TEXT: Fracture Lines
  A Post-DS9 Adventure 
  For Starfleet
  Shattered Stars #11
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor and TFAndrews
  Special Thanks To:
  Play-testers:
  Rex and Jeremy Rouviere,
  Jed Smith,
  the U.S.S. Retributor,
  and 
  The Seventh Fleet
  (www.seventhfleet.org)
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “Fracture Lines” is an adventure for use with 
  the Star Trek: Role playing Game by Decipher. 
  It is the eleventh adventure in the “Shattered 
  Stars” campaign and is suitable for a crew of 2-
  6 players playing a Starfleet crew during the 
  post-DS9/post-Voyager era.  With some 
  modification, this adventure could be adapted 
  for other crews and other eras.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide, Star Trek: Narrator’s 
  Guide, and may require the use of the Star 
  Trek: Starfleet Operations Manual in running 
  this adventure.  A number of pre-generated 
  characters are available at the end of the 
  mission.  Alternately, players may substitute 
  their own characters with the approval of the 
  Narrator.  
     The adventure takes place near the 
  Federation/Romulan border late in the year 
  2389.  Players who wish to take part in this 
  adventure should not read any further.  
  Adventure Synopsis
     The Federation starship U.S.S. Sakarya is 
  routed off a boring patrol route in order to 
  investigate the explosion and loss of the U.S.S. 
  Dawnspring- a Federation science vessel over 
  the non-aligned world of Edoran.  
     The Dawnspring was conducting an 
  authorized shore-leave and survey period and 
  exploded without warning, scattering pieces of 
  the starship to hell-and-gone.  The Sakarya and 
  her people must reconstruct the final moments 
  of the lost starship and recover her dead and 
  wounded.  
  Recommended Date/ 
  Season/Stardate: 
  2388/ Post-Star Trek:Nemesis /SD 65314.6
  Setting: 
     Edoran, Otorin Sector- A “neutral” world 
  within the Romulan Neutral Zone.  
    A “forgotten” world, Edoran is an Orion 
  colony world with a population of more than 
  two million.  Edoran is not officially aligned 
  with any major interstellar power- and guards 
  that neutrality cagily.  Rumors abound of pirate 
  activity originating from Edoran, but given that 
  the presence of Starfleet patrol forces on one 
  side and the Romulans (and their somewhat 
  “final” method of dealing with pirates) on the 
  other, the Edorans are very careful in how they 
  operate.  
     Despite these pressures, Edoran is a 
  marketplace where any number of deals can 
  be hatched and run.  Certain Cardassian 
  strongmen a/o Federation traitors may be 
  hiding out on Edoran.
  Background:
     The U.S.S. Dawnspring was returning to 
  Federation space in the wake of an eighteen-
  month, deep-space survey and was granted 
  permission to break at Edoran for shore leave.  
     While she was there, Dawnspring agreed to 
  assist the Edoran Council of Ministers by re-
  mapping part of the northern hemisphere for 
  economic exploitation.  Dawnspring's sensors 
  detected something she shouldn't have- and 
  she was killed for it.  A high-energy explosive 
  was beamed into Dawnspring's engine 
  room,rupturing her warp core and destroying 
  the starship in orbit.   
     Dawnspring's shore party- her Executive 
  officer and a small number of the crew- 
  survived the loss of their ship.  
     The Edoran authorities, fearing for the loss of 
  their neutrality, are now in chaos- torn 
  between providing full cooperation and full 
  cover-up.
     Sakarya's mission is to investigate the loss of 
  the Dawnspring, to determine what caused her 
  death, and to recover her remains- both the 
  living and the dead.
     
  Table 6.1 Universal Target Numbers
  Difficulty
  Base TN
  Simple
  5
  Routine
  10
  Challenging
  15
  Difficult 
  20
  Virtually Impossible
  25
  Heroic
  30
  1
  
  Act One
  New Orders
     Open in media res with Handout #1 
  (Captain's Log).  Underway along the Romulan 
  Neutral Zone, U.S.S. Sakarya has been 
  conducting a deterrent patrol designed to keep 
  Orion privateers and Romulan renegades from 
  crossing the Neutral Zone.  Her routine is 
  shattered by the arrival- Handout #2 (Comm 
  Traffic)- of a canned message from Admiral 
  Thol, commanding Starbase 153.  Due to the 
  distance from Starbase 153, there is a twenty-
  minute communications lag between Sakarya 
  and Starfleet Command.
     When played, the main viewscreen clears 
  and is replaced by the grim visage of the 
  Andorian Sector commander.  Thol has a 
  reputation for being very reserved, but a TN 10 
  Savvy check reveals that the Admiral's features 
  are unusually strained.  
  “Captain ab Reis, 
     I am interrupting your patrol, to deal with 
  a bleak situation. Starfleet Command has 
  received incomplete reports that the U.S.S. 
  Dawnspring has exploded in orbit around 
  Edoran, and crashed on the planet surface. 
  There are reportedly few survivors.
     Upon receipt of this transmission, you are 
  detached from your current mission and 
  ordered to proceed at best possible speed 
  to Edoran, there to determine the cause of 
  the Dawnspring's loss, recover her 
  wreckage and survivors, and to offer any 
  necessary assistance in minimizing damage 
  to the planet and its population.  
     The cause of the Dawnspring's loss has 
  not been determined- proceed with 
  caution.  Given the location of Edoran in 
  the Neutral Zone, you are further cautioned 
  against aggravating an already tense 
  situation.  Standard Rules of Engagement 
  apply.
  Good luck.
  Thol out.”
     If the heroes specifically ask for the 
  information, they should receive Handout #3 
  (Edoran Profile),Handout #4 (
   
   Dawnspring
   
    
  Profile), Handout #5 (Admiral Thol Profile), 
  and/or Handout #6 (Commander Nelson 
  profile).  “Captain” Nelson was one of Admiral 
  Thol's junior officers, serving with him aboard 
  the starship Kel'ran, and in a Dominion prison 
  camp afterwards.   
     When Nelson was promoted to Lieutenant 
  Commander, Thol recommended her for 
  captaincy of the Dawnspring and lobbied 
  extensively on her behalf.  
     Sakarya is currently in Section H-9, roughly 
  2.5 light years from Edoran.  A speed of Warp 
  9.6 will get the Sakarya to the Edoran system 
  in 11.5 hours.  In order to attain that speed, 
  the Sakarya's Chief Engineer will need to make 
  a TN 20 Propulsion Engineering (Warp Drive) 
  test in order to reach that speed.  Additionally, 
  a TN 20 Propulsion Engineering (Warp Drive) 
  test is needed each half hour there after to 
  maintain that speed (though these latter tests 
  enjoy a +6 bonus due to the engine's 
  reliability). 
     Finally, a Sakarya officer with the Surfing 
  Spacetime Professional Ability can make a TN 
  20 Space Science (Astrogate) test to plot an 
  exceptionally tight course.  This has the effect 
  of acting as the ship travelled one warp factor 
  faster than her actual speed.
  Edoran Roads
     If Sakarya conducts a detailed scan of the 
  outer orbital (parking) area around Edoran, her 
  Science, Ops, a/o Tactical officers should make 
  a TN15 System Operation (Sensors), Physical 
  Science, or Propulsion Engineering (Warp 
  Drive) test.  A success should reveal a lot of 
  antimatter/ion residue in orbit, most of it 
  heading into deep space.   A Superior success 
  should reveal that the residue is (for the most 
  part) less than twenty-four hours old.   
     Less than a day ago, there were a large 
  number of warp-capable vessels in orbit- 
  nearly all of whom are now gone.
  Close Orbit
     As the Sakarya warps into orbit, she is 
  immediately contacted (audio only) by Minister 
  Conacian, who welcomes them and offers his 
  assistance in resolving this tragedy.   The 
  Edoran government has seventeen survivors of 
  the Dawnspring in their care, and have made 
  some inroads into determining the cause of the 
  starship's loss.  If Sakarya is running with a 
  defensive posture- screens and shields raised or 
  weapons armed, Conacian will assure them 
  2
  
  that this isn't necessary- Dawnspring was lost 
  due to an internal explosion rather than an 
  external attack.
     If pressed for details, Conacian will 
  temporize by inviting Captain Thallman and 
  his people to the surface to review their 
  findings and to meet with the Dawnspring 
  survivors.  Coordinates just outside the Hall of 
  Ministers follow.
     No matter how the conversation progresses, 
  however, Conacian invites the Sakarya people 
  to the surface to meet with the Council and 
  review the evidence, and is clearly reluctant to 
  discuss any details over an open comm line.
     Should the Sakarya take note (and make a 
  TN 15 System Operation (Sensors) check) the 
  heroes should receive Handout #7 (Edoran 
  Roads) detailing a list of vessels in orbit.  
  The Council of Ministers
     When the heroes reach the surface, they find 
  themselves on a very hot, dusty world, and on 
  a city street paved with cobblestones and 
  surrounded by brick, adobe, and stucco 
  buildings with slate roofs and spread awnings. 
  The streets are crowded with people- mostly 
  Orion- many of whom watch them with a mix 
  of open hostility, open curiosity, and even 
  open dismay.  Before they can interact with 
  any of the locals, however, the heroes are 
  approached by a massive mountain of a man 
  dressed in elaborate robes and wielding a large 
  pole-arm/halberd who identifies himself as 
  Rijan and “summons them to meet with the 
  Council”.
     The heroes are shown in past a set of large, 
  thick, and elaborately carved wooden doors, 
  through an elaborate foyer with parquet floors, 
  and thence into a low, comfortable, and 
  elaborate furnished meeting room filled with 
  men (and two women).  
     The Edoran Council of Ministers is arrayed 
  on a series of pillows and low divans around a 
  central meeting area.  Thick and luxurious rugs 
  and draperies decorate the room in a 
  sumptuous- and blatant- luxury. A small trio of 
  armed guards (swords and disruptor pistols) 
  stand decorously along the rooms perimeter.  
     Several of the ministers are smoking from 
  elaborate hookas, while others sip at a variety 
  of liquors, while others still have elaborate 
  platters of small foods and sweet-meats within 
  arms reach.  A TN 10 Savvy check (or a TN 10 
  Empathy test) will reveal that despite the 
  languorous setting, the Ministers are all alert- 
  and even wary.  It soon becomes apparent, 
  however, that the ministers are very eager to 
  satisfy their Federation guests and send them 
  on their way.  There is no sign of the survivors 
     As the party all enter the room, Rijan taps his 
  pole-arm three times against the hardwood 
  floor and announces, “The Federation officers, 
  my lords and ladies.”
     A greying man- Minister Conacian- (who 
  looks remarkably like Ayelborne from TOS: 
  Errand of Mercy) but more heavily (and 
  ornately) dressed hurries towards the heroes 
  and shakes Captain Thallman's hand with both 
  of his own, while again expressing his 
  condolences fro the loss of the Dawnspring. 
  He will then attempt to see them seated and 
  plied with wines and sweet-meats.
     After making sure the Federation guests are 
  well situated, Conacian will turn the matter to 
  business.  
     The Dawnspring survivors are nearby and 
  will be brought in shortly, but the Ministers 
  wanted to discuss their findings first- sparing 
  the survivors what can only be a painful 
  conclusion.  
     According to the Council of Ministers, the 
  Dawnspring was lost due to some sort of 
  accident aboard- apparently in Engineering. 
  The ship was in standard orbit, with no other 
  vessel nearby.  It took a bit of luck and skill, 
  but the Edoran were able to reconstruct and 
  computer enhance sensor data from the few 
  government sources within line of sight, and 
  recreate the chain of events leading up to the 
  ship's loss.  
     The video shows a low-oblique view of the 
  starship as she orbited high overhead.  After 
  several unremarkable minutes, a small blossom 
  of fire appears low on Dawnspring's secondary 
  hull (close to her warp-core ejection hatch), 
  followed by a massive plasma explosion which 
  blows apart the secondary hull and sends the 
  vessel careening off screen.  
     The “camera” pans wildly for a moment as 
  the operator attempts to focus in on the dying 
  starship, and succeeds momentarily- just long 
  enough to see the primary hull disintegrating as 
  it tumbles into the atmosphere.  The video 
  ends a moment later.  An empath or telepath 
  who makes a TN 15 Empathy test will detect a 
  fairly sharp, but general spike in tension 
  3
  
