TEXT: At What Price 
  Peace?
  A Starfleet Rapid Response Team 
  Adventure 
  Shattered Stars #06
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor and TFAndrews
  Jester Class Corvette from starshipschematics.net 
  (originally published in Jackill's Starship guides)
  Special Thanks To:
  Play-testers:
  Rex, Justin, and Jeremy Rouviere,
  Jed Smith,
  the U.S.S. Retributor,
  and Daniel Derego.
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “At What Price Peace?” is an adventure for 
  use with the Star Trek: Role playing Game by 
  Decipher.  It is the sixth adventure in the 
  “Shattered Stars” campaign and is suitable for a 
  crew of 6-8 players playing a Starfleet crew 
  during the post-DS9/post-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 crew of the starship Sakarya embark a 
  diplomatic team to retrieve a Starfleet crew 
  held hostage by a hostile third-party. Once he 
  comes aboard, however, the Ambassador has a 
  slightly different plan….
  Recommended Date/ 
  Season/Stardate: 
  2388/ SD 65019.1 (Voyager 8th Season)
  Setting: 
     The Otori Sector- Deep space near the 
  Federation/Romulan border. 
  Background:
   The Toren Autonomy is a small, militant, 
  autocratic power which seized or colonized 
  four planets, and three moons in three star 
  systems. 
     The Autonomy attempted to engage the 
  Federation in military action roughly seventy 
  years ago and were soundly beaten- a loss that 
  still rankles.  
     Four Federation starships were able to route 
  the cream of the Autonomy fleet, and after 
  hostilities ended, the Federation ambassador 
  advised the Toren they could come out and 
  play after they grew up a little.  Unfortunately, 
  the Autonomy has grown more recalcitrant 
  rather than less.
     A backwards military power, the Autonomy 
  is socially and technology limited and 
  isolated,possessing Tech level 6, early Tech 
  level 7 starships and military citadels.  The vast 
  majority of the population lives in TL 4/5 
  hovels.   
     In the wake of the Dominion War, however, 
  the Toren have been conducting a military 
  build-up- mostly the purchase of war surplus 
  Cardassian, Dominion, and Romulan 
  equipment.  
     Unable to directly confront the Federation, 
  the Toren have decided on a somewhat less-
  honorable alternative- and seized the  starship 
  U.S.S. Covington in open space with the intent 
  of ransoming her back piece by piece.
  Running This 
  Adventure:
     “At What Price Peace?” is a bit unusual for 
  an RRT adventure as it incorporates a Special 
  Guest Star crew and vessel, and assumes that 
  characters from both the starship and Team 
  Seven-One will be played.  As written, the 
  adventure features the U.S.S. Sakarya and her 
  crew, but any suitable starship may be 
  substituted at the Narrator's discretion.
  1
  
  Act One
  The Briefing 
     Open in media res with the following 
  information:  
     Team Seven-One is on stand-down following 
  three weeks of training exercises aboard the 
  U.S.S. Sakarya.  The starship is now moored 
  “portside to” at Starbase 153 for reprovisioning 
  and repair.  Both the Sakarya crew and Team 
  Seven-One are slated for shore-leave.  
     Moments ago, however, the Team Leader 
  received an urgent call from Admiral 
  Stockton's office, ordering him to “grab his 
  Exec” and report to Conference Room 3 
  aboard the Starbase immediately.
     When the heroes arrive at Conference Room 
  Three, they find the base commander, RADM 
  Stockton, waiting for them along with several 
  others.    
     In addition to Stockton and a pert, pretty 
  young yeoman, there are three Starfleet 
  Marines- a youngish 1st Lieutenant, a prim 
  sergeant, and a tall trim Colonel.  The fifth 
  man in the room is a short dark Vulcan in 
  traditional robes.  Unlike most Vulcans of their 
  heroes' acquaintance, this man  has dark 
  copper-red hair (rather than the more common 
  black).
     Stockton will greet the heroes and handle the 
  introductions.  Colonel Michaelangelo 
  commands the 1st Battalion, Starfleet Fifth 
  Marines.  First Lieutenant Ben Carlton and Staff 
  Sergeant Reese are (respectively) aide-de-camp 
  and security liaison to the ambassador.  The 
  Vulcan is Ambassador Selek, a former Starfleet 
  officer and starship commander.  
     Characters wishing to recall what they might 
  know about the Ambassador may attempt a TN 
  10 Knowledge-Culture, Knowledge-Politics or 
  Enterprise-Administration (Starfleet) test.
     Those who succeed will recall that the 
  Ambassador is a minor (but quiet) legend in 
  Starfleet.  Reportedly half-Romulan, Selek 
  served as a junior officer aboard the original 
  starship Enterprise with then-Admiral Kirk, 
  eventually commanded several Federation 
  starships, served briefly as the CnC, head of 
  the Starfleet Corps of Engineers, and chaired 
  the Romulan desk for Starfleet Intelligence.  
     Like Admiral Kirk, Selek has been an 
  outspoken and unorthodox officer his entire 
  career- and has the political scars to prove it. 
  An Extraordinary success (a roll of 20 or 
  higher) will reveal that according to rumor and 
  despite being “retired”, the Ambassador 
  currently works for both Starfleet Intelligence 
  and the Corps of Engineers developing anti-
  Borg strategies and weaponry.  
     Once introductions are completed, the 
  Ambassador will begin the briefing:
     On Stardate 55011.4, the U.S.S. Covington 
  (Handout #1) was conducting a deep space 
  probe near the Rockall Massif when she was 
  attacked and overwhelmed by an 
  undetermined number of vessels dispatched by 
  the Toren Autonomy (Handout #2).  Covington 
  was then towed into Toren space before 
  Starfleet forces could respond.
     Precisely how the Toren managed to 
  overwhelm the Covington is something of a 
  mystery- but it has been confirmed that she 
  was lured in by a false distress signal.
     The Toren have publicly claimed that the 
  Covington was conducting an espionage 
  mission and violated their space, but Fleet 
  navigational relays have made it clear that 
  Covington was operating well outside the 
  Toren border.
     The ship is currently being held in low orbit 
  over the Toren homeworld and her crew 
  “interred for war crimes” at an undisclosed 
  location (presumably on the planet surface).    
     The Toren have been making public 
  statements denouncing Federation “spies and 
  warmongers”, have publicly demanded both 
  an admission of wrong-doing and an apology 
  from the Federation, and and have (quietly) 
  demanded a raft of trade concessions and 
  monetary compensation in exchange for the 
  release of the Covington and her crew. 
  They've also hinted that if the ransom is not 
  paid, that they will consider selling the vessel 
  to “other interested parties.”
     It is not apparent from the claims made by 
  the Toren that they understand the nature of the 
  Covington's sensor array- but if she's turned 
  over to outside inspectors, it's only a matter of 
  time.
     With a grim look belying considerable, 
  tightly-controlled anger, the Ambassador looks 
  at each of the officers at the table and states, 
  “It is the considered position of the United 
  Federation of Planets (and of their Ambassador) 
  that the Federation does not negotiate with 
  2
  
  terrorists,”
     The Sakarya will escort the ambassador into 
  Toren space to conduct the negotiations- but 
  once there, Team Seven-One will locate and 
  liberate the hostages and either recover of 
  destroy the Covington.  The Ambassador is 
  tasked with listening to their demands, letting 
  them have their say, and then delivering the 
  basic message- “we will not bow to coercion”. 
      The mission will require discipline, restraint, 
  and- when the time comes- swift, decisive 
  action. The Ambassador has chosen the heroes 
  because they are Starfleet's finest- if they don't 
  think they or their ship are up to the task, they 
  may bow out now and nothing will be said.  If 
  they choose to remain onboard, they'll sink or 
  swim together..  
     The mission is straightforward- enter Toren 
  space, locate and grab the hostages, scuttle the 
  Covington, and get out as quickly as possible 
  and with the minimum possible loss of life.  
     Once all parties are back aboard, Sakarya 
  will warp out of Toren orbit and return to 
  Starbase 153.  The Retributor Task Group- (the 
  starships Retributor, Ursa Major , 
  Ticonderoga,and Rendezvous) will be standing 
  by on the other side of the border to cover 
  their escape.  
     The Toren are technologically backward- 
  though they know about transporters, they 
  don't trust the technology and haven't 
  developed it for themselves.  The lack of clear 
  knowledge about what transporters can and 
  cannot do, places the Toren are at a 
  disadvantage in dealing with them.
     Once the Ambassador has finished speaking, 
  Admiral Stockton will reaffirm what he's 
  already stated- this mission is strictly voluntary. 
  If the Captain does not feel that he or his crew 
  are up to the task, they may bow out without 
  any comment being made.
     Once the briefing is officially over and the 
  Ambassador has been hustled out by his staff, 
  the Admiral and Colonel Michaelangelo will 
  take the Captain and Team Leader aside for a 
  more private session.  
     The Ambassador has thrown all of his cards 
  on the table with this one- and rammed it 
  down the throats of what Michaelangelo calls 
  the “lace panty crowd”.     
     The Federation Diplomatic Corps and 
  Federation Council are evenly divided between 
  outrage at the breach of ambassadorial ethics 
  and protocols and a resigned acceptance of the 
  need for the ruse.  
     As the only other alternatives are either a full 
  scale military raid or allowing an unprovoked 
  act of piracy and terrorism to go unpunished 
  (and Starfleet personnel to languish in prison), 
  the Federation Council and the President have 
  agreed to the raid- but if it fails, they'll hang 
  the Ambassador out to dry.  
     In addition to the straightforward risks of the 
  mission, the Admiral and the Colonel are 
  holding Sakarya and Team Seven-One 
  responsible for the safe return of the 
  Ambassador.  Selek is a minor legend in the 
  Fleet, and has irreplaceable technical 
  knowledge.  He's also been known to have his 
  “cowboy” moments- it's the heroes' job to 
  ensure that he comes back from this one alive 
  and unharmed.  
  Transit
     The trip from Starbase 153 will take a full 
  day at Warp 8, giving the crew and Team 
  Seven-One a chance to meet their new 
  passengers.  Ambassador Selek is cool and 
  disciplined, but friendly enough- and has a 
  special interest in the Sakarya's engine room.  
     1st Lieutenant Carlton is prim, slightly fussy, 
  and neat as a cat in everything he says and 
  does- though he does let it slip that the 
  President and Federation Council are not as 
  enthusiastic about this operation as the 
  Ambassador let on.  Selek essentially rammed 
  this operation down their throats (like Kirk 
  using the V'Ger emergency to get the 
  Enterprise back) - and has laid his career on 
  the line.  The Ambassador has arranged 
  matters such that If this mission fails, he will 
  be publicly disgraced and denounced as a 
  rogue and renegade.  
     Staff Sergeant Reese is compact and 
  powerful, and moves with an easy going, 
  contained grace.  The sergeant is polite and 
  professional, but never seems to stray far from 
  the Ambassador's side.  He affects an easy-
  going, laconic air, but while his expression is 
  usually maddeningly bland, his eyes never stop 
  moving, and his hand is never far from the 
  sidearm at his hip.
  The Border Guards
     As the Sakarya approaches the Toren border 
  (Map #1), she is intercepted by a three-ship 
  3
  
  Toren patrol group which fires a warning shot 
  and orders the starship to halt and identify 
  herself.  (Should they ask for a profile of the 
  Toren vessels, they should receive Handout 
  #3.)   If this is supplemented with scans ((TN 
  10) System Operations (Sensors) tests), the GM 
  may supplement this handout with information 
  from the Starships Section, below, 
     At least three more Toren patrol craft can be 
  discerned hovering at the edge of sensor range. 
  Ambassador Selek will advise that this is 
  normal procedure for the Toren, and advises 
  that the Captain be business-like and matter-of-
  fact.
     The Toren commander is surly, curt, and 
  smug- but will clear them to approach the 
  Toren home world once they've taken a local 
  pilot aboard.
     This is unusual, but not unprecedented- 
  having a fluent speaker/representative aboard a 
  diplomatic craft to handle liaison duties used 
  to be a fairly common practice.  The 
  Ambassador will leave it to the Captain to 
  decide whether or not he wants such a 
  representative aboard.  
     The “pilot” is, of course, a Toren Intelligence 
  officer intended to spy on the starship.  Despite 
  this bit of sloppy legerdemain, however, the 
  Toren believe they have the upper hand, 
  though, and won't insist if Sakarya declines- 
  especially if the Federation threatens to break 
  off negotiations in protest.  
     Once aboard (assuming the crew agree to 
  the stipulation), a discrete (or direct) search of 
  the young officer will reveal a small, but high-
  powered communications device and a 
  concealable energy pistol.  If asked to explain 
  trying to smuggle this gear aboard the starship, 
  the young officer explain that such equipment 
  is de rigueur for active duty Toren officers and 
  then ask to be taken to the bridge so that he 
  can commence his duties.  
     Aside from being a “legitimate” spy on what 
  the Starfleet crew is doing, the young officer is 
  also convinced that his life is forfeit should 
  anything go wrong- and isn't interested in 
  antagonizing his captors unnecessarily.  He 
  will be just insistent and stubborn enough to 
  do his job, but will otherwise keep his mouth 
  shut and try to be forgotten1.  
     Sakarya and her crew are advised to keep 
  their shields and weapons off-line, and that 
  any act of aggression will be met with the 
  destruction of the Sakarya.  The patrol ships 
  will then fall into formation (one ahead and 
  two behind) and escort Sakarya into the lion's 
  den.  
  Into the Breach
     Toren space nearest Starbase 153 is bordered 
  by a pair of nebula.  The main “shipping 
  channel” is about an eighth of a light-year 
  wide and runs directly between these nebula. 
  The larger of the two is a Class G nebula- 
  plagued with unpredictable gravimetric shears. 
  The smaller of the two is Class P- subject to 
  intense particle fluxes which can degrade and 
  destroy starship hulls.  There is a narrow 
  channel at the edge of the Class G nebula- 
  what scans the Federation has been able to 
  conduct suggest that there is a linear subspace 
  tear in this area which is drawing in all the 
  matter along its perimeter.
  Assessing the Covington
     As Sakarya heads for the Toren homeworld, 
  she and her crew get their first look at the 
  battered starship Covington.  
     The Covington is parked in a low 
  geostationary orbit over the Toren homeworld, 
  with a pair of Toren shuttles tied 
  to her airlocks.  She has suffered obvious 
  damage to her starboard side warp nacelle, 
  and shows obvious evidence of fairly extensive 
  (but likely superficial) blast damage.  The ship 
  was battered pretty thoroughly before she 
  succumbed.  The damage appears to be 
  concentrated on or near her warp engines, and 
  the underslung sensor pod appears to be 
  undamaged.  
     An initial sensor scan will confirm all of the 
  above information, as well as reveal that 
  Covington's structural integrity is currently at 
  80% (20 of 25 hull points), her warp drive is 
  damaged, and her warp core is off-line.  Her 
  shields are down, and there's moderate 
  damage to the shield grid itself. 
     Additionally, for each TN 10 System 
  Operation (Sensors) test they complete, the 
  heroes will be able to ask three specific 
  questions about the Covington.  The Game 
  1 Unless they take active- and unusual- steps to 
  keep him out of the loop, the Toren “pilot” will 
  actively monitor all of these efforts and warn his 
  commanders as soon as he's able. 
  4
  
