TEXT: BE NOT
  AFRAID
  By Roger Taylor II
  Revised and expanded for use with Far Trek by C.R. Brandon 2015
  1
  
  "Be not afraid of greatness: some are born great, some 
  achieve greatness, and some have greatness thrust upon 'em."
   -Malvolio, Twelfth Night (II, v, 156-159) 
  William Shakespeare
  2
  
  WARNING!!
  Be not Afraid is exclusively for the Referee to read, Players should not read any further as it 
  will take away from the adventure ahead!
  Adventure Synopsis
  The adventure takes place aboard the U.S.S. Xenophon, en route to the Tannos System,  in 
  disputed territory near the Federation/Klingon border in the year 2268. While 
  performing a routine health-and- welfare check on a Federation colony, the crew of the 
  Xenophon, a Saladin class destroyer, become entangled with a powerful ancient artifact 
  and Klingons who may seize it for themselves.  The Xenophon is a ship with a reputation for 
  being cursed and is on its first mission outside the Sol system.
  Players
  This adventure is for 4 to 6 players and assumes the players are all Federation crew from the U.S.S. 
  Xenophon.  A mix of gold, red, and blue shirts is necessary.  This is a good adventure for starting 
  Ensign class characters to undertake as the landing party. If you wish to run it as a one shot 
  adventure, you can use the U.S.S. Xenophon's pre-made crew listed in the back of this adventure.
  A creative Referee could flip the script and play this adventure from the Klingon perspective 
  instead! This will require some work on the Referee's part, but does provide an excellent 
  opportunity to  Trek from a different point of view.
  On board or on the planet 
  The adventure has both ship based and landing party elements.  It is up to the Referee and players 
  decision to determine where they spend the bulk of their time during the episode.
  Referee Background
  Tannos IV is a Federation agricultural colony founded in 2266. The 120 colonists were 
  intended as the first planting in what will one day become a thriving Federation 
  settlement. Intrigued by the mysterious mounds, Geologist Stewart unearthed the first 
  of the six crystals in the array. When exposed to sunlight, the crystal began distorting 
  space and time in the surrounding area, leading to the disappearances which decimated 
  the colony and later plague the landing party. The crystal is also responsible for the 
  gravimetric distortion surrounding the world and the ionization and subspace 
  interference which interferes with both sensors and communications (which is why the 
  effect is lessened during local night).
  Displaced with little or no warning, the colonists were ill-equipped to survive on a harsh 
  and untamed world. Note, a benevolent Referee may decide that survivors can be found 
  (once the jamming has been lifted) scattered across the surface of Tannos IV, but you will 
  have to make up the survivors and their story on your own. You can add to the mystery once the planet is 
  scanned by shown the colonists dead bodies scattered randomly all over the planet. A Life Sciences test or
  Sensors  test (TN 17) may find recently deceased (still warm) colonists scattered all over the planet.
  3
  
  Episode Conflicts:
  Conflict #1: Man vs. Unknown- The players must determine what is taking place on 
  Tannos IV in order to resolve the mystery.
  Conflict #2: Man vs. Man- The players must overcome the Klingon attempts to wrest 
  control of the crystals from the Federation.
  Conflict #3: Man vs. Nature- Tannos IV will do its level best to kill the players if they are 
  not cautious.
  Conflict #4: Man vs. Self- The players must overcome the starship's  alleged “curse” and 
  resist the natural temptation to respond to the Klingon's provocations. The Federation 
  cannot want afford war with the Klingons at this point. The destruction of the puQmo' 
  taj  in the disputed territories would undoubtedly trigger just such a war.
  Act One
  Captain's Log Stardate 3236.1: (read to players)
  “U.S.S. Xenophon now arriving on the outskirts of the Tannos System. While patrolling 
  the area, Xenophon has diverted to conduct a routine health-and-welfare check of a 
  Federation colony on the fourth planet, Madsen's Hope. Starfleet Regulations mandate 
  an annual medical check of all colonists, but the opportunity for the crew to stretch 
  their legs ashore is also a powerful incentive for the stop over.
  Xenophon has spent the last ninety-five days patrolling the area- disputed territory 
  between the Federation and the Klingon Empire. Although the Federation neither wants
  nor needs a war with the Klingons, tensions remain high.
  Thus far, ship and crew have performed ably and without incident.
  Federation starship U.S.S. Xenophon arrives on outskirts of the Tannos System having 
  been ordered to check in with a Federation colony on the fourth planet. The players 
  should receive the System and Planetary Profile in Appendix I.
  Heavy Weather
  As Xenophon passes Tannos V (en route to planet IV), she should begin encountering 
  increasingly violent gravimetric shears, which become severe enough to threaten to 
  damage the ship as she struggles to make orbit.
  The initial impact should take all hands by surprise, rattling Xenophon down to her keel, 
  tossing the crew about like dice, and (if she is traveling at warp speed) knocking the ship 
  back to sublight speed. As soon as the shear impacts, the Red Alert klaxon begins 
  sounding and the lights on the bridge begin flashing red.
  The shears appear to be arriving every twelve to eighteen seconds (every second or third
  combat round). For each shear, the Referee should roll 2d6+5. The result then becomes 
  the TN for ST or DX tests for crew to remain at their stations. A Disastrous failure (by 6 
  4
  
