Alien Mind
     One of the reasons that the alien is 
  so startled to make contact with the 
  heroes is that it is very much alone in 
  its native universe.  In many 
  thousands of years of exploration, it 
  has encountered innumerable 
  lifeforms- but none sentient save its 
  own offspring.   Should the alien take 
  it into her head that she does not 
  wish to be left alone, the Queen will 
  present a formidable obstacle to the 
  Kitabi returning home.
     With his men and their weapons covering 
  the Federation officers, Kadur will not attack 
  immediately, but neither will he be 
  dissuaded by news that the alien is sentient 
  or that the destruction of the bij'Da was an 
  accident.  With blood in his eye, Kadur will 
  settle for nothing less than bloody revenge- 
  something the crew cannot (should not) 
  allow him to take.  
     Kadur would prefer to settle this face to 
  face, but if the battle goes against him, will 
  beam back to the cloaked bortaS and 
  vaporize the entire site from orbit.  If Kadur 
  is forced to retreat (or is rendered 
  unconscious or killed), the bortaS will 
  decloak and move to attack.  This places 
  
  Kitabi in a position where she must defend 
  the alien (and the surface parties) against the 
  Klingon.
     Impatient to reach his target, Kadur denied 
  his engineers the time necessary to 
  recalibrate the shields, and as a result, the 
  bortaS's shields are only at Strength 4, with 
  Protection/Threshold of 12/2.  The Klingon is 
  at a severe disadvantage in any firefight.
  Resolution
     Resolution of this adventure should be 
  fairly straightforward- the crew must not 
  allow Kadur or his crew to destroy the alien, 
  and Kitabi has a powerful advantage in any 
  combat.  The best solution is for Kitabi to 
  cripple the Bird of Prey, haul her back to 
  normal space, and turn her over to the 
  proper authorities.  Failing that, they would 
  be justified in destroying her.
     With the interphase fading, the crew must 
  decide whether to repair, tow, or abandon 
  the Kouri and return to Federation space 
  before the anomaly disappears for good. 
     The alien will be very sorry to see them go, 
  but will be grateful for whatever time they 
  spend together and any information they can 
  share.  
  (Non-Player Characters)
  Klingon Bird of Prey bortaS
  Production Data
  Hull Data
  Origin: Klingon Empire
  Structure: 20   
  Class and Type: Modified B’Rel Class Bird of Prey 
  Size: 
  4, 2 decks
  Year Launched:  
  2294   
  Length:   
  110m
  Crew:  
  24
  Atmospheric Capable: 
  Yes
  Operational Data
     Transporters:  
  2 standard/emergency
     Cargo Capacity:
  40   
     Tractor Beams:
  1v
     Sensor Systems   
  Class 3 (+3/D)    Operations Systems   
  Class 4 (E)       
     Life Support   
  Class 3 (D)   
  Cloaking Device   
  Class 2 (18)
  Propulsion Data
    
     
    
  Impulse Engines:    K-HEU-4 (.6c)(C)
    
         
    
  Warp Drive: STN-6 (Warp 4 / 5 / 6.5) (BB)
    
  Tactical
     Disruptor Cannon
    
         
    
  4 x K-GDM-3 (B)
    
     Photon Torpedo
    
            
    
  1 x KP-5 (A)
    
     
  Penetration
  4 / 4 / 4 / 0 / 0
               Penetration
    
        
    
  2 / 2 / 2 / 2 / 0
    
     Deflector Shields
    
          
    
  Class 2 (B)
    
  Protection/Threshold
  13/3
  Miscellaneous
     Maneuver Modifiers  +1 C, +2 H, +2 T   Traits  None
  
  Kadur, son of Kodeth – Klingon Starship Officer, age 35. Captain Kadur of the IKV bortaS is
  young, ambitious, and hot-headed- even by Klingon standards.  Given command five years 
  earlier, Kadur has seasoned a bit, but is still eager for honor and glory.  His tenure in 
  command has been relatively quiet, dealing mostly with minor disputes internal to the 
  Empire, and the occasional pirate.  
     His brother Dok’ra, however has fared much better- in command less than six months, the 
  younger son of Kodeth discovered and destroyed two Romulan scouts attempting to enter 
  Klingon space.  Now Dok’ra’s ship is missing (perhaps suffered the same fate as the Kouri), 
  and Kadur has sworn to find and avenge his brother’s killer.  
  Courage:  3
  Advancements:   22  
  Renown:  3
  Str  7(+0)  Agl  10(+2)*
  Int 8(+1)*   Vit 10(+2)    Prs  6(+0)  Per 9(+1)*  Psi  0(-3)
   