  amongst the ministers as the video is played- 
  and concern about the reactions of the Sakarya 
  crew.  
     After a moment of silence, Conacian speaks 
  again.  “As you can see, there was no activity 
  near the starship before she was destroyed. 
  Our analysis suggests that the explosion was 
  the result of a warp-core breach or failure of 
  one of the ship's EPS conduits.”  The Ministers 
  have managed to locate the major pieces of the 
  wreckage- but no survivors from aboard the 
  ship when she was lost.
     Through Conacian, the Ministers pledge their 
  full cooperation with the Federation's 
  investigation, and express the hope that this 
  matter can be resolved quickly.  If the heroes 
  ask for it, the video of the loss will be handed 
  over without pause or hesitation.
  The Survivors
     Either at Captain Thallman's request or 
  following the video, the survivors of the 
  Dawnspring are brought in.  These fortunate 
  few were ashore on leave when the ship was 
  destroyed.  There are a total of seventeen 
  survivors, including Dawnspring's Executive 
  Officer, Operations Officer, and her Main 
  Propulsion Assistant. 
     All are in good health, and have been well 
  treated- though they are understandably 
  furious.  When Dawnspring was destroyed, 
  they were “gathered and quartered”- or as one 
  of the survivors puts it, “rounded up and 
  detained”.  They have been held essentially 
  incommunicado, and haven't been allowed to 
  play any role in either the search or the 
  investigation (and the inability/inactivity is 
  driving them slightly nuts).  They are- 
  understandably- very pleased to see the 
  Sakarya officers.
     Minister Conacian will turn the survivors 
  over to Captain Thallman (or the other senior 
  officer present) and suggest that they may want 
  time to debrief and to review the Dawnspring 
  crew.  Facilities have been prepared for just 
  that purpose within the Hall of Ministers, or 
  the heroes are free to return to the Sakarya, if 
  that is their wish.
     If they have any questions or requests, they 
  may contact Conacian at their leisure.
  Interviews
     If and when the heroes make the survivors 
  aware of the Edoran “findings”, they react with 
  hostility and disbelief.  Both the Exec and the 
  MPA can attest that the ship was in need of a 
  post-mission overhaul, her material condition 
  was good overall.  They'd run a pressure-
  integrity test on the main warp core less than 
  three weeks before- there was no reason for a 
  core-breach to have taken place.  
     The rest of the crew, if questioned, will 
  likewise report that the ship was in good 
  condition, with a well-trained and proficient 
  (though tired) crew.
     The Exec and Captain were together about a 
  half hour before the Dawnspring was lost, and 
  the Exec recalls the Council of Ministers (he 
  doesn't remember the name of the specific 
  minister) asking to meet with Captain Nelson, 
  immediately.  Nelson agreed and left to meet 
  with them, telling the Exec to enjoy his lunch. 
  About a half-hour before the ship was lost, the 
  Captain contacted him to report she'd be 
  returning to the ship.  When the Exec asked if 
  he should join her, Captain Nelson said no- 
  that it was a minor errand and she'd rejoin him 
  in a couple of hours.
  The Other Shoe
     Once the heroes have had a chance to 
  interview the survivors and get a feel for their 
  take on the situation, any Tactical officers left 
  aboard the Sakarya should make a TN 10 
  System Operation (Sensors or Tactical) test.  If 
  successful, they will detect a subspace 
  disruption in close orbit- possibly a cloaked 
  vessel.
     After a moment's pause1, the vessel will 
  decloak, revealing herself to be the Romulan 
  starship Vigilant.
     Commander Tolon will demand an 
  explanation for the Sakarya's presence in the 
  Neutral Zone, noting that her presence is a 
  violation of treaty and thus an act of war.
     Tolon will be sneering and condescending, 
  referring to Sakarya as a “death-machine”, and 
  to the crew as “dandified thugs”, but he won't 
  be provoked into opening fire. He will express 
  deliberately-feigned sympathy for the loss of 
  the Dawnspring, and will graciously “allow” 
  them to continue their rescue operations. He 
  will not, however, agree to depart the Neutral 
   1 This pause should be of sufficient length to allow 
         the Captain to return to the ship, if necessary.
  4
  
  Zone.
     Tolon will insist that his presence is 
  necessary to monitor the Starfleet incursion- 
  and to ensure the integrity of the Neutral Zone.
     With little further preamble, the Vigilant will 
  fade back into cloak.  Should the heroes 
  attempt to scan the Vigilant before she cloaks, 
  they should receive Handout #9 (Close Range 
  Scan).
  Optional Scene- Local Reaction
     If the heroes contact the Edoran Council of 
  Ministers about the Romulan presence, 
  Conacian will be coolly receptive.
     He will point out that the Edoran system is 
  neutral, and that the Romulans have as much 
  right to visit and trade as does the Federation- 
  and that it is in the Edoran interest to have 
  both parties present- their rivalry will ensure 
  Edoran sovereignty.
  Act Two
  Questions
     If the heroes ask Conacian about the meeting 
  with Captain Nelson, he will disavow any 
  knowledge- stating that to his knowledge, the 
  Ministers had no business with the 
  Dawnspring after granting her permission to 
  make orbit and begin their visit.  If apprised of 
  the crew's assertion that the ship was in good 
  material condition and the crew well-trained, 
  Conacian will concede their claims- but 
  suggest that perhaps the survivors (either 
  innocently or deliberately) are rejecting the 
  possibility out of hand in order to exonerate 
  their captain and shipmates from a disgraceful 
  and embarrassing accident.   
  Analyzing the Video
     If Sakarya personnel decide to analyze the 
  video, they should make a TN 25 Computer 
  Use (Retrieve Information) test.  The analysis 
  will take at least five hours of work.  A success 
  will confirm that the tape has been modified- 
  which isn't a surprise, as the Edoran reported it 
  was a composite reconstruction of scattered 
  sensor data.  A Superior success will detect an 
  unexplained thermal bloom on Dawnspring's 
  secondary hull milliseconds before the hull 
  breach.  
     A TN 20 Physical Science (Physics) test 
  and/or a System Engineering test will confirm 
  that the thermal bloom did not have an 
  internal source- Dawnspring shouldn't have 
  been carrying anything in that area with 
  sufficient force to breach the hull.  A Superior 
  success on either of these tests (or a separate 
  test), will suggest that the thermal bloom is 
  consistent with hull vaporization due to 
  unattenuated phaser fire- but the sensor 
  recordings don't show evidence of such an 
  attack.  
     If asked about these findings, Conacian will 
  suggest that their analysis might be skewed- 
  there are no weapons platforms that could 
  have reached Dawnspring in standard orbit 
  without being detected.  If accused of 
  tampering with the video, Conacian will 
  become indignant and offended- he and his 
  people have done their best to assist the 
  Federation in this whole sad business, and do 
  not deserve to be accused because of the 
  scarcity of clear information.
  Mapping the Debris
     Once Sakarya begins her survey, a TN 20 
  System Operation (Sensors) test will detect a lot 
  of ion residue in orbit around Edoran- as well 
  as evidence of a massive plasma explosion. 
  An accompanying TN 15 Propulsion 
  Engineering (Warp Drive) test is necessary to 
  differentiate the Dawnspring's signature from 
  the others.  If either test fails, the heroes are 
  unable to differentiate between Dawnspring's 
  signature and those of the rest of the orbital 
  traffic- though retests are allowed.  
     If both tests succeed, the heroes detect 
  evidence of Dawnspring's engines in both a 
  standard (parking) orbit and in an elliptical 
  orbit over the northern hemisphere.  If either 
  test is a Superior success (succeeding by six or 
  more points), they should determine that 
  Dawnspring shifted from a standard orbit to the 
  elliptical just before she was destroyed. 
     An Extended TN 150 System Operation 
  (Sensors) or Investigate (Search) test (the latter- 
  but not the former- receives the ship's sensor 
  bonus to each test) is necessary to chart the fall 
  of debris from the Dawnspring2.  This test has 
  an interval of one hour- but the heroes can 
  begin actually surveying and recovering the 
  debris before the test is completed.  
  5
  