  points or more) should cause damage to the character (twisted ankle, broken limb) as he 
  or she lands badly after being tossed about by the shear. A simple (TN 5) Space Science 
  test will confirm that the ship was hit with a gravimetric shear.
  One shear in three (at the Referee's discretion) should be sufficient to cause DL1 damage
  to the Xenophon herself. The Referee should assign system damage at random to a 
  system like the hull, sensors, weapons, or impulse engines.
  A challenging (TN 15) Engineering or Sensors test and five minutes work will allow the 
  crew to re-tune the sensors to detect the incoming gravimetric distortions. Once the 
  crew is able to detect the shears, they will be able to determine that the turbulence 
  appears to be centered on Tannos IV itself, and time their arrival. (Characters who are 
  forewarned of a shear's arrival may add a +5 circumstance bonus to their ST or DX test). 
  A challenging (TN 15) Starship Navigation test with each wave will allow the helmsman to
  turn Xenophon in order to minimize the impact of the gravimetric distortions. If 
  successful, the characters need not make a ST or DX test, and Xenophon herself will incur
  no damage from the wave. The sensation is still akin to riding a roller coaster (or a 
  sailboat in very heavy seas).
  Eye  of  the Storm
  As Xenophon moves into orbit over Tannos IV, the shears abruptly disappear- with an 
  eerie calm like the eye of a storm. Subspace interference levels remain fairly high, 
  rendering sensors unreliable. RF and subspace communications are impeded, but not  
  blocked. Transporters can be used safely by locking onto either a communicator signal or 
  the colony's neutrino beacon.
  A Sensors test (TN 8) locates the beacon on the surface, but does not reveal any life 
  signs. The colony, Madsen's Hope, does not respond to hails.
  Tannos IV
  Should they choose to beam down immediately, the players (plus one or two generic red 
  shirts) arrive at the colony site roughly a half-hour before sunset. Both of the planet's 
  moons are visible from the beam- in site, one high in the sky, the other just rising on the 
  eastern horizon.
  The site is lush and green-brown, with tall grasses and sparse leafy trees scattered 
  around. It is eerily quiet, save for a faint, eerie moaning that comes and goes, and rises 
  and falls with the wind.
  The colony is set into a shallow bowl approximately two kilometers across. The colony is 
  constructed of various pre-fab buildings and semi-permanent equipment tents. The 
  colony is laid out in a rough grid square and surrounded by garden plots and a five foot 
  tall perimeter fence (essentially a split- rail fence rather than a real obstacle).
  A quick search confirms that the colony site is intact, but abandoned. The buildings and 
  equipment (except where disturbed afterward) are precisely as they were left.
  The only signs that the colonists did not leave willingly are several unfinished meals, a 
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  shower that was left running (but has since run dry), and a badly scorched tea kettle on a
  camp stove- it was apparently left on until all the water boiled away and then scorched 
  before the safety sensor tripped and shut down the stove.
  An average  (TN 11) Medical  or Life Sciences test confirms that meals are long-since 
  spoiled. They've been exposed for several weeks. Based on the decomposition rate, the 
  colony has been abandoned for roughly six weeks.
  An average  (TN 11) Life Science test suggests that the fields/garden plots have been left 
  untended for at least five weeks, and becoming overgrown with weeds. Several of the 
  more delicate plants (the tomatoes in particular) are dying for lack of water.
  An average (TN 11) Investigate test confirms that 1) several of the tents and prefab 
  buildings have been disturbed-  most like by small scavengers, and, 2) that numerous 
  small implements (research tools, farm implements, and the like) are also missing. 
  Should the players think to check the colony's small arms case, they will discover that 
  three hand phasers are missing. One of the colony's tractors is also missing.
  Administration
  The colony's administrative computer is in the administrator's hut. This (like most of the 
  other colony buildings) is a pre-fabricated shack about twenty feet on a side. It consists 
  of a sleeping room with bunk, a shower/restroom cubical, and a larger work/living area. 
  A central table has four chairs and is scattered with an unfinished chess game and 
  various nick-nacks. The desk on the west side is cluttered with various printouts 
  indicating  likely weather patterns, projected crop yields, and geophysical surveys 
  (notably, locations for drilling wells and projected land plats).
  The computer is a standard-issue desk-top model, with a central processor/monitor 
  module and several linked PADDS and styluses. Interestingly enough- the unit is 
  physically intact but non-functional. A challenging (TN 15) Electronics test reveals that 
  the solid state duotronic memory chips are damaged on the molecular level. Given that 
  the chips are designed to by extremely resilient and chemically non-reactive, this is 
  extremely unusual. Despite the damage, a careful analysis of the memory chips should 
  be sufficient to recover the colonies records. This will, however, take time- a challenging 
  Electronics test (TN 15) with a period measured in 8 hours minus skill level of person 
  analyzing.
  Nothing  But  The Wind
  As the party moves about the colony site investigating, they should take note of the 
  same eerie wail carried on the wind. (The Referee is advised to use the “Space Wind” 
  sound effect from the Original Series).
  An average (TN 11) Planetary Science or challenging (TN 15) Physical Science test 
  suggests that the sound is harmonic interference- similar to the moan caused by air 
  being blown over the mouth of a bottle. Sensors set to detect pressure variations or 
  localized atmospheric distortions will be able to detect the phenomenon out to a range 
  of fifty meters.
  6
  