     Quickness +2*
  Savvy +1
  Stamina +5
  Willpower +2
  Defense: 9
  Skills: Armed Combat (Klingon Traditional Weapons) 4, Athletics  (Jump) 3, Computer Use
  2, Enterprise-Administration 2, First Aid 1, Inquire 3, Culture (Klingon) 3, History
  (Klingon) 3, Religion (Klingon) 1, Specific World (B’Tal) 3, Language-Federation 
  Standard 2, Language-Klingon 3, Persuade 2, Energy Weapon 5, Repair 1, Survival 
  2, System Operations (Security, Flight Control) 5, Tactics 4, Unarmed Combat- 
  Mok’bara 6 
  Professional Abilities: Favored Style (Mok’bara), Fire Control Officer, Security Protocols,
  Starship Duty, Physically Fit, Responsive
  Species Abilities: Brak’lul, High Pain Threshold, Honor, Ferocity, Klingon Traditional
  Weapons
  Edges/ Flaws: Command 2, Dodge, Fit, Promotion 3, Bloodlust
  Klingon Soldier: a warrior hand-picked by Kadur for his loyalty, ferocity, and aggressiveness.  
  Str    8 (+1)*
  Agl   10 (+2)*
  Int 5 (+0)    Vit 9 (+1)
  Prs  6 (+0)  Per 7 (+0)
   
     Quickness +2 Savvy +0
     Stamina +3
  Willpower +1
  Defense:   9
  Skills: Athletics (Climbing) +2, Armed Combat (Klingon Traditional Weapons) +4, Observe
  (Spot) +2, Ranged Combat- Energy Weapons (Disruptor Rifle) +4, Stealth +3, 
  Survival +2, Tactics +2, Unarmed Combat (Mok'bara) +3
  Professional Abilities:  Battle Hardened
  Species Abilities: Brak’lul, High Pain Threshold, Honor, Ferocity, Klingon Traditional
  Weapons
  Edges/ Flaws:   Dodge, Bloodlust
  
  Rewards:
      Experience Points and Renown Points are 
  to be totaled (except where indicated 
  otherwise) and divided equally among the 
  PCs.  The minimum renown award (before 
  any penalties) is +1.
  Experience Awards 
  PCs rescue the Kouri survivors: 
  800 exp. points 
  PCs recover the Kouri herself:
  200 exp. points
  PCs prevent the destruction of the alien:
  500 exp. points
  PCs defeat the bortaS  (either 
     destroying or driving the 
     Klingon vessel away):
  250 exp. points
  PCs capture the bortaS (in addition
     to the reward above): 
  250 exp. points
  PCs leave a portable Federation 
     database with the alien: 
  100 exp. points
  Per ten points of structural damage 
     suffered by Kitabi: 
  -50 exp. points
  Renown Awards
  PCs rescue the Kouri survivors:
  Renown +1
  PCs recover the Kouri herself:
  Renown +1
  PCs prevent the destruction of the 
     alien:
  Renown +1
  PCs defeat the bortaS  (either destroying 
     or  driving the Klingon vessel away):
          
  Renown +1
  PCs capture the bortaS
  Renown +1
  PCs leave a portable Federation database 
     with the alien: 
  Renown +1
  PCs fail to notify Starfleet Command about 
    the Klingon vessels in the area: 
          
  Renown -1
  Per ten points of structural damage suffered 
     by Kitabi: 
  Renown -1
  PCs allow the destruction of the alien:        
  Renown -4
  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).
  
  Handouts:
  Handout #1:  Captain's Log
  Captain's Log: Stardate  8120
    
  .4
    :   
    
  " USS Kitabi now departing patrol of the Klingon Neutral Zone.  All conditions 
  normal. Three sensor anomalies were detected in the Neutral Zone over the last 
  two weeks which might have been cloaked Klingon vessels, but follow-up scans 
  were negative.
     Starfleet Command has ordered us to divert from our regular patrol to investigate 
  the disappearance of the Federation starship Kouri, a small research vessel 
  conducting an astrographical survey of the Ankala sector. ten light years into 
  Federation space.  
     The Ankala Sector is generally quiet- it lies well away from any trade routes, 
  distant to the Romulan and Breen borders, and ten light years from the Klingon 
  border.  The sector is only sparsely populated, and has been surveyed but not 
  explored.  I am troubled both by the disappearance of the Kouri, but also by the 
  fact that our departure leaves a portion of the Federation border undefended.
     Kitabi is proceeding on course for the Ankala Sector at Warp Factor 6, ETA 12 
  hrs."
  