    2 Particularly sharp or experienced players might 
  recall that most Starfleet hand-held gear (especially 
  weapons, tricorders, PADDS, and communicators) 
  are equipped with Subspace Transceiver Arrays. 
  Those who attempt to track the debris field using 
  the signals from the STA's reduce the TN for the 
  EXTENDED System Operation (Sensors) or
      Investigate (Search) test to 100 (instead of 150).
     Once the total reaches 75, however, a TN 10 
  Computer Use (Modeling) or Physical Science 
  (Physics) test will confirm- based on the debris 
  pattern- that Dawnspring could not have been 
  in a standard orbit when she was destroyed, 
  but was in an elliptical orbit that would have 
  taken her over a remote part of the northern 
  continent.  
     If at any point Sakarya requests permission to 
  alter her orbit to facilitate the search and 
  recovery, Conacian will demur and stall.  If 
  pressed, he will suggest that the Council of 
  Ministers has decided Sakarya should remain 
  in a parking orbit for “security reasons”.
  Debris Fields
     Pieces of debris (large and small) from 
  Dawnspring have rained down over the North 
  continent. A TN 20 Physical Science (Physics) 
  test will suggest that the debris pattern confirms 
  the earlier findings- that Dawnspring was an 
  elliptical orbit- though the varied paths the 
  debris took make it harder to plot her position 
  accurately.
     Upon beaming in to analyze/retrieve the 
  debris, Sakarya's away teams should note the 
  presence of local military troops- apparently 
  conducting their own search for the debris. 
  Armed teams working with tricorders and other 
  sensor packs are moving through the affected 
  areas, marking wreckage and debris with RF 
  transponders and keeping the locals from 
  looting or otherwise interfering with recovery 
  of the Dawnspring's remains.
     A TN 15 Tactics test (or TN 20 Savvy test) 
  will reveal that while the troops are indeed 
  conducting a search for debris- they're also 
  working hard to stay well ahead of the 
  Sakarya's search parties- trying to beat them to 
  major pieces of debris, and ignoring smaller 
  pieces as a result.
  Optional Scene- The Theft
     If the Narrator feels it necessary to describe 
  the Edoran's interest (duplicity is too strong a 
  word) in the search, the following scene 
  should be used to demonstrate that all is not 
  well.  
     As the heroes comb one area looking for 
  pieces and debris, an Edoran team is doing the 
  same nearby.  A TN 5 Observe (Spot) test will 
  take note of an Edoran officer taking a piece of 
  debris from a private soldier and stuffing it in 
  an armed and armored ground vehicle (the 
  local equivalent of a Humvee).
     If called on this behavior, the Lieutenant will 
  initially plead ignorance and pretend not to 
  understand because of a language barrier.  If 
  his forces (there should be at least six Edoran 
  soldiers present), he will try to bluster and 
  evade- but will become violent only as a last 
  resort before falling on his sword, admitting to 
  the theft, and claiming to have taken the debris 
  as a souvenir. 
     If Conacian is asked about it he will feign 
  shock and outrage (a TN 10 Empathy test will 
  confirm that he is indeed upset, but because 
  the man was caught, not because of the theft). 
  A Superior test (or a second Empathy check) 
  will reveal that Conacian is desperate to keep 
  the sad business from turning into an 
  indictment of the Edoran as a whole.  If 
  Conacian is present during the incident, he 
  will berate the Lieutenant for tampering with 
  the investigation and order his arrest.  
     Once analyzed, the debris turns out to be a 
  life support subprocessor array from 
  Dawnspring's primary hull.  
     If the heroes think to ask, they'll note that 
  there's been a notable dearth of computer 
  pieces or debris from Dawnspring's computer 
  network.
  Optional Scene- Provocations
     If the Narrator feels it necessary to maintain 
  the tension, Tolon and the Vigilant will 
  periodically decloak and move towards 
  Sakarya, as though to attack.  
     During the initial attack, Vigilant's shields 
  will be up, but her weapons cold.  In 
  subsequent passes, Vigilant will arm one 
  weapon system, then all weapons, and finally 
  make a close pass- but at no point will she 
  actually fire on the Federation vessel. 
     In each case, Tolon will smugly protest his 
  innocence and point out that the Edoran 
  system is neutral territory.
  6
  
  The Fallen
     Most of the debris is relatively small- 
  suitcase-sized or smaller, and the organic 
  remains are in very poor shape.  Simply put, 
  there's no way that Sakarya will recover all of 
  the remains of the Dawnspring crew- but 
  Starfleet regulations and simple decency 
  mandate that they make a reasonable effort to 
  recover whatever they can.  Simple 
  thoroughness should also suggest at least one 
  formal autopsy- a TN 10 Medicine (Forensics) 
  test, which confirms that the crewman died 
  (likely instantly) of trauma due to the loss of 
  the ship, and exposure to radiation, and 
  extreme temperatures.  
  Crash Scene One  
     One of the larger pieces of Dawnspring 
  debris to reach the surface was the shuttlecraft 
  Ramses, which tumbled (more or less intact) 
  into a smaller Edoran village, and destroyed 
  several ramshackle buildings, and killed or 
  wounded perhaps a dozen people.
     The village, called K'Viti, is built into a small 
  mountainside and is home to a population of 
  about a thousand.  The Ramses came to rest 
  upside down in a large storehouse/barn.  
     A TN 10 Structural Engineering 
  (Spaceframes) test will confirm that the shuttle 
  will never fly again- there is deep structural 
  and system damage to every major system and 
  load-bearing member.  A TN 15 Computer Use 
  (Retrieve) test will confirm that the Ramses 
  contains no useful information about the death 
  of the Dawnspring.
     A TN 10 Observe (Spot) or Investigate 
  (Search) test will reveal that while there are 
  government troops nearby, they are there 
  keeping order- there doesn't appear to be any 
  sort of medical or humanitarian relief operation 
  underway.
     Once apprised of this fact, the heroes may or 
  may not contact Conacian- who informs them 
  that the territorial governor is responsible for 
  such efforts, and that he will “inquire”about 
  measures being taken”.  A TN 10 Savvy test 
  will recognize a polite dismissal of the problem 
  (actually, the heroes are simply being blown 
  off).  
     Ideally, Sakarya should offer what aid and 
  succor she can to the innocents injured in this 
  incident. The injuries are about what one 
  would expect, mostly broken bones, burns, 
  and contusions- and all are readily treatable 
  with a little time and effort.  The two dead- an 
  old man and a young girl, are not so readily 
  cured.
  Warp Core Subprocessor
     Another piece of the debris located by the 
  heroes should be the subprocessor for the 
  ship's antimatter injectors.   The processor is 
  badly scorched and damaged, and will require 
  a TN 15 Repair or System Engineering 
  (Computers) test to be able to retrieve any 
  information.  Once the unit is repaired, a TN 
  10 Computer Use (Retrieve Information) test 
  will show that the injectors were operating in a 
  normal low-power mode less than ten seconds 
  before the loss of the ship.  An unidentified 
  subspace pulse and a warning of loss of 
  antimatter containment is registered a bare 
  second before the record breaks off, which 
  ends a full second before the ship exploded.  
  The Black Box
     One of the last things the heroes should 
  recover (clinching the mystery) are 
  Dawnspring's “black box” and recorder marker 
  buoy.  Complete analysis will take several 
  hours, but a TN 15 Computer Use (Retrieve) 
  test will reveal that Dawnspring shifted orbit on 
  her Captain's order to investigate unusual 
  subspace and RF emissions from the North 
  Continent, and was conducting high-intensity 
  energy scans when she was lost.  Affinity 
  bonuses from Enterprise-Administration 
  (Starfleet) and the Promotion edge apply to this 
  test.  
     A full analysis will require an EXTENDED TN 
  50 Computer Use (Retrieve Information) test, 
  with an interval of one-half hour.  The full 
  analysis indicates that indicates that 
  Dawnspring was operating normally until just 
  before the moment of her death, when she 
  registered an unusual subspace disruption low 
  on the starboard quarter (consistent with the 
  video provided by the Edoran).  The Captain's 
  command, “Shields!” is nearly lost in the 
  ensuing chaos, but the loss of integrity on her 
  secondary hull is recorded clearly on the 
  damage control monitors, as is the loss of 
  antimatter containment a split-second later.
  7
  
  Act Three
  Findings
     If the heroes trouble either Conacian or the 
  Council of Ministers with their findings, the 
  response is one of indignation- and a 
  reiteration of their earlier findings.  As far as 
  they are concerned, Dawnspring was lost due 
  to an internal malfunction, and are not 
  interested in any other conclusions.  A TN 10 
  Savvy test makes it amply clear that their 
  indignation is feigned- and they are more 
  fearful of the consequences of the loss of the 
  Dawnspring than angry about the implicit 
  accusation.
     Sakarya will also be given ten hours to 
  complete their recovery of Dawnspring debris 
  and depart the system.
  Tracking the Subspace Pulse
     An analysis of the subspace pulse suggests 
  that it is a harmonic of a much larger (and far 
  more powerful) pulse- one that the heroes 
  should be able to track.  This will require a TN 
  20 Space Science (Astrophysics), Physical 
  Science (Physics), or TN 25 Propulsion 
  Engineering (Warp Drive) test.  A success to 
  any of these tests places the primary pulse (not 
  the harmonic which killed the Dawnspring) in 
  the northern hemisphere, near the center of the 
  eastern continent (analogous to the western 
  Himalayas on Earth).
  Scanning the North Eastern 
  Continent
     In order to properly scan the area from 
  which the pulse originated, Sakarya must alter 
  her orbit from standard to elliptical- just as the 
  Dawnspring did.  
     As Sakarya begins her survey, an irate (and 
  near-frantic) Conacian will contact the starship 
  and demand to know what the heroes are 
  doing, and then demand that Sakarya return to 
  her standard orbit.
     Unless Sakarya returns to her assigned orbit 
  (or- in the Narrator’s judgment- the heroes 
  manage to successfully stall Conacian) he will 
  order Sakarya out of the system immediately.
     Scanning the continent requires an Extended 
  TN 100 System Operation (Sensors) test, with 
  an interval measured in rounds.  Any success 
  (not the completion of the scan) will detect a 
  lot of ion  residue and “garbage” RF noise in 
  the upper atmosphere.  A TN 10 Space 
  Science (Astrophysics) or System Operation 
  (Communications) test will reveal that this is 
  consistent with a massive (and recent) 
  subspace pulse in the atmosphere).
  The Pulse
     Just as Sakarya completes her scan of the 
  north/eastern continent, her sensors register a 
  building subspace pulse.  The heroes will have 
  one round to get the Sakarya's defensive 
  mantle (her screens and shields) up or she will 
  take 2d6 points of damage.   
     A TN 10 System Operation (Sensors, Ops, or 
  Tactical) test will reveal that the subspace 
  pulses (there are more than one) are originating 
  from a point near the center of their search 
  area, and appear to be targeting vessels in 
  orbit.  
     A cloud of subspace and radiometric 
  interference surrounds the origin point and 
  subspace and RF noise are sharply elevated 
  and make communications with the away party 
  difficult, at best.  Any ship to shore 
  communications require a TN 15 System 
  Operation (Communications) test.  A success 
  will allow communications for one round. 
  Each degree of success thereafter adds one 
  additional round before communications break 
  down. 
     Gravimetric distortions (turbulence) over the 
  site make it difficult to hold Sakarya in a stable 
  orbit and impose a -2 penalty to all Physical 
  tests.   
    More interesting, the gravimetric distortions 
  are causing tremblors and earthquakes all 
  across the planet- and are getting worse.  A TN 
  15 Planetary Science (Geology) or Space 
  Science (Astrophysics) suggests that if the 
  pulses are not isolated and shut down soon, 
  they will disrupt the entire surface of the 
  planet.
     Despite the subspace noise, sensors will 
  register a variety of distress calls as the ships 
  are hit and take damage- and attempt to run for 
  deep space.  
     Sakarya is being hit by the subspace pulses 
  roughly once every minute, and so far her 
  shields are protecting her- but they are being 
  drained by the attacks.   Within six minutes, 
  the starship's shields will no longer be able to 
  protect her. 
  8
  
