TEXT: ANOMALIES
  TALES FROM THE NEXT GENERATION ERA
  AL SPADER
  MISSION BRIEFS
  
  STAR TREK ADVENTURES
  051426
  LCARS TERMINAL MUH052203-PDF
  020420
  CREDITS
  AUX SYS
  Published by Modiphius Entertainment Ltd.
  2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K.
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  THIS GAME
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  010670
  
  001
  01.00 
  INTRODUCTION 
  002
  01.10 
  THE ORDER BEYOND 
  003
  01.20 
  THE SEED 
  004
  01.30 
  TIME LOST 
  005
  01.40 
  THE OTHER END 
  006
  01.50 
  FLUID MECHANICS 
  007
  01.60 
  FOLLOW THE LEADER 
  008
  01.70 
  THE SPACE BETWEEN 
  009
  01.80 
  UNSEEN 
  010
  01.90 
  STIMULANT 
  011
  01.100 ANACHRONISM 
  012
  TALES FROM THE NEXT GENERATION ERA
  MISSION 
  BRIEFS 
  ANOMALIES
  ANOMALIES
  082397 
  050670081302030806
  
  002 STAR TREK ADVENTURES
  INTRODUCTION
  ANOMALIES
  ELEMENTS OF A MISSION BRIEF
  For as long as explorers have travelled through space, they 
  have encountered or reported an abundance of amazing 
  anomalies, many of which remain unexplained. Scientific 
  wonders of all kinds scattered throughout the vastness of 
  space await bold Starfleet officers to discover and study, 
  engage, or avoid. 
   
  This packet presents ten detailed mission briefs oriented 
  around strange and wondrous anomalies, each of which 
  you can modify for use as adventures in your Star Trek 
  Adventures campaigns set during The Next Generation  
  era (approximately 2360–2379). Each mission brief is 
  designed to stand alone, though they could be strung 
  together into a story arc or added to an existing campaign 
  with minor modifications.
  A mission brief contains several elements that collectively create a high-level outline for a Star Trek Adventures 
  mission. Each element may be modified as needed to suit the needs of your particular game and group of players. The 
  elements of a mission brief include:
   
  §
  Title: An evocative title for the mission.
   
  §
  Suggested Era of Play: The Star Trek time period in which the mission is recommended to be set (Enterprise era, 
  Original Series era, The Next Generation era, etc.).
   
  §
  Suggested Spotlight Role: The suggested focus player character role. This can be used to help you and your 
  players plan milestones and character arcs.
   
  §
  Synopsis: High-level summary, detailing key points such as location, antagonists, the plot, etc. The synopsis 
  generally explains how the story might relate to the player characters and provides the essential details needed to 
  start developing the story.
   
  §
  Opening Log Entry: A captain’s log or a personal log, usually written with the suggested spotlight role in mind.
   
  §
  Major Beats: Key scenes or encounters to include, leaving room for you to bridge them as needed with material 
  unique to your cast of player characters and campaign events.
   
  §
  Minor Beats: Secondary plot elements or suggested subplots that you could weave into the mission as a side 
  scene or subplot.
   
  §
  Key Non-Player Characters: Brief descriptions of key NPCs, including the main antagonist(s). This element may 
  also suggest specific NPCs from the core rulebook to use or adapt. Note that any page references listed in this 
  document refer to the Starfleet-oriented Star Trek Adventures core rulebook.
   
  §
  Conclusion: The intended ending of the mission, with suggestions on how to adjust the conclusion if the players 
  move the story in unanticipated directions.
   
  §
  Adding This Mission to Your Campaign: Advice on how you might fit the mission into your ongoing campaign.
  CHAPTER 
  01.00
  
