TEXT: Legacy
  A Post-DS9 Adventure 
  For Starfleet
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor, Andrew Hodges, and Adam Heinbuch
  Jester Class Corvette from Jackill's Starships of the Galaxy
  Special Thanks To:
  Play-testers:
  Rex and Jeremy Rouviere,
  the U.S.S. Retributor,
  and the Seventh Fleet.
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “Legacy” is an adventure for use with the 
  Star Trek: Role playing Game by Decipher.  It 
  is suitable for a crew of 2-6 players playing a 
  Starfleet crew during the Voyager/Post-
  Dominion War 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 in the year 2389. 
  Players who wish to take part in this adventure 
  should not read any further.  
  Adventure Synopsis
     While on a diplomatic mission in the Arinas 
  Sector, the heroes are drawn into an attack on 
  an alien woman and her escorts.     Beating off 
  the attackers, the heroes rescue the damsel in 
  distress only to discover that the attack was 
  part of an elaborate (and ongoing) attempt to 
  topple an economic powerhouse. 
     The “damsel “ (already heavily pregnant) is 
  doomed to die giving birth, but her daughter 
  will possess the memories of a matriarch long-
  dead- and there are many who would kill to 
  keep the child from drawing breath.  
  Setting: 
     Arinas Sector- a remote sector between 
  Ferengi and Cardassian space.
  Recommended Date/ 
  Season/Stardate: 
  2388/ Voyager 18th Season / 65429.7
  Background:
  The Genara
     The Genara are a humanoid species and a 
  local interstellar power with economic ties 
  throughout the sector.  
     The Genara are a matriarchal society 
  organized into a legislative democracy.  The 
  Genara divided by blood and familial ties into 
  hundreds (or thousands) of Greater and Lesser 
  Houses (roughly along the Klingon model). 
  The Eldest Mother (generally, the oldest and 
  most capable woman in the House) serves as 
  local judicial and executive authority.
     Râma, the Eldest Mother of House Tirik 
  recently died at the end of a protracted illness, 
  and has arranged for the care of her 
  Conservator (see Genara Conservation, below). 
     Several rivals would like to see Râma dead 
  and buried once and for all- and are willing to 
  strike now while the Conservator and child are 
  vulnerable- and while the carnivál provides 
  plenty of cover and suspects.
     In reality, the attempted murder was 
  arranged by Cannas, House Tirik's Deputy 
  Matron, and   Râma's official heir.  Cannas has 
  been languishing for far too long under her 
  grand-aunt's shadow, and was recently denied 
  her own conservation.  Acting through middle-
  men and other go-betweens (including the 
  Cardassian Trade Representative), Cannas 
  arranged for the Conservator's murder and 
  those of the guards loyal to Râma.
  1
  
  Act One
  The Outer Roads
     The mission opens in media res with 
  Handout #1 Captain's Log and the Sakarya 
  crew preparing to head to the surface in dress 
  uniform.  Because of the sheer press of people 
  and vessels, Sakarya is “anchored” in high 
  orbit over the colony, rather than moored at 
  the orbital station.  Because this is a diplomatic 
  mission with a known ally, all of the PCs are 
  invited to the party and Sakarya left in the 
  hands of the NPC duty section.
     With all of the traffic and high-energy 
  signatures in the area, the locals have 
  mandated that all travel be conducted by 
  shuttlecraft, rather than the transporter.     
     Mister Kinsey and his party went aboard the 
  station several hours ago to pay their respects 
  and begin diplomatic efforts (and to get off the 
  rather cramped Sakarya).  
     Now the Sakarya officers are headed ashore 
  for a diplomatic dinner and reception. 
  Because this is a diplomatic dinner, weapons 
  are not necessary (nor, technically, allowed), 
  but the Narrator should specify what arms and 
  equipment (if any) the heroes are taking and 
  who is carrying it.  
     The heroes are cleared for a direct approach 
  to the surface.  A trio of System Operation 
  (Flight Control) tests will get the heroes safely 
  to the surface, but the Narrator may feel free to 
  reduce or even eliminate the tests in order to 
  improve the story pacing.
  Keroda Colony and the Federation 
  Consulate
     Keroda Colony is a sprawling sea-front 
  colony heavily reminiscent of Venice and the 
  Mediterranean on Earth.  Narrow canals and 
  waterways are almost as common as stone 
  roads, bridges, and walk-ways, and the 
  architecture has a distinctly neo-classical flavor 
  to it: a mix of Venice and Istanbul, exotic, yet 
  somehow familiar.  
     Viewed from the air, the harbor front and 
  most waterways are jammed with boats, skiffs, 
  water-taxi's, and small pleasure craft- while the 
  bridges and walkways are crowded with 
  people.  Fireworks punctuate the beauty of the 
  night sky and light up various parts of the city.
     The heroes and their shuttle are directed to a 
  Genara “Conservation”
     Certain females within Genara society 
  (approximately 2%) are candidates for 
  “conservation”- possessing the ability to 
  biochemically and telepathically impress 
  memory engrams and thought patterns from a 
  dying “donor” onto their unborn child.  
      The process has two major side-effects: 
  first, the child will always be female (no 
  matter the gender of the person impressed) 
  and second, the birthing process strips the 
  birth-mother of vital neuro-chemicals, killing 
  her in the process.  
     Despite the fact that this is very much a 
  “seller's market”, the selection process for 
  “conservators” is quite rigorous- with 
  extensive tests for intelligence, grace, charm, 
  and genetic purity- and the best and brightest 
  commanding the highest prices.    
     Being chosen as a “Conservator” is 
  considered a great honor, but also greatly 
  enriches the young woman's family.  
     Once born, the “impressed” child ages 
  rapidly- reaching a rough physical age of 
  about nine years within the first week.  After 
  the first week, the accelerated growth eases, 
  and the child ages normally from there.  
     The “impressed” child is believed to be the 
  reincarnation of the donor- and usually 
  possesses all of memories and personality 
  traits of the donor as well.  Subtle changes 
  attributed to becoming accustomed to the 
  new body are not uncommon, but are 
  overlooked unless they become problematic. 
  The child also frequently possesses a portion 
  of the memories of her birth-mother, as well. 
     The child possesses all of the legal rights, 
  privileges, and properties of the deceased 
  progenitor, and upon reaching her majority 
  (age 14) is usually granted the authority of 
  the donor- including “Eldest Mother” status 
  for her House.
      Needless to say, the process is expensive  
  and painful for all involved, and occurs only 
  at the highest levels of Genara society.
     Given the cut-throat nature of Generan 
  internal political and economic warfare, 
  Conservators are often targeted for murder, or 
       kidnapping.
  small landing pad- actually, a large barge- 
  anchored in the harbor.  As they leave the 
  shuttle, its motion is slight, but still noticeable.
  2
  