  Vigilant Revealed
     As soon as the susbpace/gravimetric pulses 
  begin, Vigilant will decloak off Sakarya's 
  starboard bow, weapons hot and her captain 
  irate.  In point of fact, Vigilant's cloaking 
  device can't handle the interference and 
  malfunctioned.
     Tolon will hail the Sakarya and demand to 
  know what the heroes have done- blaming the 
  Federation for the situation at hand.
     If the heroes point out that the troubles 
  originate on the surface below, Tolon will get a 
  crafty look on his face and then dismiss the 
  Federation starship, announcing that Vigilant 
  will handle the situation- and promising 
  retribution should the Sakarya or her people 
  interfere.
  The Cavern
     Scanning the source of the interference will 
  require a TN 20 System Operation (Sensors or 
  Tactical) test and will reveal a large cavern 
  perhaps 400 meters down, at the point of 
  origin.
     Transporting an away team to the source of 
  the pulses will require a TN 20 System 
  Operation (Transporter) test, and even if 
  successful, will be an unpleasant, nausea-
  inducing experience.  It will also require the 
  ship's shields be lowered for at least fifteen 
  seconds.  If the heroes time this properly, they 
  can avoid damage from the subspace pulse.  
     Upon beam in, the heroes will discover a 
  small Edoran patrol (twelve men) armed with 
  phasers.  They will open fire as soon as they 
  sight the Federation party (i.e, as soon as they 
  beam in.)  Fortunately, between the noise, the 
  darkness, and the wind, the Edoran shot goes 
  wild.
     Dispatching the Edoran defenders should be 
  a simple exercise (the “defenders” have a 
  Defense of 7, no Stamina bonus, and a total 
  skill-and-attribute of 7 in Ranged Combat-
  Energy Weapons).  They are disorganized and 
  leaderless, and should be dispatched without 
  much difficulty.
  The Obelisk
     Once the Edoran “defenders” are dispatched, 
  the heroes can begin exploring the cavern. 
  Rough-hewn near the entrance, the cavern 
  quickly opens into a massive, smooth-walled 
  chamber the size of Sakarya's primary hull
     In the center of the chamber- spot-lit and 
  imposing- is an eight-meter tall obelisk covered 
  with runes and markings.  A small circle of 
  control panels surround the base of the 
  obelisk- one of them damaged and smoking.
     A TN 15 Social Science (Archeology) or TN 
  20 Knowledge-Culture or Knowledge-Specific 
  World test will reveal that the iconography is 
  very similar to that found on Iconian artifacts.
     A TN 5 Knowledge-Law or Enterprise-
  Administration (Starfleet) test will confirm that 
  Federation policy insists that such technologies 
  should be recovered wherever possible, but 
  must not be allowed to fall into enemy hands.
  Romulan Interference
     Before the heroes can begin deciphering the 
  controls, they hear the familiar whine of 
  transporters.  A TN 5 Observe (Spot) test will 
  reveal a party of six Romulans attempting to 
  beam int the cavern (and apparently having a 
  hard time of it).  
     After a moment's work (and warning) the 
  Romulan party will beam in and demand the 
  heroes' surrender.  If that is not forthcoming, 
  they will open fire in an attempt to seize and 
  control the artifact.  
     This fight will be a little tougher- the 
  Romulans are skilled soldiers used to 
  coordinating their actions.  The Romulan 
  soldiers have a Defense of 9, a +3 Stamina 
  bonus, and a skill-and-attribute total of 12 in 
  Ranged Combat-Energy Weapons).
     The heroes will need to use dodge actions 
  and terrain in order to emerge victorious in the 
  encounter.
  The Interface
     Assuming they emerge victorious, the heroes 
  can begin attempting to decipher the controls.
  The heroes should be given Handout #10 
  (Obelisk Interface).  
     They are faced with an input pad with seven 
  buttons and a small user screen demanding 
  that they enter a specific code.  The answer 
  (which they will need to guess) is 1-1A-2B. 
  The first player to identify the trivia value3 of 
  the sequence should receive an extra 100 
  3 The code is Destruct Sequence 2 from the 
  U.S.S. Enterprise NCC-1701 (no bloody “A”, 
  “B”, “C”, or “D”) 
  9
  
  experience points.  As the heroes work, the 
  cavern itself begins to tremble and debris to 
  fall from the ceiling.
     The heroes have one minute (in real-time) to 
  solve the problem before the rain of debris 
  simply becomes too much and Sakarya beams 
  them out.
     If the heroes manage to solve the problem, 
  things become ominously silent for a full 
  minute, then a deep-throated alarm/buzzer 
  buzzer begins sounding and a disembodied 
  voice begins a monotone chanting that sounds 
  suspiciously like a count down.
     As the heroes make their escape, the cavern 
  self destructs in a blinding implosion centered 
  upon the obelisk.
  Resolution
     Depending upon how the crew of the 
  Sakarya handle the investigation and the 
  resultant discoveries, any number of outcomes 
  are possible.  There is one that should NOT 
  take place under any circumstances- that of 
  unleashing the firepower of a Federation 
  starship against the Edoran population- there's 
  simply no justification for such an act.
     Despite their government's attempts to seize 
  and defend the obelisk, there is simply no 
  direct evidence linking the Edoran to the loss 
  of the Dawnspring.  Reasonable minds can 
  speculate about cover-ups and wink-and-nod 
  arrangements, but as Edoran is a neutral world 
  in neutral space, there's precious little Sakarya 
  can do- even if her crew could prove Edoran 
  complicity. Any repercussions will rely upon 
  Sakarya's report and the actions of the 
  diplomats.
     If the heroes managed to solve the final 
  puzzle, the central cavern has self-destructed- 
  but there are numerous secondary chambers to 
  be explored in the future.
     If they failed to do so, the earhquakes and 
  tremblors have caused the caverns to collapse 
  in upon themselves, and any future archeology 
  will likely be conducted with a bulldozer.
     Win, lose, or draw however, the planet has 
  suffered considerable disruption due to the 
  planet-wide earthquakes they just experienced. 
  Special Victory Conditions
     The standard Starfleet Rules of Engagement 
  mean that Sakarya may only fire in defense of 
  herself or of the lives of others.  If, at any point 
  in the scenario,Sakarya opens fire on the 
  Edoran, the Vigilant, or any of their personnel 
  without just cause and direct provocation, they 
  have violated the Rules of Engagement and 
  committed an act of war.  
     By committing such an act, the crew 
  automatically loses the scenario, and the 
  personnel in question would likely face a 
  court-martial upon their return to Starfleet.
     Finally, Iconian (or Iconian-derivative) 
  technology is extremely powerful.  Should the 
  heroes allow the obelisk to fall into Romulan 
  hands, they automatically lose the scenario, 
  and will undoubtedly face a board of inquiry 
  upon their return to Starfleet.
  10
  
  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 
  Sakarya reaches Edoran in less than fourteen 
  hours:
    100 exp points 
  Sakarya is (at least) at Yellow Alert when 
  she enters the Edoran system:
    100 exp points 
  The heroes trouble to look for evidence of 
  Romulan involvement in the loss of the 
  Dawnspring: 
    100 exp points 
  The heroes use the internal STA installed on 
  most Starfleet gear to track the fall of 
  debris:
    100 exp points 
  The heroes take specific steps to recover the 
  remains of the Dawnspring's crew:
    100 exp points 
  The heroes take the trouble to autopsy at least 
  one of the Dawnspring's crew: 
    100 exp points 
  The heroes take the trouble to try and assist 
  the civilian casualties and innocent 
  bystanders injured by Dawnspring's 
  wreckage.
    100 exp points 
  The heroes locate the Dawnspring's “black 
  box” :
    100 exp points 
  The heroes identify the cause of the 
  Dawnspring's destruction :  800 exp points 
  The heroes scan the northern/eastern 
  hemisphere for the larger pulse :
    100 exp points 
  The heroes locate the source of the subspace 
  pulses :
    800 exp points 
  The heroes defeat the Edoran “defenders” :
    100 exp points 
  The heroes defeat the Romulan landing party :
    100 exp points 
  The heroes manage to decipher the Iconian 
  controls and stop the attacks.
    100 exp points 
  The heroes allow the Romulans to acquire 
  Iconian technology :
    100 exp points 
  Renown Awards
  Sakarya reaches Edoran in less than fourteen 
  hours:
         Renown +1
  The heroes use the internal STA installed on 
  most Starfleet gear to track the fall of 
  debris:
         Renown +1
  The heroes take specific steps to recover the 
  remains of the Dawnspring's crew:
         Renown +1
  The heroes take the trouble to try and assist 
  the civilian casualties and innocent 
  bystanders injured by Dawnspring's 
  wreckage.
         Renown +2
  The heroes locate the Dawnspring's “black 
  box” :
         Renown +1
  The heroes identify the cause of the 
  Dawnspring's destruction :       Renown +2
  The heroes locate the source of the subspace 
  pulses :
         Renown +2
  The heroes defeat the Edoran “defenders” :
         Renown +1
  The heroes defeat the Romulan landing party :
         Renown +1
  The heroes manage to decipher the Iconian 
  controls and stop the attacks:    Renown +2
  The heroes allow the Romulans to acquire 
  Iconian technology :
         Renown -5
  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).
  11
  
  (Non-Player Characters)
  Minister Conacian-
     A slight, unimposing man- Minister Conacian is a small greying man of Orion stock who 
  looks remarkably like Ayelborne from TOS: Errand of Mercy.  Conacian is fond of heavy and 
  ornate clothing, and radiates an air of genuine concern and sharp attentiveness.  Conacian is a 
  wealthy businessman.
  Sub-Commander Tolon- 
     Tolon is a proud, aristocratic Romulan from a high-born family.  He is also a competent 
  starship commander and an implacable foe of the Federation- who he views as an obstacle to 
  Romulan domination of the galaxy.  Despite his comparative youth, Tolon is a remarkably 
  “:old-school” Romulan.
     Honorable by his own lights, Tolon is not completely ruthless- but will do what is necessary 
  to get the job done.  
  Thol ir'Idrani- 
     Rear Admiral, Commander, Starbase 153.  RADM Thol is an experienced war-time 
  commander who saw service with the 11th Fleet during the Dominion War, commanding 
  the Akira Class cruiser Kel'ran.  Thol is noted for hit-and-fade attacks and precision firepower 
  fighters, shuttles, and (of course) starships.    
     During the War, Thol and the Kel'ran were forced to fire on the Andorian colony world of 
  A'than (Thol's homeworld), and leveled the capital and much of the colony in order to deny it 
  to Dominion forces who'd seized control and begun either relocating or executing the 
  populace.  It is rumored that one of Thol's wives was in the capital when the attack took 
  place, but this has never been confirmed.  Thol keeps a mourning shrine in a corner of his 
  office, nonetheless.  
     In 2375, the Kel'ran was lost covering the withdrawal of Task Force 11.24 from the Avari 
  system.  The task force had been seriously mauled by a superior Dominion strike-group, and 
  thirteen ships (nearly half the task force) were unable toescape the system when the recall 
  order came.  Kel'ran had sustained moderate damage, but was still combat worthy, and with a 
  Dominion strike wing bearing down on the stragglers, Thol and the Kel'ran disregarded the 
  evacuation order and executed a risky micro-warp into the strike wing's path.  “Thol's Charge” 
  pinned down the Dominion forces long enough for Task force 11.24 to repair and pull out 
  eleven of the thirteen stragglers (either under their own power or under tractor beam).  
     The Kel'ran was reported lost with all hands, but Thol and his survivors spent three months 
  in a Dominion internment camp before the end of the War.
     Admiral Thol is considered a hard, disciplined man- cool, regal, and a cast-iron sonovabitch 
  when crossed.  
  Nelson, Dana- 
     Commander, Commanding Officer, U.S.S. Dawnspring.  Young and attractive, Ensign Dana 
  Nelson served with Admiral Thol aboard the U.S.S. Kel'ran during the Dominion War, and 
  spent three months in a Dominion internment camp before the end of the War.
     Following the Armistice, Nelson returned to active duty aboard the U.S.S. Lexington, and 
  later as Chief Science Officer aboard the U.S.S. Vincennes.  Upon her promotion to 
  Lieutenant Commander, Admiral Thol recommended Nelson for command of the Dawnspring, 
  then refitting at Starbase 153.
     Nelson has forged a reputation in the Fleet as a competent and vivacious officer with an 
  insatiable curiosity, and Dawnspring is known as a tight-knit ship with a happy and efficient 
  crew.
  12
  