  Handout #2: Starship Profile- USS 
    
  Kouri
    
   NCC-642
    
  Production Data
    
              
    
              
    
     Origin: United Federation of Planets
     Class and Type : Oberth Class Surveyor
     Year Launched: 2275 (Refit 2341)
  Hull Data
    
            
    
              
    
              
    
              
    
     Size: 4, 7 decks
  Length: 121m 
     Structure: 20 
  Crew: 83
     Cargo Capacity: 50
     Atmospheric Capable: No
  Operational Data
     Sensor Systems   
  Class 4 
  (+4/E)
     Operations Systems   Class 3 (D)       
     Life Support 
  Class 3 (D)
     Tractor Beams: 
  1 fd, 1av
     Transporters: 4 ea, personnel, cargo, 
  emergency
     Shuttlebays: 2a
  Shuttles: 10 size 
  worth
  Propulsion Data
     Impulse Engines:    Class 5 (.9c) (C)
  Warp Drive:    Class 6a (Warp 6 / 8 / 9) (D)
  Tactical
     Phaser Banks
    
                  
    
  Type VII (x2/C)
    
     Photon Torpedoes
    
           
    
  Type V  (x1/B)
    
  Penetration
  4 / 3 / 3 / 0 / 0 
  Penetration
  3 / 3 / 3 / 3 / 3
     Deflector Shields
  Class 4 (C)
  Protection/Threshold
  14 / 4
  Miscellaneous
     Maneuver Modifiers
  +1 C, +1 H, -1 T   
     Traits:   None
  Command Staff, USS 
    
  Kouri
    
  Position              
    
         
    
            
    
            
    
  Name  
    
            
    
     Species       
    
    Rank
    
  Commanding Officer
  Mark Richards    Human 
  Commander
  Executive Officer/Science Officer
  K'Murr
     Regulan
  Lt. Commander
  Chief Operations Officer
  Zefram Palmer    Centauran
  Lieutenant
  Tactical Actions Officer
  Dana Kavic
     Centauran
  Lieutenant, JG 
  Conn Officer
  Joshua Barker    Human
  Lieutenant, JG
  Chief Engineer         
  Garan
     Tellarite
  Lieutenant 
  Chief Medical Officer    
  Errin
     Deltan
  Lieutenant
  
  Handout #3:  Letters From Home
  To: 
  Commanding Officer, USS Kitabi NCC-1806
  From: Komack, Admiral, Commanding Starbase 6.
  •
  At earliest convenience, transmit update status search USS Kouri.
  •
  Proceed with caution- Starfleet Intelligence reports possible 2+ Klingon vessels 
  operating in or near Ankala Sector.  
  •
  Long range scans Klingon Neutral Zone confirm Kitabi report 3+ anomalies which 
  might or might not be cloaked starships crossing Neutral Zone.  
  •
  Long range scans Ankala Sector reveal no unusual activity- but there is a marked 
  increase in subspace noise emanating from the sector, source unknown.
  •
  Given these conditions, Starfleet Command has decided to step up the alert status 
  of the Fleet.
  •
  Additional vessels dispatched Klingon Neutral Zone effective this stardate.  
  •
  Kitabi orders unchanged: Continue search for USS Kouri, but be on alert out for 
  Klingon vessels- and be prepared to take action to defend and assist Federation 
  vessels and colonies as needed.
  Good Hunting,
  Komack
  Handout #4:  Captain's Log
  Captain's Log: Supplemental 
  " Kitabi has cleared the anomaly and finds herself in an alien universe.  Particle density in 
  this area is radically higher than in our own, which means our sensor performance and 
  speed are severely limited until we can compensate for the differences.  
     Despite our limitations, sensors clearly detect the Kouri's disaster beacon.  The missing 
  starship is in orbit over a planet about ten light days away.  This is tantalizingly close- only 
  about forty five minutes at warp 6- and the alien is headed right for her at better than Warp 
  8.  
  
  USS Kitabi NCC-1806
  “...the sight of the stars makes me dream.”
  Tikopai Class Starship
  Production Data
    
              
    
              
    
     Origin: United Federation of Planets
     Class and Type : Refit Constitution Class Heavy
   
      Cruiser
     Year Launched: 2272 
  Hull Data
    
            
    
              
    
              
    
              
    
     Size: 6, 23 decks
  Length: 304m 
     Structure: 40 
  Crew: 435
     Cargo Capacity: 70
  Atmospheric Capable: No
  Operational Data
     Sensor Systems   
  Class 3 (+3/D)
     