  Master is advised to answer these carefully to 
  avoid giving away too much information.  At 
  the same time, however, care should be taken 
  not to cheat the heroes of information 
  which the crew would certainly observe.  
     Checking for lifeforms requires a separate TN 
  10 System Operation (Sensors) test. 
     There are twenty lifesigns aboard the 
  Covington.  A Superior success (a roll of 16 or 
  better) will reveal that one of the lifesigns is not 
  Toren- but Vorta.   
     Covington's main computer core is on-
  line, but operating at low power.  Her 
  weapons are all off-line, and her impulse 
  engines are at 25% power.
     If the heroes attempt to contact Covington 
  computer-to-computer they'll realize that the 
  core is still on-line, but has been locked down. 
  Gaining access will require either the ship's 
  access codes (available from Starfleet 
  Command) or an Extended (TN 70) Computer 
  Use (Invasion) test.  Even with the access 
  codes, a TN 10 Enterprise-Administration 
  (Starfleet) test is necessary.  Once the crew has 
  access to the core, they can get a rundown of 
  Covington's status directly from the ship.   
     Someone has been attempting to hack the 
  main core- without success.  The EPS grid is 
  on-line and stable- but main power is off line 
  (the ship is drawing power from her impulse 
  engines).  The transporters, ship's 
  sensors,replicators, and navigational 
  deflectors are on-line and in stand-by mode. 
  The shields and warp drive are off-line.  The 
  ship's phasers are off-line and their capacitors 
  are drained.  
     Should the heroes attempt to discover how 
  Covington was overrun, they'll discover that 
  the ship's logs are garbled- probably due to 
  heavy polaron interference as the ship was 
  pummeled.  It appears that much of the 
  incoming weapons fire was configured 
  specifically to disrupt the ship's power grid.
  High Orbit
     As Sakarya settles into orbit, she is contacted 
  by the Toren Port Authority, who explain that 
  the starship will be carefully monitored while 
  she's in orbit.  Diplomatic mission or no, any 
  attempt to raise shields or arm weapons will be 
  met with hostile force.    
     Any vessels or probes heading to or from the 
  starship without prior authorization from the 
  Toren Port Authority will be fired upon without 
  warning, and any act of aggression will be 
  considered an act of war and will result in the 
  immediate death of the prisoners and the 
  destruction of the Sakarya.  
     After this bit of posturing, the ship settles 
  “port side to” (orbiting left to right) into a 
  geosynchronous orbit directly over the 
  reception hall and about 30o of arc ahead of 
  the battered Covington.  Her three Toren 
  escorts settle into position behind her to keep 
  an eye on things and to ensure that she stays 
  there.  
  The Shuttle Trip
     The Ambassador and his party are required 
  to travel to and from the Toren reception hall 
  by shuttlecraft, which transportation the Toren 
  gamely offer to provide and which the 
  Ambassador will politely decline.  The 
  Ambassador will instead travel aboard one of 
  Sakarya's shuttlecraft- the James Madison, 
  instead. As the Ambassador will 
  be attended by 1st Lieutenant Carlton and SSgt 
  Reese during the negotiations, Sakarya will 
  need to detail a security man 
  to guard the shuttle while it's on the surface.
     The captain of the Sakarya is invited to 
  attend the negotiations, but the Ambassador 
  will understand if he wishes to coordinate 
  operations from the starship instead.
     As the James Madison clears Sakarya's 
  hangar and heads for the surface she's 
  intercepted by a trio of Toren atmospheric 
  fighters which perform several close, high-
  speed passes before settling down to escort the 
  shuttle to the surface.  
  The Reception Hall 
     The landing pad lies a bare hundred yards 
  from the Reception Hall, which is in turn 
  protected by a low-level ion field in order to 
  prevent transporter lock on.   
     A TN 10 System Operation (Sensors, or 
  Transporter), System Engineering Transporter, or 
  Physical Science (Physics) test will allow the 
  heroes to assess the field and determine that if 
  necessary, they can still establish a lock-on 
  and beam the Ambassador and his party out- a 
  TN 25 System Operation (Transporter)  test is 
  necessary to achieve a lock on, then a TN 15 
  System Operation (Transporter) test to bring 
  them aboard.  An active transponder or 
  5
  
  viridium patch (ala Star Trek VI :The 
  Undiscovered Country) will give the transporter 
  operator a +5 to his test (or reduce the TN's to 
  20 and 10, respectively).
     The Hall itself is comprised largely of a local 
  granite, and is fairly impressive.  The Toren 
  elite reserve most of the planet's wealth and 
  privilege for themselves- and this Reception 
  Hall was built to show off the “splendor” of the 
  Toren Autonomy.  The floors are lushly 
  carpeted over smoothly polished stone, the 
  furniture is heavy antique wood, and works of 
  art (and a number of monitoring devices) line 
  the hallways.  Toren security troops are also 
  present in force.  
     Believing they have the advantage, the Toren 
  are going out of their way to be gracious (if 
  somewhat smug) hosts, which the Ambassador 
  appears to take phlegmatically.
     The actual negotiating chamber is long and 
  narrow (roughly ninety feet by thirty), with two 
  floors- a large, open ground floor dominated 
  by a heavy table, and a large wooden balcony 
  running the circumference of the hall on the 
  second floor.  The south side of the room (on 
  both floors) is pierced by a number of porticos 
  leading directly to a series of isolated stone 
  balconies.
     The opening dialogue will be stilted and 
  ritualized, and will be filled with empty 
  platitudes about finding a diplomatic and 
  peaceable solution to the current unfortunate 
  crisis.  The Ambassador will listen politely, and 
  then demand to see the prisoners in order to 
  assure their good condition and treatment- a 
  request which will be “taken under 
  advisement” and with the proviso that 
  something might be worked out “tomorrow”.  
     The Toren terms are as straightforward as 
  they are outrageous.  Offered in polite, pious, 
  and slightly aggrieved tones- the Toren demand 
  cessation of hostilities against Toren interests 
  by the Federation, the removal of patrol vessels 
  from Toren borders, unrestricted “trade” 
  access, and one million bars of latinum in cash 
  and humanitarian aid.
     The Ambassador will listen to the litany of 
  veiled threats and demands impassively, and 
  state that the Federation condemns Toren acts 
  of unprovoked aggression and demands the 
  immediate return of its people and property- 
  and then (in the fashion of diplomatic 
  wrangling throughout the galaxy), the whole 
  process starts over again.  
  Locating the Prisoners
     Once she's settled firmly in orbit, Sakarya 
  should begin scanning for the prisoners-an 
  Extended System Operation (Sensors) test.  The 
  mission is complicated by the fact that Toren 
  and human lifesigns are very similar to one 
  another, but they do have a bit of good luck- 
  there are four Vulcans in the crew- and their 
  readings are somewhat easier to differentiate. 
  The players should be asked the specific 
  parameters of their search.  Sample Target 
  numbers are included below, and each test 
  should take ½ hour of work:
  Vulcan Life signs (TN 80)
  Human Life signs (TN 120)
  Specific elements alien to the Toren
  homeworld (TN 150).
     Scanning for Starfleet equipment (such as 
  communicators, tricorders, and the like) will 
  be useless- none of the Covington's gear has 
  been moved off ship.  
     Once the Vulcans have been located, a TN 5 
  System Operation (Sensors) will confirm the 
  presence of the rest of the human crew.  A 
  superior success (any roll of eleven or higher) 
  will also reveal the presence of the Jem'Hadar 
  troopers in the monastery.
     If the heroes are not able to locate the 
  Covington crew before noon on the second 
  day, they may instead track the Ambassador as 
  he and his entourage are taken to visit them.  
  Optional Scene- The Invitation
     After about six hours of tedious negotiations, 
  a halt is called and the Ambassador will return 
  to Sakarya.  Taking the captain aside, he will 
  indicate that the Toren are insisting upon a 
  diplomatic reception- essentially a light dinner 
  party and mixer- and that Sakarya's senior staff 
  is invited to attend.      
     Their safe passage is guaranteed, and there 
  will be several other “galactics” present.  In 
  Selek's estimation, the thugs and bullies want 
  to observe the diplomatic “niceties” in order to 
  demonstrate how sophisticated and urbane 
  they've become.
     The Ambassador is skeptical of both the 
  gesture and the propriety, but also believes it 
  may provide an opportunity to gather crucial 
  intelligence.  That having been said, neither he 
  6
  
  nor the Sakarya are in anyway obligated to 
  play “patty cake” with the Toren.  
     Assuming the captain agrees that attending is 
  a good idea, the ambassador will appear in his 
  ceremonial robes, and dress uniforms are 
  appropriate for any Sakarya or Team Seven-
  One personnel who decide to attend.  
  Optional Scene- The Party
     The reception takes place at the same hall 
  mentioned above, now lit with candles, gas-
  light, and some electric lighting.  A large buffet 
  table lines the north side of the room while a 
  small stage with a string quintet (five players 
  instead of four) dominates the east end.  The 
  lush carpeting has been removed revealing 
  smooth polished stone inlaid with a variety of 
  hardwoods and precious metals. 
     Senior Toren officers and a large number of 
  junior functionaries fill- but don't quite crowd- 
  the hall.  The Toren are all dressed in somber 
  grey uniforms with black leather accents and 
  belts- and a lot of empty holsters.  With one or 
  two exceptions, they will be cool and 
  suspicious, and difficult (if not impossible) to 
  approach.
     Guests serve themselves hors d'oeuvres from 
  the table while waiters circulate with drinks, 
  relieving the guests of empty plates and 
  glasses.  
     Their host is General Brax (the Toren chief 
  negotiator).  Brax is tall, well-built, and 
  physically imposing, which he attempts to 
  offset with considerable charm.  He will be 
  ever so gracious, offering warm welcome and 
  mouthing platitudes about “seeking to put this 
  unfortunate event behind us”, but can be 
  goaded into revealing his true feelings with 
  relative ease.  Brax invites the characters to 
  take their ease and enjoy Toren hospitality- but 
  will scowl mightily should anybody comment 
  on the Toren “hospitality” being enjoyed by the 
  crew of the Covington. (If none of the player 
  characters mentions it, 1st Lieutenant Carlton 
  will do so).  
     As with most of the Toren leadership, Brax 
  sees nothing wrong with the Toren actions.  If 
  kidnapping and extortion will get the Toren 
  what they need, then he's all for it- and 
  anyone who gets in their way is expendable. 
     Brax will comment nastily that the crew of 
  the Covington stood between the Toren people 
  and what they want- and are thus deserving of 
  their fate before he manages to get his 
  insouciant mask back into place.  Carlson will 
  retort that the Toren are fortunate the 
  Federation has no such policy- or the 
  Federation would now control the dilithium 
  mines on Toren-San-Prime.
     Should the officers attempt to goad Brax into 
  further bluster, Ambassador Selek will allow 
  him to ramble a moment, then change the 
  subject firmly.  Throughout the evening, 
  however, any officer who baited Brax (whether 
  Carlton or one of the player characters) will 
  occasionally feel his eyes on them, and a look 
  of considerable dislike on his face.
     A surprising number of “galactics” are in 
  attendance- a trio of Ferengi trade 
  representatives, a Cardassian merchant captain 
  and four female technical representatives, a 
  pair of Romulans, a Nausicaan, an Andoran 
  trader, a Ktarian, and a Klingon.  Most are here 
  under orders- Brax is interested in observing 
  how the Federation personnel will deal with 
  their fellow “outworlders” and in any 
  information his people might overhear during 
  those conversations.  Despite the not-quite-by-
  invitation attendance, all will take interest in 
  the Starfleet representatives at one point or 
  another.  
     The Cardassian captain, Aamen Belor, runs a 
  small trading ship, and is here to exchange a 
  shipment of machined goods (mostly 
  agricultural tools and whatnot) for foodstuffs. 
  The Cardassian Union is having trouble 
  feeding itself following the War.  Belor is 
  understandably concerned about a full-blown 
  blockade of the Toren system, and will want 
  reassurance that such measures aren't in the 
  cards.
     The four technical consultants are Gilana 
  Marrat, Alani Dahar, Dima Kovat, and Peret 
  Ghenor.   Marrat and Dahar work as technical 
  consultants assisting the Toren with improving 
  their communications infrastructure, Kovat is a 
  thermodynamics engineer, and Ghenor is a 
  clerical worker/computer technician working 
  for the Toren biochemical ministry.  All four of 
  the ladies will be animated and intelligent and 
  express a fair amount of interest in the Starfleet 
  officers (if only to avoid the attention of the 
  Ferengi).  Dahar and Ghenor are both 
  (unknown to the other) intelligence operatives. 
  Dahar, answers directly to General Brax, while 
  Ghenor makes her reports to Starfleet through a 
  7
  