  (Starships)
  USS Sakarya
  NCC-52143
  “...Sound once more a daring note of hope 
  and will...” 
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Steamrunner Class Heavy 
  Frigate
     Year Launched: 2369
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 
  6, 18 decks, 
     Length: 
   356/263/77 meters*
     Structure: 
  40 (5 ablative )
     Crew: 
  200
     Cargo Capacity: 
  60
     Atmospheric Capable: No
  Operational Data
     Transporters: 3 ea personnel, cargo, 
  emergency
     Sensor Systems   
  Class 4 (+4/E)         
     Operations Systems Class 3 (D)         
     Life Support 
  Class 4 (E)
     Masking System: Monoreflective Plating (14)
     Shuttlebays: 
  1 aft saucer
  Shuttles:  6 size worth   
     Tractor Beams: 
  1 fd, 1av, 1ad
  Propulsion Data
     Impulse Engines:    FIG-5 (.92c) (D)   
  Warp Drive:  LF-41 (wf 6/9.2/9.6) (D)
  Tactical
     Phaser Banks
   
             
   
   Type IX (x4/D)
   
      Photon Torpedoes
   
      
    Mk 95  (x1/C)
   
      
  Penetration
  6 / 5 / 5 / 0 / 0
  Photon Penetration
  4 / 4 / 4 / 4 / 4
  Quantum Penetration 5 / 5 / 5 / 5 / 5
     Deflector Shields
   
        
   
   FSR (E)
   
   
  Protection/Threshold
  17 / 4
  Miscellaneous
     
     Maneuver Modifiers +2 C, +1 H, +1 T   
     Traits:  
  Ablative Armor (+5 Structure) , Monorefractive Plating
     The second of the Perimeter Defense Directive ships, the Steamrunner-class heavy frigate was 
  designed with relatively specific mission profiles in mind, including perimeter patrol and defense, 
  long-range threat response, covert operations, and combat support. It's also the first Starfleet 
  vessel to mount mono-reflective plating.  
     U.S.S. Sakarya is named in honor of the Turkish submarines which commemorated the Battle of 
  Sakarya in the Greco-Turkish War (1919–1922) and Turkish War of Independence. She is also the 
  first starship to bear the name.
  Sakarya is currently carrying the following small craft:
  U.S.S. Tarsus  NCC-76410
  Danube Class Runabout
  Lake Tuz   
  NCC-52143-1 Type 12 Shuttlecraft
  Lake Van  
  NCC-52143-2 Type 8 shuttlecraft
  * Hull dimensions are derived from comparisons done at Ex Astris Scientia.
  (http://www.ex-astris-scientia.org/articles/akira-size.htm)
  13
  
  USS
   
    Dawnspring 
   
   NCC-72312
   
   
  “ ...the setting sun, the rising sun, the day's end, or the day begun…”
  Production Data 
   Origin: United Federation of Planets 
   Class and Type: Nova Class Surveyor
   Year Launched: 2378  
  Hull Data 
     Size: 5, 8 decks 
     Length: 165m 
     Structure: 25  Crew: 80
     Cargo Capacity: 50
     Atmospheric Capable: Yes
  Operational Data
     Sensor Systems 
  Class 4 (+4/E) 
     Operations Systems Class 3 (D) 
     Life Support 
  Class 3 (D) 
     Tractor Beams: 
  1 ad, 1 fv 
     Transporters: 
  3 ea, personnel, cargo, emergency
     Shuttlebays: 
  1a 
     Shuttles: 
  5 size worth
  Propulsion Data
     Impulse Engines: FIG-7 (.9c) (E) 
  Warp Drive: Type LF-47 (Warp 6 / 7 / 8) (E)
  Tactical
     Phaser Banks Type X (x3/C) 
  Photon Torpedoes MK95 DF (x1/C)
  Penetration 5 / 5 / 4 / 0 / 0 
  Photon Penetration 4 / 4 / 4 / 4 / 4
     Deflector Shields FSQ (D)
   
  Protection/Threshold 17/3
  Miscellaneous
   Maneuver Modifiers +0 C, +2 H, +0 T Traits: Prototype (=3 beam)
     
      The Nova Class U.S.S. Dawnspring was commissioned in 2378 at Starbase 153.  Following 
  eighteen months of work-ups, the Dawnspring was assigned to a two-year survey of the Payson 
  Sector, which resulted in first contact with the Dyradi.  A six-month stand-down and refit was 
  followed by four years patrolling the Demilitarized Zone along the Klingon border.  
     In early 2387, Dawnspring was assigned to conduct an in-depth planetary survey of the Ilôchâr 
  Sector pursuant to opening that area for Federation colonization.  
     Dawnspring returned to Federation space in late 2388, and was authorized to conduct shore-
  leave at Edoran before returning to Starbase 153 for overhaul.
  14
  
  Imperial Romulan Frigate Vigilant
  Production Data
   
           
   
   
  Hull Data
   
          
   
             
   
   
     Origin: Romulan Star Empire 
     
     Structure 30 
     Class and Type: Cuirass Class Fast Frigate      Size; 6, 8 decks 
   
     Length: 310m 
     Crew: 250
     Atmosphere Capable: No
  Operational Data
   
          
   
   
     Transporters: 3 standard, emer., cargo  
     Cargo Capacity: 60   
     Shuttlebay: 1 aft   
     Shuttlecraft: 6 size worth 
     Tractor Beams: 1a
     Sensor Systems: Class 4 (+4/E)       
     Operations Systems: Class 3 (D)       
     Life Support: Class 3 (D)
     Cloaking Device: Class 3 (Rating:20)
  Propulsion Data
   
            
   
   
     Impulse Engines: RIB-3 (.75c) (D)
     Warp Drive:  RF-50 Mod A (Warp 9 / 9.5 / 9.99) (E)
  Tactical
   
             
   
             
   
             
   
   
     Disruptor Banks
   
         
   
   3 x RPFD-3 (C)
   
   
  Plasma Torpedoes        2 x RPT-3
  Penetration
  4 / 4 / 4 / 0 / 0
  Penetration
  7 / 6 / 5 / 4 / 3
     Deflector Shields
   
        
   
   RSQ (D)
   
            
   
   
         Protection/Threshold
  17/2
     Maneuver Modifiers +0 C, +2 H, +2 T
     The Cuirass Class heavy frigate is one of the first in the next generation of Romulan starships. 
  Inspired largely by the Federation’s Intrepid Class (and some say built with stolen Federation 
  technology), the Cuirass Class is designed to reach trouble spots quickly, with enough firepower to 
  resolve most problems. 
     Although Romulan design philosophy of the last several decades called for larger and more 
  powerful vessels, the Cuirass Class is a compact, powerful ship with a relatively small crew. 
  Additionally, their corridors and compartments are wide and far more spacious than is the norm for 
  a Romulan vessel.    
     The Vigilant is a Flight Two variant, with twin plasma torpedoes, resulting in more reliable 
  weapons with greater punch at short range.  Despite her heavy weapons fit, the Vigilant also has a 
  respectable science contingent, securing her classification as multi-purpose starships.
  15
  
  Map #1
  Otorin Sector
  16
  
  Handouts:
  Handout #1:  Captain's Log
  Captain's Log: Stardate 65314.6: 
     “All is well.  Sakarya is currently patrolling section H-9 near the Neutral Zone border.  
  Long-range sensors suggested a possible cluster of vessels in the Neutral Zone, which 
  scattered as we approached.  
     Sakarya is currently operating in EMCON (EMission CONtrol)- running silent- playing 
  hide-and-seek with a possible Orion vessel attempting to enter Federation space. 
  Handout #2:  Message Traffic
     “Captain ab Reis, I am interrupting your patrol, to deal with a bleak situation. Starfleet 
  Command has received incomplete reports that the U.S.S. Dawnspring has exploded in orbit 
  around Edoran, and crashed on the planet surface.  There are reportedly few survivors.
     Upon receipt of this transmission, you are detached from your current mission and ordered 
  to proceed at best possible speed to Edoran, there to determine the cause of the Dawnspring's 
  loss, recover her wreckage and survivors, and to offer any necessary assistance in minimizing 
  damage to the planet and its population.  
     The cause of the Dawnspring's loss has not been determined- proceed with caution.  Given 
  the location of Edoran in the Neutral Zone, you are further cautioned against aggravating an 
  already tense situation.  Standard Rules of Engagement apply.
  Good luck.
  Thol out.”
  17
  
  Handout #3:  Planetary Survey: Edoran V
     A “forgotten” world, Edoran is an Orion colony world with a population of more than 
  two million.  Edoran is not officially aligned with any major interstellar power- and guards 
  that neutrality cagily.  Rumors abound of pirate activity originating from Edoran, but given 
  that the presence of Starfleet patrol forces on one side and the Romulans (and their 
  somewhat “final” method of dealing with pirates) on the other, the Edoran are very careful
  to maintain a chain of deniability between their policies and those of the shipmasters who 
  operate from their ports.  
     The Edoran population is divided between hundreds of small towns scattered over the 
  surface, each of which owes fealty (and pays tribute) to one of the two dozen ministers 
  who comprise the planetary “government”.
     The Council of Ministers has (in theory) the authority to regulate planetary activities, but 
  there is no real enforcement mechanism.  In reality, each minister/chieftain runs his 
  territory independently- and is ungovernable except for the combined wrath of his peers.
     Because off-planet trade is one of the mainstays of the planetary economy, nearly every 
  town and hamlet with a population of more than a few hundred seems to have its own 
  “starport”- though these are generally little more than “shade tree” mechanics with a 
  collection of rusty tools, a ring of derelict vessels, and a bit of innate talent.  The “real” 
  talent and shipbuilding capability is concentrated in the capital city or one of the eight 
  orbital shipyards.  
  Class
  M
  System Data
  1 small moon
  Gravity
  1.002 G
  Year and Day
  421 days / 26 hrs
  Atmosphere
  Thick Terrestrial
  Hydrosphere
  76%
  Climate
  Warm Temperate
  Sapient Species
  Orion
     Tech Level
  Tech Level 6/7
     Government
  Fuedal Oligarchy
     Culture
  Orion
  Affiliation
  None
  Resources
  Heavy metals, extensive crystalline deposits, latinum in the outer 
  atmosphere of the outer planets.  
  Places of Note Capital City, Orbital shipyards
  Ship Facilities Mid-sized dock facilities (can accommodate vessels up to size 4) 
  18
  