  003
  ANOMALIES
  SYNOPSIS
  The player characters’ ship is sent to investigate a newly-
  formed white hole that opened relatively close to a settled 
  system. Upon arrival, the ship is bombarded by subatomic 
  particles, overloading its systems. With engines down, the 
  crew must navigate shifting gravity fields, discover what 
  or who caused the white hole to open, and determine the 
  impact it is having on this area of space.
  CHAPTER 
  01.10
  MAJOR BEATS
  UNANTICIPATED EFFECTS
  When the ship arrives, it is bombarded by subatomic 
  particles as they spiral out of the white hole. This energy 
  wave disables sensors, shields, deflectors, and both warp 
  and impulse engines. The crew must work together to bring 
  systems back online as the ship is shunted around by the 
  fluctuating gravity fields.
  A WORLD NOT LIKE OUR OWN
  Once systems are restored, the crew interacts with the white 
  hole and the spherical objects orbiting it. The crew discovers 
  that the universe on the other side of the white hole is one 
  where quantum mechanics are orderly and predictable. 
  Without entropy, the matter there doesn’t break down into 
  subatomic particles. The crew also learns that the spheres 
  orbiting the white hole are single atoms of this orderly matter. 
  The spheres are expanding and the energies inside are 
  fluctuating due to deterioration of the force holding them 
  together. The spheres will explode in a small-scale Big Bang 
  that will destroy dozens of surrounding solar systems.
  COMMUNICATION IS KEY
  A pulsating hum starts emanating from all subspace 
  communication systems aboard the ship. The pulses 
  alternate between high and low pitch, seemingly at random. 
  The crew discovers the sounds are a form of trinary code. 
  Breaking the code reveals the spheres are sentient explorers. 
  When the spheres arrived, the quantum physics of this 
  universe began destroying their own quantum signature 
  and they became stuck here. The entities wish to return to 
  their universe.
  MINOR BEATS
  You can add direct communication from the spheres to 
  individual player characters in order to challenge values. 
  Some characters may also discover that the matter within the 
  spheres and on the other side of the white hole allows for low 
  energy fusion but fission is nearly impossible.
  KEY NON-PLAYER CHARACTERS
  While the spheres are not true NPCs, communicating with 
  them should feel like having a conversation with a living being.  
  CONCLUSION
  Ultimately the crew will decide whether to return the spheres 
  to their home universe and close the white hole, or find a way 
  to keep the spheres from exploding and keep the white hole 
  open. Some players may try to explore the other universe 
  beyond the white hole.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Science Officer
  THE ORDER BEYOND
  This mission is a good way to give your non-bridge crew members a 
  chance to shine. This mission can also be thrown in as a random side 
  trek as the ship travels to a new location. Another idea is to use this 
  mission as a gateway to multiverse exploration.
  ADDING THIS MISSION TO YOUR CAMPAIGN
  We have been ordered to investigate a white hole 
  that ruptured a little over a week ago. Preliminary 
  data reveals large, spherical objects orbiting the 
  breach. Why did this white hole open up? What 
  impact is it having on the surrounding area? 
  Hopefully the answers will come without incident.
  OPENING LOG ENTRY 
  CAPTAIN’S LOG
  
  004 STAR TREK ADVENTURES
  SYNOPSIS
  The ship detects a verteron burst emanating from around an 
  M-Class planet with no known sentient life. When they arrive, 
  the crew finds a gigantic plant growing out of an old satellite. 
  Further investigation reveals that as the plant absorbs energy 
  and grows, it creates a spatial rift to another universe. On the 
  planet below, several similar species of plants have grown 
  together to create ship-sized rifts. The crew must determine 
  the threat these rifts pose and how to deal with them without 
  causing the extinction of an entire plant species.
  CHAPTER 
  01.20
  MAJOR BEATS
  THE ROOT OF THE PROBLEM
  Upon arrival, the ship finds a satellite occupied by a massive 
  unknown plant species. Sensors detect the verterons shot 
  out of the satellite. With subspace distorted, taking a shuttle 
  is the safest way to get to the satellite. While dodging flailing 
  tendrils, the away team discovers a spatial rift inside the 
  plant’s seed pod at its base. The plant is feeding on the 
  energy being released from an old fusion reactor. A polaron 
  energy burst detonated within the rift will seal it and killing or 
  stunning the plant will keep the rift from growing larger.
  AS ABOVE, SO BELOW
  Another massive verteron burst erupts from the planet 
  below. The crew investigates a field that covers a third of the 
  planet’s surface, finding it is home to several species of the 
  plant they found on the satellite. Many of the plants growing 
  near each other have allowed the spatial rifts to converge into 
  colossal super rifts.
  ESCAPE PLAN
  There are thousands of plants on the planet; each species’ 
  rift leads to a different alternate universe. The only way to 
  close the rifts is to overload them with energy from within. 
  Further research shows that the rifts begin to form between 
  the vegetative and budding phase of the plant. As such, 
  once the rifts are closed, they will no longer grow and the 
  plants will survive. The plants will try to defend themselves 
  from perceived threat by swatting at the shuttle with flailing 
  tendrils and shooting it with massive thorns.
  MINOR BEATS
  Player characters with science or medical skill may perform 
  genetic research on samples taken from the plant or 
  determine the quantum signatures of what lies beyond the 
  rifts. Others may be interested in who this satellite belonged 
  to and if these plants are naturally evolved or engineered.
  KEY NON-PLAYER CHARACTERS
  Though none are presented here, feel free to add enemies as 
  would be appropriate in your campaign.
  CONCLUSION
  The crew must decide how to close these rifts or kill off these 
  plants. Some may wish to explore where the rifts go or where 
  they came from. Starfleet may determine that the rifts pose a 
  liability if discovered by enemies.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Science Officer
  THE SEED
  CAPTAIN’S LOG
  A verteron burst like the one we detected has  
  only been seen around wormholes in the past. 
  Perhaps a new wormhole has opened? Perhaps 
  it is something else entirely? Either way, our  
  pilots are prepping for navigating through 
  subspace distortions.
  OPENING LOG ENTRY 
  ADDING THIS MISSION TO YOUR CAMPAIGN
  This encounter offers a chance at a heroic moment for a pilot on 
  the crew. It is also a great way to open a larger story about who is 
  responsible for creating these plants and the satellite. Some players 
  may want to take a smaller plant with them for further investigation 
  which could open up many side treks.
  