  circuitous route with at least one dead-drop.  
     The Ferengi, Glint, De'el, and Noran, work 
  for the Ferengi Commerce Authority, and are 
  unhappy with the trade restrictions the 
  Federation has imposed on the Toren, and 
  when they're not pestering the ambassador (or 
  other ranking Starfleet officers) to see those 
  restrictions lifted, they're making a (counter-
  productive) effort to attract the Cardassian 
  women.   
     The Romulans are Consul Evius and his 
  assistant, Myrun.  Both are tall and graceful 
  and both are amazed at the Federation's 
  restraint.  Evius will state baldly that this turn 
  of affairs is not the Empire's concern- but that 
  the Empire would not suffer this sort of 
  effrontery.  If baited into doing so, Myrun will 
  state that the hesitation to use lethal force to 
  reclaim their people is proof of the Federation's 
  weakness.  A records search later will reveal 
  that Evius is the son of a noble family with a 
  long history of both military service and 
  clashes with the Federation, while Myrun is a 
  suspected Tal Shiar operative.  
     The Klingon, Moreth, is an outlaw and 
  renegade under sentence of death in the 
  Empire.  An collaborator with the Dominion, 
  Moreth escaped capture, and came here both 
  for sanctuary and to serve as a “technical 
  consultant”.  Recognizing Moreth is a TN 25 
  Knowledge-Culture (Klingon) test (but the 
  heroes receive a +3 because of Moreth's 
  Renown).  Klingon characters make the same 
  test at TN 15, and receive the same bonus.   
     Moreth is here largely because Brax is 
  interested in seeing how the Star Fleet officers 
  will react.  He also happens to believe that if 
  he can goad the heroes into doing something 
  embarrassing a/o illegal, that he will gain a 
  further advantage at the negotiating table.  
     The Nausicaan, Tyr'kana, will stand off to 
  the side and glare at everybody.  He came for 
  the drinks, not the conversation- but he will try 
  to goad any Klingons, Capellans, or Andorians 
  in the group into some sort of physical 
  challenge- and offer sour commentary about 
  their being “thin-blooded” if they refuse.  From 
  Brax's point of view, the Nausicaan is well-
  nigh useless, but might provide some 
  entertainment value.
     The Ktarian, Per Edon, is easily the most 
  outgoing and jovial of the galactics, though she 
  spends an inordinate amount of time 
  circulating the edges of the reception and 
  banquet.  Claiming to be an “olfactory 
  designer” in the employ of the Toren 
  government, Per Edon wanders the hall 
  adjusting various grades and compositions of 
  incense as the evening wears on.
     The Andorian, a merchant named Garav 
  Dovoro, is surly and uncooperative- likely due 
  to the fact that his presence here is a violation 
  of several Federation trade restrictions (and 
  thus a criminal act).  
     Dovoro is, among other things, a suspected 
  arms dealer and smuggler of various exotic 
  items.  His presence here is, likewise by 
  command- and he's not happy to be paraded 
  through as he will have to return to the 
  Federation sooner or later.
     As the evening wears on, each of the 
  Starfleet officers must make a series of 
  successive TN 7 Willpower tests to avoid 
  becoming loose-lipped and relaxed.  The target 
  number is increased by +5 if the characters are 
  actually drinking any of the wine, but reduced 
  by -1 if they spend at least ten minutes of every 
  hour outside on the many balconies.
     The source of the trouble, is, of course, the 
  various combinations of incense Per Edon is 
  burning throughout the hall- but it seems to be 
  having a general effect- the Toren are getting as 
  sloppy drunk as the rest.  
  “Special Blend” Incense
     This incense is a specially concocted 
  blend of conventional incense, intoxicants, 
  and pheromones intended to induce 
  relaxation 
  Type: Inhaled Onset: 1d6 minutes
  Potency: +0 Treat: +5
  Effect: -1 Willpower
  Secondary Effect: -1 Willpower (Klingons, 
  Vulcans, and Romulans, only)  
     The Romulans will beg off early in the 
  evening (departing with an unusually sour look 
  on their faces), and as time passes, the 
  Ambassador seems to be becoming more and 
  more strained.  Any Vulcans or Klingons 
  among the ship's company must make an 
  additional  Willpower test each hour.  
     There are undertones to the incense that act 
  as a mild irritant (it actually smells remarkably 
  like a rancid sehlat in heat), and is extremely 
  offensive to Vulcans.  
  8
  
     To Klingon noses, the scent is mildly 
  stimulating- something of a combination of an 
  impossibly sweet flower and fresh leather. 
  The starting TN is 5, but increases by +1 every 
  hour.  
     The Vulcans are rolling to resist becoming 
  snappish, surly, and irritated, and the Klingons 
  to avoid becoming goofily romantic (at least by 
  Klingon standards).  
     At a point later in the evening, once the 
  drinks have flowed for sometime, Ghenor will 
  invite one of the heroes out onto one of the 
  balconies “to clear her head”, and then explain 
  that the Toren are receiving outside assistance 
  from a source unknown.  The hero with her 
  will have only a few minutes to talk with her 
  before one of the Toren guards steps out 
  looking for them.  Even after they return to the 
  reception, he will watch them suspiciously for 
  some time.  
     Unless the heroes leave early or break things 
  up with an unseemly display, they will be 
  subjected to a merry-go-round of faces and 
  conversations- with Toren military personnel 
  eavesdropping on all of it.  This is an 
  opportunity for intelligence gathering- for both 
  sides- though the Ambassador will cut it short 
  after a mere four hours.
  The Chateau d If
  '
     Once they've located the prisoner's the 
  heroes should receive Map #2 and Map #3 (if 
  they ask for it).  Additionally, for each TN 10 
  System Operation (Sensors) test they complete, 
  they'll be able to ask three specific questions 
  about the installation.  The Game Master is 
  advised to answer these carefully to avoid 
  giving away too much information.  At the 
  same time, however, care should be taken not 
  to cheat the heroes of information which the 
  crew would certainly observe.  If- and only if- 
  the heroes are about other aliens present at the 
  monastery should the GM reveal the presence 
  of the Jem'Hadar troopers there.
     The prison is a large stone structure located 
  just barely above the visible horizon, and 
  about midway between the planet's equator 
  and northern pole.  It's located on top of a 
  short bluff and is surrounded by a number of 
  small buildings.  
     Numerous small energy readings can be 
  detected (probably the energy cells in various 
  weapons and instruments).  The number of life 
  forms fluctuates between 62 and 68 (as the 
  support staff come and go), but the basic 
  breakdown is as follows: 28 Starfleet prisoners, 
  30 guards, 4 Jem'Hadar, and 5 support staff).  
     A transport inhibitor field is in operation over 
  the prison, and a TN 15 System Engineering 
  test is necessary to pinpoint the source(s). 
  There are four separate transport inhibitors set 
  up in the prison.  All four must be removed 
  from operation before anyone can be beamed 
  in or out of the monastery.  
     Even with the inhibitors removed, the 
  distance and angle involved are such that each 
  System Operation (Transporter) test has a TN of 
  15 (and that the cargo transporters cannot be 
  used).  Of course, especially creative 
  characters might think to link Sakarya's 
  transporters with the Covington's, which will 
  reduce the test back to the basic TN of 5.  
  Closing of the Day
     At the end of the day's negotiations, the 
  Ambassador will return to Sakarya (the James 
  Madison will “enjoy” the same heavy escort as 
  on the trip down) and the characters can recap 
  what they've learned.
      If the heroes have succeeded in locating the 
  prisoners and assessing the Covington, the 
  Ambassador gives the go-ahead to strike at 
  precisely noon tomorrow local time (which 
  will be around four a.m. at the monastery) 
  during tomorrow's negotiating session.  
     It will take a fair amount of time to restart the 
  Covington's warp core (and the Toren patrol 
  vessels would very likely detect such effort), 
  and so the decision must be made to either 
  prepare to tow Covington out or destroy her in 
  place.
     Towing the Covington will reduce Sakarya's 
  sustainable and maximum warp speeds by 1 
  (meaning she can sustain Warp 8.2, and an 
  emergency maximum of 8.8).  
     Extending Sakarya's shields around 
  Covington will require a TN 15 System 
  Operation (Shields) or (Tactical) test and reduce 
  both her Protection and Threshold by 1.2
     Ideally, the raid on the monastery, 
  destruction (if any) of the Covington, and  
  2  Sakarya is considerably larger than Covington. 
  If the Narrator substitutes a smaller vessel for 
  the Sakarya, these penalities should be 
  considerably higher.
  9
  
  recovery of the diplomatic party should take 
  place nearly simultaneously- though the 
  Ambassador should have time to inform the 
  Toren government that they've been denied 
  their prize- and should they attempt such 
  action again, the Federation will go to war.  
  Act Two- The 
  Second Day
  Optional Scene- The Visit
     If the heroes are unable to locate the 
  Covington prisoners in a timely fashion 
  through their sensor scans, the Ambassador 
  and his party will be allowed to visit them. 
  The James Madison will be escorted to the 
  monastery/prison by Toren fighters, and the 
  Ambassador will be allowed to tour the facility 
  and speak with the prisoners under the 
  watchful guard of several Toren troopers. 
     The guards will be smug, but disciplined, 
  and the guide will wax rhapsodic about the 
  fine treatment the crew has received.  The only 
  complaints will, of course, be wary and subtle- 
  but it's also fairly obvious that the Covington's 
  Captain, Executive Officer, and Science Officer 
  have been physically abused (perhaps in an 
  effort to coerce them to unlock the ship's 
  computer core).   
  Preparations
     Reconfiguring the Sakarya's cargo 
  transporters for human use requires an 
  Extended TN 20 System Operations 
  (Transporter) test, with each roll accounting for 
  five minutes work. Once configured, the cargo 
  transporters can beam up to twenty people at 
  once, though between the ship's normal 
  transporters and the cargo transporters, they 
  can only beam once every 30 seconds.     
     Steps should also be taken to disable the 
  three Toren gunboats shadowing the Sakarya. 
  If the heroes still haven't picked up on the 
  idea( from the reference materials provided) 
  that the Toren gunboats are vulnerable to 
  verteron poisoning, a TN 15 Propulsion 
  Engineering (Warp Drive) test will reveal it 
  now.  An Extended TN 20 System Engineering 
  (Warp Drive) test (and the ship's navigational 
  deflector) will allow the crew to synthesize and 
  collect a sufficient packet of verteron particles 
  to disable one vessel.  Each test requires ½ hour 
  of work.  
     Reconfiguring the transporter to safely 
  transport the verteron packet requires a TN 15 
  System Operations (Transporter) test and ten 
  minutes work.  Actually beaming in the packet 
  will require that both Sakarya's and the target's 
  shields be down and a TN 10 System 
  Operation (Transporter) test.  Beaming a packet 
  to each of the three  separate targets 
  simultaneously adds a +5 to the target number. 
     Once the packet is delivered, the target 
  vessel must make a TN 10 Reliability test 
  (adding in their system reliability modifier). 
  Because the Toren design is specifically 
  vulnerable to this sort of attack, they suffer a -5 
  penalty to the test.  
     