  Handout #4:     U.S.S. Dawnspring Profile: 
  USS
   
    Dawnspring 
   
   NCC-72312
   
   
  “ ...the setting sun, the rising sun, the day's end, or the day begun…”
  Production Data 
   Origin: United Federation of Planets 
   Class and Type: Nova Class Surveyor
   Year Launched: 2378  
  Hull Data 
     Size: 5, 8 decks 
     Length: 165m 
     Structure: 25  Crew: 80
     Cargo Capacity: 50
     Atmospheric Capable: Yes
  Operational Data
     Sensor Systems 
  Class 4 (+4/E) 
     Operations Systems Class 3 (D) 
     Life Support 
  Class 3 (D) 
     Tractor Beams: 
  1 ad, 1 fv 
     Transporters: 
  3 ea, personnel, cargo, emergency
     Shuttlebays: 
  1a 
     Shuttles: 
  5 size worth
  Propulsion Data
     Impulse Engines: FIG-7 (.9c) (E) 
  Warp Drive: Type LF-47 (Warp 6 / 7 / 8) (E)
  Tactical
     Phaser Banks Type X (x3/C) 
  Photon Torpedoes MK95 DF (x1/C)
  Penetration 5 / 5 / 4 / 0 / 0 
  Photon Penetration 4 / 4 / 4 / 4 / 4
     Deflector Shields FSQ (D)
   
  Protection/Threshold 17/3
  Miscellaneous
   Maneuver Modifiers +0 C, +2 H, +0 T Traits: Prototype (=3 beam)
     
      The Nova Class U.S.S. Dawnspring was commissioned in 2378 at Starbase 153.  Following 
  eighteen months of work-ups, the Dawnspring was assigned to a two-year survey of the Payson 
  Sector, which resulted in first contact with the Dyradi.  A six-month was followed by four years 
  patrolling the Demilitarized Zone along the Klingon border.  
     In early 2387, Dawnspring was assigned to conduct an in-depth planetary survey of the Ilôchâr 
  Sector pursuant to opening that area for Federation colonization.  
     Dawnspring returned to Federation space in late 2388, and was authorized to conduct shore-
  leave at Edoran before returning to Starbase 153 for overhaul.
  USS 
   
   Dawnspring
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Dana Nelson 
  Human  
  Commander
  Executive/Tactical Officer
  Sopok
  Vulcan  
  Lt. Commander
  Chief Engineer         
  Zîra Brannas
  Bolian
  Lieutenant
  Main Propulsion Asst
  Hammond Clarke
  Human
  Chief Petty Officer
  Chief Science Officer
  T'Kol
  Vulcan
  Lieutenant, JG
  Conn Officer
   
  Shiv Athrun
  Human
  Lieutenant, JG
  Operations Officer
  James Rodgers
  Human
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Elaina McCafferty Human    
  Lieutenant
  19
  
  Handout #5:     Admiral Thol Profile
  Starfleet Bureau of Personnel
  Starfleet Command
  Thol Ir'Indrani
  Age:
  59
  Species
  Andorian
  Homeworld:
   A'than Colony (Andorian Protectorate)
  Gender:
  Male
  Eyes:
  Grey
  Hair:
  White
  Rank:
  Vice Admiral
  Current Assignment:
  Commanding Officer, Starbase 153
  Otorin Sector Commander
  Profile/History:
     RADM Thol is an experienced war-time commander who saw service with the 11th Fleet during 
  the Dominion War, commanding the Akira Class cruiser Kel'ran.  Thol is noted for hit-and-fade 
  attacks and precision firepower fighters, shuttles, and (of course) starships.    
     During the War, Thol and the Kel'ran were forced to fire on the Andorian colony world of A'than 
  (Thol's homeworld), and leveled the capital and much of the colony in order to deny it to 
  Dominion forces who'd seized control and begun either relocating or executing the populace.  It is 
  rumored that one of Thol's wives was in the capital when the attack took place, but this has never 
  been confirmed.  
     In 2375, the Kel'ran was lost covering the withdrawal of Task Force 11.24 from the Avari system. 
  The task force had been seriously mauled by a superior Dominion strike-group, and thirteen ships 
  (nearly half the task force) were unable to escape the system when the recall order came.  Kel'ran 
  had sustained moderate damage, but was still combat worthy, and with a Dominion strike wing 
  bearing down on the stragglers, Thol and the Kel'ran disregarded the evacuation order and 
  executed a risky micro-warp into the strike wing's path.  “Thol's Charge” pinned down the 
  Dominion forces long enough for Task force 11.24 to repair and pull out eleven of the thirteen 
  stragglers (either under their own power or under tractor beam).  
     The Kel'ran was reported lost with all hands, but Thol and his survivors spent three months in a 
  Dominion internment camp before the end of the War.
     Admiral Thol is considered a hard, disciplined man- cool, regal, and a cast-iron sonovabitch 
  when crossed.  
  Psychological Profile: 
  Restricted
  20
  
  Handout #6:     Commander Nelson Profile
  Starfleet Bureau of Personnel
  Starfleet Command
  Dana Nelson
  Age:
  34
  Species
  Human
  Homeworld:
   Earth
  Gender:
  Male
  Eyes:
  Blue
  Hair:
  Brown-blond
  Rank:
  Commander
  Current Assignment:
  Commanding Officer, U.S.S. Dawnspring NCC-72312
  Profile/History:
     Commander, Commanding Officer, U.S.S. Dawnspring.  Young and attractive, Ensign Dana 
  Nelson served with Admiral Thol aboard the U.S.S. Kel'ran during the Dominion War, and spent 
  three months in a Dominion internment camp before the end of the War.
     Following the Armistice, Nelson returned to active duty aboard the U.S.S. Lexington, and later as 
  Chief Science Officer aboard the U.S.S. Vincennes.  Upon her promotion to Lieutenant 
  Commander, Admiral Thol recommended Nelson for command of the Dawnspring, then refitting at 
  Starbase 153.
     Commander Nelson successfully shepherded Dawnspring through a nineteen month, in-depth 
  planetary survey of the remote Ilôchâr Sector pursuant to opening that area for Federation.  During 
  that period, Dawnspring was attacked twice by Orion pirates.  
  Psychological Profile: 
     Nelson has forged a reputation in the Fleet as a competent and vivacious officer with an 
  insatiable curiosity, and Dawnspring is known as a tight-knit ship with a happy and efficient crew.
  21
  
  Handout #8 Survivor Debriefs
  Lieutenant Commander Sopok- Executive/Tactical Officer
     Dawnspring completed her survey without incident and began her shoreleave over Edoran the 
  same way.  
     Dawnspring was in need of a post-mission overhaul, her material condition was good overall. 
  They'd run a pressure-integrity test on the main warp core less than three weeks before and it 
  passed within acceptable parameters- there was no reason for a core-breach to have taken place.  
     Sopok and Captain were together about a half hour before the Dawnspring was lost, and the 
  Exec recalls the Council of Ministers (he doesn't remember the name of the specific minister) 
  asking to meet with Captain Nelson, immediately.  Nelson agreed and left Sopok to meet with 
  them, telling the Exec to enjoy his lunch.  About a half-hour before the ship was lost, Nelson 
  contacted Sopok to report she'd be returning to the ship.  When the Exec asked if he should join 
  her, Captain Nelson said no- that it was a minor errand and she'd rejoin him in a couple of hours.
     Sopok did a security sweep before leaving Dawnspring- both to ensure the safety of the landing 
  parties and the ship.  There were no credible threats against the ship- but there were nineteen non-
  aligned vessels in orbit when he left the ship.
  Chief Petty Officer Hammond Clarke- Main Propulsion Assistant (Warp Drive Chief)
     Dawnspring completed her survey without incident and began her shoreleave over Edoran the 
  same way.  
     Dawnspring was in need of a post-mission overhaul, her material condition was good overall. 
  They'd run a pressure-integrity test on the main warp core less than three weeks before and it 
  passed with flying colors- there was no reason for a core-breach to have taken place.  
     Dawnspring was operating in low-power/orbital shutdown mode.  The Chief Engineer had 
  scheduled some minor maintenance on the impulse engines, but there was nothing going on that 
  should have resulted in an EPS rupture, let alone a core breach. 
     The idea of an internal explosion or operator error destroying Dawnspring is patently offensive; 
  she was a good ship and her crew- though tired- were well trained and capable.  
     Clarke is convinced- absolutely convinced- that the Dawnspring was destroyed by hostile 
  weapons fire- and that the Edoran were complicit in the murder of the starship's crew.  
  Lieutenant JG James Rodgers- Operations Officer
     Dawnspring completed her survey without incident and began her shoreleave over Edoran the 
  same way.  
     Dawnspring was in need of a post-mission overhaul, but her material condition was good 
  overall- there were no major faults with any of the systems aboard.  
     Dawnspring was operating in low-power/orbital shutdown mode.  The Chief Engineer has 
  scheduled some minor maintenance on the impulse engines, but there was nothing going on that 
  should have resulted in an EPS rupture, let alone a core breach. The ship was parked in a high 
  orbit, well away from any other traffic, and the crew on duty knew what they were doing.
     The idea of an internal explosion or operator error destroying Dawnspring is patently offensive; 
  she was a good ship and her crew- though tired- were well trained and capable.  
  22
  
  Handout #9:     Close Range Scan
  Sensor Scan:   
  Object Number S-486588
  Physical Dimensions:
  310 meters   
  General Composition: Outer shell composed primarily of duranium and titanium 
  compounds. 
  Atmosphere:
  Oxygen-Nitrogen, 16.2 psi (Romulan Terrestrial Standard) 
  Hydrosphere:
  N/A
  Internal Temperature:  15.627O Celsius
  Internal Humidity: 21 %
  Life Signs:
  265
  Organic Matter:
  Numerous Discrete traces
  Power Sources:
  Numerous Discrete traces, consistent with sarium-krellide, Isotolium
  ampule, and antimatter ampule power sources
  Emission Signatures:  Low-level RF/Subspace emissions consistent with quantum singularity in
  normal operation.
  Low-level RF/Subspace emissions consistent with deuterium fusion Impulse 
  propulsion array.  
  Specific Mass:
  Approximately 250 thousand metric tons
  Classification:
  Romulan Cuirass Class Heavy Frigate
  Systems Analysis:
  Structural Integrity:
  Nominal
  Weapons Systems: 
  Armed
  Shields:
  Raised, 100% integrity
  Propulsion Systems:
  Sublight Only
  Sensors:
  Online
  Life Support:
  Online
  Profile
   
          
   
             
   
   
     The Cuirass Class heavy frigate is one of the first in the next generation of Romulan 
  starships.  Inspired largely by the Federation’s Intrepid Class (and some say built with stolen 
  Federation technology), the Cuirass Class is designed to reach trouble spots quickly, with 
  enough firepower to resolve most problems. 
     Although Romulan design philosophy of the last several decades called for larger and more 
  powerful vessels, the Cuirass Class is a compact, powerful ship with a relatively small crew.  
  Additionally, their corridors and compartments are wide and far more spacious than is the 
  norm for a Romulan vessel.    
  23
  