  Operations Systems   
  Class 4 (E)
     Life Support   
  Class 4 (E)
  Shuttles: 6 size worth
     Tractor Beams: 
  1 fd, 1av
  Shuttlebays: 1a
     Transporters: 6 ea, personnel, cargo, emergency
  Propulsion Data
     Impulse Engines:    RSM (.75c) (D)
  Warp Drive:    LN-60 Mod 3 (Warp 7 / 9 / 10) (D)
  Tactical
  Phaser Banks:RIM-12c (Type V) (x6/C)     Photon Torpedoes   Mk 6 DF  (x2/C)    
  Penetration 5 / 5 / 4 / 0 / 0
  Penetration:4 / 4 / 4 / 4 / 4
  Deflector Shields     PFF-2a (B)
    
      
    
  Protection/Threshold:   13 / 3
  Miscellaneous
     Maneuver Modifiers
  +2 C, +0 H, +3 T   
     Traits: Prototype System: (+1 Missile)
     The Tikopai Class cruiser (Baseline III) was a variant rebuild of the venerable Constitution Class. 
  Fitted with the LN-60 warp engines the Tikopai class needed fewer structural modifications than the 
  Baseline II (Enterprise) refit, and was therefore cheaper and faster to build. Three starships, USS 
  Tikopai, Kitabi, and Hornet were upgraded to the Tikopai Class and a further four- Lafayette, Wasp, 
  Truxton, and Danmark were constructed before the yards were given over to other projects.
     The Tikopai Class were well received in the Fleet, but were somewhat less capable in that their 
  shield grids were not as effective, nor their top speed as fast as their Baseline II counterparts. 
  USS 
    
  Kitabi
    
   Senior Staff
    
    Position              
    
       
    
            
    
  Name  
    
            
    
            
    
  Species       
    
      
    Rank
    
  Commanding Officer   
  Jonathan Reed 
  Human  
  Captain
  Executive/Science Officer
  Skon
  Vulcan  
  Commander
  Chief Engineer         
  Dmitry Buran
  Human
  Lt. Commander 
  Helm Officer
   
  Ian Edwards
  Human
  Lt. Commander
  Navigator
  Thomas Brandt
  Human
  Lieutenant, JG
  Communications Officer 
  Natalie "Gnat" Wynn
  Human
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Stephanie Pierce
  Human    
  Lieutenant
  
  Captain Jonathan Michael Reed
     The Commanding Officer of the USS Kitabi is typical of Starfleet commanders from this era. 
  Tough, rugged, and independent, he relies on himself and his officers to carry out their orders.
     Reed grew up a Starfleet Brat, with his father serving on one starship or another and his mother 
  serving as a staff botanist on Starbase 6.
     Though not the youngest Starfleet captain, Reed has advanced quickly and is dashing, capable, 
  and ready to face any challenge.  Like most captains in his generation, he is ready to lead from the 
  front- asking his people to follow. He will not ask his crew to take risks he is not willing to take 
  himself, and places his ship and crew above his own welfare.  
  Age 38 Species: Human   Gender:  Male   Eyes: Brown   Hair:  Black
  Courage:  4
  Advancements:   11  
  Renown:  12
  Str    7(+0)   Agl   8(+1) Int 9(+1)*   Vit 8(+1)    Prs  10(+2)*  Per  8(+1)  
   
     Quickness +1 Savvy +2    Stamina +1
  Willpower +3*
  Defense:  8
  Skills:  
  Athletics 3,
  Computer Use (Retrieve) 4, 
  Enterprise-Administration (Federation) 4,
  Influence 4,
  Investigate (Research) 4, 
  Knowledge-Culture (Human) 3, 
  Knowledge-History (Federation) 3, 
  Knowledge-Law 3, 
  Knowledge- Politics (Federation) 3, 
  Knowledge- Specific World (Earth) 3, 
  Language-Federation Standard 3,
  Language-Klingonese 3, 
  Negotiate 4, 
  Ranged Combat- Energy Weapons (Phaser) 4, 
  Repair 2, 
  System Engineering 2,  
  System Ops (Command) 5,
  Tactics 5,
  Unarmed Combat (Starfleet Martial Arts) 3
  Professional Abilities:  
  Commanding Presence-Commanding officers stick to their guns in tense situations.
  When making a Willpower reaction test, the Captain rolls an extra die 
  (3d6) and keeps the highest two rolls.
  Fighting Captain- If Captain Reed is on the bridge during combat, Kitabi received a
   +2 to all Command Maneuvers
  Starship Duty- Captain Reed meets all the prerequisites for his post aboard Kitabi.
  Starship Tactics-Once per game session, Captain Reed may reroll one Tactics skill
   
  test and keep the better of the two results.
  Species Abilities: 
  Adaptable- Captain Reed gains +2 to Willpower.
  Human Spirit- Captain Reed begins the game with +1 Courage.
  Skilled- With a broad range of experiences, Captain Reed gains +2 skill picks.
  Edges/ Flaws: 
  Bold-When Captain Reed spends a Courage point on a physical test, he gains +5
  instead of the usual +3.
  Command 2, 
  Promotion 5, 
  Resolute- When Captain Reed spends a Courage point in a will power test, he gains
  +5 instead of the usual +3.
  