  Optional Scene- Scuttling the 
  Covington
     The destruction of the Covington can be 
  accomplished in several ways.  If the crew has 
  managed to access the computer core, the 
  three senior officers aboard the Sakarya can 
  activate the ship's auto-destruct system (award 
  extra points if the players know and act out the 
  proper destruct sequence!).  
     Failing that, a series of explosive charges 
  placed at the ship's warp core, computer core, 
  and antimatter bottles will ensure the ship's 
  complete destruction.  These can be placed via 
  transporter, but placing them in person is 
  wiser.  A fourth charge placed in the sensor 
  pod would also be a good idea.  
     Another option would be to set the ship's 
  impulse engines to overload- which would 
  make the loss look like an accident.  This 
  would require ten minutes of work (aboard the 
  Covington herself) and a TN 15 Propulsion 
  Engineering (Impulse) test.
     Assuming that they're striking right around 
  the time they send in troops to liberate the 
  monastery, they “dayshift” will have gone 
  home- leaving only a dozen guards behind. 
  Any guards with whom the raiders come into 
  contact must be dispatched within three 
  rounds of they will alert the Toren High 
  Command about the raid.
     For the purposes of this mission, the Toren 
  guards aboard the Covington are considered 
  expendable- but the crew will earn bonus 
  experience points if they find a way to spare 
  them.  
  10
  
  Act Three
  Beaming Into the Monastery
     The placement of the Sakarya in orbit is 
  deliberate- she's almost thirty degrees ahead of 
  the Covington, which is herself almost thirty 
  degrees ahead of the monastery where the 
  Covington crew is being held.  This places the 
  monastery at the very edge of the Sakarya's 
  transport envelope- and denies the ship 
  detailed information about the defenses there. 
  If Sakarya is doing a site-to-site transport 
  directly to the monastery, the base Target 
  Number for the System Operation (Transporter) 
  roll is 25.  If the crew previously thought to 
  link their transporters through those on the 
  Covington, this number is reduced to 10 
  (assuming she hasn't been scuttled yet).
  The Raid
     The teams beam in to the area surrounding 
  the monastery and conduct their assault.  The 
  Toren troops are wary, but not especially alert, 
  and are relatively isolated.  If any of them 
  remain conscious for three full rounds after 
  they are engaged by Starfleet personnel, they 
  manage to sound an alarm which will bring 
  the entire garrison to alert- and making the 
  heroes' job that much harder.3  
     Once all four transport inhibitors are 
  knocked out, the Sakarya can begin beaming 
  up the prisoners.  Once the inhibitors are 
  down it will take just about 90 seconds to 
  completely evacuate the compound
  Recovering the Diplomats
     The reception hall where the Ambassador 
  and his party are talking with the Toren is 
  shielded by a low-level ion field, which is 
  normally sufficient to prevent transporter lock-
  on, but the diplomatic party are all wearing 
  veridium patches.  A TN 20 System Operation 
  (Transporter)  test is necessary to achieve a lock 
  on, then a TN 10 System Operation 
  (Transporter) test to bring them aboard.  It 
  would be wise to signal the Ambassador before 
  doing so, in order to allow him to deliver his 
  message.   If the crew has arranged the 
  destruction of the James Madison, this is the 
  time.
  Breaking Orbit
     With the Ambassador and his party aboard, 
  it's time to “blow this thing and go home”.  If 
  she's to be scuttled, this is the time to detonate 
  the ill-fated Covington.  If the crew has any 
  special surprises for the Toren vessels parked in 
  orbit with her, now's the time to  employ 
  them.  
     Vessels which fail the Reliability test are 
  disabled until they can restart their warp cores- 
  an Extended TN 45 Systems Engineering 
  (Power Systems) test. 
     From Sakarya, the crew will witness a surge 
  of power as the Toren destroyers attempt to 
  pursue- then those ships which succumb will 
  seem to stagger and go dark, drifting out of 
  control.  Any vessels not disabled will attempt 
  to pursue and attack- such attacls are resolved 
  using the Starship Combat rules found on page 
  110 of the Star Trek Narrator's Guide.  
  When Through Fiery Trials
     As soon as Sakarya warps out, a call will go 
  out from the High Command ordering that the 
  starship be intercepted and destroyed- and 
  sensors will begin to tell the tale- there are 
  seven vessels blockading the main channel- six 
  Fearless Leader class destroyers and a 
  Jem'Hadar attack ship.  Sakarya has a choice- 
  she can attempt to flee by heading deeper into 
  Toren space, by heading through one of the 
  nebulae, or by risking one of the two channels.
     The problem with either nebula is that 
  particle clouds will obscure sensors and 
  degrade the shields while the intense particle 
  flux and gravimetric shears could destroy the 
  ship.   Heading deeper into Toren space simply 
  takes them farther from they want to be, and 
  could expose them to the bulk of the Toren 
  fleet.  The main channel, of course, is 
  blockaded, and the smaller passage is 
  unattractive because of the likely presence of 
  both a subspace tear and gravimetric 
  distortions in the area.
   3  The play test group (the U.S.S. Retributor) 
  stood this idea on its head by allowing the 
  guard force to come to full alertness and 
  assemble in the central courtyard- then 
  beamed in photon grenades and saturation-
  stunned the entire force at once.
  11
  
  Optional Scene- The Class G 
  Nebula
     If Sakarya opts to travel through the Class G 
  nebula, it will take her a nominal ten minutes 
  to cross the cloud boundaries.  A competent 
  navigator/helmsman can attempt to reduce this 
  by making a TN 15 
  System Operation (Navigation) or Space 
  Sciences (Astrogation) test.  For ever degree of 
  success, subtract one minute from the base 
  travel time (ten minutes).  On a catastrophic 
  failure, roll 4d6 damage- the ship has collided 
  with a gravimetric shear at speed.  Lenient 
  Game Masters might allow a TN 10 System 
  Operation (Helm) test (plus the ship's Helm 
  Maneuver modifier) to reduce the damage by 
  half.  
     For every minute the ship is in the cloud, she 
  suffers 5 points of damage and roll 2d6.  If the 
  roll is a twelve, she suffers one block of system 
  damage.  
     The Toren forces will not pursue through the 
  nebula.
  Optional Scene- The Class P 
  Nebula
     Should Sakarya attempt to travel through the 
  Class P nebula, it will likewise take her a 
  nominal ten minutes.  The navigator may 
  attempt to shorten that as described above. 
  Upon entering the cloud, she must make a TN 
  15 Sensor System Reliability test or suffer a -5 
  to all Sensor tests.  Regardless of that outcome, 
  the starship suffers 2 points of damage.  
     The Toren forces will not pursue through the 
  nebula.
  Optional Scene- Gunboat Diplomacy
     Having made the decision to try to run past 
  the Toren Fleet, Sakarya girds to face the 
  enemy.  The rules of engagement still apply- 
  and Sakarya can only fire at vessels that have 
  fired at her.  
     Attempting to run past the blockade at Warp 
  speed risks a collision- but cruising past at 
  sublight, it will take four rounds for Sakarya to 
  reach the picket line (one round each at  Long 
  Range, Medium Range, Short Range, and Point 
  Blank).  If Sakarya can destroy the Jem'Hadar 
  flagship before she reaches the line, the Toren 
  vessels will scatter rather than fight.  
     Once Sakarya has passed through the 
  blockade, she can make a run for the border, 
  though several Toren vessels will pursue 
  (assuming the flagship is intact).  
     A truly mad commander might order his ship 
  to warp speed in an attempt to bypass the 
  blockade.  If this is the case, have the 
  Helmsman/Conn Officer make a TN 25 System 
  Operations (Helm) test.  If the test is 
  successful, the blockaders get a single shot at 
  Sakarya as she passes, and then turn to pursue. 
  On a marginal failure, there is a minor 
  collision between Sakarya and one of the 
  blockaders.  The ship (and one attacker) suffers 
  1d6 damage and two blocks of system damage 
  to Sakarya's warp drive.  Her shield strength is 
  reduced 50%.  Each degree of failure worsens 
  the collision. 
     A complete failure causes (2d6 damage, two 
  blocks of damage to the warp drive and 
  reduces the shields by 80%) and a disastrous 
  failure results in Sakarya suffering 3d6 damage 
  and knocks her shields and warp drive 
  completely off line.  In that event, the odds are 
  that the Sakarya, her passengers, and her crew 
  will be captured or killed.  
  Optional Scene-Harrowing Passage
     Realizing the Sakarya is opting for the 
  narrow side channel, the Toren will scramble 
  to intercept and pursue the Sakarya as she 
  enters the straights.  They won't get there in 
  time, but the exceptionally tight passage 
  requires an exceptional helmsman to navigate 
  it.  
     Transiting the passage will take six minutes. 
  Once per minute, the Helmsman/Conn Officer 
  must make a TN 15 System Operations (Helm) 
  test.  On a marginal failure, the ship suffers 
  1d6 damage (which ignores the shields and 
  should be resolved normally).  A complete 
  failure causes the ship to suffer 2d6, and a 
  Catastrophic failure results in either 3d6 
  damage or the destruction of the ship.  
     At the end of the sixth turn, Sakarya clears 
  the channel with any surviving Toren in hot 
  pursuit.
  The Cavalry
     Assuming any Toren ships survive the 
  passage, Sakarya will be met on the farside of 
  the border by the Retributor taskgroup, which 
  will engage any Toren vessels that attempt to 
  12
  
  pursue past the border.
  Resolution
     Depending upon how the characters handle 
  the situation, one of several resolutions can 
  occur.  The Sakarya and her crew might be 
  either dead or prisoners of the Toren- in which 
  the case the mission is an abject failure.  
     They might have disobeyed their mission 
  orders and violated the rules of engagement- 
  which is likewise a failure.
     The Sakarya might have come through with 
  passengers and crew intact, but suffering 
  damage major or minor.  The most likely 
  event, however, is that the heroes brought ship 
  and crew home with dignity and honor intact*. 
     The destruction of the Covington is a sad fate 
  for the doughty little ship- but worse had the 
  Toren used her for their own purposes.
  Special Victory Conditions
     The special Rules of Engagement specify that 
  Sakarya may only fire in self-defense and may 
  only target vessels directly attacking her.  
     If, at any time, Sakarya opens fire without 
  first being fired upon, (or opens fire on the 
  planet under any circumstances), the heroes 
  automatically lose the scenario, and will likely 
  face a court-martial upon their return to 
  Starfleet.  
     If, at the end of the scenario, either Sakarya 
  or the Covington survive to be captured, the 
  heroes automatically lose the scenario.
  After Action- Ambush of the 
  Covington
     Should the heroes have the chance to 
  question the crew of the Covington, they can 
  determine how the vessel was ambushed.    
     As reported, Covington was conducting long-
  range scans of the Toren border when she 
  received a garbled distress call from near the 
  Rockal Massif- a vessel claiming she'd collided 
  with one of the asteroids and sustained heavy 
  damage.  
     When the Covington approached, she was 
  hit with a series of polaron torpedoes which 
  disrupted her systems long enough for the 
  Toren to beam aboard and overwhelm the 
  crew.  Apparently, the Toren “borrowed” the 
  transporter technology from their Jem'Hadar 
  allies in order to get their hands on the 
  Covington.  
     Had she remained in their hands, the Toren 
  could have reverse engineered the starship, 
  and added new (state-of-the-art) sensors, 
  weaponry, and warpdrive to thier fleet.
     
    *The play test group (the U.S.S. Retributor) 
  demonstrated an unexpected sensitivity and 
  magnanimity to the crew of the Covington, 
  delaying their return to Starbase 153 long enough 
  to repair the smaller vessel- allowing Commander 
  Redding and his crew the honor of bringing their 
  ship home under her own power.
  13
  
  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 Covington prisoner successfully
   
  rescued:
  100 exp. points 
  Per Toren vessel disabled through non-
  violent means:
   
  100 exp. points 
  Players remembered and played out the  
  proper destruct sequence:
  150 exp. points 
  Players spared the Toren soldiers aboard the 
  Covington:
  150 exp. points 
   
  Renown Awards
  PC survived:
  Renown +1
  Per Covington prisoner successfully
   
  rescued:
  Renown +3
  Per every three Toren vessel disabled through 
  non-violent means:
   
  Renown +1
  Players remembered and played out the  
  proper destruct sequence:
  Renown +1
  Players forgot to destroy the James 
  Madison 
  before leaving the system: 
  Renown -1
  Ambassador Selek or the strike teams 
  are captured:
  Renown -2
  PCs were unnecessarily violent, or fail
      to prevent such an act 
  Renown –2 
  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).
  14
  
  (Non-Player Characters)
  Ghenor, Peret 
     Peret Ghenor is a former Cardassian operative who fled Cardassia once the
  Dominion began its take over of her homeworld.  A loyal Cardassian, Peret has her 
  own ethics and sensibilities (which mostly run toward her own security and 
  advancement).  Unknown to the heroes, Peret secretly works for Starfleet
  Intelligence is covered as a clerical worker for the research team working on 
  metagenic weapons on behalf of the Toren, and may be a source of information on 
  the whereabouts of the Covington crew.
  Age 33 Species: Cardassian     Gender:  Female   Eyes: Brown   Hair:  Brown
  Courage:  3
  Advancements:  14
  Renown:  8
  Str    8(+1)   Agl   8(+1) Int 10 (+2)   Vit 8(+1)    Prs  8(+1)*  Per  8(+2)*   
  Quickness +1* Savvy +1     Stamina +1 Willpower +2  Defense:   9
  Skills: Appraise 4, Computer Use (Invasion) 4, Conceal (Cache) 4, Business 3, Streetwise 3,
  Entertain (Cardassian Lute) 1, Forgery 4, Impersonate 3, Influence 1, Inquire 
  (Fraternize) 4, Investigate 4, Culture (Cardassian) 4, History (Cardassian) 6, Politics 
  (Klingon) 2, Specific World (Cardassia) 2,Language-Cardassian 2, Language- 
  Federation Standard 2, Language-Klingon 2, Observe (Spot) 4, Energy Weapon 
  (Disruptor Pistol) 4, Stealth (Hide) 4, System Ops (Flight Control) 3, Unarmed
  Combat (Brawling) 2.
  Professional Abilities:  Scoundrel’s Fortune (Observe), Con Artist, Gather Intelligence,
  Perspicacious
  Species Abilities:  Eidetic Memory, High Pain Threshold, Devious, Prying, Vesala
  Edges/ Flaws: Skill Focus (Furtive), Confident, Likeable, Wealth 4, Contacts(Orion
  Syndicate, Streetwise).
      Toren Military troops consider themselves to be an elite military force, but are really adept 
  only at keeping their own people oppressed.  
     Given the abject poverty of the Toren people, the military are in a position of authority both 
  because they carry the guns and because they control much of the wealth in the society.  For 
  better or worse, much of Toren society is geared towards keeping the troops (and their superiors) 
  happy.
  Toren Lieutenant
     A junior officer assigned Command of a Toren patrol.
  Agl 10 (+2)*
  Int 5
   Per 7
  Prs  6
  Str 8(+1)      Vit 9(+2) 
  Quickness +2* Savvy +0
  Stamina +1
  Willpower +1
  Defense:   9
  Skills: Armed Combat (Simple Weapons) 4,  Ranged Combat (E-Pulse Rifle) (E-Pulse Pistol)
  4,  Unarmed Combat (Brawling) 3,  Observe (Spot) 2, Tactics 2,  Athletics (Run) 1,  
  Conceal 1,  Demolitions 1,  Survival (Urban) 1 
  Professional Abilities:  Evasion.
  Edges/ Flaws:   Dodge, Proud.
  Toren Trooper, 
  A typical Toren military operative
  .
  Agl 10 (+2)*
  Int 5
   Per 7
  Prs  6
  Str 8(+1)      Vit 9(+2) 
  Quickness +2* Savvy +0
  Stamina +1
  Willpower +1
  Defense:   9
  Skills: Armed Combat (Simple Weapons) 4,  Ranged Combat (E-Pulse Rifle) (E-Pulse Pistol)
  4,  Unarmed Combat (Brawling) 3,  Observe (Spot) 2, Tactics 2,  Athletics (Run) 1,  
  Conceal 1,  Demolitions 1,  Survival (Urban) 1 
  Professional Abilities:  Evasion.
  Edges/ Flaws:   Dodge, Proud
  Toren Energy Pulse Weapons
  E-Pulse Pistol
   