     Waiting for them at the far end of the barge 
  is a sharply dressed young man who 
  identifies himself as Mr. Evan, attaché to the 
  Federation Consulate.  Evan explains that 
  Consul Grav and Mister Kinsey have already 
  gone on ahead to the reception, and he 
  (Evan) has been assigned to get the heroes 
  pointed in the right direction and answer any 
  questions they might have.   He quickly 
  hustles the heroes into a small skiff for the 
  ride to shore.  
    Even at a half-mile from shore, the noise of 
  the crowds and blaring music is impressive. 
  As the heroes get close enough to make out 
  details, they discern that the locals are dressed 
  in a bewildering variety of clothing ranging 
  from normal civilian dress to velvet and silk 
  gowns and elaborate cloth-and-papier-màché 
  costumes and masks. 
     Once pier-side, Evan hustles the heroes into 
  a large ground-car, which is blessedly sound-
  proofed.  
     Evan is friendly, open, and efficient- the sort 
  of assistant-cum-miracle worker that every 
  diplomat prays for.  He has several PADDS and 
  local maps for the party, as well as several 
  hundred credits in local currency for the 
  heroes, and can answer questions about local 
  customs and laws.  The trip to the reception 
  should last just long enough for the Narrator to 
  answer any last-minute question on  the 
  players' minds.  
     The local customs and laws are fairly basic 
  and straightforward- though local judicial 
  proceedings can be both short and summary, 
  the laws are not vastly different than in the 
  Federation.  In short, if it's a crime on Earth, 
  it's a crime here, as well.  So long as they 
  behave responsibly, the Sakarya crew 
  shouldn't run into any trouble.  
     However long or short the Q-and-A session, 
  the “transit” to the actual dinner (being held at 
  the Keroda Trade Hall takes a little over forty 
  minutes- the vast bulk of it trying to squeeze 
  through the crowds of party-goers choking the 
  narrow streets.  Once the heroes reach the 
  secured thoroughfares (highways), the process 
  goes much quicker.
  The Dinner Party
     The Keroda Trade Hall is roughly the size of 
  the Utah State Capitol, and is surrounded by 
  elaborate gardens roughly ten city blocks on a 
  side.  The building is shaped like a fortress- 
  with five-story walls surrounding a central 
  plaza and court-yard.  The floors are parquet, 
  and the décor is an interesting mix of styles 
  reminiscent of the baroque- heavy on 
  ornamentation and color.  Much of the 
  building is done in a rust-red brick with white 
  marble accents.   
     The central courtyard is set up to host a 
  dinner of almost a thousand people- and is 
  crowded.  Lit primarily by reflected light 
  torches, and the occasional firepit, the 
  courtyard is dim, but cozy- sufficiently bright 
  to navigate safely while dim enough to blur 
  crucial details.  Waiters circulate with trays of 
  hors d'oeuvres and glasses of wine and 
  champagne.  
     There are representatives from all over the 
  Alpha Quadrant present- Consul Grav and 
  Minister Kinsey, a trio of Vulcans, an 
  Andorian, as well as Romulans, Ferengi, 
  Cardassians and a double score of others.  The 
  only truly notable absences are the Orions and 
  the Klingons.  If asked, Evan will explain that 
  the Klingons were invited but declined due to 
  the distances involved (the Genara are too far 
  from the Empire for cost-effective trade) and 
  the Orions were snubbed because of on-going 
  attacks on Genaran shipping.
     Most of the Genaran's present are women- a 
  great many of them striking.  They are all 
  elaborately dressed and decorated- and the 
  higher their rank, the more ostentatious their 
  garb.  The heroes are introduced to several 
  House matrons, each a formal and imposing 
  figure- usually of great age.  Each of the 
  matrons is surrounded by a retinue of guards, 
  aides, and courtiers, and is handed about like 
  a visiting head-of-state.  
     Notable in the mix is a pale and beautiful 
  young woman of perhaps nineteen years- also 
  surrounded by a host of guards.  Though 
  clearly the product of wealth and refinement, 
  she is dressed far less elaborately than many of 
  the others, and gazes around with a wide-eyed 
  innocence.  Evan identifies her as Ariya, the 
  mother of the heir to House Tirik.  
     If (as) the heroes watch, Ariya is cautiously 
  introduced to each of the other matrons and 
  major diplomatic figures.  Should the heroes 
  attempt to approach her, a beefy retainer will 
  interpose himself between them and explain 
  that any business the heroes have can be 
  3
  
  handled through Cannas- the Deputy Matron 
  of House Tirik.  
     After roughly a half-hour, she is summoned 
  to Cannas- the Deputy Matron of House Tirik. 
  A TN 10 Observe (Spot) or Savvy test reveals 
  that the summons occurs right after Ariya has 
  fulfilled her official diplomatic functions.  
     There is a short, sharp exchange between 
  Cannas and Ariya- an imperious command, 
  and the young woman and her guards leave 
  the reception- with Ariya clearly fighting back 
  tears.  A TN 10 Savvy test reveals a look of 
  malicious pleasure on the older woman's face. 
     Should the heroes be introduced to Cannas, 
  they will find her dour, imperious, and 
  somewhat distant- like a queen being 
  introduced to an unwashed peasant but too 
  polite to comment on the fleas.
     The mingling-and-drinking phase of the party 
  lasts roughly an hour, and then dinner is 
  called.  The heroes find themselves dispersed 
  to the more distant tables, seated alongside 
  several lesser ministers and functionaries for 
  the various diplomatic missions.  
     The food is excellent, but suffers somewhat 
  from the fact that the kitchens are serving 
  nearly a thousand people at a single sitting.  In 
  the meantime, the wine and champagne flow 
  freely- and a number of toasts are offered- both 
  “privately” at their table and publicly- taking in 
  the whole courtyard.
     The Narrator should ask the heroes to specify 
  how freely they are drinking- but need not ask 
  for Stamina tests to resist drunkenness quite 
  yet.
     The reception ends with the various 
  dignitaries and their parties filing out to waiting 
  vehicles and being whisked back to their 
  Houses, hotels, consulates, or embassies.  The 
  more “VIP” the guests, the earlier they are 
  “allowed” to depart.  When the heroes' turn 
  finally arrives, Evan is waiting with their 
  vehicle and is prepared to return them to their 
  shuttle or to deliver them to the port district to 
  continue their liberty.
  Liberty
     If the heroes opt to go directly on liberty, 
  Evan and the driver let them out at the edge of 
  the Port District (essentially, the waterfront), 
  where the party is still in full swing.  The 
  heroes are almost immediately surrounded by 
  happy crowds of revelers dancing, singing, and 
  drinking.  The revelers are surprisingly free-
  wheeling sharing drinks, kisses, and generally 
  having a good time.  There is also remarkably 
  little tension or confrontation between the 
  various party-goers- though a  TN 15 Observe 
  (Spot) test confirms that law enforcement 
  officers are close at hand and keeping a 
  watchful eye on things.
     The Narrator should now begin asking the 
  players for Stamina and Fatigue tests- keeping 
  up with the carnival is strenuous work.  Once 
  the heroes finally begin to wind down, they 
  should head back towards the waterfront, but 
  the crowds force them onto some of the lesser-
  traveled side streets as they make their way 
  back.
  Optional Scene- Wrong Turn
     Should the heroes decide to return to their 
  shuttle and thence to Sakarya, Evan will pile 
  into the vehicle with them and they will set out 
  toward the water front.  Within ten minutes, 
  the car will leave the highway and plunge into 
  the narrow streets and begin the tricky job of 
  negotiating and bypassing the crowds of 
  revelers.  
     After about fifteen minutes, Evan will ask the 
  driver “what's wrong” and will be informed 
  that several of the blockades have been 
  overrun by various party-goers and that he's 
  being forced to find a different route- taking 
  them away from the main routes and more into 
  the back streets.  
  After about fifteen more minutes of this 
  nonsense, Evan will announce that they're only 
  a few blocks from the landing and perhaps it 
  might be better to walk the remaining distance.
  Act Two
  Murder In the Streets
     As the heroes make their way through the 
  back streets of Keroda Colony, they see the 
  blast of an energy weapon flash out from a 
  nearby cul-de-sac and strike a wall near their 
  position.  If they  investigate, the heroes run 
  into a raging firefight.  Several armed guards 
  have formed a defensive perimeter and are 
  attempting to fight off an ambush.  A TN 10 
  Observe (Spot) test reveals four armed guards, 
  with an additional six dead on the ground. 
  There are eight attackers firing from cover a/o 
  4
  