  Skon
     The Executive Officer and Chief Science Officer of the USS Kitabi is thoroughly and typically 
  Vulcan, with an unconscious air of smug superiority.  Although his views do not rise to the level of 
  outright prejudice, Skon subconsciously considers humans (and many other races) to be illogical, 
  rabidly emotional, unpredictable, and therefore, unreliable.  Skon had requested command of an all-
  Vulcan scout or research vessel, but was instead assigned to the Kitabi.  
  Age 52 Species: Vulcan   Gender:  Male   Eyes: Brown   Hair:  Black
  Courage:  4
  Advancements:   11  
  Renown:  12
  Str    6(+0)   Agl   9(+1)* Int 10(+2)   Vit 9(+1)    Prs  9(+1)*  Per  7(+0)  
   
     Quickness +3 Savvy +1
      Stamina +1
  Willpower +2*
  Defense:  8
  Skills: 
  Computer Use (Retrieve) 5, 
  Enterprise-Administration 4, 
  Influence 4,
  Investigate (Research) 4, 
  Knowledge-Culture (Vulcan, Klingon) 3, 
  Knowledge-History (Federation) 3, 
  Knowledge-Specific World (Vulcan) 3, 
  Knowledge-Law 3, 
  Language-Federation Standard 4, 
  Language-Klingonese 3, 
  Language-Vulcan 4, 
    Life Science (Biology,Microbiology, Zoology) 6, 
  Mind Meld 3, 
  Physical Science (Chemistry, Physics) 4, 
  Planetary Science (Geology) 5, 
  Space Science (Stellar Cartography) 5, 
  Persuade 3, 
  Ranged Weapons- (Phaser) 3, 
  Repair 3, 
  System Ops (Sensors) 5, 
  Unarmed Combat (Starfleet Martial Arts) 4
  Professional Abilities:  
  Practical Application-  When making a System Engineering or Repair test torecalibrate, repair,
  or reconfigure his science console, Skon receives a bonus equal to ½ his Physical 
  Science skill level, rounded up.
  Field Research- When making an Investigate skill test to understand strange, new phenomena, 
  Skon receives  a bonus equal to ½ the relevant Science Skill.
  Intense Scan- Intimately familiar with Kitabi's sensors, Commander Skon can make a TN 15 
  System Operation (Sensors) test doubling the sensors' maximum range, sensitivity, 
  reliability, or other parameter for one subsequent scan.
  Journeyman- Commander Skon can use all the Science group skills untrained.  
  Science Tech- Using the ship's sensors, a tricorder, or other sensors to investigate a stellar or 
  planetary phenomena, Skon may reroll a single System Operations test and keep the 
  better of the two results.  This may be done once per game session.
  Starship Duty- Commander Skon meets all the prerequisites for his post aboard Kitabi.
  Species Abilities: 
  Enhanced Rapid Healing- Once per day, Skon may enter a healing trance (pg 49), and
  recover a number of wound points equal to his Vitality modifier,
  Mind Meld- With physical contact, Skon has the ability to telepathically join his mind to
  another. 
  Nerve Pinch- Skon may stun an opponent for 2d6 rounds by making an Unarmed Combat
  skill test.  If the victim knows what he is attempting, he suffers a -5 penalty to the 
  test.
  Psionic- Skon has telepathic mental abilities. 
  Skill Focus (Keen Hearing)- Skon receives a +4 bonus to Observe (Listen) tests. 
  Edges/ Flaws: 
  Command 2, 
  Eidetic Memory- In academic tests with a TN greater than 5, Skon receives a +2 bonus. 
  Multitasking- Skon may treat a full-round action as two actions.  
  Promotion 4
  