       5d6 +18
   
            
   
             
   
   5 / 20 / 50 / 100 / +10
   
   
  E-Pulse Rifle
  6d6 +24
  5 / 40 / 80 / 160 / +40
     The Jem’Hadar are the shock troops of the Dominion.  Born and bred for battle, the Jem’Hadar 
  15
  
  are genetically engineered to be ruthless, fearless, and unhesitating in combat.  The Vorta are the 
  administrators and technicians of the Dominion.  Genetically engineered (as are the Jem’Hadar) the 
  Vorta consider the founders of the Dominion to be gods, and will sacrifice their lives and the lives 
  of their troops to carry out the Founder’s wishes.  
  Sinet, Vorta Leader.
  Agl    6    Int 10 (+2)* Per 7
  Prs  8 (+1)
  Str  7      Vit 9(+2) 
  Quickness +2*Savvy +2
  Stamina +2
  Willpower +2 Defense:   9
  Skills: Enterprise-Administration 5, Armed Combat (Simple Weapons) 1,  Ranged
  Combat (Disruptor Rifle) 
  (Disruptor Pistol) 2,  Unarmed Combat (Brawling) 1,  Observe (Spot) 2, Tactics 4, 
  Athletics (Run) 1,  Conceal 1,  Demolitions 1 Politics (Dominion)4
  Professional Abilities:  Bluff, Anticipate Opposition
  Edges/ Flaws:   Shrewd, Skill Focus (Eloquent)
  Jem’Hadar Trooper, 
  A typical soldier of the Dominion.
  Agl 10 (+2)*
  Int 5
   Per 7
  Prs  6
  Str 10(+2)      Vit 10(+2) 
  Quickness +2* Savvy +0
  Stamina +2
  Willpower +2
  Defense:   9
  Skills: Armed Combat (Simple Weapons) 5,  Ranged Combat (Disruptor Rifle)
  (Disruptor Pistol) 4, Unarmed Combat (Brawling) 3,  Observe (Spot) 2, Tactics 2,
  Athletics (Run) 1,  Conceal 1,  Demolitions 1,  Survival (Urban) 1 
  Professional Abilities:  Evasion.
  Species Abilities:  
  Edges/ Flaws:   Dodge, Proud, Bloodlust.
  16
  
  (Starships)
  USS Sakarya
  NCC-52143
  “...Sound once more a daring note of hope 
  and will...” 
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Steamrunner Class Heavy 
  Frigate
     Year Launched: 2369
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 
  6, 18 decks, 
     Length: 
   356/263/77 meters*
     Structure: 
  40 (5 ablative )
     Crew: 
  200
     Cargo Capacity: 
  60
     Atmospheric Capable: No
  Operational Data
     Transporters: 3 ea personnel, cargo, 
  emergency
     Sensor Systems   
  Class 4 (+4/E)         
     Operations Systems Class 3 (D)         
     Life Support 
  Class 4 (E)
     Masking System: Monoreflective Plating (14)
     Shuttlebays: 
  1 aft saucer
  Shuttles:  6 size worth   
     Tractor Beams: 
  1 fd, 1av, 1ad
  Propulsion Data
     Impulse Engines:    FIG-5 (.92c) (D)   
  Warp Drive:  LF-41 (wf 6/9.2/9.6) (D)
  Tactical
     Phaser Banks
   
             
   
   Type IX (x4/D)
   
      Photon Torpedoes
   
      
    Mk 95  (x1/C)
   
      
  Penetration
  6 / 5 / 5 / 0 / 0
  Photon Penetration
  4 / 4 / 4 / 4 / 4
  Quantum Penetration 5 / 5 / 5 / 5 / 5
     Deflector Shields
   
        
   
   FSR (E)
   
   
  Protection/Threshold
  17 / 4
  Miscellaneous
     
     Maneuver Modifiers +2 C, +1 H, +1 T   
     Traits:  
  Ablative Armor (+5 Structure) , Monorefractive Plating
     The second of the Perimeter Defense Directive ships, the Steamrunner-class heavy frigate was 
  designed with relatively specific mission profiles in mind, including perimeter patrol and defense, 
  long-range threat response, covert operations, and combat support. It's also the first Starfleet 
  vessel to mount mono-reflective plating.  
     U.S.S. Sakarya is named in honor of the Turkish submarines which commemorated the Battle of 
  Sakarya in the Greco-Turkish War (1919–1922) and Turkish War of Independence. She is also the 
  first starship to bear the name.
  Sakarya is currently carrying the following small craft:
  U.S.S. Tarsus  NCC-76410
  Danube Class Runabout
  Lake Tuz   
  NCC-52143-1 Type 12 Shuttlecraft
  Lake Van  
  NCC-52143-2 Type 8 shuttlecraft
  * Hull dimensions are derived from comparisons done at Ex Astris Scientia.
  (http://www.ex-astris-scientia.org/articles/akira-size.htm)
  17
  
  Fearless Leader Class 
  Patrol Craft
  Production Data
     Origin: Toren Autonomy
  Class and Type:Fearless Leader Class Patrol Craft
     Year Launched: 2369   
  Hull Data
     Structure: 
  25   
  Size: 5, 5 decks
     Length:   
  180m
  Atmospheric Capable: Yes
     Crew: 
  128
  Separation Systems:
  None
  Operational Data
     Transporters:  None
     Cargo Capacity:
  50   
  Tractor Beams: 1a
  Sensor Systems   Class 2 (+2/C)
     Operations Systems   Class 2 (C)       
  Life Support Class 2 (C)   
  Propulsion Data
     Impulse Engines:    Class 5 (.95c) (E)
     Warp Drive:  TN-5 (Warp 5 / 7 / 8) (C)
  Tactical
     Phaser Cannon
   
              
   
   3 x TDM-2 (B)
   
   
  Torpedoes 3 x Tk2IDF
   
       
               
   
              
   
   
  Penetration
  4 / 3 / 3 / 0 / 0
         
  Penetration
  4 / 4 / 4 / 4 / 0
     Deflector Shields
   
           
   
   CIDSS-3(C)
   
   
  Protection/Threshold
  13/3
  Miscellaneous
    Maneuver Modifiers  +1 C, +3 H, +1 T   Traits  Particle Vulnerability (Verterons).
      The Fearless Leader Class Patrol craft is a 
  destroyer-sized warship built for the Toren 
  Autonomy starting in the year 2369.  The 
  vessel is the result of an intensive research 
  and development effort, of some Ferengi (and 
  Romulan) technical assistance but of little 
  real-world experience.   
     Starfleet Intelligence reports the top 
  observed speed of a Fearless Leader Class at 
  Warp eight.  The Starfleet Corp of Engineers 
  Development office also suggests that the 
  M/AM reaction assembly being used by the 
  Toren might be susceptible to verteron 
  poisoning from contaminated fuels.  
     Long range scans conducted by Starfleet 
  report the Fearless Leader Class are being 
  built in three separate construction yards 
  throughout the Toren Autonomy, at a 
  combined rate of 5 per year.  29 are 
  confirmed to be in service. 
  18
  
  Jem'Hadar Attack Fighters
  Production Data
  Hull Data
     Origin: 
  Dominion
     Structure: 
  15   
     Class and Type: 
  Jem'Hadar Attack Fighter
     Size: 
  3, 3 decks
     Year Launched:
   2360   
     Length:   
  68.62 m
     Crew:  
  12
     Atmospheric Capable: Yes
     Separation Systems: None
  Operational Data
     Transporters:  
  1 standard, 1 emergency
     Cargo Capacity:
  29   
     Tractor Beams:
  1 fv
     Sensor Systems   
  Class 3a (+3/CC)   
     Operations Systems   Class 3 (D)
     Life Support 
  Class 3 (D)
  Propulsion Data
     Impulse Engines:    DIIU-3(.9c) (E)
     Warp Drive:    
  DIPU-5 (Warp 5 / 9.2 / 9.6) (D)
  Tactical
     Phased Polaron Beam Weapons
   
        
   
   DPB-2 (x2/B)
   
       Deflector Shields  PFF-2a (B)
  Penetration
  4 / 4 / 4 / 0 / 0
  Protection/Threshold
  13 / 1
  Miscellaneous
     Maneuver Modifiers +2 C, -1 H, +2 T   
     Traits:  Enhanced Shields (Disable Tractor Beam Lock)
     These three vessels are survivors of a small attack group under the command of a Vorta named Sinet, 
  who took refuge with the Toren after their fleet was scattered just before the end of the Dominion War.  
     The three vessels all suffered severe damage in that final battle, and have been trading technical 
  expertise for material with which to conduct their own repairs.  
     For the purposes of the game, these three vessels are designated Alpha, Bravo, and Charlie.  
     Attack ship Alpha is fully functional having scavenged parts for the other two vessels to rebuild and 
  repair.  She has received slapdash repairs to her hull, but her rating is only at 13.
     Attack ship Bravo has damage to its warp drive (now reliability “B”, she suffers a -1 to Initiative and 
  -2 to all Helm maneuvers) and cannot power its shields to more than 80%. Attack ship Bravo has 10 
  hull points.
     Attack ship Charlie is in the worst shape of the three- no warp drive, and her Polaron beams are a 
  level “A” (one hit and they go off-line).  Her hull is at 5.
     Of the 36 Jem'Hadar and Vorta among the crews, only 21 Jem'Hadar and Sinet survive.  Attack ship 
  Alpha is fully manned, while there are five Jem'Hadar aboard attack ship Bravo and three aboard 
  Charlie., The remaining two Jem'Hadar are at the monastery holding the Covington crew, and Sinet is 
  haunting the area around the Reception Hall in order to advise the Toren negotiators. 
  19
  
  Handouts:
  Handout #1:  Covington Profile
  U.S.S. 
   