  from an elevated position.  The heroes are 
  behind and below the attackers- who are (as 
  yet) unaware of them.  
     If the heroes brought any kind of modern 
  weaponry (phasers or the like), this battle 
  should be short and sharp.  If not, the battle 
  should be more protracted, but should end the 
  same way- with the heroes breaking the back 
  of the ambush and the survivors fleeing into 
  the night.  
     If the heroes opt not to fight, the battle 
  comes to them, with several retainers rounding 
  the corner pushing a pregnant young woman 
  ahead of them.  Two of them halt behind 
  makeshift cover to delay their pursuers while 
  the third pushes/drags the young woman 
  towards the heroes.  The last of the guards is 
  shot just as he and the woman reach the party 
  from Sakarya.
  The Survivors
     As the echoes of the weapons fire fades in 
  the din of fireworks and the general roar of the 
  street party, the heroes must take stock of the 
  situation.  
     There are only two survivors of the attack- a 
  mortally wounded guard who whispers 
  “Ambush.  Betrayed from within.” before 
  expiring, and a beautiful, but badly wounded- 
  and heavily pregnant- young woman.   Those 
  who attended the earlier reception will 
  recognize her as Ariya, the mother of the heir 
  to House Tirik (and who was dismissed from 
  the party by Cannas, the Deputy Matron).  
     Ariya is in pain and only semi-conscious.  A 
  TN 10 First Aid or Medicine test reveals that 
  she's badly inured with internal bleeding- and 
  will likely require surgery.  The question then 
  becomes whether or not she will survive long 
  enough to reach a Genaran hospital.  
     The streets are crowded- and very nearly 
  impassible with revelers- and reaching a 
  hospital quickly through conventional means is 
  unlikely at best.  The heroes could very easily 
  transport up to Sakarya- but the Generan 
  authorities have expressly forbidden the use of 
  transporters due to the amount of vehicle traffic 
  in the Inner Roads.
     The heroes face a choice- violate the 
  Generan restriction and use the transporter- or 
  risk the longer transit time to either the shuttle 
  or a Genaran hospital.   
     If the heroes take the longer route, Ariya 
  must make a TN 15 Stamina test every five 
  minutes or go into cardiac arrest.  The care of 
  a physician and a TN 15 Medicine test will 
  grant her a +5 to this test, but she can only be 
  resuscitated once.      
  Sick Bay
     If the heroes immediately return to Sakarya 
  with the young woman, an EXTENDED TN 
  100 Medicine (Surgery) test (with a period of ½ 
  hour) will be sufficient to stabilize her and set 
  her on the road to recovery.  
     Even with the surgery, the girl will be 
  extremely weak and shocky.  It is best that she 
  be allowed to rest and recover for at least 
  twenty-four hours before attempting to move 
  her from Sickbay.
  Optional Scene- Official Response
     If the heroes troubled to contact the Generan 
  authorities regarding the attack, Minister Pharu 
  will come aboard within the hour.  After 
  verifying Ariya's condition, Pharu will take a 
  statement from each of the heroes involved 
  detailing their actions and involvement in the 
  attack.
     Once that is settled, Pharu will convey the 
  official thanks of his government and attempt 
  to make arrangements for the girl's return.  He 
  will be annoyed at the medical constraints on 
  questioning or moving her, but will accede to 
  the doctor's wisdom.
     A TN 10 Savvy or Empathy test suggests a 
  sort of detached hostility towards Ariya- a 
  resentment for what she represents rather than 
  the girl personally.  Despite these underlying 
  feelings, Pharu is precise, correct- and military- 
  in his dealings with the Sakarya and her crew.  
     Given that their actions saved the life of an 
  important Generan citizen, they are more than 
  willing to overlook the violation of the 
  transporter ban.  
  Family Ties
     Once the heroes notify the Generan 
  authorities (or the clan directly) about the 
  attack on Ariya, Cannas herself will come 
  aboard to verify Ariya's condition and to 
  convey the clan's official thanks and to make 
  arrangements for the girl's return.  Cannas will 
  be very annoyed at the medical constraints on 
  questioning or moving her, and will loudly 
  5
  
  demand her immediate return.  Cannas is also 
  curious as to how the heroes became involved 
  in the attack (and will fish for information 
  about the assassins- and any possible leak tying 
  her to the attacks).
     Unless Captain ab Reis acquiesces to her 
  demands, Cannas will leave disappointed (and 
  having made a number of veiled threats).  She 
  will insist upon leaving at least one House Tirik 
  retainer as a guard for the young woman 
  (though she won't raise enough of a stink to 
  create a diplomatic incident).
  Optional Scene- Breaking News
     If the heroes did not contact the Generans 
  regarding the attack, the lead news story the 
  next morning will be the attack on and 
  kidnapping of the House Tirik conservator- and 
  the possibility of destabilizing House Tirik.  A 
  House Tirik representative will come on air to 
  refute the allegation, pointing out that while 
  the attack is a grave violation of Generan law, 
  Canas is already serving as an effective matron. 
  The loss of the heir (no mention of the 
  conservator) is a minor set back.
     At this point in the scheme of things the 
  heroes should contact the Generans and 
  explain what happened.   Under these 
  circumstances, however, the Generans will be 
  more than a little suspicious of Federation 
  actions and motives.
     Mister Kinsey, of course, will be positively 
  apoplectic.   
  Optional Scene- The Diplomats
     Once word reaches the Federation 
  Consulate, Reginald Kinsey will immediately 
  set out for the starship- to find out just what the 
  hell the heroes thought they were doing.  Even 
  if the heroes toed the line and did everything 
  precisely by the book, Kinsey will be outraged 
  that the heroes meddled in local/native affairs. 
  He can be shut up (but not mollified) when it 
  is pointed out that murder is a crime in both 
  Generan and Federation law, a/o by the 
  question as to whether he would stand by 
  while a pregnant woman was murdered.
     Kinsey will finish with the weak rejoinder 
  that it is Federation policy not to meddle in 
  non-Federation affairs, and that Starfleet 
  “cowboy diplomacy” just makes things “harder 
  for the professionals”.
     Additionally, if the heroes refused to release 
  the girl into Matron Canas' custody, Kinsey 
  will accuse them of trying to sabotage 
  Federation-Genaran relations.
     Kinsey, of course, is not truly upset that the 
  heroes saved the girl- he's angry because he 
  wasn't informed early enough to 1) take 
  advantage and 2) minimize any fallout from 
  the heroes “rocking the boat”.  
     Consul Grav (the senior Federation 
  diplomatic representative on Arinas Delta IV) 
  on the other hand, sees the heroes' actions as a 
  positive- and will convey those sentiments 
  clearly, but quietly (so as to avoid further 
  agitating Kinsey).
  Act Three
  Questions and Answers
     Unless the heroes use chemical means to stir 
  her (over the Doctor's objections) or sedate 
  her,  Ariya will regain consciousness late the 
  afternoon after she is brought aboard.
     Once awake, Ariya will be frightened, 
  disoriented, and more than a little alarmed (her 
  blood pressure and heart rate monitors will 
  spike precipitously).  
     A TN 10 Influence or Persuade test and the 
  assurance that she is safe and aboard a 
  Federation starship will be sufficient to calm 
  the girl- though she is concerned that her 
  family and House Tirik be informed of her 
  whereabouts immediately.  The presence of 
  one or more House Tirik retainers will also be 
  a comfort to her.
     If questioned, Ariya will state that she and 
  her party left the reception and were returning 
  to a House Tirik compound when they were 
  forced to detour by the crowds (just as the 
  heroes were shortly thereafter).  Shortly after 
  the detour (she's uncertain how long), the party 
  was attacked.  With both their vehicles 
  disabled, they were forced to seek shelter 
  elsewhere- and that's when the heroes 
  intervened.  
     Once she's awake, of course, both Minister 
  Pharu and representatives of House Tirik will 
  wish to speak with her.
  Suspects
     Based on who had motive, the suspect list is 
  as follows: 
  General Pharu, Planetary Security Minister- 
  6
  