  005
  ANOMALIES
  This mission could be a fun episode that encourages challenging 
  character interactions. It could also challenge characters who have 
  lost loved ones by opening a dialogue about the grieving process.
  ADDING THIS MISSION TO YOUR CAMPAIGN
  SYNOPSIS
  When sent to a newly-forming star in a nearby nebula, the 
  players’ ship is hit by a chroniton wave and time becomes 
  distorted for everyone on board. The crew then finds a small 
  ship hovering in the new star’s corona with a single life-sign 
  on board. The crew boards the vessel to find a mourning 
  Romulan engineer who is trying to construct a time machine 
  so she can fix what she lost. 
  CHAPTER 
  01.30
  MAJOR BEATS
  TEMPORAL CASCADE
  As the ship arrives at the newly forming star’s location, they 
  prepare for collecting the data they need. Within a few hours, 
  the fusion reaction occurs, creating a rapid predictable 
  release of energy. However, the energy is different than any 
  in the computer systems as the radiation is full of chronitons 
  which become embedded within the ship and many of 
  its crew members. As each person and area are affected 
  differently by the wave, player characters will observe some 
  people and objects moving in fast forward while others are 
  moving in slow motion or even paused in place.
  ALONE IN THE RIVER
  After sorting out how these temporal effects are affecting the 
  crew and the ship, the players detect a small vessel in the 
  corona of the newly formed star. The chroniton wave appears 
  to have been released by the vessel and not the star. Sensors 
  will detect a single lifesign on the ship. If hailed, there is no 
  response from the vessel. The crew should take a shuttle to 
  the ship and try to figure out what is going on. Shuttles may 
  have been affected by the chroniton wave and may move 
  slower or faster than normal.
  TO WHAT END?
  Once they reach the vessel, the crew finds major 
  modifications have been done to it, including modules 
  designed to absorb solar radiation and a strange reactor. 
  The crew determine whoever is on this ship is trying to 
  create chronitons. Upon further investigation, the crew finds 
  a grieving Romulan engineer named Mirrsul trying to fix her 
  device. With diplomacy skills, the away team can learn that 
  Mirrsul’s wife died when a warbird was destroyed. Mirrsul 
  is trying to send herself back in time to keep her wife from 
  getting on the ship that was destroyed. Mirrsul has no idea 
  that the chroniton wave is causing so much chaos. 
  MINOR BEATS
  This mission allows for many character interactions. Consider 
  pairing a character moving fast with a character who is 
  moving extremely slow. Another option would be to have 
  several characters unaffected by the wave become stuck in a 
  turbolift or shuttle that is paused in time.
  KEY NON-PLAYER CHARACTERS
  Mirrsul can be represented by the statistics for a Romulan 
  Centurion (page 320), but feel free to make her a different 
  species that works with your campaign. 
  CONCLUSION
  Mirrsul doesn’t want her work affecting others. She can be 
  convinced to turn the device off. The crew should decide what 
  to do with the device once Mirrsul has relinquished control. If 
  you’d rather not have your crew gain access to a device this 
  powerful, Mirrsul could program the device to fly into the star.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Captain or Executive Officer
  TIME LOST
  CAPTAIN’S LOG
  We are en route to a nearby nebula where sensors 
  have detected a newly-born star on the verge of 
  beginning its fusion reaction. Keeping with Starfleet 
  protocol, we will keep detailed scan logs of the 
  event for the standard two-day interval. Here’s 
  hoping we don’t get delayed.
  OPENING LOG ENTRY 
  