   Covington
   
    NCC-213
   
   
  Production Data
     Origin:  United Federation of Planets)
     Class and Type: 
  Modified Jester Class Light 
     Year Launched:2265   
  Corvette
  Hull Data
     Structure: 
  25   
     Size: 
  5, 5 decks
     Length:   
  108.7m
     Crew:  
  28
     Atmospheric Capable: No
     Separation Systems: None
  Operational Data
     Transporters:  
  5 standard, emergency, and cargo
     Cargo Capacity:
  50   
     Tractor Beams:
  1a
     Sensor Systems   
  Class 5a (+7/EE)*    Operations Systems   Class 3 (D)       
     Life Support   
  Class 3 (D)   
  Propulsion Data
     Impulse Engines:    FIE-2 (.85c) (E)    Warp Drive:  LF-10 (Warp 5 / 6 / 8) (C)
  Tactical
     Phaser Cannon
   
          
   
   2xType VI (A)
   
   
  Deflector Shields
   
           
   
   CIDSS-3(C)
   
   
  Penetration
  4 / 3 / 3 / 0 / 0
         
  Protection/Threshold
  15/3
  Miscellaneous
    Maneuver Modifiers  +1 C, +2 H, +0 T   Traits  Prototype (+2 to sensors)*
     The U.S.S. Covington, NCC-213 was originally laid down in 2273 as a Jester Class Fearless 
  Leader.  Once in commission the Covington saw patrol service along the Federation-Kzin 
  boundaries.   Finally, in 2221, the nearly fifty-year old Covington was declared surplus to the 
  needs of the Federation and retired- being stored at the Shi Kehl Orbital storage depot. Ex-
  Covington remained in storage until 2373, when the shocking losses of the Dominion War 
  prompted the Federation to begin a full mobilization of the reserve fleets.
     Covington was refitted at the Tr'Kierahn Yards at Avor Prime, and then taken in hand for 
  conversion as a long-range picket vessel.  Midway through the conversion, Covington was tapped 
  as the testbed vessel for Cobra Meridian- an experimental subspace telescope array.   
     The conversion involved replacing the Covington's torpedo tubes with a state of the art sensor 
  module, but once the installation was complete, Covington carried the most powerful portable 
  telescope array developed by the Federation.  She has spent the last three years conducting deep 
  space research and long-range surveillance missions with her new sensors.  
  USS 
   
   Covington
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Scott Redding  
  Human  
  Commander 
  Executive/ Science Officer
  Sovar
  Vulcan
  Lt. Commander
  Chief Engineer         
  T'Pet
  Vulcan
  Lieutenant
  Conn Officer
   
  Storn
  Vulcan
  Lieutenant, JG
  Operations Officer
  Peter Corrigan
  Human
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Senet, 
  Vulcan    
  Lieutenant
  20
  
     On Stardate 65011.4, the Covington was conducting a deep space probe near Starbase 153 
  when she was attacked and overwhelmed by an undetermined number Toren vessels, and towed 
  into Toren space before Starfleet forces could respond.  The Toren claim that the Covington was 
  conducting an espionage mission and violated their space, but navigational relays have made it 
  clear that Covington was operating well outside the Toren border.
     The ship is currently held in low orbit over the Toren homeworld and her crew are being interred 
  “for war crimes” at an undisclosed location (presumably on the planet surface).    
     The Toren have been making public statements denouncing Federation “spies and warmongers”, 
  and have quietly demanded a raft of trade concessions and monetary compensation in exchange 
  for the release of the Covington and her crew.  They've also hinted that if the ransom is not paid, 
  that they will consider selling the vessel to “other interested parties.”
     It is not apparent from the claims made by the Toren that they understand the nature of the 
  Covington's sensor array- but if she's turned over to outside inspectors, it's only a matter of time.
  21
  
  Handout #2:  Political Profile: The Toren Autonomy
  Author: Devoras Ral, Federation Undersecretary for Interspecies Relations
     The Toren Autonomy is a small, militant, autocratic power which seized
  or colonized four planets and three moons in three star systems. A backwards
  military power, the Autonomy is socially and technology limited and isolated, 
  possessing Tech level 6 or early Tech level 7 starships and military citadels.  The
  vast majority of the population, on the other hand, lives in TL 4/5 hovels.  
  The Autonomy attempted to engage the Federation in military action roughly seventy 
  years ago and was soundly beaten.  Four Federation starships were able to route the cream 
  of the Autonomy fleet, and after hostilities ended, the Federation ambassador advised the 
  Toren they could come out and play after they grew up a little.  Unfortunately, the 
  Automony has grown more recalcitrant rather than less.
     Physiology: The Toren are humanoid, with a less than 15% variation from the humanoid 
  archetype discovered in 2369.  The Toren bear prominent cranial ridges  on their temples, 
  and jawlines, with large, dark, and deep set eyes.  Skin tones range from grey to dark 
  brown, and many Toren are covered with an extremely short, fine fur. 
     Societal Structure: Toren society is divided into two castes: a commoner/civilian caste 
  and a military/priesthood class.  Service to the State is the primary religion in the Toren 
  Autonomy- and the state tolerates no other loyalties.  All power and prestige on Toren 
  results from service to the State.  The topmost leaders are venerates as learned elders, but 
  are not deified.  
     Commoners and civilians have no political authority, but are protected by a loosely 
  codified body of verbal law which protects basic property rights (and assumes that all 
  wealth must be consecrated to the State)..  Rank and prestige among the commoners 
  derives from wealth and economic power, but is always subservient to the military, which 
  holds supreme executive, military, and political authority.
     Government Structure: The Toren Autonomy is comprised of an Imperial troika (three 
  leaders entrusted with full executive power) and a “senate” comprised of fifty military and 
  political strongmen.  This structure is apparently traditional, having evolved from an 
  elders/council of clans structure late in Toren history.  Most Toren citizens are ruled with an 
  iron-fist, are subjected to crushing taxes, and are little better than serfs.  
     Those in military service fair somewhat better, having the opportunity to be promoted to 
  greater rank and political power.  
     The only hopes of upward mobility available to the average Toren citizen is the military, 
  which accepts only males.  Recruitment examinations occur annually, at which any adult 
  Toren male can vie for admittance.  
     Examination subjects include physical conditioning, intelligence, and cunning- but not 
  general education (which the service will provide).  Only the top three percent of 
  candidates are accepted and inducted into the service.  The term of service is “for life”, or 
  until discharged due to infirmity or executed for disobedience or misconduct.  
     Those discharged from service due to infirmity or injury are afforded a small pension 
  (which roughly equates to ¼ their last payrate).  Most Toren pensioners enter into private 
  business or politics- but even honorable and decorated veterans take a back seat to active 
  personnel in terms of power (at least publicly). 
     Those guilty of disobedience, treachery, or other disloyalty are outcasts within Toren 
  society, and most are simply  executed.  A handful of these unfortunates are instead offered 
  “mercy” by their commanders and are discharged to die in disgrace.  The majority of these 
  unfortunates commit suicide, but many are killed by their former military brethren or by the 
  common citizen- an act which is not considered murder.    
     The military is organized into three basic corps, each loyal to one of the three “autarchs” 
  who govern Toren society.  Promotion within each corp depends upon ability, merit, 
  22
  
  political power, and cunning- and in theory at least, a private soldier born in poverty could 
  eventually earn sufficient rank, power, and recognition to succeed the autarch to whom he 
  is sworn.  
     Interstellar Relations:  The Toren have limited trade relations, mostly with the Ferengi and 
  the Orions.  They have consistently refused overtures from the Federation, and take the 
  occasional pot-shot at passing Federation starships.
     The Toren have been observed to conduct limited trade with the Romulans, but this 
  appears to be irregular and specific in nature (the Romulan Ambassador to the Federation 
  has reportedly commented that the Toren are too backward to be worth the trouble).
     The Toren had comparatively close ties to the Cardassians prior to the Dominion War, but 
  the collapse of the Dominion and Central Command has rendered all such trade irregular 
  in the extreme.  Starfleet Intelligence believes a number of ex-Obsidian Order personnel 
  may be hiding in the Autonomy, but have not been able to confirm this.   They also report 
  a handful of sightings of Breen agents on the Toren homewold.
     Aliens and outworlders are generally treated with suspicion by the Toren Autonomy, but 
  a handful of technical advisors, merchants, and support personnel do live on the 
  homeworld- nearly all of them in government employ.
     Technological Summary:  Toren spaceflight technology is late-Level 6 or perhaps early 
  Level 7.  They have antimatter powered spacecraft, beam and torpedo weaponry, and basic 
  defensive shields, but lack transporter technology and advanced artificial intelligence 
  computers.  This level of technology is roughly comparable to Earth at the launch of the 
  NX-01 Enterprise.  
     Toren defensive systems are believed to be vulnerable to polaron and certain tetryon-
  based weaponry (neither of which are employed by Starfleet).  
     Starfleet Intelligence reports that the Toren have had quality control problems in creating 
  refined anti-deuterium, and the Starfleet Corps of Engineers suspects that this has led to 
  verteron poisoning issues in both shore and space-based military power plants.   
     If this is true, Toren starships would be unable to transit the Bajoran wormhole without 
  reconfiguring their shields a/o power systems.  
  Projections:  Starfleet Intelligence and the Federation Diplomatic Corps expect little 
  improvement in Federation-Toren relations over the short term.   All overtures toward the 
  normalization of relations between the two powers have been summarily rejected by the 
  Toren.
     Toren military commanders continue to push various research and development projects 
  among their civilian populace, but these are not expected to produce significant 
  developments in the near future. 
     Toren relations with others in the galaxy remain strained, and no Alpha Quadrant power 
  seems inclined to aid them in advancing the state of their military. 
  23
  
  Handout #3:  Patrol Craft Profile
  Fearless Leader Class 
  Patrol Craft
  Production Data
  Hull Data
  Origin: Toren Autonomy Class and Type:Fearless Leader Class Patrol Craft
     Size: 5, 5 decks
  Year Launched: 2372   
     Length:   
  180m
  Crew: 128
  Atmospheric Capable: Yes
     
  Operational Data
     Transporters:  None
     Cargo Capacity:
  50   
  Tractor Beams: 1a
  Sensor Systems   Class 2 (+2/C)
     Operations Systems   Class 2 (C)       
  Life Support Class 2 (C)   
  Propulsion Data
     Sublight Speed: .95c
     
  Top Warp Drive:  Warp 5 / 7 / 8
  Tactical
  3 Beam Emitter Arrays, 3 Torpedo Arrays
      The Fearless Leader Class Patrol craft is a 
  destroyer-sized warship built for the Toren 
  Autonomy starting in the year 2369.  The 
  vessel is the result of an intensive research 
  and development effort, of some Ferengi (and 
  Romulan) technical assistance but of little 
  real-world experience.   
     Toren military forces have been essentially 
  confined to their own borders since an 
  abortive war with the Federation in the year 
  2294.  Though the Toren fleet at the time was 
  the best the Autonomy could design and field, 
  they were woefully inadequate- and a single 
  four-ship Starfleet taskforce was able to rout 
  the combined force of Toren arms. 
     After the humiliation at the one-sided loss, 
  the Toren government has pursued a relentless 
  policy of research and development and 
  rearmament.  The final goal is that when the 
  Toren again decide to make their influence 
  felt in neighboring star systems, they'll be 
  able to do so as near equals to Starfleet.  The 
  effort has been hampered by the poor state of 
  the Toren industrial infrastructure, the generally low levels of literacy among the Toren populace, 
  and the lack of amenable contacts in the surrounding star systems.
     Toren starships use a characteristic “beehive” propulsion pod, which consists of a framework of 
  verterium-cortenide warp coils surrounding a compact matter/anti-matter intermix chamber and a 
  large impulse fusion chamber.  High-energy plasma and fuel by-products from the M/AM reaction 
  assembly are fed directly into the fusion chamber and then either directed outboard as real-time 
  thrust or channeled into the warp coils for FTL travel.
     The arrangement is mechanically simple and  easy to maintain, and provides a faster response 
  time, but results in higher radiation levels, radically-shorter engine-frame lifespans, and greatly 
  increased maintenance costs.  The single propulsion pod also results in a lack of fine control of the 
  continuum-distortion field (reducing both FTL maneuverability) and top speed).
  24
  
     Starfleet Intelligence reports the top observed speed of a Fearless Leader Class at Warp eight. 
  The Starfleet Corp of Engineers Development office also suggests that the M/AM reaction assembly 
  being used by the Toren might be susceptible to verteron poisoning from contaminated fuels.  
     Long range scans conducted by Starfleet report the Fearless Leader Class are being built in three 
  separate construction yards throughout the Toren Autonomy, at a combined rate of 5 per year.  29 
  are confirmed to be in service.   
  25
  
  Handout #4:  Jem'Hadar Fighter Profile
  Jem'Hadar Attack Fighter
  Production Data
  Hull Data
     Origin: 
  Dominion
     Structure: 
  15   
  Class and Type: 
  Jem'Hadar Attack Fighter
     Size: 
  3, 3 decks
     Year Launched:
   2360   
     Length:   
  68.62 m
     Crew:  
  12
     Atmospheric Capable: Yes
     Separation Systems: None
  Operational Data
     Transporters:  
  1 standard, 1 emergency
     Cargo Capacity:
  29   
     Tractor Beams:
  1 fv
     Sensor Systems   
  Class 3a (+3/CC)   
     Operations Systems   Class 3 (D)
     Life Support 
  Class 3 (D)
  Propulsion Data
     Impulse Engines:    DIIU-3(.9c) (E)
     Warp Drive:    
  DIPU-5 (Warp 5 / 9.2 / 9.6) (D)
  Tactical
     Phased Polaron Beam Weapons
   
        
   
   DPB-2 (x2/B)
   
       Deflector Shields  PFF-2a (B)
  Penetration
  4 / 4 / 4 / 0 / 0
  Protection/Threshold
  13 / 1
  Miscellaneous
     Maneuver Modifiers +2 C, -1 H, +2 T   
     Traits:  Enhanced Shields (Disable Tractor Beam Lock)
  26
  
  Maps:
  Map #1
  Toren Boundaries
  Map #2
  Toren Prison
  27
  
  Map #3
   
           
   
   Toren Prison Surrounding Area
   
   
  28
  
  Fleet Recon Team 
  Seven-One
  Starfleet Marines
  Starbase 153
  29
  
  Fleet Recon Team Seven-One
     Fleet Recon Team Seven-One is a covert/special operations team which originally “stood to” at 
  the order of Starfleet Admiral Thomas Kincaid, Commander of the 14th Starfleet.
     Force Recon Team Seven-One is a special operations team attached to the 22nd Marine 
  Expeditionary Unit, 4th Starfleet Marines, operating on detached duty.  Organized, recruited, and 
  trained at Starbase 153, Team Seven-One remains homeported at that same facility.
     Fleet Recon Team Seven-One saw extensive action during and following the Dominion War, and 
  conducted a variety of missions, including the rescue of Federation Ambassador Thomas Greene, 
  the destruction of a Jem'Hadar ketracel white shipment, the destruction of the Dominion 
  communications relay over Ivor Prime, and the rescue of the passengers of Princess Olivia, taken 
  hostage by Orion pirates.
     Operating under the authority of Commander, 14th Starfleet, Fleet Recon Team Seven-One carries 
  out diplomatic escort, intelligence-gathering, hostage rescue, demolitions, sabotage, and 
  hazardous-environment missions throughout the three sectors administered by Starbase 153.
  Fleet Recon Team Seven-One
  Roster
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer/Six   
  Daniel Hobbes 
  Human  
  1st Lieutenant
  Executive Officer/Five
  Donald Brooks
  Human 
  Gunnery Sergeant
  Medic/Four
      