  Disappearance
  Shortly after the party separates to conduct their investigation, one of the NPC Red shirts
  steps into one of the buildings and disappears with a choked off cry. An average  (TN 11) 
  Investigate test reveals no trace of the man. There are no hidden exits, no trap doors, no 
  way out of the pre-fab structure. He has simply vanished.
  A tricorder scan combined with a  (TN 20) Planetary Science or Physical Science test- 
  reveals a very faint Theta band radiation signature. Otherwise, there is no detectable 
  particle residue to indicate the crewman's fate.*
  The tricorders will detect atmospheric/pressure variations. A challenging (TN 15) 
  Planetary or Physical sciences test will discover that a 4 in/HG (2-pound) pressure 
  differential coincided with the red shirt's disappearance.
  Unwelcome Strangers
  Roughly at the same time as the players are exploring the Administrator's office, 
  Xenophon's sensors should detect an uncloaking Klingon Bird of Prey approaching the 
  planet, fighting its way through the turbulence.
  As the vessel takes up a close orbit, the ship's sensors identify her as the I.K.V. puQmo' 
  taj (which translates roughly as Star Knife).
  An average  (TN 11) Computers test should earn the players the following information: 
  The vessel is reported to be under the command of Captain D'Kar- a noted warrior and 
  foe of the Federation. D'Kar is reported to be an experienced and savvy combat 
  commander, and has clashed with the Federation on at least three occasions, resulting in
  the destruction of the Kolaris Subspace Observatory, the capture/destruction of a 
  Federation convoy near the Lambdor colony, and the loss of the destroyer U.S.S. Bennion
  and heavy damage to the light cruiser Rochester. Clearly, the puQmo' taj and her 
  commander are not to be underestimated.
  The Klingon's shields are up and weapons are charged but not locked on the Xenophon. 
  They begin a series of intense scans of the planet's surface. They will not attack first.
  The Klingons ignore attempts to hail them for the first half- hour while scanning the 
  planet. When they finally do make contact, Captain D'Kar demands to know what the 
  Federation is up to.
  Upon failing to receive a satisfactory answer, D'Kar announces that he, too, is sending a 
  landing party to the surface. As this planet lies in disputed territory, Starfleet has no right
  to object.
  Rivals
  The Klingon landing party is comprised of six Klingons led by Lieutenant Klaag. They are 
  dressed in the standard uniform of the era- black under suit with a gold-metal tabard. 
  The Klingons are armed with basic Klingon gear: disruptor pistols, knives, and 
  communicators. One of the Klingons (Kral) is carrying a basic science kit. Upon 
  7
  
  materializing, the Klingons will take up a basic defensive stance, then begin moving to 
  either confront the players or search the compound.
  Klaag is under orders to find out what the Federation is up to on the planet, rather than 
  to start a war. As a result, he will be belligerent, rude, condescending, and 
  (comparatively) straightforward. He states bluntly that he and his people are there to 
  determine what the Federation is up to on Tannos IV and is bluntly dismissive of protests 
  of innocence.
  Unless the players attempt to physically interfere with the Klingons, they make a 
  thorough (if chaotic) search of the encampment.
  Starry  Starry  Night
  As the sun sets over the encampment, the crew must decide how they wish to proceed. 
  Do they wish to return to Xenophon and leave the encampment to the Klingons? Do they
  wish to search the surrounding area on foot for any trace of the missing crewman?
  The Klingons, for their part, beam down bedrolls and other gear and prepare to make 
  camp on the surface.
  If the players decide to remain on the surface, they must decide whether to bunk in the 
  abandoned colony or bunk out under the stars.
  An average (TN 11) Investigate test will reveal that although the wind has picked up, that 
  eerie moaning noise has disappeared entirely, as have any attendant pressure 
  differentials.
  Roughly a half hour after sunset, the interference subsides slightly, and Xenophon can 
  begin using her sensors to scan the planet- but a complete survey will take her out of 
  contact with the landing party for up to twelve hours at a stretch.
  Initial scans of the immediate area are hard (TN 14) Sensors test. Success  reveals the 
  missing tractor located in the foothills five  kilometers west southwest of the colony site.
  Records  Search
  Once the repairs to the colony's computer is completed, the expedition logs can be read.
  The records indicate that the colonists were doing so basic survey work around the 
  colonies, and that the colony's geologist, a man named Stewart, had uncovered a series 
  of regular mounds about five kilometers to the west. Stewart thought the mounds might 
  be artificial, but others were skeptical.
  Later records indicate that the disappearances began the next day, but no real notice was
  taken until people began disappearing from the colony encampment itself. The final log 
  entry is nearly incoherent with panic and was made just four days later.
  8
  