  Handout #10:     Obelisk Interface
  24
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Sopok
  Age:
  39
  Species
  Vulcan
  Homeworld:
  Vulcan
  Gender:
  Male
  Hair:
  Black
  Eyes:
  Brown
  Rank:
  Lieutenant Commander 
  Current Assignment:
  Executive Officer, U.S.S. Dawnspring, NCC-72312
  Profile/History:
     Sopok is a seventeen year veteran of Star Fleet and is (at least according to rumor) in line for a 
  command of his own. 
     Sopok graduated with high marks for tactical and strategic excellence, and was noted for a 
  methodical and occasionally ruthless approach to tactical exercises- including very precise use of 
  overwhelming (excessive?) force to defuse a situation.   Sopok invariably justified his actions as 
  “logical” and as necessary to establish control of the tactical situation- and as saving a good deal of 
  grief afterward.  
     Sopok's first duty station was the U.S.S. Intrepid , with her all-Vulcan crew.  After a somewhat 
  rocky start, Sopok settled into his duty and role, and was consistently decorated for both dedication 
  to duty and valor under fire.  
  Psychological Profile: 
     Tall, gaunt and with a remote countenance accented by his Vulcan physiology, Sopok is 
  physically and socially intimidating and is considered difficult to get to know. A man with few 
  close friends, Sopok is fiercely loyal to those close to him. 
     Sopok has little patience with fools or with empty platitudes, and believes in swift, decisive 
  action.  Sopok tends to assess every situation from a strategic or military viewpoint- looking at 
  every encounter as a potential tactical exercise.  He is (secretly) proud of his role as a defender of 
  the Federation, and tends to look for potential threats more than potential allies.  That having been 
  said, he is neither paranoid nor hyper-aggressive, and enjoys exploration missions every bit as 
  much as combat.
  Attributes
  Str    10 (+2)
  Agl   9 (+1)
  Int 11 (+2)*   Vit  11 (+2)   Prs  10(+2)*  Per 9 (+1) 
  Quickness +1 Savvy +2
  Stamina +3*
  Willpower +2  Defense:   8
  Miscellaneous Scores
  Courage: 3         Health: 13   Renown: 20   Advancements: 14
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat
  AGL
  +1
  +5
  +6
  ( Simple Weapons )
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve ) 
  Enterprise-Administration
  INT 
  +2
  +5
  +7
  First Aid
  INT
  +2
  +3
  +5
  Gaming
  INT
  +2
  +5
  +7
  ( Poker )
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Vulcan )
  25
  
  Knowledge:History  
  INT 
  +2
  +6
  +8
  ( Federation, Vulcan )
  Knowledge:Specific World  
  INT 
  +2
  +6
  +8
  ( Earth, Vulcan )
  Language- Fed Standard  
  INT 
  +2
  +3
  +5
  Language- Vulcan
  INT 
  +2
  +2
  +4
  Negotiate
  INT
  +2
  +5
  +7
  ( Mediate )
  Persuade
  PRS
  +2
  +4
  +6
  Ranged Combat:Archaic
  AGL
  +1
  +5
  +6
  Ranged Combat:Energy 
  AGL
  +1
  +4 
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +2
  +4
  Survival
  PER
  +1
  +3
  +4
  ( Desert )
  System Engineering
  INT
  +2
  +7
  +9
  ( Weapons )
  System Operation  
  INT 
  +2
  +5  
  +7
  ( Tactical )
  Unarmed Combat  
  AGL 
  +1
  +3 
  +4
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Commanding Presence: When making a Willpower reaction test, Sopok rolls an extra die (3d6)
  and keeps the higher of the two rolls.
  Duty Officer: When advancing his System Operation skill, he advances at +2 levels per pick, but 
  suffers a -4 penalty to tests not using his Tactical specialization.
  Level Headed: When performing any professional skill at his shipboard station,Sopok ignores all
  test penalties from distraction. 
  Starship Duty: Sopok meets all the prerequisites for his post aboard Dawnspring.
  Starship Tactics:  Sopok has spent a lot of time honing his tactical skills.  Once per game session,
  Sopok may reroll a single Tactics test, keeping the better of the two results.
  Station Proficiency: Sopok has trained ruthlessly to qualify with every bridge system.  Once per 
  game session, Sopok may reroll one System Operation skill test and keep the better of the
  two results.
  Systems Technician: When making System Engineering tests to repair his console,Sopok receives
  a bonus equal to ½ his Computer Use skill rounded up. 
  Species Abilities: 
  Enhanced Rapid Healing: Once per day, Sopok may enter a healing trance (pg 49), and recover a 
  number of wound points equal to his Vitality modifier,
  Mind Meld: With physical contact, Sopok has the ability to telepathically join his mind to 
  another. 
  Nerve Pinch: Sopok may stun an opponent for 2d6 rounds by making an Unarmed Combat skill
   
  test.  If the victim knows what he is attempting, Sopok suffers a -5 penalty to the test.
  Psionic: Sopok has telepathic mental abilities. 
  Skill Focus (Keen Hearing): Sopok receives a +4 bonus to Observe (Listen) tests. 
  Edges/ Flaws: 
  Command 2: Sopok is assigned as Executive Officer to the Dawnspring, and is fully qualified to
  command a starship.
  Eidetic Memory: In academic tests with a TN greater than 5, Sopok receives a +2 bonus. 
  Promotion 3: Sopok holds the rank of Lieutenant Commander in Starfleet.
  26
  
  Starfleet Bureau of Personnel
  Starfleet Command
  James Rodgers
  Age:
  25
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Hair:
  Blond
  Eyes:
  Brown
  Rank:
  Lieutenant, Junior Grade
  Current Assignment:
  Chief Operations Officer, USS Dawnspring, NCC-72312
  Profile/History:
     Bright, young and ambitious, James O’Connor is a talented and handsome young officer.  The 
  Dawnspring was his first deep-space assignment and has been a formative experience for the 
  young officer.  
  Psychological Profile:     
     Despite three years in deep space, Rodgers is still youthful and enthusiastic (okay, he's a space 
  cadet).  He is fiercely loyal to his shipmates, especially Captain Nelson, and will take any 
  questions about her competence or judgment personally.  
     Rodgers considers himself a man of action, and has issues with patience and personal restraint.
  Attributes
  Str    6 (+0)
  Agl   10 (+2)* Int 11 (+2)*   Vit 9 (+1)     Prs  6(+0)  Per 11 (+2)*
   
  Quickness +2* 
  Savvy +2
  Stamina +3
  Willpower +2 Defense:   9
  Miscellaneous Scores
  Courage: 4         Health: 9   Renown: 6   
  Advancements: 4
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +0
  +2
  +2
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Human )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Earth )
  Knowledge:Politics
  INT
  +2
  +2
  +4
  ( Federation)
  Knowledge:Specific World  
  INT 
  +2
  +5
  +7
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +5
  +7
  Ranged Combat:Energy 
  AGL
  +2
  +3
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +3
  +5
  System Engineering
  INT 
  +2
  +5
  +7
  ( Electro Plasma System )
  System Operation  
  INT 
  +2
  +6
  +8
  ( All except Command )
  Unarmed Combat  
  AGL 
  +2
  +3
  0
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:
  Exemplary Support: Rodgers knows how to coordinate his activities in support of his fellow
  bridge officers.   As a result, Rodgers may treat any Computer Use, System Operation, 
  27
  
  or Tactics test as a combined test,rolling the same test at TN-5 and providing a +1 bonus 
  for a marginal success, +2 for a complete success, or +3 for an extraordinary success.
  Hide In Plain Space: Rodgers knows how to use the space around the Dawnspring to hide the 
  ship's emissions.  When Rodgers is at Ops or the Conn, the TN of those looking for the 
  ship is increased by +2.  
  Starship Duty:  Rodgers has received all the training necessary to serve aboard a starship.
  Station Proficiency: Rodgers has trained ruthlessly to qualify with every bridge system.  Once per 
  game session, Rodgers may reroll one System Operation skill test and keep the better of 
  the two results. 
  Species Abilities:
  Adaptable:  Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given James 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:   James serves as Chief Operations Officer (and therefore as a Department Head) 
  aboard the Dawnspring.  
  Innovative: James has gained the Flight Control Professional Ability Hide In Plain Space
  Promotion 1:   James holds the rank of Lieutenant, Junior Grade in Starfleet.  
  28
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Hammond Clarke
  Age:
  38
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Brown
  Rank:
  Machinist's Mate Chief Petty Officer
  Current Assignment:
  Main Propulsion Assistant, U.S.S.  Dawnspring  NCC-72312
  Profile/History:
     Chief Clarke is a former Starfleet brat who opted to enlist and ship out almost immediately rather 
  than spend four years in classrooms.  Since his earliest youth, Chief Clarke has been filled with 
  romantic dreams of adventure in deep space, and was somewhat disappointed with his career- 
  which consisted largely of one engine room after another and poor little adventure.
     Duty aboard the Dawnspring finally satisfied his craving for adventure- as the little ship and crew 
  saw a number of adventures over her brief career.  
  Psychological Profile: 
     A veteran spacer, Chief Clarke is a talented engineer with an instinctive love for things 
  mechanical.  He also believes that as a Chief Petty Officer, it’s his duty to keep the officers from 
  getting in over their heads.  While respectful and professional, Clarke’s not above offering a polite 
  “suggestion” now and then.  
  Attributes
  Str    7 (+0)
  Agl   7 (+0)
  Int 10 (+2)*   Vit  10 (+2)*   Prs  7(+0)  Per 9 (+1) 
  Quickness +3     Savvy +1
  Stamina +2*
  Willpower +2  Defense:   7
  Miscellaneous Scores
  Courage: 4         Health: 10  Renown: 12   Advancements: 8
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +0
  +1
  +1
  Computer Use
  INT 
  +2
  +6
  +8
  ( Retrieve) 
  Construct 
  INT 
  +2
  +5
  +7
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Human )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Human )
  Knowledge:Specific World 
  INT
  +2
  +4
  +6
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Klingonese
  INT
  +2
  +4
  +6
  Operate Vehicle
  INT
  +2
  +5
  +7
  ( Archaic Aircraft )
  Physical Science
  INT
  +2
  +3
  +5
  Propulsion Engineering
  INT
  +2
  +4
  +6
  ( Warp Drive )
  Ranged Combat:Energy 
  AGL
  +0
  +5
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  +6
  29
  
  Structural Engineering
  INT
  +2
  +3
  +5
  ( Spaceframes )
  Survival
  PER
  +1
  +1
  +2
  System Engineering
  INT 
  +2
  +3
  +5
  ( Weapons )
  System Operation  
  INT 
  +2
  +5
  +7
  Unarmed Combat  
  AGL 
  +0
  +1
  +1
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Engineering Certification: Chief Clarke may use all of the Engineering group skills untrained. 
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Chief Petty Officer Clarke a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Bold: When Chief Clarke spends a Courage point on a Physical test, he gains +5 bonus instead of 
  the usual +3.
  Command 1:  Chief Petty Officer Clarke is one of the senior enlisted men assigned to U.S.S. 
  Dawnspring and is fully qualified for command in the absence of a commissioned officer. 
  Fit: Chief Petty Officer Clarke is in great physical shape and receives a +1 to all Physical tests
  Innovative: Enlistedmen generally do not have professional abilities.  Clarke, on the other hand, 
  has the Engineering Certification Professional Ability. 
  Promotion 6E:  Clarke holds the rank of a Chief Petty Officer in Starfleet.  
  30
  