  Timor Gatan 
         Trill (Unjoined)   Petty Officer 3rd Class
  Engineer/Tech/Three   
  Blake
  Human
  Lance Corporal
  Sciences/Computer/Three
  Spencer MacKenzie
  Human
  Corporal
  Scout/One
   
         
   
             
   
             
   
   Emari ir' Idrani
   
             
   
   Andorian
   
           
   
   Corporal
   
   
  Hobbs, Daniel-   1st Lieutenant, FRT 7-1. Daniel Hobbs is an orphan raised by his maternal uncle- 
  Starfleet Admiral William Lars.  Upon coming of age, Hobbs joined the Starfleet Marines, 
  graduated near the top of his academy class, and completed several tours of duty with the 
  Federation embassies to the Deltans and to the Klingon Empire with high marks.
     Excelling at his duties, Lieutenant Hobbs was recruited for the Fleet Recon force, where his 
  skill and leadership led to his assignment as Commanding Officer, Fleet Recon Team Seven-
  One.    
  Brooks, Donald- Gunnery Sergeant, FRT 7-1.  At age thirty-four, Gunnery Sergeant 
    
     (“Gunny”) Brooks is the oldest member of the Fleet Recon Team.  He is also a consummate 
  professional and an experienced veteran.  While 1st Lieutenant Hobbs concentrates on 
  accomplishing the mission at hand, Chief Brooks (as senior NCO) ensures that all hands work 
  together efficiently as a team.  Alternately serving as a drill instructor, father-figure, technical 
  expert, and on-call pain-in-the-butt, Brooks works as hard as any officer to mold the crew into 
  an efficient fighting unit. 
  Blake-  Lance Corporal, FRT 7-1.  Blake's specific background remains classified by order of 
  Starfleet Command- though it has been confirmed that he is phenomenally healthy and fit, and 
  lacking in basic socialization and cultural skills. 
     Blake joined the Starfleet Marines because he was (in his own words) already accustomed to 
  the regimented lifestyle involved, and because it allowed him “to make a difference”.
  Gatan, Timor-  Corpsman Petty Officer Third Class, FRT 7-1.  Gatan was rejected as a candidate for 
  joining under mysterious circumstances, and left the Trill homeworld soon thereafter.  After a 
  number of years wandering in a variety of capacities (mostly as a merchant crewman), he 
  enlisted in Starfleet in the wake of the Dominion War.  
  ir'Idrani, Emari-  Corporal, FRT 7-1.  The sole female on Team Seven-One, Emari is a consummate 
  hunter and stalker- skills she's honed to near perfection.  As the Team's scout, Emari tends to 
  operate semi-independently of the group in the field, using her skills at stealth and stalking (and 
  her keen senses) to their fullest advantage.  A passionate woman, Emari effects an amused 
  tolerance and cool detachment at the exploits of her team mates.  
  30
  
  MacKenzie, Spencer-  Corporal, FRT 7-1.  MacKenzie is Team Seven-One's resident practical joker. 
  There's nothing he likes more- not wine, women, nor song- than a bit of technically induced 
  mischief.  A naturally talented engineer and technician, the reports are that MacKenzie was 
  denied an application to Starfleet Academy due to criminal prosecutions for some of his earlier 
  exploits.  MacKenzie exudes a devil-may-care nonchalance, and displays proper military 
  discipline only under duress- but keeps his uniforms, equipment, and weapons meticulously 
  clean.
  31
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Daniel Hobbs
  Age:
  28
  Species
  Human 
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Red
  Rank:
  1st Lieutenant, Starfleet Marines
  Current Assignment:
  Commanding Officer/Six, Force Recon Team Seven-One
  Profile/History:
     1st Lieutenant Daniel Hobbs was orphaned at age eight when his parents were killed under 
  mysterious circumstances, and was left in the custody of his uncle- Starfleet Admiral Phillip Lars.  
     Upon coming of age, Hobbs joined the Starfleet Marines, graduated near the top of his academy 
  class, and completed several tours of duty with the Federation embassies to the Deltans and to the 
  Klingon Empire with high marks.
     Excelling at his duties, Lieutenant Hobbs was recruited for the Fleet Recon force, where his skill 
  and leadership led to his assignment as Commanding Officer, Fleet Recon Team Seven-One.    
  Psychological Profile: 
     At age twenty eight, Lieutenant Hobbs is a man with a mission and a secret- his parents were 
  smugglers for the Orion Syndicate, and occasionally took him along for the ride.  As much to 
  cleanse his family name as from a sense of duty, young Daniel joined the Starfleet Marines without 
  revealing his family’s questionable past.  
  Attributes
  Str    9 (+1)
  Agl   11 (+2)* Int 12 (+2)   Vit  10 (+2)   Prs  7 (+0)*  Per 8 (+1) 
  Quickness +4     Savvy +1
  Stamina +2
  Willpower +2* 
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 11  Renown: 4   
  Advancements: 7
  Initiative:   +0
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat- Simple 
  AGL
  +2
  +2
  +4
  Athletics
  STR
  +1
  +1
  +2
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Retrieval ) 
  Enterprise- Administration
  INT
  +2
  +2
  +4
  ( Starfleet )
  Enterprise- Streetwise
  INT
  +2
  +1
  +3
  Influence 
  PRS
  +0
  +1
  +1
  Knowledge- Politics
  INT
  +2
  +5
  +7
  ( Federation )
  Knowledge:Culture  
  INT 
  +2
  +3
  +5
  ( Human )
  Knowledge:History  
  INT 
  +2
  +3
  +5
  ( Federation )
  Knowledge:Specific World 
  INT
  +2
  +3
  +5
  ( Earth )
  Language- Deltan
  INT
  +2
  +4
  +6
  32
  
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Klingonese
  INT
  +2
  +4
  +6
  Negotiate
  INT
  +2
  +1
  +3
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +6
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +1
  +3
  Stealth
  AGL
  +2
  +4
  +6
  Survival
  PER
  +1
  +3
  +4
  ( Tracking )
  System Engineering
  INT
  +2
  +3
  +5
  (Phaser Artillery)
  System Operation  
  INT 
  +2
  +2
  +4
  ( Command )
  Tactics
  INT
  +2
  +3
  +5
  ( Small Unit, Infantry )
  Unarmed Combat  
  AGL 
  +2
  +3
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Covert Ops: Hobbs knows how to use cover to his best advantage and gains a +2 bonus to Stealth 
  tests.
  Insight:  Having spent several years around diplomats and those who seek their favor, Hobbs has 
  learned to see through lies.  When making a Savvy check, Hobbs rolls 3 dice (instead of two) 
  and keeps the highest two numbers.  
  Starship Duty:  1st Lieutenant Hobbs has received all the training necessary to serve aboard a 
  starship.  
  Starship/Starbase Protocols:  Growing up the favored nephew of a Starfleet Admiral gives 1st
  Lieutenant Hobbs an edge in navigating Starfleet bureaucracy.  He receives a +4 bonus to 
  Administration (Starfleet) tests.
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Hobbs a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command (2): 1st Lieutenant Hobbs is fully qualified to command Force Recon Team Seven-One.
  Contacts (Orion Syndicate-Streetwise):  Should he ever be desperate enough to use them, Hobbs 
  has contacts in the Orion Syndicate (people who knew his parents) and gains a +2 to 
  Streetwise tests when using these contacts.  
  Dark Secret (Orion Syndicate):  Despite his own unblemished career, the involvement of his 
  parents in the Orion Syndicate is an ongoing source of pain and shame to 1st Lieutenant 
  Hobbs.  
  Dodge:  Hobbs is especially fast on his feet and gains a +3 bonus to Quickness when making 
  Dodge actions.
  Innovative (2):  Embassy duty (among the “movers and shakers” has allowed Hobbs to learn the 
  Starship/Starbase Protocols and Insight Professional Abilities,
  Promotion 2:  Hobbs holds the rank of 1st Lieutenant in the Starfleet Marine Corps.  
  Fit:  Hobb's disciplined physical fitness grants him a +1 bonus to all Physical tests.
  33
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Donald Brooks
  Age:
  34
  Species
  Human 
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Red
  Rank:
  Gunnery Sergeant, Starfleet Marines
  Current Assignment:
  Executive Officer/Five, Force Recon Team Seven-One
  Profile/History:
     At age thirty-four,Gunnery Sergeant Brooks is the oldest member of Fleet Recon Team Seven-
  One.  He is also a consummate professional and an experienced veteran.  While Lieutenant Hobbs 
  concentrates on accomplishing the mission at hand, Chief Brooks (as senior NCO) ensures that all 
  hands work together efficiently as a team.  
     
  Psychological Profile: 
     Gunnery Sergeant Brooks is a sixteen year veteran of the Starfleet Marines, and is a keeper of the 
  tradition.  In addition to carrying out the mission at hand, Brooks sees it as his job to shape the 
  next generation of Starfleet Marine- both officer and enlisted man.
     To Brooks, this is a sacred trust, and he will spare no effort and no amount of sweat or pain to 
  achieve it.  He keeps himself perfectly fit through rigorous exercise and is a recruiting-poster 
  example of the perfect Marine NCO.
     Alternately serving as a drill instructor, father-figure, technical expert, and on-call pain-in-the-
  butt, Brooks works as hard as any officer to mold the crew into an efficient fighting unit. 
  Attributes
  Str    9 (+1)
  Agl   11 (+2)* Int 11 (+2)*   Vit  9 (+1)   Prs  7 (+0)  Per 9 (+1) 
  Quickness +2     Savvy +1
  Stamina +1
  Willpower +4*  
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 10  Renown: 13   Advancements: 10
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +1
  +5
  +6
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Retrieval ) 
  Demolitions 
  INT
  +2
  +4
  +6
  Enterprise- Streetwise
  INT
  +2
  +3
  +5
  Enterprise-Administration 
  INT
  +2
  +3
  +5
  ( Starfleet )
  Investigate
  PER
  +1
  +3
  +4
  Knowledge:Culture  
  INT 
  +2
  +3
  +5
  ( Human, Romulan )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Human, Romulan )
  Knowledge:Specific World 
  INT
  +2
  +3
  +5
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Romulan
  INT
  +2
  +3
  +5
  34
  
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +6
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +3
  +5
  Stealth
  AGL
  +2
  +5
  +7
  Structural Engineering
  INT
  +2
  +4
  +6
  ( Architecture )
  Survival
  PER
  +1
  +3
  +4
  ( Tracking )
  System Operation  
  INT 
  +2
  +3
  +5
  Tactics
  INT
  +2
  +4
  +6
  ( Small Unit )
  Unarmed Combat  
  AGL 
  +2
  +7
  +9
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Covert Ops: “Gunny” Brooks knows how to use cover to his best advantage and gains a +2 bonus 
  to Stealth tests.
  Mission Specialist: “Gunny” Brooks specialized in Structural Engineering early in his career, and 
  developed this as a professional skill for the purposes of advancement.  
  Requisitioning- “Gunny” Brooks maintains an informal network of contacts in both Starfleet and the 
  Starfleet Marines and may attempt to use those contacts (an Enterprise-Administration test) to 
  gain special a/o unusual equipment for use during a mission.  Target numbers are as follows: 
  special equipment (TN 5), special weaponry (TN 10), and explosives or restricted weaponry 
  (TN 15).   On a marginal success, the gear is available in 1-3 days.  On a complete success, 
  12-24 hours, and on an Extraordinary success, the gear is available in 4-8 hours.  
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Brooks 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: 
  Command (1): Gunnery Sergeant Brooks is fully qualified to act as executive officer of Team Seven-
  One.
  Innovative (2):  Through his long experience, “Gunny” Brooks has learned the Covert Ops, Mission 
  Specialist, and Requisitioning Professional Abilities.  
  Promotion E-6:  Brooks holds the enlisted rank of Gunnery Sergeant in the Starfleet Marine Corps.  
  Fit:  Brook's long record of disciplined physical fitness grants him a +1 bonus to all Physical tests.
  35
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Emari ir' Idrani
  Age:
  23
  Species
  Andorian
  Homeworld:
  Andoria
  Gender:
  Female
  Eyes:
  Blue
  Hair:
  White
  Rank:
  Corporal
  Current Assignment:
  Scout/One, Force Recon Team Seven-One
  Profile/History:
    Emari ir' Idrani is the daughter of a clan chieftain in a remote section of northern Andoria, and 
  has been hunting almost since she could walk.  After several years with her clan militia, Emari 
  decided that her calling lay off-planet and enlisted in the Starfleet Marines.
     After excelling in several assignments, Emari was recruited for Team Seven-One.
  Psychological Profile: 
     The sole female on Team Seven-One, Emari is a consummate hunter and stalker- skills she's 
  honed to near perfection.  As the Team's scout, Emari tends to operate semi-independently of the 
  group in the field, using her skills at stealth and stalking (and her keen senses) to their fullest 
  advantage.  A passionate woman, Emari effects an amused tolerance and cool detachment at the 
  exploits of her team mates.  
  Attributes
  Str    9 (+1)
  Agl   9 (+1)*
  Int 9 (+1)*   Vit  9 (+1)   Prs  7 (+0)  Per 9 (+1) 
  Quickness +2*     Savvy +2
  Stamina +1
  Willpower +1  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 10  Renown: 1   
  Advancements: 5
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat-Simple
  AGI
  +1
  +5
  +1
  +7
  Athletics
  STR
  +1
  +4
  +5
  ( Running )
  Computer Use
  INT 
  +1
  +2
  +3
  ( Retrieval ) 
  Demolitions 
  INT
  +1
  +3
  +4
  Knowledge:Culture  
  INT 
  +1
  +4
  +5
  ( Andorian )
  Knowledge:History  
  INT 
  +1
  +3
  +4
  ( Federation )
  Knowledge:Specific World 
  INT
  +1
  +3
  +4
  ( Andoria )
  Language- Andorian
  INT
  +1
  +4
  +5
  Language- Fed Standard  
  INT 
  +1
  +4
  +5
  Ranged Combat:Energy 
  AGL
  +1
  +7
  +8
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +1
  +3
  +4
  Stealth
  AGI
  +1
  +5
  +6
  Survival
  PER
  +1
  +6
  +7
  ( Tracking )
  36
  