  Dmitri Timofeyivich Buran
     Lieutenant Commander, Chief Engineer, USS Kitabi.   Dmitri (son of Timothy) is a large stolid man 
  with dark hair and dark eyes.  Despite his imposing size and his quiet, taciturn demeanor, Dmitri is 
  also an inherently gentle person.  
     Dmitri Buran comes from the steppes of Russia, a vast, quiet place where generations of his family 
  came to appreciate the monolithic peace and solitude.  Like most of his close kin, Buran is quiet and 
  introspective- a thinker and a problem solver- when he speaks, it is usually to great effect. He is a 
  fierce and loyal friend and a dangerous foe.
  Age 29 Species: Human   Gender:  Male   Eyes: Brown   Hair:  Black
  Courage:  4
  Advancements:   4  
  Renown:  4
  Str    9(+1)   Agl   8(+1) Int 11 (+2)*   Vit 10(+2)*   Prs  7(+0)  Per 7(+0)
   
     Quickness +1 Savvy +0
     Stamina +4*
  Willpower +2
  Defense:  8
  Skills: 
  Construct 4, 
  Propulsion Engineering(Impulse, Warp Drive) 6, 
  Structural Engineering 5, 
  Systems Engineering(Transporter, Computer Systems) 6, 
  Knowledge- Culture(Human) 3, 
  Knowledge-History (Federation) 4, 
  Knowledge-Politics(Federation) 4, 
  Knowledge-Religion(Human) 1, 
  Language-Federation Standard 4, 
  Language-Tellarite 3, 
  Ranged Combat-Energy Weapons (Phasers) 1, 
  Repair 5, 
  Physical Science (Mathematics) 1, 
  System Ops 3, 
  Starfleet Martial Arts 2 
  Professional Abilities:  
  Starship Duty- Commander Buran Reed meets all the prerequisites for his post
  aboard Kitabi.
  Fix-It- Buran is versed in all of the Repair Skill specialties. 
  Double Your Estimate- Buran can complete a repair in ½ the base action time. 
  Engineering Certification- Commander Buran may use all of the Engineering group
  skills untrained. 
  Jury-Rig– When making Construct, Repair, or Engineering tests Buran ignores
  penalties from inadequate equipment parts, or materials.
  Theoretical Application- Whenever Buran makes a Repair skill test on a given
  technology, he gains a bonus equal to ½ his Engineering skill on that same 
  technology.
  Species Abilities: 
  Adaptable- Commander Buran gains +2 to Stamina.
  Human Spirit- Commander Buran begins the game with +1 Courage.
  Skilled- With a broad range of experiences, Buran gains +2 skill picks.
  Edges/ Flaws: 
  Command 2, 
  Promotion 3, 
  Skill Focus (Craftsman)- Buran gains a +1 bonus to Construct and Repair tests.
  
  Lt. Commander Ian Edwards
     Lt. Commander, Helm Officer, USS Kitabi.  An Academy classmate of Captain Reed,and Doctor 
  Pierce, the three officers tutored each other in Astrophysics, Stellar Cartography and Starship 
  Strategy.  Youthful, outgoing, and friendly, Edwards is blessed with an infectious grin and cursed 
  with a baby face, which he is trying to hide behind a beard as red as his hair.  During a 
  midshipman cruise, Edwards became involved with an Orion woman during shore leave.  In the 
  unspecified incident, Edwards was in far over his head, and had to be rescued by his shipmates, 
  including then-Midshipman Reed.  
     Edwards is the son and heir of a major Federation shipping magnate, and grew up in comfort and 
  privilege.  He also learned the ins and outs of the shipping business and maintains extensive 
  contacts in the Star Fleet Merchant Marine.  
  Age 29 Species: Human   Gender:  Male   Eyes: Brown   Hair:  Red
  Courage:  4
  Advancements:   12  
  Renown:  12
  Str    6(+0)   Agl   9(+1)* Int 10(+2)   Vit 9(+1)    Prs  9(+1)*  Per  7(+0)  
   