  006 STAR TREK ADVENTURES
  SYNOPSIS
  The player characters suddenly find themselves in an asteroid 
  field in another quadrant. In the blink of an eye, the ship 
  returns to its previous location. After being translocated several 
  times and suffering damage, the crew realizes it is quantum 
  entangled with an object in the other location and is swapping 
  positions with it. During one of the leaps, the ship detects a 
  space probe broadcasting a subspace message explaining 
  that its owner is trying to solve the problem but requests help 
  as the task is beyond him.
  CHAPTER 
  01.40
  The information we traded from the Antedeans is 
  fascinating. The engineering team is consuming all 
  the information about improving the warp reactor’s 
  capabilities. I am more interested, however, in the 
  conceptual space drives they included. Perhaps 
  their theories could one day allow for warp travel 
  needing far less energy.
  OPENING LOG ENTRY 
  CAPTAIN’S LOG
  MAJOR BEATS
  ANOTHER PLACE
  The ship suddenly collides with an asteroid that wasn’t on 
  sensors. The crew then realizes they seem to have teleported 
  into the middle of an asteroid field in another quadrant. Just 
  as they start to process what this information means, they 
  are back at their original location. This happens several 
  times before the science officer can determine that the ship 
  and everyone inside have become quantum entangled with 
  something and keep swapping places with it.
  MESSAGE IN A BOTTLE
  After several spatial swaps, the ship finds a space probe that 
  wasn’t originally in the asteroid field. The probe is broadcasting 
  a subspace distress message in a language that is unfamiliar. 
  The crew learns that they have become entangled with another 
  ship and their crew who call themselves Caranids. They are 
  trying to fix things by cutting the entanglement, but are having 
  difficulties and need help.
  EXTENDING A HAND
  The player characters help fix what the Caranids call an 
  entanglement drive. The crew learns the drive is supposed 
  to work by becoming quantum entangled with buoys around 
  different planets for rapid relocation. The Caranid ship was 
  experimenting with having a personal buoy that is piloted 
  by one of their flight controllers. This relationship would 
  allow for an especially maneuverable ship in asteroid fields 
  and combat. When the buoy was destroyed, the Caranids’ 
  ship became entangled with the player characters’ ship. 
  The player characters can help the Caranids sever the 
  connection, but not before the ships swap locations a few 
  more times so everyone is back where they belong.
  MINOR BEATS
  Tis’Lin could offer a trade of his space buoy for some tech he 
  observed on the Federation ship. Another idea could be to 
  use the quantum jumps to create disorienting effects among 
  crew members. Some crews may seek to learn more about 
  Tis’Lin’s species.
  KEY NON-PLAYER CHARACTERS
  Tis’lin, the Caranid captain, is also a quantum physicist. Use 
  the Ferengi Salesman (page 326).
  CONCLUSION
  The crew either helps the Caranids or infiltrates and disables 
  the entanglement drive. Once back on their own ship, the crew 
  can analyze what they learned about the conceptual drive.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Engineering Officer
  THE OTHER END
  ADDING THIS MISSION TO YOUR CAMPAIGN
  The swapping can occur while the ship is traveling or docked. If it 
  happens while docked, there can be even more complications with 
  people on board the space station. You could use the other ship as 
  a new enemy threat that the away team needs to infiltrate in order to 
  disable the entanglement drive.
  