  Pharu had a long-term (but ultimately 
  fruitless) romance with Râma, only to be 
  spurned and rejected because of his low 
  birth and in favor of her clan duties and 
  responsibilities.  
  Cannas, Deputy Matron, House Tirik-  In the 
  event of Râma's death, Cannas will 
  become heir and matron to House Tirik.  
  Additionally, there is a rumor that Cannas 
  was to receive “conservation”, but that 
  Râma cancelled it as punishment for 
  disloyalty and because it was “too 
  expensive”.  Should she become matron, 
  Cannas could correct both slights at a 
  single whim.  
  Plak, Ferengi Consul-  Plak crossed Râma by 
  inflating his prices and skimming the 
  profits, and by belittling her gender and 
  her House to her face.  In retaliation for 
  these slights, Râma abrogated several 
  lucrative trade arrangements and pressured 
  several other Houses into doing so (costing 
  Plak a considerable commission).  She 
  then arranged her own shipping terms 
  with a rival (Jyn Fiasha) shipping company 
  and began actively undercutting Ferengi 
  firms doing business with the Genara.  
  Adranis, Romulan Senator-   Adranis is a 
  woman of wealth, power, and influence 
  and the daughter of an old House on 
  Romulus, She fully expected to be 
  admitted into the rarefied atmosphere of 
  Genaran high society based on her name, 
  gender, and wealth- only to be snubbed 
  and dismissed by Râma- who treated her 
  like any low-level supplicant.   Needless 
  to say, the insult has stuck like a bone in 
  her throat.
  Problem Pregnancy
     During her evening checkup, a TN 10 
  Medicine test reveals that despite the doctor's 
  ministrations, Ariya continues to weaken- for 
  reasons that have nothing to do with her 
  injuries.  A TN 15 Medicine test reveals that 
  Ariya is slowly being stripped of vital 
  neurochemicals.  A subsequent roll (or 
  Superior success) reveals that the process is 
  accelerating- and will peak shortly before she 
  gives birth.  If confronted, Ariya will be 
  dismayed but unsurprised- this is an expected 
  side effect of the “conservation” process.  It 
  also makes it far more dangerous to release her 
  to the Genarans- her condition is simply too 
  fragile.  If she goes into arrest too soon, it 
  could endanger the fetus.  Of course, that 
  won't prevent Cannas from insisting (and 
  recruiting Minister Kinsey to support her). 
  Fortunately, Kinsey does not have the authority 
  to overrule either Captain ab Reis or the 
  Doctor.
     Further conservation reveals more of the 
  details of the process- and that Ariya is bright 
  and charming in addition to being beautiful.
  Optional Scene- Poisoned
     If the heroes refuse to release Ariya to House 
  Tirik, Cannas will take a more direct 
  intervention.  If, at any point, the heroes leave 
  Ariya unattended, they will return to find her 
  in some sort of arrest.  A TN 20 Medicine test 
  will reveal a neurotoxin and traces of soluble 
  capsule in her system.  Both are designed to 
  act almost instantly while leaving almost no 
  traces (if the heroes had been just five minutes 
  later, they would have detected nothing).  A 
  TN 15 Physical Science (Chemistry) test will 
  reveal the poison to be Rulain V– very 
  expensive, hard to acquire, and favored by 
  Ferengi and Flaxian assassins.
     Administering an antidote and resuscitating 
  Ariya will require a pair of TN 20 Medicine or 
  First Aid tests.
     Should the heroes trouble to investigate, the 
  computer records are clear- no one has been in 
  or out of the Sick Bay, nor are there any 
  unexplained anomalies or energy events.  The 
  only other person in the room was the House 
  Tirik retainer- who (of course) violently protests 
  his innocence and demands to be turned over 
  to his people.
  Second Attack
     As the heroes arrange to return Ariya to 
  House Tirik, a second, more aggressive attack 
  takes place- this time using heavy weapons.  
  Inquisition
     Minister Pharu comes aboard with news he 
  finds personally distasteful- given that the 
  conspirators were able to penetrate the secrecy 
  surrounding Ariya's return, it's clear that there 
  is a major breach in Generan intenal security. 
  The Matriarchal Council has therefore decided 
  that a neutral third party should take charge of 
  7
  