  Security Breach?
  During the mid-watch o the Xenophon, someone discovers Ensign Makarov (Red shirt, 
  Security) unconscious on Deck 6, near Main Engineering. A nearby relay panel cover is 
  open but there is no evidence of intruders. 
  A challenging (TN 15) Medical Sciences test reveals the Ensign is suffering from acute 
  neurological trauma- consistent with either a low-power disruptor blast or brief exposure
  to the ship's EPS grid. Should any of the players think to ask, this particular array behind 
  the panel feeds Xenophon's weapons grid and shields. Makarov himself remembers 
  nothing useful, he was standing outside engineering and the a blinding pain knocked him
  out.
  A deck-by-deck search of Xenophon will take six hours. An internal scan will require both 
  a (TN 15) Engineering and (TN 15) Sensors test which takes 6 hours. Neither shows any 
  evidence of Klingons (the most likely suspects if there was sabotage) aboard. So  the 
  rumors begin to also circulate that the Xenophon is cursed and “falling apart” due to the 
  earlier rough ride into the Tannos system.
  A complete diagnostic of all ship's systems requires a series of Computer and Engineering
  tests (TN 15) for each of the following main systems: Propulsion, Shields, Ops, Sensors, 
  Weapons, and Life Support.
  How long the check takes depending upon how thorough the engineers wish to be.
  Referees should consult the table below: 
  Diagnostic Level       Duration
  Bonus 
  Quick check
        5 minutes
     -2
  Scan
       30 minutes
     +1
  Research                      1 hour
     +2
  Detailed Review        4 hours
     +4
  If the Klingons somehow beamed aboard, could they have tampered with Xenophon's 
  weaponry? If so, what else might they have tampered with?
  The Referee can decide if it was sabotage or just a quirky system issue.  If sabotage, 
  damage to  Xenophon's weapons system is extremely subtle: an extraordinarily small 
  sleeper bomb planted on the relay leads. Discovering the sabotage will require an 
  extreme (TN 18) Engineering test.
  The players do (as always) have the option to focus their efforts on the Weapons and 
  Shields grid, but the Referee is encouraged to play up the uncertainty involved in this 
  short of focus.
  If it was just a ship malfunction, this should play up the idea the Xenophon is a troubled 
  vessel and potentially unreliable or even dangerous.  There is NO reason to define the 
  nature of the trouble to the players, let their imaginations fill the gaps and create dread.
  9
  
  Act Two
  Sunrise  Surprise
  As daylight dawns on the encampment, an average (TN 11) Investigate test reveals that 
  the atmospheric harmonic has returned (as do the subspace fractures). If the players do 
  not notice, the Klingons should tip them off.
  Within two hours of sunrise, one of the Klingon guards is gone and the Klingons suspect 
  the players. Lieutenant Klaag will deal with the disappearance in the most direct means 
  available to him- by attempting to seize the Federation party. Any fighting should be 
  short, sharp (both sides are equally matched) and inconclusive. The players have the 
  choice of surrendering, subduing the Klingons, or merely fighting to drive them off. They 
  also have the option of talking the Klingons down by sharing what they know and telling 
  about the disappearance of their red shirt. An average  (TN 11) Diplomacy test is 
  necessary to convince Klaag to stand down. The Referee is advised to award a 
  circumstance bonus (up to +3) for good role-playing.
  Even if dissuaded from doing something foolish, Klaag is still unwilling to cooperate with 
  the Federation team, and will content himself to following them and monitoring their 
  progress.
  The  Dig  Site
  The players finish their march to the dig site (trailed closely by the Klingons). As the 
  players crest the last ridge they find a small plateau marked off with surveyors stakes and
  numerous large furrows carved into the surface. An average (TN 11) Physical Sciences 
  test suggests that these furrows are the first step in laying down concrete foundations.
  The missing tractor is wedged on its side against a large mound of dirt and rock. An easy 
  (TN 8) Investigate test marks the furrows the machine dug with its treads. Apparently it 
  was left running after it toppled over. The cab is empty and the power cells are 
  completely drained- the machine was left running until it exhausted its fuel.
  The  Next Emanation
  At this point, the Referee is encouraged to have the characters on the surface roll a d6. 
  Low number is the “winner”. Ties should be re-rolled. If possible, the Referee should take
  the “victim” aside to discuss what happens next.
  The loser is confronted by a wailing apparition- essentially a tall, shimmering distortion 
  that appears only inches away. A Virtually Impossible (TN 20) DX test is needed to avoid 
  being sucked in.
  After a brief flash of light and a dizzying moment of disorientation, the player finds 
  himself alone on a high mountain plateau. The wind is extremely cold and fierce, and a 
  light dusting of snow is decorating the mountain side. Looking up, the player can make 
  out both of Tannos IV's moons. An average (TN 11) Survival test will reveal that the 
  character has been displaced nearly 300 kilometers from his last position.
  10
  