  007
  ANOMALIES
  SYNOPSIS
  While traveling to their destination, the ship is forced out of 
  warp and becomes stuck in space. The crew discovers that 
  the material they are stuck in is semi-gelatinous and organic. 
  After modifying impulse engines to work in the substance, 
  the player characters discover a debris field that used to be 
  a station at the center of the anomaly. The crew then finds 
  a single, unknown life sign on one of the larger pieces of 
  debris. With transporters useless in the sludge, an away team 
  investigates to find an alien genetics facility and a reactor 
  that has breached to another dimension, pulling more of 
  the fluid into normal space. The players must neutralize the 
  threat while facing an alien antagonist.
  CHAPTER 
  01.50
  MAJOR BEATS
  STUCK IN THE MUD
  The crew discovers the fluid is made of organic material 
  that seems to defy physics by not freezing in the vacuum 
  of space. The ship’s engineers make adjustments to the 
  impulse engines, allowing them to further explore the 
  anomaly. The crew also finds that transporting outside of the 
  ship doesn’t work.
  WHAT ONCE WAS HERE
  Scans show massive chunks of organic material toward 
  the center of the fluid field. Here the player characters see 
  a dozen chunks of what look like asteroids connected by 
  a network of organic tendrils. The pieces are slowly being 
  pulled back together. Each piece has several rooms and 
  OPENING LOG ENTRY 
  CAPTAIN’S LOG
  Minutes ago the ship was pulled out of warp and 
  has become stuck in a bizarre liquid floating in 
  space. Even more curious, the warp drive won’t 
  even function in the stuff and impulse engines are 
  strained. The team is about to collect a sample of 
  the goo. Hopefully we can find a way to get out of 
  this tar pit.
  tunnels inside, suggesting this was once some kind of 
  organic station. A single alien life sign is detected on the 
  largest chunk. 
  EQUILIBRIUM
  An away team is sent to investigate. Inside, the crew finds a 
  genetic research facility with bio-organic computers as well 
  as a bioreactor that has breached to another dimension. 
  An alien life form monitors the systems and will attack 
  immediately if it notices the team. The away team also 
  discovers that more of the fluid is seeping into normal space 
  from the breach inside the reactor.
  MINOR BEATS
  This mission could open up new possibilities for Starfleet 
  in the form of bio-organic technology. Another option is 
  to reveal the alien’s genetic operation. Perhaps they are 
  trying to mimic different species in the region or maybe 
  they’re trying to make themselves into the biotechnological 
  equivalent of the Borg.
  KEY NON-PLAYER CHARACTERS
  Use any creature from the core rulebook to represent the 
  alien lifeform controlling the facility.
  CONCLUSION
  The crew must decide what to do about the reactor rift. 
  Perhaps the breach was an accident, or perhaps the alien is 
  trying to bring more of its home dimension here. The creature 
  itself is nefarious and will not try to negotiate.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Science Officer
  FLUID MECHANICS
  ADDING THIS MISSION TO YOUR CAMPAIGN
  This mission is meant to tease fluid space into your game. Depending 
  on when your game takes place, Starfleet may or may not be familiar 
  with the dimension. This mission also works well as a survival horror 
  story by having the alien stalk the away team on the station.
  
  008 STAR TREK ADVENTURES
  SYNOPSIS
  While conducting a routine investigation of a newly 
  discovered comet’s tail, the ship becomes gluonically 
  bonded to the comet’s nucleus. While attempting to solve 
  the problem, the crew finds other victims of the comet and 
  then charts its course, discovering the ball of ice will collide 
  with a nearby star. The crew learns the comet isn’t quite what 
  it appears.
  CHAPTER 
  01.60
  MAJOR BEATS
  A STICKY SITUATION
  The ship conducts its final sweep through the comet’s tail to 
  collect data. The pilot must dodge debris of stone and ice as 
  they guide the ship through. Before it leaves the tail, the ship 
  becomes stuck with impulse engines no longer operative. 
  The crew learns the ship has somehow become gluonically 
  bonded to the comet and is being held in place by the strong 
  subatomic force.
  NO LONGER ALONE
  While dodging the barrage of comet dust, the ship detects 
  indications of a Romulan ship in the tail. Comms are distorted 
  by the radiation flowing from the comet but are adjusted to 
  find a Romulan crew led be Shalar, who are having the same 
  issues as the player characters and have been stuck for over 
  a month. Together, the two crews discover the asteroid is 
  heading toward a star.
  CRY FOR HELP
  The Romulans are convinced to share what data they have, 
  revealing a pattern of atoms flowing from the asteroid. 
  The matter being released is similar in composition to 
  pheromones. Studying this pattern suggests the matter is 
  being released with a purpose. The crew then takes a shuttle 
  to the comet itself, only to discover that a cosmozoan is 
  cocooned within. With analysis, the crew communicates with 
  the creature to learn that it knows its path will lead it into the 
  star and it wants to live.
  MINOR BEATS
  This mission can provide thrills for people in a shuttle. 
  You could also create an espionage subplot by having the 
  Romulans responsible for the course the comet is taking. 
  Another option would be to have the comet cosmozoan be 
  malicious and instead about to collide with a planet that it 
  wishes to consume.
  KEY NON-PLAYER CHARACTERS
  Shalar is a Romulan Uhlan (adapt the statistics on page 320 
  as needed).
  CONCLUSION
  The cosmozoans will free the ships if the player characters 
  offer to help redirect its course. The Romulans are thankful 
  for Starfleet’s help with the situation. How the two crews help 
  the cosmozoan should inform future interactions with the 
  entity and the other ship.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Flight Controller
  FOLLOW THE LEADER
  Our survey of comet 2X4-11S is coming to an end. 
  The last leg will require me to fly the ship through 
  the comet’s tail. Last scan shows many chunks 
  of ice and debris that the ship will have to avoid 
  during transit. This shouldn’t be a problem; I’ve 
  done this before.
  OPENING LOG ENTRY 
  CAPTAIN’S LOG
  This mission works well as part of transitioning from one area to 
  another. It could also be used to jump-start an ongoing story with the 
  Romulans. Another idea is to use these cosmozoans as harbingers of 
  a larger threat.
  ADDING THIS MISSION TO YOUR CAMPAIGN
  