     Quickness +3 Savvy +1    Stamina +1
  Willpower +2*
  Defense:  8
  Skills: 
  Computer Use (Retrieve) 6, 
  Enterprise-Administration 4, 
  Enterprise-Business6, 
  Influence 5, 
  Inquire (Fraternize) 4, 
  Knowledge-Culture (Human, Klingon) 3, 
  Knowledge-History (Federation) 3, 
  Knowledge-Politics (Federation) 5, 
  Knowledge-Specific World (Earth) 3, 
  Knowledge-Law 4, 
  Language-Federation Standard 4, 
  Language-Klingonese 3, 
  Language-Orion Common 4, 
  Space Science (Stellar Cartography) 5, 
  Persuade 4, 
  Ranged Combat- Energy Weapons (Phaser) 6, 
  Repair 3, 
  System Ops (Helm) 7, 
  Unarmed Combat (Star Fleet Martial Arts) 4
  Professional Abilities:  
  Starship Duty- Commander Edwards meets all the prerequisites for his post aboard
   Kitabi. 
  Starship/Starbase Protocols, Commander Edwards receives a +4 bonus to
  Administration (Starfleet) tests.
  Commanding Presence-Commanding officers stick to their guns in tense situations.
  When making a Willpower reaction test, Edwards rolls an extra die 
  (3d6) and keeps the highest two rolls. 
  Dogfighter-When Edwards is at the helm during combat, Kitabi receives a +2 to all
  Helm maneuvers   
  Hide in Plain Space-  Edwards can use the various objects and phenomenon in
  space to hide the ship, increasing the difficulty to spot Kitabi by +2.
  Species Abilities: 
  Adaptable- Lieutenant Edwards gain +2 to Quickness.
  Human Spirit- Lieutenant Edwards begins the game with +1 Courage.
  Skilled- With a broad range of experiences, Lieutenant Edwards gains +2 skill picks.
  Edges/ Flaws: 
  Command 1, 
  Contacts (Starfleet Merchant Marine-Business)-Edwards gains a +2 bonus to
  Business tests thanks to his contacts in the Merchant Marine service.
  Friendly- Edwards gains a +1 bonus to all Social tests because of his friendly, easy-
  going manner. 
  Promotion 3, 
  Wealth- On planets which trade regularly with the Federation, Edwards has access
  to financial assets up to 20,000 credits.
  
  Lieutenant, JG Natalie Wynn
     Communications Officer, USS Kitabi.  "Gnat" Wynn is a gifted technician, fascinated by radio and 
  subspace communications, and the means to make them go farther.  Strongly pretty rather than a 
  classic beauty, "Gnat" has a tomboy charm, a technical brilliance, and a cheerful, optimistic 
  demeanor.  
  Age 24 Species: Human   Gender:  Female   Eyes: Brown   Hair:  Black 
  Courage:  3
  Advancements: 5
  Renown:  3
  Str    7 (+0)   Agl   9 (+1)*
  Int 10 (+2)*   Vit 9 (+1)    Prs  7 (+0)  Per 8 (+1)    
     Quickness +3*   Savvy +1    Stamina +1 
  Willpower +2
  Defense:   8
  Skills: 
  Computer Use 4, 
  Systems Engineering(Communications) 4, 
  Enterprise- Administration 1, 
  Enterprise-Business 2, 
  Influence 1, 
  Knowledge- Culture (Human) 4, 
  Knowledge- History (Human) 4,
  Knowledge- Religion (Human) 3, 
  Knowledge- Specific World(Earth) 1,  
  Language-Federation Standard 4, 
  Language- Andorian 4, 
  Ranged Combat- Energy Weapons 4, 
  Repair 4, 
  Space Science(Astrophysics) 3, 
  System Ops(Communications) 8, 
  Unarmed Combat 4 
  Professional Abilities:  
  Starship Duty- Wynn meets all the prerequisites for her post aboard Kitabi.  
  Station Proficiency- Once per game session, Wynn may reroll one System
  Operation skill test and keep the better of the two results., 
  Level Headed- When performing any professional skill at the Communications
  Station, Wynn ignores all test penalties from distraction. 
  Systems
    
  Technician
    
  - When making System Engineering tests to repair her console,
   
  Wynn receives a bonus equal to ½ her Computer Use skill rounded up. 
  Cross Trained- When performing the professional skill of another Starfleet elite
  profession, Wynn may add her Intellect bonus (+2) (for Intellect-based
  skills,this counts as a +4 bonus). 
  Eyes on the Board- When making a System Operations test, Wynn adds her
  Perception modifier (+1).
  Exemplary Support- Wynn may support her fellow bridge officers by treating any
  Computer Use, System Operation, or Tactics test as a combined test,
  rolling the same test at TN-5 and providing a +1 bonus for a marginal 
  success, +2 for a complete success, or +3 for an extraordinary success.
  Species Abilities:  
  Adaptable- Wynn gains +2 to Stamina.
  Human Spirit- Wynn begins the game with +1 Courage.
  Skilled- With a broad range of experiences, Wynn gains +2 skill picks.
  Edges/ Flaws:  
  Command 1, 
  Promotion 1
  