  From the rest of the party's perspective, the character has simply vanished. Tricorders 
  previously set to detect atmospheric distortions will sound the alarm seconds too late- 
  but will record the same 4 in/HG (2-pound) pressure differential seen in the red shirt's 
  disappearance earlier in the episode.
  While the character is (for the most part) potentially removed from the remainder of the 
  adventure, the Referee should not neglect the character or the player.
  The Referee should inquire what efforts the character is making to find shelter, contact 
  the Xenophon, or even to return to the landing party. The character is likely working 
  under the same constraints as the missing red shirt. Survival, Athletics, Investigate, and 
  other skill tests should be made as necessary.
  If the character/player thinks to scan for the tell-tale atmospheric distortions, the 
  Referee should allow the character the option of returning through the distortion by 
  making an average (TN 11) Investigate, or other appropriate skill test to locate a nearby 
  portal. The character should have only a small window in which to act, and must make an
  average  (TN 11) DX or suitable Athletic test to re-enter the distortion and  return back 
  where he belongs).
  Referees with a strong sense of the dramatic may choose to time the return with the 
  conflict in Act 3 “Seizing the Find”.
  The Mounds
  Just half a kilometer west of the dig site,  the players find a series of six two-meter high 
  mounds in a pyramid pattern in a small valley. One of the mounds has been cleared of 
  dirt and debris to reveal a 1.5 meter high, shimmering, golden egg-shaped crystal.
  A tricorder scan,  (TN 11) Physical Science test, reveals that the remaining five mounds 
  also contain large crystals. The crystals themselves defy classification (they are made of a
  material unknown to Federation databanks) and appear to be chemically non-reactive. 
  Carbon dating on the mounds themselves suggest that the crystals are at least 150,000 
  years old.
  The exposed crystal is glinting in the sunlight, and is surrounded by concentric rings of 
  what look like floating, ragged panes of glass. They orbit the central about .25 meters 
  from the crystal surface. The moaning/atmospheric distortions appear to be 
  concentrated here.
  Should any of the players wander too close (make contact with one of the floating 
  “panes”) there will be a brief flash of light and the character will disappear. As with the 
  previous victim, the Referee should take the player aside and describe his location and 
  circumstances.
  The Referee is encouraged to indulge his creative side in where and when the character 
  arrives (yes, the distortions work across temporal barriers, as well), but only to a certain 
  degree. Killing the character outright or placing him more than a day outside of the 
  current time frame is not recommended.
  11
  
  A malicious Referee will toss the player far out to sea in one of the (warm) equatorial 
  oceans.
  A particularly merciful Referee will also leave the character a small window (6-12 
  seconds) in which to attempt an average (TN 11) DX test or suitable Athletic test to re-
  enter the distortion and return back where he belongs).
  Here, where the disturbances are localized, an average (TN 11) Planetary Science or 
  Engineering test will detect a considerable subspace distortion (varying between fifty 
  millicochranes and 5 cochranes of distortion).
  Act Three
  A  Blazing Mistake
  One of the players (or the Klingons) opens fire on the crystals, inviting a high-energy 
  backlash. The shock wave of gravimetric distortion ripples out in an expanding dome 
  pattern which knocks both landing parties off their feet and grows stronger as it expands.
  By the time it reaches the horizon (from the players' point of view) it is ripping up trees 
  and toppling buildings. 
  By the time is reaches the orbiting starships...Xenophon and her Klingon counterpart will 
  have six seconds warning before impact. The expanding subspace shock wave is at WR+3
  to any vessels in orbit. 
  A challenging (TN 15) Starship Navigation will also allow the helmsman to turn Xenophon
  in order to minimize the impact of the shock wave, cutting the WR to WR+1. As the 
  players get to their feet on the planet, the crystal is undamaged.
  Seizing  the Find
  Realizing the potential of the find, the Klingons attempt to seize the site by eliminating 
  the Federation characters. The Referee should resolve this conflict using the standard 
  combat rules. Although they are very nearly transparent, the “distortion panes” provide 
  three-quarters cover (+4 difficulty to ranged combat). At the Referee's discretion, shots 
  that are directed in the general direction of the crystal and which miss their intended 
  targets by more than seven points strike the crystal itself, with consequences. Characters 
  who get too close to one of the panes risk being displaced, as noted above.
  12
  