  009
  ANOMALIES
  SYNOPSIS
  While transporting a foreign dignitary, the ship is hit by a blast 
  of radiation which affects the crew on a subatomic level, 
  causing them to begin shrinking. Medical officers must act 
  quickly to counteract the bizarre phenomenon. 
  CHAPTER 
  01.70
  MAJOR BEATS
  NO SMALL MATTER
  Crew members start falling ill, complaining of headaches and 
  shortness of breath. Careful scans reveal that the sickened 
  crew is beginning to shrink. Inch by inch, all organic matter 
  is getting smaller. The doctors determine that everyone’s 
  DNA is twisting tightly together and the space between the 
  electrons and nuclei of the atoms are shrinking. As the crew 
  gets smaller over time, it will become more and more difficult 
  to breathe, as well as use the electronics on the ship.
  THE INVESTIGATION
  Only a foot tall now, the crew must deal with the ever 
  more challenging effects of getting smaller. Sensor scans 
  detect a bizarre form of radiation that isn’t connected to the 
  microwave burst. The radiation has only been recorded once 
  before: dubbed spiroid radiation, it is responsible for making 
  spiral formations contract tighter. The source of the radiation 
  is detected in the dignitary’s quarters.
  UNKNOWING
  Now less than an inch tall, the crew makes their way to 
  the dignitary’s quarters to find the radiation is coming from 
  a glowing crystal on a shelf. The crew then confronts the 
  dignitary who had no idea the crystal was a device; it was 
  given to him as a gift when he got the dignitary job.
  MINOR BEATS
  This mission allows for fun athletic challenges as well as 
  intriguing solutions for doing things as simple as pushing 
  a button. Consider having injuries happen so the doctors 
  have to figure out how to mend a small person with 
  gigantic equipment.
  KEY NON-PLAYER CHARACTERS
  The species of the dignitary is purposely left out so you can 
  make them whatever fits your campaign needs.
  CONCLUSION
  The crew must destroy or get rid of the crystal device or 
  suffer staying the size of ants indefinitely and potentially 
  suffocating from decreased lung capacity. How the crew 
  deals with the dignitary will inform future missions when 
  dealing with their species again.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Medical Officer
  THE SPACE BETWEEN
  A sudden radiation burst has damaged propulsion 
  systems, but that isn’t the most concerning part. 
  Many of the crew members have been reporting 
  headaches and shortness of breath in the wake of 
  the burst. We are currently taking tissue samples 
  to see if there was any genetic damage that would 
  cause the side effects.
  OPENING LOG ENTRY 
  CAPTAIN’S LOG
  This mission is a great way to encourage your crew to think outside 
  the box to find creative solutions. This mission is also a great way 
  to start interactions with a new species that the crew may deal 
  with again in the future. Another idea is to have the dignitary be a 
  malicious new enemy.
  ADDING THIS MISSION TO YOUR CAMPAIGN
  