  System Operation  
  INT 
  +1
  +3
  +4
  Unarmed Combat  
  AGL 
  +1
  +5
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  None
  Species Abilities:
  Antennae:  Andorians sense a great deal about their environment through their antennae, and gain 
  a +2 species bonus to tests involving sensing the area immediately around them (three meters 
  or less) (including Observe (Spot) and (Listen) tests.  
  High Pain Threshold:  Andorians are a hardy species accustomed to physical discomfort, and 
  reduce TN penalties due to pain or injury by -2.  
  Keth- Indrani:  The Indrani are trained as warriors from an early age and gain a +1 to either Armed 
  Combat or Ranged Combat skill at character creation.  
  Redundant Circulation: Andorians have a two-layered circulatory system that allows them to ignore 
  TN penalties for uncomfortable or extreme cold. This does unfortunately, render them more 
  vulnerable to certain toxins (-1 to Stamina tests to resist poison).
  Edges/ Flaws: 
  Promotion 3:  Emari holds the enlisted rank of Corporal in the Starfleet Marine Corps.  
  Suit-Trained:  Emari does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  37
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Timon Gatan
  Age:
  22
  Species
  Trill
  Homeworld:
  Trill
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Brown
  Rank:
  Corpsman Petty Officer Third Class
  Current Assignment:
  Medic/Four, Force Recon Team Seven-One
  Profile/History:
     Gatan was a high-profile medical student and a candidate in the Symbiate program till he was 
  caught experimenting with illegal narcotics,at which point he dismissed from the program (though 
  his record was sealed by the Commission).  
     Gatan flirted with severe depression and spent a number of years wandering in a variety of 
  capacities (mostly as a merchant crewman), before enlisting in Starfleet.  
     Based on his prior academic record, Gatan easily qualified for the independent duty corpsman 
  program, and was assigned to the  22nd MEU.  
  Psychological Profile: 
     Gatan has more or less recovered his equilibrium in the wake of his humiliating dismissal from 
  the Symbiote Program, but remains closed and secretive about his past.  He is aloof, but not 
  morose, withdrawn, but not forbidding.  
     Starfleet Command is aware of his drug conviction, but has chosen not to make those prior 
  events part of his public record.  Despite this, Gatan lives in fear that his dark secret may come 
  back to haunt him once more.  
  Attributes
  Str    8 (+1)
  Agl   8 (+1)*
  Int 10 (+2)*   Vit  8 (+1)   Prs  9(+1)*  Per 8 (+1) 
  Quickness +1     Savvy +1
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 9  
  Renown: 1   
  Advancements: 5
  Initiative:   +1
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +1
  +3
  +4
  Computer Use
  INT 
  +2
  +4
  +6
  ( Retrieval ) 
  First Aid
  INT 
  +2
  +5
  +1
  +8
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Federation )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Federation )
  Knowledge:Specific World 
  INT
  +2
  +4
  +6
  ( TrillI )
  Knowledge:Politics
  INT
  +2
  +2
  +4
  ( Trill Symbiosis Commission )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Trill
  INT
  +2
  +4
  +6
  Medicine
  INT
  +2
  +5
  +1
  +8
  ( Combat Trauma )
  38
  
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +2
  +4
  Physical Science
  INT
  +2
  +3
  +5
  ( Chemistry )
  Survival
  PER
  +1
  +3
  +4
  System Operation  
  INT 
  +2
  +3
  +5
  ( Flight Control)
  Unarmed Combat  
  AGL 
  +1
  +3
  +4
  ( Starfleet Martial Arts )
  Professional Abilities:  
  None
  Species Abilities:
  Joined:   Gatan (like most other Trill) can be joined to a symbiont, though he was rejected from the 
  program by the Symbiont Commission.  
  Skilled:  Trill place an emphasis on education from very early in life, and as a result, Trill 
  characters gain +2 skill picks at character creation.
  Edges/ Flaws: 
  Cultural Flexibility:  Gatan is very cosmopolitan and is unfazed by other cultures, and gains a +2 
  to Social tests involving species other than his own. 
  Meticulous:  Gatan gains a +1 to cumulative Extended tests.
  Multi-Tasking:  Gatan may treat a full-round action as two actions and take additional actions at 
  the standard penalty.
  Dark Secret:  Despite the fact that Starfleet Command has chosen not to include his prior drug 
  convictions in his official record, Gatan worries that word will leak out and destroy his 
  reputation once more.  
  Promotion 3:  Gatan holds the enlisted rank of Petty Officer Third Class in Starfleet.  
  Suit-Trained:  Gatan does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  39
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Blake
  Age:
  8
  Species
  Human
  Homeworld:
  Nevari Prime
  Gender:
  Male
  Eyes:
  Green
  Hair:
  Brown
  Rank:
  Lance Corporal
  Current Assignment:
  Engineer/Tech/Three, Force Recon Team Seven-One
  Profile/History:
     Corporal Blake is the result of a series of unauthorized cloning experiments conducted on Nevari 
  Prime, with the intent of creating a super-soldier (much like th Eugenics programs of late 20th 
  Century Earth).  
     Blake was rescued by Starfleet at age 5 (though he'd already acheived the physical maturity of a 
  late adolescent), and following an “acclimation” period, he was released from Federation custody.  
     Blake's genetic resequencing endows him with above average physical attributes, but has 
  severely and artificially curtailed his effective lifespan.  Blake is not expected to live more than 
  twenty years.
  Psychological Profile: 
     Blake was raised in an extremely limited clinical environment, and as a result, was deprived of 
  most cultural, historical, and social skills.  This profound lack (along with his  ingrained stoicism) 
  and the clinical cultural conditioning has left him somewhat innocent, very stoic, and occasionally 
  awkward.  There is much about human society and customs that he still does not understand.
     Lacking normal socialization skills, Blake joined the Starfleet Marines because he was already 
  accustomed to the regimented lifestyle involved, and because it allowed him “to make a 
  difference”.
  Attributes
  Str    10 (+2)
  Agl   10 (+2)* Int 10 (+2)   Vit  10 (+2)   Prs  7(+0)  Per 8 (+1)* 
  Quickness +4*     Savvy +1
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 13  Renown: 1   
  Advancements: 5
  Initiative:   +4
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat
  AGI
  +2
  +2
  +1
  +5
  Athletics
  STR
  +2
  +3
  +1
  +6
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Invasion ) 
  Demolitions
  INT 
  +2
  +4
  +1
  +7
  First Aid
  INT 
  +2
  +2
  +1
  +5
  Knowledge:Culture
  INT
  +2
  +1
  +3
  Knowledge:History 
  INT
  +2
  +1
  +3
  Knowledge:Specific World 
  INT
  +2
  +1
  +3
  ( Nevari Prime )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  40
  
  Observe
  PER 
  +1
  +2
  +1
  +4
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +1
  +7
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +2
  +1
  +5
  Survival
  PER
  +1
  +3
  +1
  +5
  System Engineering
  INT 
  +2
  +5
  +7
  System Operation  
  INT 
  +2
  +4
  +1
  +7
  Unarmed Combat  
  AGL 
  +2
  +4
  +1
  +7
  ( Starfleet Martial Arts )
  Professional Abilities:
  Battle-Hardened: Blake has learned to function despite pain and injury. He gained +1 Health 
  (already factored in) and reduces his TN modifier from pain and injury by -1
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Blake a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Addiction (Enhanced Metabolism):  Blake's genetic modifications grant him a number of bonuses, 
  but only at a cost- he must eat half again as much per day as a normal human being in order 
  to fuel his voracious metabolism.  
  Excellent Metabolism:  Blake gains a +4 bonus to tests to resist poison and illness.
  Dark Secret:  Blake is the result of illegal experiments in genetic engineering and is not expected to 
  see his 20th birthday, neither of which fact does he want widely known.
  Fit:  Blake's great physical fitness grants him a +1 bonus to all Physical tests.
  Great Vitality:  Blake's metabolism grants him a +5 bonus to rolls to Stabilize him after injury, and 
  a +4 to weekly (or bi-weekly) Stamina tests to recover lost wound points.
  High Pain Threshold:  Blake's clinical life and genetic dispositions has taught him to endure higher 
  levels of pain than normal. He reduces all TN penalties due to pain and injury by -2.
  Innovative:  Blake has learned the Battle-Hardened Professional Ability.  
  Promotion 2:  Blake holds the enlisted rank of Lance Corporal in the Starfleet Marine Corp.  
  Rapid Healing:  Blake heals at twice the rate of a normal human (recovery 2 points per day of 
  natural healing).  
  Suit-Trained:  Blake does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  41
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Spencer MacKenzie
  Age:
  22
  Species
  Human
  Homeworld:
  Luna
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Light-Brown
  Rank:
  Corporal
  Current Assignment:
  Sciences/Computer/Two, Force Recon Team Seven-One
  Profile/History:
     A naturally talented engineer and technician, the reports are that MacKenzie was denied an 
  application to Starfleet Academy due to criminal prosecutions for some of his earlier exploits.  
  Psychological Profile: 
     MacKenzie is Team Seven-One's resident practical joker.  There's nothing he likes more- not 
  wine, women, nor song- than a 
  bit of technically induced mischief.  MacKenzie exudes a 
  devil-may-care nonchalance, and displays proper military discipline only under duress- but keeps 
  his uniforms, equipment, and weapons meticulously clean.
  Attributes
  Str    6 (+0)
  Agl   9 (+1)*
  Int 10 (+2)   Vit  10 (+2)   Prs  6(+0)  Per 9 (+1)* 
  Quickness +3*     Savvy +1
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 11  Renown: 1   
  Advancements: 5
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat
  AGI
  +1
  +2
  +3
  Athletics
  STR
  +0
  +1
  +1
  ( Running )
  Computer Use
  INT 
  +2
  +5
  +7
  ( Hacking ) 
  Conceal
  INT 
  +2
  +5
  +7
  Demolitions
  INT 
  +2
  +4
  +6
  Knowledge:Culture
  INT
  +2
  +4
  +6
  Knowledge:History 
  INT
  +2
  +4
  +6
  ( Federation )
  Knowledge: Religion
  INT 
  +2
  +4
  +6
  Knowledge:Specific World 
  INT
  +2
  +4
  +6
  ( Luna )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Physical Science
  INT 
  +2
  +3
  +5
  Ranged Combat:Energy 
  AGL
  +2
  +5
  +7
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +3
  +5
  Survival
  PER
  +1
  +2
  +3
  System Engineering
  INT 
  +2
  +5
  +7
  Environmental Systems
  42
  
  System Operation  
  INT 
  +2
  +4
  +6
  Unarmed Combat  
  AGL 
  +2
  +3
  +5
  Professional Abilities:
  Fix-It: MacKenzie may use any of the Repair specializations untrained.  
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given MacKenzie a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Innovative: MacKenzie has gained the Fix-It Professional Ability.
  Promotion- E-3: MacKenzie holds the rank of Corporal in the Starfleet Marines.
  43
  
  Special Guest Stars
  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.
  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.  
     
  44
  
     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).
  45
  
  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
  46
  
  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. 
  47
  
  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
  48
  
  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.  
  49
  
  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 pacifist 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) 
  50
  
  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.  
  51
  
  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
  52
  
  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 Sakarya'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.  
  53
  
  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
  54
  
  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.
  55
  
  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
  56
  
  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 traveling at maxim 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. 
  57
  
  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 )
  58
  
  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. 
  59
  
  7
    th
     Fleet Scoring Sheet
   
   : 
  Benchmark
          Bonus
  Achieved
  PCs recover (rather than destroy) U.S.S. Covington:
  +3
  ¤
  PCs scuttle U.S.S. Covington:
  +1
  ¤
  Per 5 Covington crew members recovered (+5 max):
  +1 
        ¤
  PCs disabled Toren vessels w/o bloodshed:
   
  +1
        ¤
  PCs remember and play out proper destruct sequence 
  +1
        ¤
  PCs left major Federation technology behind:
   
  -1
        ¤
  Per Federation operative left behind:
  -1
        ¤
  Per Toren operative killed or vessel/installation destroyed:
  -1
        ¤
      / 9
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Crew:  U.S.S.            
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 9
   
     
    
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
      Commanding Officer
  Fleet Commander 
  60
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS06-At_What_Price_Peace.pdf