  Battle Royale
  As battle erupts on the surface, the puQmo' taj  joins the fray in space as well. Both 
  starships should be pretty thoroughly beaten up by now- but should still be (roughly) 
  evenly matched. If Xenophon gains the upper hand too quickly (and sabotage was not 
  discovered or the Xenophon “curse” occurs), the Referee has the option to temporarily 
  cripple her weapons systems until a patch or bypass can be rigged. This could be a DL1 or
  DL2 level damage issue as needed by the Referee. Full repairs will take several hours, but 
  will have to wait on the outcome of combat. If Xenophon is destroyed, full repairs to the 
  weapons grid are something of a moot point.
  The Nuclear Option
  Should the battle go badly awry, Xenophon has one other option to prevent the Klingons 
  from seizing the find. A photon torpedo salvo targeted on the valley may (or may not) 
  destroy the crystals themselves, but it will bury the site between millions of tons of 
  rubble and debris. The affect on the landing party goes without saying. You may try to 
  drop shields and beam the crew up as Torpedoes hit the crystals, but this should require 
  3 TN 15 rolls , one each for: Sensors, Starship Combat, and Starship Engineering. All 3 
  must be passed to get the crew on board while destroying the crystals.
  Resolution
  Assuming that the crew has played their cards correctly, the crystal mounds are either 
  destroyed or are firmly under Federation control. Depending upon their course of action,
  the puQmo' taj  has either been destroyed or if wounded, cloaks and escapes.
  Special Victory Conditions
  Xenophon is operating in territory claimed by both the Federation and the Klingon 
  Empire. Neither Starfleet nor the Federation want war with the Klingons at this time, but 
  Klingon aggression is on the rise.
  Per Starfleet regulations, Xenophon may fire in defense of herself or others- but may not 
  fire first. Even then, Captain Bristol must exercise restraint. The destruction of the 
  puQmo' taj  by a Federation vessel would trigger the very war they are trying to avoid.
  Finally, the crystal array on the surface comprise a powerful weapon (if properly 
  understood and configured). Allowing that weapon to fall into Klingon hands could be a 
  disaster for the Federation.
  There are three conditions under which the players will automatically lose the scenario: 
  1) Xenophon fires first or without provocation,
  2) The players are directly responsible for the destruction of the puQmo' taj  
  3) The crew allows the weapon to fall into Klingon hands.
  Should any of these events occur, Captain Bristol and his crew will face a Board of 
  Inquiry- and more likely, a General Court- martial- upon their return to base.
  13
  
  APPENDIX I: TANNOS SYSTEM & PLANETARY PROFILE
  The Tannos System is comprised of eleven unremarkable planets orbiting a Type G2 V 
  type star (a fairly bright, yellow-white dwarf star much like Earth's sun).
  Tannos I and II are Class F, Mercury-like balls of molten lead and rock. Tannos III isnClass 
  D, a small, airless, rocky world much like Earth's moon. Tannos V is Class K- much like 
  Venus, save for that the atmosphere is a thick soup of poisonous gases and clouds of 
  corrosive acids.
  Tannos VI thru IX are Class J worlds, much like Jupiter and Neptune. Tannos X is Class T- 
  a “super-jovian” rivaling a small star in size, and possessing an extensive orbital ring.
  Tannos XI is a Class G in an elliptical orbit at the edge of the star system. Tannos XI 
  orbits in an elliptical path some thirty degrees of the orbital plane shared by the other 
  worlds of the Tannos system. Federation astrophysicists speculate that this path may be
  due to a close encounter with a rogue planet or star sometime in the distant past.
  Tannos IV is Class M (Earth-like), and the sole habitable world in system. It is orbited by 
  two small moons. Tannos IV is covered by extensive oceans and five continents, three 
  with extensive “young” mountain ranges. Climates range from thick equatorial jungles 
  to barren arctic polar caps- and cover most of the terrestrial range in between.
  The Tannos colony was set in a depression on high foothills at roughly 35O latitude in 
  order to take advantage of fertile soil, good climate, and favorable weather patterns.
  Class M System Data 3 small moons
  Gravity 1.002 G Year and Day 866 days / 23 hrs
  Atmosphere Thick Terrestrial Hydrosphere 76%
  Climate Warm Temperate Sapient Species None
  Government: Colonial Administration
  Culture Federation
  Standard (Predominantly
  Human)
  Affiliation: Federation
  Colony World
  Resources Scarce- primarily
  intended as an agricultural
  settlement
  Places of Note: Tannos IV
  colony/”Madsen's Hope”
  Ship Facilities: None
  14
  