  010 STAR TREK ADVENTURES
  SYNOPSIS
  After completing an information trade with a new civilization, 
  crew members begin to disappear around the ship. Along 
  with being invisible, the affected crew members are also 
  unable to be heard. While investigating where the missing 
  crew have gone, the doctors determine the crew is still 
  physical, just not reflecting light waves. Once the crew finds 
  a way to communicate with the cloaked crew members, they 
  must piece together the answer to the mystery.
  CHAPTER 
  01.80
  MAJOR BEATS
  GHOSTED
  The ship has just completed an information exchange with a 
  newly-discovered species when reports start pouring in that 
  people are disappearing randomly all around the ship. An 
  investigation reveals that the crew members are physically 
  still there, just unable to be heard or seen. The people who 
  have disappeared see things as normal on board the ship but 
  are unable to communicate with their voice.
  INTERACTION
  The player characters figure out how to communicate with 
  the cloaked crew members in creative ways. Several of the 
  affected are asked to report to sickbay. Once there, the 
  doctors discover that their vocal cords have been paralyzed. 
  This problem is easily solved; however, the doctors also 
  discover the skin of the cloaked individuals is projecting a 
  quantum phase bubble, allowing light and other radiation to 
  teleport through them. The bubble is also reducing sound 
  within to inaudible subsonic levels.
  SEEING THROUGH
  After finding a way to speak to the ghosts and interviewing 
  the invisible crew members, the one thing they all have in 
  common is eating from the replicators in the ship’s galley. 
  Upon further investigation, the crew discovers a computer 
  virus written into the replicator codes that adds and changes 
  a few molecules in the food that is created. These new 
  molecules are creating a localized cloaking field around the 
  people who consumed the food.
  MINOR BEATS
  Consider having several NPCs in the group become 
  invisible. Allow the characters to challenge values that are 
  related to death. Encourage interesting and fun ways for 
  communication before the characters realize they can write 
  or type. The ghosting doesn’t have to happen all at the 
  same time.
  KEY NON-PLAYER CHARACTERS
  None.
  CONCLUSION
  The molecules pass through the body within 48 hours and 
  the crew will become visible again. Fixing the virus within 
  the replicator programming will make it so nobody else is 
  affected. Ultimately the crew must decide what to do with the 
  information gained from this virus.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Medical Officer
  UNSEEN
  There are reports all around the ship of people 
  disappearing into thin air. One ensign swears she 
  saw a coffee cup float around in the air in front of 
  her. What is turning our crew into ghosts? I must 
  get one to sickbay to investigate further.
  OPENING LOG ENTRY 
  CAPTAIN’S LOG
  This mission could be a fun, creepy episode with many ghostly horror 
  tropes. You can also use the sudden disappearance of colleagues to 
  create opportunities for player characters to work through issues with 
  death. You could also use this mission to create a new enemy for the 
  crew. Perhaps the information trade wasn’t equal, or perhaps the new 
  species has a spy on board.
  ADDING THIS MISSION TO YOUR CAMPAIGN
  
  011
  ANOMALIES
  SYNOPSIS
  The ship has been called to investigate a rogue asteroid. 
  Initial observations reveal dozens of cryo-volcanos spewing 
  violet ice into its atmosphere. Upon viewing the asteroid, 
  several crew members begin to suffer symptoms of 
  withdrawal when they no longer see it. While mild at first, the 
  symptoms become deadlier the longer they are away from 
  the asteroid’s brilliant show.  
  CHAPTER 
  01.90
  MAJOR BEATS
  ERUPTIONS OF BEAUTY
  While analyzing the mineral contents of the asteroid, crew 
  members flock to viewports all around the ship to watch the 
  shimmering firework display. As the tests and scans finish, 
  the player characters start to notice people lingering in the 
  viewing area, often staring with mouths agape. Once people 
  are spoken to, they snap out of their trance-like states and 
  go back to normal, often losing track of the time. Minutes 
  after leaving the windows, people start suffering withdrawal-
  like symptoms. 
  TRYING TO HELP
  The medical bay fills with patients as those who witnessed 
  the cryo-volcanos lose control of their emotions and start 
  falling sick. Scans reveal high levels of dopamine in their 
  systems but no evidence of any drugs. The rest of the crew 
  discovers a strange light fluctuation just outside of the visible 
  range that, when focused through a lens, causes the brain to 
  feel like it is high on drugs. People who haven’t seen the light 
  for a while start suffering extreme depression.
  COUNTERACTION
  The crew can harvest some of the ice flakes from the asteroid 
  to slowly wean the affected crew members off the stimulant 
  without killing them. The ship then deals with the asteroid 
  and its hypnotizing side effects. 
  MINOR BEATS
  The issues of severe depression and feelings of 
  worthlessness can challenge values the characters may 
  have. Maybe a character had a substance problem in the 
  past or knows someone who did. Another idea is to have 
  high-ranking officers affected and have lower-level officers 
  need to take charge. Also consider having the crew take a 
  shuttle to collect the ice samples to increase difficulty.
  KEY NON-PLAYER CHARACTERS
  None.
  CONCLUSION
  The crew decides how to deal with the asteroid and how to 
  move forward with their interpersonal relationships. Many 
  crew members will be emotionally impacted by this and 
  may visit the ship’s counselor during treatment and once 
  they are recovered.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Medical Officer or Ship’s Counselor
  STIMULANT
  The scans of the asteroid should be finished soon. 
  I am hearing that some of the crew have gathered 
  in the galley to observe the beautiful phenomenon. 
  I believe my nurse was there before their shift 
  was meant to start. They are currently seventeen 
  minutes late. I will make note and call them if they 
  aren’t here in the next three minutes.
  OPENING LOG ENTRY 
  CAPTAIN’S LOG
  As this mission deals with the topic of addiction, it may bring up strong 
  emotions for both characters and players. Make sure to prepare your 
  group and adjust accordingly based on player input. If someone is 
  uncomfortable with these concepts, try a different mission brief. This is 
  also a great mission to run when a player can’t make it to a session, as 
  their character can just be hypnotized the whole time.
  ADDING THIS MISSION TO YOUR CAMPAIGN
  