  the investigation and has decided to ask the 
  officers of the Sakarya to take the lead.  
  Optional Scene- Prisoners
     If the heroes captured one of the would-be 
  assassins (or if they think to check the local 
  hospitals for wounds consistent with those they 
  inflicted on the assassins), they are led to Jonas 
  Grimm, a human merchant crewman.  A TN 
  15 Influence (Intimidate) or Persuade (Cajole) 
  test gets him talking.  Grimm and his 
  associates were paid- and paid well- to carry 
  out the attacks.  He doesn't know who hired 
  them, but he heard the name Olahn 
  mentioned.
     Evan (or a basic computer search) will reveal 
  that Gul Olahn is the Cardassian trade 
  representative, and has been in close contact 
  with House Tirik and Matron Cannas.  House 
  Tirik has just signed a lucrative trade deal with 
  the Cardassians- a deal which Râma (the 
  previous matron) had opposed.  
     If the heroes captured the retainer attempting 
  to poison Arriya, he will remain surly and 
  uncooperative, demanding to be returned to 
  House attempt 
  Putting On the Pressure
     The case against Olahn (at this point) is 
  entirely circumstantial.  Accusing him will 
  trigger a flurry of indignant denials and finally 
  an invocation of his diplomatic status.  The 
  trick will be to get Olahn to spill the beans. 
  There are a number of ways they heroes can 
  go about this- and most involve Influence, 
  Inquire, Negotiate, or Persuade tests.  A little 
  Intimidation wouldn't be a bad idea either. 
  The Narrator should be generous in awarding 
  bonuses for good roleplaying (or even bad 
  acting).  Ideally, the players will jump in with 
  the clichéd good cop/bad cop routine from 
  every movie they've ever seen.
     If the heroes are wily about it, they might 
  point out the level of influence between (and 
  level of dependence upon) the Cardassian 
  government and the Federation.  Were the 
  Federation to express a serious enough 
  concern, it might trigger an internal Cardassian 
  investigation- or even Olahn's outright removal 
  from his post.
  Optional Scene- The Birth
     Depending upon the adventures pacing and 
  the Narrator's preference, the heroes might see 
  the birth of the new Râma and the death of 
  Ariya.  As anticipated, the birthing process 
  causes Ariya's nuerological chemistry to 
  collapse, killing her.  The baby is fully 
  delivered by the autonomic (involuntary) 
  nervous system.  Ariya's heart finally stops 
  roughly an hour after birth.  
     The baby herself will appear perfectly 
  normal, though with radically accelerated 
  biochemical and growth processes.  Any 
  empath or telepath will also detect an unusual 
  level of both cognitive development and 
  confusion on the part of the baby (she is, 
  essentially, the disoriented mind of a grown 
  woman trapped in an infant's body).  It will 
  take time for her to sort things out.
  Optional Scene- Arrest Party
     If the heroes identify Cannas as the real 
  culprit and confront her, she will- at first- play 
  it cannily; feigning outrage and indignation. 
  The other officers of her House (and their 
  armed retainers) will likewise be outraged- and 
  may fight to the death to protect her.
     In order to safely arrest Cannas, the heroes 
  will need to lay out the basic of their case 
  against her and turn her House against her.
     At the last extremity, Cannas herself will pull 
  a weapon and try to shoot her way out- 
  perhaps even taking a hostage and demanding 
  a vessel and safe passage off-world.  The 
  precise details are in the Narrator's hands. 
  What should not be overlooked, however, is 
  that- matron or not- Cannas is powerful, 
  wealthy, and well-connected.  If she is allowed 
  to escape, her revenge will be epic.
  Resolution
     Depending upon how the heroes handle the 
  events in this mission, several resolutions are 
  possible.  The heroes might have determined 
  the true source of the attacks and seen Cannas 
  brought to justice.  If this is the case, and Ariya 
  lived long enough to give birth, the heroes 
  have won a powerful ally (though it will be 
  several years before her full power is realized. 
    If they have accused the wrong person- or 
  worse- left Cannas in power, the reverse will 
  be true- they will have earned a very powerful 
  and very spiteful enemy.
  8
  
  Rewards:
      Experience Points and Renown Points are to be totaled (except where indicated otherwise) and 
  divided equally among the PCs.  The minimum renown award (before any penalties) is +1.
  Experience Awards 
  PC survived
     100 exp points 
  CO grants shore-leave to non-essential Ursa 
  Major personnel:
     100 exp points 
  PCs respect diplomatic protocols vis-a-vis 
  weapons (in other words) they attend the 
  reception itself unarmed:    100 exp points 
  PCs set a watch to guard the shuttle (can be an 
  NPC):
     100 exp points 
  PCs capture one of the assassins:
   
     100 exp points 
  PCs respond to the damsel in distress:
   
     500 exp points 
  PCs disregard the “transporter ban” in order to 
  save a life: 
     100 exp points 
  PCs notify the Generan authorities of the attack 
  before the press gets wind of it.
     100 exp points 
  PCs safeguard the Conservator until the culprit 
  is identified:
     500 exp points 
  PCs interview each of the primary suspects:
     300 exp points 
  PCs correctly identify the mastermind:
     500 exp points 
  PCs take the time and trouble to lead the arrest 
  party themselves: 
     500 exp points 
  Renown Awards
  PCs respect diplomatic protocols vis-a-vis 
  weapons (in other words) they attend the 
  reception itself unarmed:         Renown +1
  PCs make a scene at the diplomatic reception: 
          Renown +1
  PCs respond to the damsel in distress:
   
          Renown +2
  PCs disregard the “transporter ban” in order to 
  save a life: 
          Renown +1
  PCs notify the Generan authorities of the attack 
  before the press gets wind of it: Renown +1
  PCs safeguard the Conservator until the culprit 
  is identified:
          Renown +1
  PCs interview each of the primary suspects:
          Renown +1
  PCs publicly accuse the wrong party:
          Renown -8
  PCs correctly identify the mastermind:
          Renown +2
  PCs take the time and trouble to lead the arrest 
  party themselves:
          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).
  9
  
  Non-Player Characters
  Ariya- Genara “Conservator”
     Young, breathtakingly beautiful, and brilliant, Ariya was chosen as the Conservator 
  for Râma, the House Tirik matron.  Chosen for her poise, grace, beauty, intelligence, and 
  spotless genetic profile, Ariya will die young- stripped of vital neurochemicals during 
  the birthing process.  Her daughter (according to Genaran custom) will be the re-
  incarnation of  Râma.
     While her family will be considerably enriched by her participation in the 
  “conservation”- and while she considers it a great honor to have been chosen- Ariya is 
  also saddened by the sacrifice being required of her.  Although given the best of 
  everything, Ariya was raised in a strict (almost hermetic) scholastic and monastic 
  environment.  
     Despite her excellent education and privileged upbringing, Ariya is innocent, 
  inexperienced, and vulnerable.  
  Râma, House Tirik-
     The matron of House Tirik, Râma was something of a cross between the Terran 
  Elizabeth I, and T'Pau of Vulcan.  This birth will mark Râma's second “conservation”.  
     An ancient, wizened soul in a young woman's body, Râma has ruled House Tirik- and 
  dominated Genaran trade relations- for over a hundred and thirty years.  With the 
  exception of two interregnums (now, and following her previous “conservation”) Râma 
  has ruled House Tirik (and any other she could bully or bribe into submission) with an 
  iron hand.  
     Râma was very, very sharp, single-minded, and ruthless in pursuit of her goals- and had 
  a vengeful streak toward those who “wronged” her.  Save for Cannas, she has no direct 
  blood-heirs and was distant, imperious, and aloof- preferring solitude and ritual poetry to 
  more active pursuits*.  
     Râma had a long-term romance with Pharu (the current Planetary Security Minister), but 
  spurned him in favor of her duties to her clan.  
     Despite her wealth and privilege, Râma  died less than forty years after her last 
  “conservation”, laid low by a virulent, aggressive, and extremely painful genetic wasting 
  disease.  Rumors persist that the disease was either an artifact of “conservation” or was 
  artificial in nature- part of an elaborate and protracted assassination.  
     Râma was (and technically, will be again) a woman of poise, grace, beauty, and 
  considerable intelligence.  Like T'Pau, she was the aged, pragmatic matriarch- willing to 
  make whatever sacrifices are necessary to accomplish her goals.
  * The original Râma was a young, happy, and healthy girl with a quick intellect and a wide 
  range of interests.  After her “conservation”, however she became brooding, melancholy, and 
  resentful.  Her first conservator/mother had been pressured into the process, and loathed the 
  child she carried- a sentiment that survived the birthing process and left deep psychological 
  scars on the child.  Much of Râma's aloof nature, ruthlessness, and  difficulty forming 
  relationships stem from the deep-seated insecurities caused by her mother's hatred and 
  resentment.  She deeply loved General Pharu- but her own insecurities and fears convinced 
  her that she could never truly be loved herself.
  General Pharu, Planetary Security Minister-  
     Young, intelligent, and ambitious, Pharu is a career soldier who began in the service of 
  House Phel, and was eventually tapped by the Matriarchal Council to be Security Minister 
  for Arinas Delta IV.  
     Pharu had a long-term (but ultimately fruitless) romance with Râma, only to be spurned 
  and rejected because of his low birth and in favor of her clan duties and responsibilities.  
  Pharu attempted a reconciliation when he learned Râma was fatally ill, only to be rebuffed 
  a second time- and has never forgiven her for the slight.
  10
  