  Lieutenant, JG Thomas Brandt
     Lieutenant, JG, Navigations Officer, USS Kitabi.  Determined, dedicated, and professional, 
  Lieutenant JG Brandt serves as Kitabi’s Navigator and Chief of Security.  Brandt is experienced 
  enough to adapt to most circumstances, yet still young enough to maintain some of his starry-eyed, 
  space cadet idealism.  Brandt has scored well in Academy tests and psychological profiles, and may 
  well be an excellent candidate for command.  Despite his enthusiasm and star lust, Brandt is 
  cautious, looking for the hidden threat in any situation.  
  Age 25 Species: Human   Gender:  Male   Eyes: Brown   Hair:  Red
  Courage:  4
  Advancements:   3  
  Renown:  ?
  Str    8(+1)   Agl   8(+1)* Int 9(+1)   Vit 8(+1)    Prs  12(+3)*  Per  8(+1)  
   
     Quickness +1 Savvy +3
  Stamina +1
  Willpower +1*
  Defense:  8
  Skills: 
  Computer Use (Retrieve, Invasion) 3, 
  Enterprise-Administration 4, 
  Gymnastics 2,
  Inquire 2, 
  Culture (Human, Romulan) 3, 
  History (Human) 3, 
  Specific World (Earth, Romulus) 3,
  Law 4, 
  Language-Federation Standard 3, 
  Language-Romulan 3, 
  Language-Vulcan 2, 
  Negotiate 2, 
  Persuade 2,  
  Energy Weapons (Phaser) 4, 
  Repair 2,Survival (Desert) 2,  
  System Ops (Navigations, Tactical) 5, 
  Unarmed Combat (Starfleet Martial Arts) 4
  Professional Abilities:  
  Starship Duty- Brandt meets all the prerequisites for his post aboard Kitabi. 
  Starship/Starbase Protocols- Brandt receives a +4 bonus to Administration (Starfleet) 
  tests.
  Starship Tactics-Once per game session, Brandt may reroll one Tactics skill test and
  keep the better of the two results.
  Species Abilities: 
  Adaptable- Brandt gains +2 to Stamina.
  Human Spirit- Brandt begins the game with +1 Courage.
  Skilled- With a broad range of experiences, Brandt gains +2 skill picks.
  Edges/ Flaws: Command 1, Promotion 1
  
  Lieutenant, Stephanie Pierce, MD
     Lieutenant, Chief Medical Officer, USS Kitabi.  Graduating from the same Academy class as 
  Lieutenant Commander Edwards, Pierce is brilliant, capable, and reserved.  Dr. Pierce spent the last 
  two years at Star Fleet Medical, on detached duty of an unspecified nature.  
     Unbeknownst to her shipmates (and unwilling to reveal that fact), Doctor Pierce has limited 
  telepathic powers.
  Age 27 Species: Human     Gender:  Female   Eyes: Grey   Hair:  Brown
  Courage:  4
  Advancements:  10
  Renown:  8
  Str    6(+0)   Agl   9(+1) Int 10(+2)*   Vit 9(+1)    Prs  7(+0)*  Per 9(+1) Psi 4(+0)
     Quickness +3 Savvy +1      Stamina +1 Willpower +2*
  Defense:  8
  Skills: 
  Computer Use(Retrieve) 6, 
  Enterprise-Streetwise 4, 
  First Aid) 3, 
  Forgery 2,
  Investigate 4, 
  Knowledge- Culture (Human, Romulan) 3, 
  Knowledge- History (Federation) 3, 
  Knowledge- Specific World (Earth, Romulus) 4, 
  Language-Federation 4, 
  Language-Romulan 4, 
  Medicine (General Medicine) 6, 
  Observe 3, 
  Ranged Combat-Energy Weapons(Phaser) 3, 
  Repair 3, 
  Life Science (Biology, Biotechnology) 3, 
  Physical Science (Chemistry) 2, 
  System Ops (Medical) 4, 
  Empathy 2,
  Mind Shield 6
  Professional Abilities:  
  Starship Duty- Doctor Pierce meets all the prerequisites for her post aboard Kitabi.
  General Medicine- Pierce gains a +2 bonus to all Medicine tests. 
  Gather Intel-  
  Rounded- Doctor Pierce treats her Forgery skill as a professional skill for the
  purposes of advancement.
  Lab Work- Pierce gains a +4 bonus to all Physical Science (Chemistry) tests. 
  Species Abilities: 
  Adaptable- Doctor Pierce gains +2 to Stamina.
  Human Spirit- Pierce begins the game with +1 Courage.
  Skilled- With a broad range of experiences, Pierce gains +2 skill picks.
  Edges/ Flaws: 
  Confident- When Doctor Pierce spends one Courage point on a Social test, she
  gainsa +5 bonus instead of the usual +3.  
  Psionic- Dr. Pierce has limited telepathic abilities. 
  Skill Focus (Compassionate)- Doctor Pierce receives a +1 bonus to First Aid and
  Medicine tests.
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/The_Intruders.pdf