  012 STAR TREK ADVENTURES
  SYNOPSIS
  After narrowly avoiding a spatial sinkhole, crew members 
  start experiencing random hallucinations that make them 
  believe they are in a far, distant time with everyone on the 
  ship out to get them. The crew determines that the spatial 
  sinkhole has allowed “chaotic space” to leak into their 
  universe. With graviton shear pulling on the ship, crew 
  members begin fighting each other, causing chaos onboard.
  To increase entertainment value, make the hallucinations something 
  your player characters are interested in and then give players the 
  opportunity to challenge their characters’ values. This mission also 
  works to rebuild relationships that have deteriorated on board the ship.
  ADDING THIS MISSION TO YOUR CAMPAIGN
  CHAPTER 
  01.100
  The crew is restless as we are finishing up the tail 
  end of our mission schedule. It has been months 
  since most of the crew has set foot on terra firma. 
  These days, tempers are short and emotions run 
  high. Security has been increased to help keep the 
  crew calm until we get home.
  OPENING LOG ENTRY 
  CAPTAIN’S LOG
  MAJOR BEATS
  SURFING THE EDGE
  The ship is yanked from its forward trajectory as gravitons 
  shift toward a point in the distance. The ship’s hull is tortured 
  as a spatial sinkhole sucks in the matter surrounding 
  it. Careful navigation keeps the ship on the edge of the 
  anomaly’s effects. Sensors detect a wave of unknown 
  particles projecting out of the sinkhole. Unbeknownst to 
  the crew, some of these chaotic matter particles embed 
  themselves in the ship’s hull.
  NOT WHAT IT SEEMS
  Crew members begin having hallucinations that they are in 
  the past and preparing for war. Some see themselves as 
  knights in armor while others see themselves in a Klingon 
  arena, and so on. While hallucinating, the characters see 
  others as people out to get them. This may lead to hand-to-
  hand combat among characters who are hallucinating.
  THE PURGE
  While the security officers try to subdue the chaos, the bridge 
  officers determine that the chaotic matter has attached 
  itself to the ship’s hull. The matter is emitting radiation that 
  is causing the hallucinations. Removing the chaotic matter 
  is extremely difficult as its position is always shifting to a 
  new location.
  MINOR BEATS
  Feel free to play up the hallucinations as though they are 
  holodeck programs gone wrong. Maybe two crew members 
  haven’t seen eye to eye and can have a duel to settle things. 
  Gathering more information about chaotic space and how it 
  intersects our space would also be helpful to Starfleet.
  KEY NON-PLAYER CHARACTERS
  None.
  CONCLUSION
  Once the chaotic matter is removed from the ship’s hull, 
  the hallucinations end. How the crew reacts to each other 
  post-hallucinations should be included as scenes at the end 
  of the mission.
  Suggested Era of Play: The Next Generation Era
  Suggested Spotlight Role: Security Officer
  ANACHRONISM
  
  EXPLORE STRANGE NEW 
  WORLDS ALL ACROSS 
  THE GALAXY
  Expand the Star Trek Adventures Roleplaying Game core rulebook  
  with the complete collection of quadrant sourcebooks: 
  Alpha, Beta, Gamma, and Delta. 
  Each volume presents setting details focused on a specific quadrant, 
  information to expand the game beyond 2371, descriptions of worlds 
  and civilizations, many new playable character species themed around 
  the quadrant, and a wide selection of NPC vessels and characters to 
  challenge your crew. Set your course and engage warp drive!
  TM & © 2020 CBS Studios Inc. © 2020 Paramount 
  Pictures Corp. STAR TREK and related marks and 
  logos are trademarks of CBS Studios Inc.  
  All Rights Reserved.
  ®
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek Adventures/Star Trek Adventures - Modiphius/Star Trek Adventures_ BRIEFS 003 - TNG Anomalies/STA_Mission_Briefs_003_TNG_Anomalies_v1.0.pdf