  Cannas- Deputy Matron, House Tirik
     Originally Râma's grand-niece, Cannas is now seventy years old, and has been serving 
  in her aunt's shadow all of her adult life.  Had Râma's “conservation” failed, Cannas 
  would have become heir and matron to House Tirik- which she has served so ably for so 
  long.  There was a rumor that Cannas was to receive “conservation” as well, but that 
  Râma cancelled it as punishment for disloyalty and because it was “too expensive”.  
  Should she become matron, Cannas could correct both slights at a single whim.  
  Kinsey, Reginald-  
     Special Assistant to the Federation Undersecretary for Humanitarian Relief. Mr. Kinsey is 
  the special Charge d'Affairs responsible for coordinating Federation relief efforts in the 
  Otorin Sector, reporting directly to Federation Undersecretary Tollis.  Young, dashing, and 
  handsome, Kinsey is a consummate politician, and has his eye on higher political office.  
     Kinsey was the senior Federation diplomatic official present during the terrorist incident 
  over Bathân, and took the failure of the diplomatic mission personally- and very vocally 
  blamed the fiasco on Captain Rouviere of the Retributor and Captain S'Val of the T'Varan 
  and their “lack of cooperation” with Romulan authorities.  
  Gul Olahn- Cardassian Trade Representative
     Olahn is a retired Central Command logistics coordinator pressed into service of the 
  Reconstruction Committee in the wake of the Dominion War.  He specializes in both 
  quality control and in the acquisition and transport of both heavy equipment and raw 
  materials for large-scale construction. 
  Plak- Ferengi Consul
     Plak is a younger Ferengi who made his wealth early and then bought his way into the 
  Ferengi Commerce Authority, where he has quietly amassed even more wealth.   His 
  function in this sector is to settle disputes and negotiate settlements while ensuring the 
  most favorable possible trade conditions for the Ferengi.  He is a master of negotiation 
  and has unusual foresight- often preferring long-term profitability over latinum-in-hand.
     Unfortunately, he made the mistake of crossing Râma (first, by inflating his prices and 
  skimming the profits, and second, by belittling her gender and her House to her face).  In 
  retaliation for these slights, Râma abrogated several lucrative trade arrangements and 
  pressured several other Houses into doing so (costing Plak a considerable commission).  
  She then arranged her own shipping terms with a rival (Jyn Fiasha) shipping company and 
  began actively undercutting Ferengi firms doing business with the Genara.  
  Adranis- Romulan Senator
     Leader of the Romulan Trade Delegation, Senator Adranis is a woman of wealth, power, 
  and influence.  Daughter of an old House on Romulus, Adranis is proud, aristocratic, and 
  condescending- and fully expected to be admitted into the rarefied atmosphere of Genaran 
  high society based on her name, gender, and wealth.  The snub- largely at the hands of 
  Râma and House Tirik- has stuck like a bone in her throat- complicating her mission (to say 
  the least).
     Adranis is under orders to negotiate a more favorable trade relationship between the 
  Genara and the diminished Romulan Empire- but what she really wants to do is bring a 
  Romulan fleet here and grind them under her heel.  
     Senator Adranis is loyal to Wing Commander Tevius and the expansionist faction of the 
  Romulan government.  
  11
  
  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.
  * Hull dimensions are derived from comparisons done at Ex Astris Scientia.
  ( http://www.ex-astris-scientia.org/articles/akira-size.htm )
  12
  
  Handouts:
  Handout #1:  Captain's Log
  Captain's Log, Stardate 66963.5
     “U.S.S. Sakarya has arrived without incident at Keroda Station, Arinas Delta star system for 
  diplomatic mission.  The Genara are celebrating the three-hundredth anniversary of the 
  formation of their alliance, with a massive celebration and trade conference on Arinas Delta 
  IV.  
     In addition to Special Assistant Kinsey, there are to be representatives from the Ferengi, the 
  Cardassian Union, and more than a dozen Federation and non-Federation worlds, as well as 
  trade and technical representatives from all over the Alpha Quadrant.  
     Mr. Kinsey is Special Assistant to the Federation Undersecretary for Humanitarian Relief, 
  and reports directly to Federation Undersecretary Tollis. Kinsey is specifically responsible for 
  coordinating Federation relief efforts in the Otorin Sector, and has had dealings with Retributor 
  and Ticonderoga.  
     Because of the sheer number of vessels on hand, Sakarya has been “anchored” in the 
  Keroda Roadstead, well within transporter range- but our hosts have mandated that all travel 
  to and from the surface be conducted by shuttlecraft or orbital lighter.  
     Sakarya is exciting a lot of attention from the locals, as she's larger and more advanced than 
  anything they've yet built, and we've had to gently turn away several of the 
  more....enthusiastic...admirers wanting to come aboard.
     Mister Kinsey and his party are been eager to disembark, and quite frankly- have been 
  demanding company.  After three weeks underway, the crew is also eager for a change of 
  scenery and a little R&R.
     The general mood at Keroda Station seems to be one of general celebration and a Carnivál 
  atmosphere. 
     
     My senior officers and I are now departing for the diplomatic dinner and have been invited 
  to enjoy shore leave at the Station once that is completed.”
  13
  
  Handout #2:  Political Profile: The Genara
  Author: Devoras Ral, Federation Undersecretary for Interspecies Relations
     The Genara Union is an alliance and trade consortium of five space-going societies spread 
  over six systems.  They are confirmed to have sprung from a common mother society which 
  apparently disappeared without a trace more than 700 years ago.
     The daughter colonies regained space-flight at roughly the same time and re-established 
  trade and diplomatic ties.  They formed a “stable” interstellar union in Earth year 2089.
     Generally peaceful, the Genara maintain a small, but powerful defensive fleet (with a small 
  exploratory arm)- but the vast bulk of Genaran vessels are built for trade and commerce.  
     The Genara have become economically interdependent and have begun a lucrative 
  import/export with neighboring systems and empires- notably the Romulans, Ferengi, and 
  Cardassians.  Their primary industry at the moment is technical and diplomatic experts.  The 
  Genara serve as advisers, technical experts, and teachers on more than a dozen worlds other 
  than their own, and are highly sought after.
     
  Physiology:  The meet most humanoid norms, but trend toward the tall and willowy, 
  especially when compared to humans.  Their appearance is deceptively fragile, though there 
  is considerable strength- both of body and will- in the Genara genotype.  Skin colors trend 
  toward the pale, and hair and eye colors generally match human norms.
     One notable difference is that Genara lack external ears- having four timpanic membranes 
  instead (located at the four “corners” of the head), which gives them exceptional hearing and 
  situational awareness.
     Homeworld:  The Genara share five main colonies- each with populations of a billion or 
  more people- and a dozen lesser colonies founded within the last hundred years. 
     The original “parent” world still exists but lies fallow and abandoned.  The ruins of once-
  populous cities stand in silent witness to the inhabitants of the world, but no other trace- has 
  been discovered.  No evidence of chemical or biological holocaust has been found, and 
  background radiation levels are normal.  Several Genaran expeditions have attempted to re-
  colonize this world, but each was withdrawn within the first year of founding.  A final 
  expedition- the Seventh- also disappeared without a trace in 2377.
     Societal Structure:  Genara society is divided up along matriarchal clan lines.  Family- both 
  the nuclear and extended- are the central units of Genaran society, and a Genaran's first 
  loyalties are to his House and blood before any other (not unlike Klingon practice).   
     Clan rivalries and feuds are an ever-present fact of Generan life, and can range from an 
  exchange of cat-calls and insults to blood-feuds involving tens of thousands.  
     