  USS 
   
   Sakarya
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Aydin ab Reis
  Human 
  Captain
  Executive Officer 
  Victoria Loch
  Human
  Commander
  Tactical Actions Officer
  Prin Ajan “A.J.”
  Bajoran
  Lt. Commander
  Chief Engineer         
  Choda
  Tellarite
  Lieutenant
  Chief Science/Ops Officer
  T'Var
  Vulcan
  Lieutenant
  Conn Officer
  Thrax
  Denobulan
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Paul Featherstone Human   
  Lieutenant
  Captain Aydın ab Reis
  C.O., U.S.S. Sakarya- a captain of eight years experience, ab Reis is still a young and 
  enterprising officer, but is also highly self-disciplined.  He carries himself with both reserve 
  and dignity- not with arrogance at his lofty position, but with a keen awareness of the duties 
  and responsibilities he bears.  His code of honor can be best described as noblesse oblige- 
  “noble ancestry constrains to honorable behavior; privilege entails to responsibility". 
     Captain ab Reis adheres to a strict philosophy of personal austerity and personal honor- he 
  has chosen the hard, disciplined road- and maintains his footing through sheer immovable 
  integrity and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such 
  friends unto death.  
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with rigid standards of honor and conduct.  On the one hand, ab Reis is plain 
  spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation.  On 
  the other, he seldom shares his mind with others and plays his cards very close to the vest.  
  He can be very warm and approving when he chooses to be- and conversely, does not need 
  words to make his disapproval and disappointment plain.  He demands the very best from his 
  officers- and they work hard not to disappoint his trust in them.
     Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts 
  her- and knows he can depend upon her more than anyone else aboard.
     Tall, thin, handsome, and dark, ab Reis moves with quiet, contained power and 
  determination.  He is a man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Commander Victoria Loch
  X.O., U.S.S. Sakarya- Commander Victoria Loch is- hands down- one of the brightest 
  individuals aboard the Sakarya- a fact not lost on her captain.  Loch came up in Operations, 
  and has an Eidetic memory.  She also has a keen sense of spatial awareness and can keep 
  track of a thousand tiny details- an essential talent in operating and managing a starship.  
   
     Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in 
  order to allow the Captain to concentrate on the mission at hand.  If she were permitted, Loch 
  would be both quiet and introspective- luxuries her duties do not normally permit her.  Loch 
  trusts Captain ab Reis completely- though she occasionally curses his name for keeping his 
  own counsel and “drafting” her as his Executive Officer.
  Lieutenant Commander Prin Ajan
  Tactical Actions Officer, U.S.S. Sakarya.  The ship's chief weapons officer and head of 
  security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III.  
  Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- 
  by a group of Bajoran militants- which turned out to be something of a blessing as the 
  colony was beset both by natural predators and occasionally by the Jem'Hadar and other 
  Gamma Quadrant predators.  
     
     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 
  31
  
  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).
  32
  
  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
  33
  
  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. 
  34
  
  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
  35
  
  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.  
  36
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Prin Ajan “A.J.”
  Age:
  28
  Species
  Bajoran
  Homeworld:
  Casos III Colony
  Gender:
  Male
  Eyes:
  Hazel
  Hair:
  Brown
  Rank:
  Lieutenant Commander
  Current Assignment:
  Tactical Actions Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     The ship's chief weapons officer and head of security, Lieutenant Commander Prin grew up 
  on the Bajoran colony world of Cosas III.  Remote and isolated in the Gamma Quadrant, 
  Cosas III was settled- without authorization- by a group of Bajoran militants- which turned out 
  to be something of a blessing as the colony was beset both by natural predators and 
  occasionally by the Jem'Hadar and other Gamma Quadrant predators.  
     
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 2375 and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Psychological Profile: 
     Prin projects a friendly and easy-going manner- a velvet glove over a core of steel.  He is 
  both proud of his accomplishments and his origins- though is more than a little reticent to 
  discuss his youth or his tenure as a blockade runner.   
     Although by no measure a scholar, Prin is a quietly religious man who seeks to harmonize 
  the will of the Prophets with his Starfleet duties.  He is by no means a pacifist and will kill 
  swiftly and efficiently if his duties require it.  
     Prin tends to watch everyone and everything carefully.  He prefers to wait and watch- and  
  watch some more.  Prin know that people will reveal their true thoughts and intentions more 
  often in subtle ways than with their words.
  Attributes
  Str    6 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)*
  Quickness +1*   Savvy +2
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 12   Advancements: 12
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +4
  +1
  +5
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  37
  
  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.  
  38
  
  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
  39
  
  Language- Tellarite
  INT 
  +2
  +4
  +1
  +7
  Language- Vulcan
  INT
  +2
  +3
  +1
  +6
  Observe
  PER
  +0
  +5
  +5
  Physical Science
  INT 
  +2
  +5
  +1
  +8
  ( Physics, Mathematics )
  Propulsion Engineering
  INT
  +2
  +7
  +1
  +10
  ( Warp Drive )
  Ranged Combat:Energy 
  AGL
  +1
  +6
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +6
  +1
  +9
  Structural Engineering
  PRS
  +2
  +6
  +1
  +9
  (Spaceframes )
  Survival
  PER
  +0
  +3
  +3
  System Engineering
  INT
  +2
  +7
  +1
  +10
  (EPS Grid, Transporter )
  System Operation  
  INT 
  +2
  +6
  +8
  Unarmed Combat  
  AGL 
  +1
  +4
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Engineering Certification: Lieutenant Choda may use all of the Engineering group skills untrained. 
  Fix-It: Having spent many hours tearing apart the Sakarya's systems, Choda has learned how to 
  repair them as well.  She now knows all of the Repair skill specializations.  
  Miracle Worker- Propulsion Engineering: When making a Propulsion Engineering check (including 
  Extended tests) Choda may take the action in half the base time.  
  Starship Duty: Lieutenant Choda meets all the prerequisites for her post aboard Sakarya.
  Species Abilities:
  Bonus Edge: Exceptional Fortitude: Tellarites suffer Fatigue-related test penalties as though they 
  were one level less fatigued then they actually are.  
  Bonus Edge: Meticulous:  Tellarites gain a cumulative +1 per round in extended tests.  
  Bonus Edge: Skill Focus (Exhaustive):  Tellarites gain a +2 species bonus to Inquire and Persuade 
  (Debate) tests.  
  Pig-Headed:  Tellarites single-mindedness often makes them seem indifferent or difficult.  They 
  suffer a -2 to Influence tests.  
  Poison Resistance:  Tellarites gain a +4 Stamina reaction to resist the effects of poisons.  
  Stubborn: Tellarites tend to be single-minded to a fault.  A Tellarite who enters an argument 
  favoring a particular position must spend a Courage point to back down from that position. 
  Edges/ Flaws: 
  Command 1:  Choda is assigned as a department head aboard the starship Sakarya.
  Multitasking:  Choda has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 2:  Choda holds the rank of Lieutenant in Starfleet. 
  Skill Focus (Craftsman): Choda gains +1 each to Construct and Repair tests. 
  Suit Trained:  Choda has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Thinker: Choda receives a +1 to all Academic tests.
  Zero-G Trained:  Choda has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  40
  
  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
  41
  
  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.
  42
  
  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
  43
  
  Operate Vehicle- Motorcraft
  INT
  +2
  +2
  +1
  +5
  Operate Vehicle- Sailcraft
  INT
  +2
  +2
  +1
  +5
  Persuade
  PRS
  +2
  +2
  +4
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +1
  +6
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  +1
  +7
  Space Science
  INT
  +2
  +9
  +11
  ( Astrogation )
  Survival
  PER
  +1
  +2
  +1
  +4
  System Engineering
  INT
  +2
  +2
  +1
  +5
  ( Flight Control ) 
  System Operation  
  INT 
  +2
  +5
  +1
  +8
  ( Flight Control )
  Unarmed Combat  
  AGL 
  +1
  +4
  +1
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Dogfighter: If Thrax is at the helm during combat, the ship receives a +2 to all Helm maneuvers.   
  Starship Duty: Lieutenant Thrax meets all the prerequisites for his post aboard Sakarya.
  Surfing Space-Time:  By making a TN 20 Space Science (Astrogation) test, Thrax can plot an 
  exceptionally tight course which allows Sakarya to arrive at her destination as though she 
  had been traveling at maxim speed- without exceeding her sustainable maximum speed.   
  Species Abilities:
  Excellent Climb: Denobulans gain +4 species bonus to Athletics (Climb) tests and can climb up to 
  five meters per round.
  Hallucinations: In extremely stressful situations, a Denobulan may experience hallucinations. 
  However, such experiences are considered to be safe and natural ways of releasing nervous 
  energy.
  Hibernation: Unlike most species, Denobulans do not sleep as a part of their daily cycle.  Instead, 
  they hibernate for a full six days per year, although some can reduce this period time by 
  various degrees. A Denobulan sleep period is handled similarly to the Fatigue rules found on 
  pages 95-96 of the Narrator’s Guide. 
  Resistance: Denobulans gain a +2 to Stamina tests to resist illness, disease, and radiations.  Some 
  technology, like Borg nanoprobes, also has a delayed effect on them.
  Edges/ Flaws: 
  Command 1:  Thrax is assigned as a department head aboard the Sakarya.  
  Cultural Flexibility: Thrax has been nearly everywhere and alien customs and mores seldom 
  surprise him.  He gains +2 to Social tests involving species other than his own.
  Fit: Thrax receives a +1 to all Physical tests.
  Promotion 1:  Thrax holds the rank of Lieutenant, Junior Grade in Starfleet. 
  44
  
  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 )
  45
  
  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. 
  46
  
  7
    th   Fleet Scoring Sheet
   
    
  “Fracture Lines”
  Benchmark
          
  Bonus Achieved
  Sakarya reaches Edoran in less than fourteen hours:
  +1
        ¤
  Sakarya is (at least) at Yellow Alert when she enters the Edoran:
  +1
        ¤
  system
  The heroes trouble to look for evidence of Romulan involvement:
  +1
        ¤
  in the loss of the Dawnspring.
  The heroes use the internal STA installed on most Starfleet gear :
  +1
        ¤
  to track the fall of debris.
  The heroes take specific steps to recover the remains of the   :
  +1
        ¤
  Dawnspring's crew.
  The heroes take the trouble to autopsy at least one of the    :
  +1
        ¤
  Dawnspring's crew.
  The heroes take the trouble to try and assist the civilian casualties :
  +1
        ¤
  innocent bystanders injured by Dawnspring's wreckage.
  The heroes locate the Dawnspring's “black box” :
  +1
        ¤
  The heroes identify the cause of the Dawnspring's destruction :
  +1
        ¤
  The heroes scan the northern/eastern hemisphere for the larger pulse :
  +1
        ¤
  The heroes locate the source of the subspace pulses :
  +1
        ¤
  The heroes defeat the Edoran “defenders” :
  +1
        ¤
  The heroes defeat the Romulan landing party :
  +1
        ¤
  The heroes manage to decipher the Iconian controls and stop the :
  +1
        ¤
  attacks.
      / 14
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Date Played:               
   
             
   
   
  Crew:  USS    
   
             
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 11
   
     
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Total XP Award:         
   
         
   
      Individual XP Awarded:         
   
   Individual Renown Awarded:          
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  47
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS11-Fracture_Lines.pdf