  APPENDIX II: U.S.S. XENOPHON
  The last of the original builds of the Saladin class destroyers, Xenophon  was “tacked 
  on” to the construction program. Her construction was plagued by funding shortfalls 
  and poor management, and a number of compromises were made in her design.
  A “short hull” vessel, Xenophon is slightly smaller and more cramped than her full-sized 
  sisters. Xenophon's been disparaged as the “runt of the litter” and thanks to a series of 
  accidents has been marked as a “bad-luck” vessel.
  During her launch, being moved from the Norfolk Orbital Yard to the San Francisco 
  Yards for commissioning, a tractor beam emitter malfunctioned and pulled Xenophon 
  into the dry dock wall. An inspection pod was crushed between Xenophon and the dock 
  wall and three men were killed.
  Xenophon spent the first ten years of her career in and around the Sol system, serving 
  as a “test-bed” vessel testing equipment and procedures, and acting as an auxiliary 
  training vessel for Starfleet Academy.
  Two years after her commissioning, Xenophon experienced a serious engine room fire 
  which could not be contained. Captain Hart was forced to vent the compartment to 
  space, and eight men were killed either by fire or exposure. A Starfleet Board of Inquiry 
  determined that the ship's fire fighting system failed due to neglected maintenance and
  both Captain Hart and his Executive Officer were reprimanded for “neglect of duty” and
  reassigned.
  Three years later, while being prepared for a deep-space assignment, Xenophon  
  collided with the civilian transport Etharan Naru. Though no lives were lost, Xenophon 
  spent three months in dry dock for repairs. Her five-year-tour was given to U.S.S. Cyrus 
  instead.
  Now, under the command of Captain Bristol, Xenophon has finally been given a deep-
  space exploratory assignment.
  Saladin Destroyer Class: U.S.S. Xenophon 
  Size: 300 kilotons, 226.5m long, 121.1m wide, 58m high, 15 decks.
  Typical Crew: 180 total, Gold shirt Captain, 40 Gold Shirt, 50 Blue Shirt, 85 red shirts, 5 
  Green shirts.
  Cruise Speed: Warp 6
  Emergency Warp: Warp 8
  Impulse: 0.60c maximum impulse (1,080,000 km/round)
  Shield Rating: SR+2
  Armament: 5x Type VI phaser banks (WR+2), 2 Photon Torpedo Banks (WR+2
  per torpedo).
  15
  
  Crew of the U.S.S. Xenophon 
   NAME                                Position                          Rank                               Species
  Anthony Bristol        Commanding Officer             Captain                             Human
  Tholon                       Exec.\ Science Officer          Commander                     Andorian
  Crockett Davis          Chief Engineer                       Lieutenant                       Human
  Peter McCrae            Helm Officer                          Lieutenant, JG                 Human
  William Anton           Navigator                               Lieutenant, JG                 Human
  Leah Holt                   Communications Officer      Lt. Commander               Human
  Dr. T'Vey                     Chief Medical Officer            Lieutenant                       Vulcan
  Captain Anthony Bristol (Human, Gold Shirt)
  ST+0 IQ+2 DX +1 CA+1
  Skills: Administration +3, Computers +2, Marksmanship +1, Diplomacy +2, Starship 
  Combat +2, Sensors +2
  Talents: Command, Agile, Measure of a Man 
  Bristol is an experienced and seasoned commander and has excellent instincts. His
  manner is occasionally gruff and distant- he feels the burden of his command- but is, at
  heart, a kindly man who thinks well of his officers and crew. In point of fact, Bristol used
  his political connections and professional ties to hand-pick his officers- a rare privilege.
  Although he cannot give them any sort of official credence, Bristol is aware of the rumors
  surrounding Xenophon  and of both her short-comings and strengths- and must find a 
  way to both unite his crew and forge confidence in themselves and their ship. As 
  commanding officer, Bristol is the rock upon which the morale and spirit of his crew must
  depend.
  Exec.\ Science Officer Tholon (Andorian, Blue Shirt)
  ST+0 IQ+2 DX +2 CA+0
  Skills: Computers +2, Marksmanship +1, Planetary Science +2, Physical Science +2, 
  Investigate +3
  Talents: Pure Logic (Planetary Sci), Plan 
  As Executive Officer, it is Tholon's job to ensure that the Chesapeake and her crew 
  function efficiently- freeing Captain Bristol to worry about their overall mission. As such, 
  he functions as the ship's disciplinarian and a steadfast supporter of the Captain.
  Normally a passionate man (like most of his people), Tholon has cultivated a thorough,
  professional stoicism and calm- though his feelings still run deep. One or two of the 
  younger crew call him “the Blue Vulcan” when they think he cannot hear.
  Tholon, like his captain, is aware of the rumors surrounding Chesapeake and her
  16
  