     Government Structure:  The Genara are a matriarchal society organized into a legislative 
  aristocracy.  The Genara divided by blood and familial ties into hundreds (or thousands) of 
  Greater and Lesser Houses (again, not unlike the Klingon model).  The Eldest Mother 
  (generally, the oldest and most capable woman in the House) serves as local judicial and 
  executive authority.
     The two hundred Houses with the highest membership (or with a total allied population) are 
  granted seats in Parliament, which in turn elects the Prime Minister and cabinet.  The Houses 
  propose and write legislation, but can be overruled by majority vote of the general population.
     Genara justice systems vary from province to province and world to world.  Intra-clan 
  justice is usually handled by the matriarch or a designated representative.  Justice between 
  clans (where a member of one clan has wronged another) is usually handled by designated 
  negotiators between the two clans, or if necessary, by third-party mediators either agreed to by 
  the litigants or appointed by the Matriarchal Council.   
     The  Matriarchal Council (comprised of the Eldest Mothers of the twelve largest Houses) 
  serve as a supreme judiciary, interpreting the law or overturning it as necessary.  
     Genaran men enjoy full suffrage and legal rights, but are bound by both tradition and law 
  from holding seats in either the Matriarchal Council or Parliament.  Genara males can (and 
  14
  
  do) serve as cabinet ministers, emissaries, military officers, advisers, counselors and nearly any 
  other posts- but cannot serve as the legislative or judicial representatives in their own right.  
  Males routinely address the Parliament and Matriarchal Council, but do so only in the name of 
  their Matriarch.  
     Interstellar Relations:  The Genara guard their neutrality carefully, but generally adhere to 
  interstellar law, and enjoy robust trade relations with the Romulans and Ferengi, and are 
  expanding ties with the Cardassians (and through them, with the Federation).  The Genara 
  trade primarily among themselves, but are expanding an already robust trade network with 
  markets sufficiently to come into direct confrontation with the Ferengi- which has led to 
  increasing tensions between the two powers.  
     Technological Summary:  Genaran society is rated as Tech Level 6/7- roughly comparable to 
  the Federation in Kirk's era, though many older cities and enclaves retain a more archaic 
  standard.  
     Projections:  Starfleet Intelligence and the Federation Diplomatic Corps expect little change 
  in Federation-Genara relations over the short term.   A number of trade treaties have been 
  inked, but the Genara are currently too far from the edge of Federation advancement and from 
  primary Federation shipping lanes to merit much attention.  
     Genaran leaders continue to push various trade and cultural exchange projects with various 
  foreign powers, but these are not expected to produce significant changes in technology or 
  foreign relations in the near future. 
  15
  
  USS 
   
   Sakarya
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Aydin ab Reis
  Human 
  Captain
  Executive Officer 
  Victoria Loch
  Human
  Commander
  Tactical Actions Officer
  Prin Ajan “A.J.”
  Bajoran
  Lt. Commander
  Chief Engineer         
  Choda
  Tellarite
  Lieutenant
  Chief Science/Ops Officer
  T'Var
  Vulcan
  Lieutenant
  Conn Officer
  Thrax
  Denobulan
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Paul Featherstone Human   
  Lieutenant
  Captain Aydın ab Reis
  C.O., U.S.S. Sakarya- a captain of eight years experience, ab Reis is still a young and 
  enterprising officer, but is also highly self-disciplined.  He carries himself with both reserve 
  and dignity- not with arrogance at his lofty position, but with a keen awareness of the duties 
  and responsibilities he bears.  His code of honor can be best described as noblesse oblige- 
  “noble ancestry constrains to honorable behavior; privilege entails to responsibility". 
     Captain ab Reis adheres to a strict philosophy of personal austerity and personal honor- he 
  has chosen the hard, disciplined road- and maintains his footing through sheer immovable 
  integrity and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such 
  friends unto death.  
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with rigid standards of honor and conduct.  On the one hand, ab Reis is plain 
  spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation.  On 
  the other, he seldom shares his mind with others and plays his cards very close to the vest.  
  He can be very warm and approving when he chooses to be- and conversely, does not need 
  words to make his disapproval and disappointment plain.  He demands the very best from his 
  officers- and they work hard not to disappoint his trust in them.
     Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts 
  her- and knows he can depend upon her more than anyone else aboard.
     Tall, thin, handsome, and dark, ab Reis moves with quiet, contained power and 
  determination.  He is a man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Renown: 26 (-5) TN: 10
  Note: ab Reis is noted as being formal, even stand-offish, 
  and occasionally arrogant.
  Commander Victoria Loch
  X.O., U.S.S. Sakarya- Commander Victoria Loch is- hands down- one of the brightest 
  individuals aboard the Sakarya- a fact not lost on her captain.  Loch came up in Operations, 
  and has an Eidetic memory.  She also has a keen sense of spatial awareness and can keep 
  track of a thousand tiny details- an essential talent in operating and managing a starship.  
   
     Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in 
  order to allow the Captain to concentrate on the mission at hand.  If she were permitted, Loch 
  would be both quiet and introspective- luxuries her duties do not normally permit her.  Loch 
  trusts Captain ab Reis completely- though she occasionally curses his name for keeping his 
  own counsel and “drafting” her as his Executive Officer.
  Lieutenant Commander Prin Ajan
  Tactical Actions Officer, U.S.S. Sakarya.  The ship's chief weapons officer and head of 
  security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III.  
  Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- 
  by a group of Bajoran militants- which turned out to be something of a blessing as the 
  colony was beset both by natural predators and occasionally by the Jem'Hadar and other 
  Gamma Quadrant predators.  
     
  16
  
     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).
  17
  
  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
  18
  
  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. 
  19
  
  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
  20
  
  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.  
  21
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Prin Ajan “A.J.”
  Age:
  28
  Species
  Bajoran
  Homeworld:
  Casos III Colony
  Gender:
  Male
  Eyes:
  Hazel
  Hair:
  Brown
  Rank:
  Lieutenant Commander
  Current Assignment:
  Tactical Actions Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     The ship's chief weapons officer and head of security, Lieutenant Commander Prin grew up 
  on the Bajoran colony world of Cosas III.  Remote and isolated in the Gamma Quadrant, 
  Cosas III was settled- without authorization- by a group of Bajoran militants- which turned out 
  to be something of a blessing as the colony was beset both by natural predators and 
  occasionally by the Jem'Hadar and other Gamma Quadrant predators.  
     
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 2375 and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Psychological Profile: 
     Prin projects a friendly and easy-going manner- a velvet glove over a core of steel.  He is 
  both proud of his accomplishments and his origins- though is more than a little reticent to 
  discuss his youth or his tenure as a blockade runner.   
     Although by no measure a scholar, Prin is a quietly religious man who seeks to harmonize 
  the will of the Prophets with his Starfleet duties.  He is by no means a pacificist and will kill 
  swiftly and efficiently if his duties require it.  
     Prin tends to watch everyone and everything carefully.  He prefers to wait and watch- and  
  watch some more.  Prin know that people will reveal their true thoughts and intentions more 
  often in subtle ways than with their words.
  Attributes
  Str    6 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)*
  Quickness +1*   Savvy +2
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 12   Advancements: 12
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +4
  +1
  +5
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  22
  
  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.  
  23
  
  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
  24
  
  Language- Tellarite
  INT 
  +2
  +4
  +1
  +7
  Language- Vulcan
  INT
  +2
  +3
  +1
  +6
  Observe
  PER
  +0
  +5
  +5
  Physical Science
  INT 
  +2
  +5
  +1
  +8
  ( Physics, Mathematics )
  Propulsion Engineering
  INT
  +2
  +7
  +1
  +10
  ( Warp Drive )
  Ranged Combat:Energy 
  AGL
  +1
  +6
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +6
  +1
  +9
  Structural Engineering
  PRS
  +2
  +6
  +1
  +9
  (Spaceframes )
  Survival
  PER
  +0
  +3
  +3
  System Engineering
  INT
  +2
  +7
  +1
  +10
  (EPS Grid, Transporter )
  System Operation  
  INT 
  +2
  +6
  +8
  Unarmed Combat  
  AGL 
  +1
  +4
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Engineering Certification: Lieutenant Choda may use all of the Engineering group skills untrained. 
  Fix-It: Having spent many hours tearing apart the Skarya's systems, Choda has learned how to 
  repair them as well.  She now knows all of the Repair skill specializations.  
  Miracle Worker- Propulsion Engineering: When making a Propulsion Engineering check (including 
  Extended tests) Choda may take the action in half the base time.  
  Starship Duty: Lieutenant Choda meets all the prerequisites for her post aboard Sakarya.
  Species Abilities:
  Bonus Edge: Exceptional Fortitude: Tellarites suffer Fatigue-related test penalties as though they 
  were one level less fatigued then they actually are.  
  Bonus Edge: Meticulous:  Tellarites gain a cumulative +1 per round in extended tests.  
  Bonus Edge: Skill Focus (Exhaustive):  Tellarites gain a +2 species bonus to Inquire and Persuade 
  (Debate) tests.  
  Pig-Headed:  Tellarites single-mindedness often makes them seem indifferent or difficult.  They 
  suffer a -2 to Influence tests.  
  Poison Resistance:  Tellarites gain a +4 Stamina reaction to resist the effects of poisons.  
  Stubborn: Tellarites tend to be single-minded to a fault.  A Tellarite who enters an argument 
  favoring a particular position must spend a Courage point to back down from that position. 
  Edges/ Flaws: 
  Command 1:  Choda is assigned as a department head aboard the starship Sakarya.
  Multitasking:  Choda has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 2:  Choda holds the rank of Lieutenant in Starfleet. 
  Skill Focus (Craftsman): Choda gains +1 each to Construct and Repair tests. 
  Suit Trained:  Choda has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Thinker: Choda receives a +1 to all Academic tests.
  Zero-G Trained:  Choda has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  25
  
  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
  26
  
  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.
  27
  
  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
  28
  
  Operate Vehicle- Motorcraft
  INT
  +2
  +2
  +1
  +5
  Operate Vehicle- Sailcraft
  INT
  +2
  +2
  +1
  +5
  Persuade
  PRS
  +2
  +2
  +4
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +1
  +6
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  +1
  +7
  Space Science
  INT
  +2
  +9
  +11
  ( Astrogation )
  Survival
  PER
  +1
  +2
  +1
  +4
  System Engineering
  INT
  +2
  +2
  +1
  +5
  ( Flight Control ) 
  System Operation  
  INT 
  +2
  +5
  +1
  +8
  ( Flight Control )
  Unarmed Combat  
  AGL 
  +1
  +4
  +1
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Dogfighter: If Thrax is at the helm during combat, the ship receives a +2 to all Helm maneuvers.   
  Starship Duty: Lieutenant Thrax meets all the prerequisites for his post aboard Sakarya.
  Surfing Space-Time:  By making a TN 20 Space Science (Astrogation) test, Thrax can plot an 
  exceptionally tight course which allows Sakarya to arrive at her destination as though she 
  had been travelling at maxium speed- without exceeding her sustainable maximum speed. 
  Species Abilities:
  Excellent Climb: Denobulans gain +4 species bonus to Athletics (Climb) tests and can climb up to 
  five meters per round.
  Hallucinations: In extremely stressful situations, a Denobulan may experience hallucinations. 
  However, such experiences are considered to be safe and natural ways of releasing nervous 
  energy.
  Hibernation: Unlike most species, Denobulans do not sleep as a part of their daily cycle.  Instead, 
  they hibernate for a full six days per year, although some can reduce this period time by 
  various degrees. A Denobulan sleep period is handled similarly to the Fatigue rules found on 
  pages 95-96 of the Narrator’s Guide. 
  Resistance: Denobulans gain a +2 to Stamina tests to resist illness, disease, and radiations.  Some 
  technology, like Borg nanoprobes, also has a delayed effect on them.
  Edges/ Flaws: 
  Command 1:  Thrax is assigned as a department head aboard the Sakarya.  
  Cultural Flexibility: Thrax has been nearly everywhere and alien customs and mores seldom 
  surprise him.  He gains +2 to Social tests involving species other than his own.
  Fit: Thrax receives a +1 to all Physical tests.
  Promotion 1:  Thrax holds the rank of Lieutenant, Junior Grade in Starfleet. 
  29
  
  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 )
  30
  
  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.  
  31
  
  7
    th   Fleet Scoring Sheet
   
    
  “Legacy”
  Benchmark
      
          Bonus
  Achieved
  CO grants shore-leave to non-essential Sakarya personnel:
  +1 
        ¤
  PCs respect diplomatic protocols vis-a-vis weapons (in other words) :
  +1 
        ¤
  they attend the reception itself unarmed.
  PCs set a watch to guard the shuttle (can be an NPC):
  +1
        ¤
  PCs cause a scene at the diplomatic reception:
   
  -1
        ¤
  PCs respond to the damsel in distress:
   
  +1
        ¤
  PCs capture one of the assassins:
   
  +1
        ¤
  PCs disregard the “transporter ban” in order to save a life: 
  +1
        ¤
  PCs notify the Generan authorities of the attack before the press gets:
  +1
        ¤
  wind of it.
  PCs safeguard the Conservator until the culprit is identified:
  +1
        ¤
  PCs interview each of the primary suspects:
  +1
        ¤
  PCs publicly accuse the wrong party:
  -5
        ¤
  PCs correctly identify and arrest the mastermind personally:
  +1
        ¤
      / 10
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
             
   
   
  Date Played:               
   
             
   
   
  Crew:  USS 
   
      
              
   
             
   
             
   
             
   
             
   
   
  Final Score:    
        / 10
   
     
  Officers Present: 
   
          
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Total XP Award:         
   
         
   
      Individual XP Awarded:         
   
   Individual Renown Awarded:          
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  32
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS01-Legacy.pdf