  reputation, and is torn in his own mind. On the one hand, Tholon is a rationale and
  objective scientist- scornful of metaphysical nonsense like “bad luck”. On the other, he
  comes from a passionate and superstitious people who still resort to bloodshed to settle
  matters of honor.
  Chief Engineer Crockett Davis (Human, Red Shirt)
  ST+2 IQ+2 DX +0 CA+0
  Skills: Computers +1, Marksmanship +1, Starship Engineering +3, Engineering +2, 
  Electronics +2
  Talents: Durable, Intuition
  Davis is straightforward, often blunt, and prefers simple solutions to finesse. An 
  inherently gentle person, he is often unaware of his own strength and sometimes clumsy.
  He is a confident and capable engineer, but has little ambition to more, he desires 
  neither higher rank nor more prestigious post.
  Davis is well aware of the Xenophon's reputation, but (almost) dismisses the rumors out 
  of hand and believes that the ship will prove herself if given the chance.
  Helm Officer Peter McCrae (Human, Gold Shirt)
  ST+0 IQ+2 DX +1 CA+1
  Skills: Computers +1, Marksmanship +1, Starship Navigation +1, Space Sciences +1, 
  Starship Combat +2 
  Talents: Heroic, Judo
  McCrae is an eager young officer in need of a great deal of seasoning and tempering but
  the seeds of future greatness are already emerging. McCrae, for all his youth, is a
  steady, reliable officer, excellent in a pinch and level-headed in a crisis.
  That having been said, McCrae is a romantic full of heady notions of duty, honor, and all
  the passions of youth. While officially dismissive of the rumors and whispers, McCrae is
  nonetheless troubled by the Xenophon's reputation as a “bad luck ship”.
  Navigator William Anton (Human, Gold Shirt)
  ST+0 IQ+1 DX +2 CA+1
  Skills: Computers +1, Marksmanship +1, Starship Navigation +2, Space Sciences+1
  Talents: Space Jockey, Brawler
  Anton is a rough-cut stone- brash, impetuous, and willful. With sufficient polishing and
  experience, however, he'll make an excellent officer.
  Anton completed his midshipman cruise aboard Chesapeake, and knew Captain Hart
  through family connections, making him intimately aware of the ship's reputation. Anton
  prefers not to discuss the matter, and is torn between his fears over the ships reputation 
  and the potential glory of a successful five-year mission.
  17
  
  Communication Officer Leah Holt (Human, Red Shirt)
  ST+0 IQ+2 DX +0 CA+2
  Skills: Computers +2, Communications +2, Investigate +1, Athletics +1, Sensors +2
  Talents: Intuition, Stiff Upper Lip
  Holt is confident, sophisticated, and elegant, but she is also quite willful. She has the
  confidence of her convictions, and will advocate strongly for her beliefs without being
  insubordinate.
  Holt is aware of Chesapeake's reputation and the effect that this has on the crew, but is
  skeptical without being dismissive. She doesn't believe that the ship is cursed, but does
  recognize that the crew's fears can become a self-fulfilling prophecy.
  Chief Medical Officer T'vey (Vulcan, Blue  Shirt)
  ST+1 IQ +3 DX +0 CA -1
  Skills: Computers +2, Medical Sciences +3, Life Sciences+2, Investigate +2
  Talents: Psychic, Nerve Pinch, Field Medic, Bedside Manner
  T'Vey is in her mid forties- though legally an adult, it is rare for a Vulcan so young to 
  travel off-planet. Exposure to off-worlders and rigorous mental discipline have allowed 
  T'Vey to cultivate the leonine grandeur and granite will common to Vulcans far older 
  than she. T'Vey has little patience for fools and conveys a general air of disapproval 
  towards “lighter” or “frivolous” pursuits, but is a dedicated and capable healer 
  nonetheless.
  T'Vey is aware of the Xenophon's reputation and the effect that this has on the crew, but 
  is dismissive of this base superstition.
  18
  
  19
  
  APPENDIX III: KLINGONS
  The Bird of Prey  is the heavily armed scout and reconnaissance vessel in Klingon 
  service. It is considered the equivalent, but more powerful, to the Federation's Saladin 
  Class Destroyer and is considered to have comparable armament, including heavy 
  disruptor batteries and photon torpedoes.
  The Imperial Klingon Vessel puQmo' taj (roughly translated as “Star Knife”) is reported 
  to be under the command of Captain D'Kar- a noted warrior and foe of the Federation.
  D'Kar is an experienced and savvy combat commander with excellent family and 
  political ties within the Empire.  D'Kar is known to have clashed with the Federation on 
  at least three occasions, resulting in the destruction of the Kolaris Subspace 
  Observatory, the destruction and capture of a Federation convoy near the Lambdor 
  colony, and the loss of the destroyer U.S.S. Bennion and heavy damage to the light 
  cruiser Rochester.
  I.K.V. puQmo' taj 
  Size: 30 kilotons, 109m long, 92m wide, 20m high, 4decks.
  Crew: 24
  Cruise Speed: Warp 5
  Emergency Warp: Warp 7
  Impulse: 0.50c maximum impulse (900,000 km/round)
  Shield Rating: SR+2
  Armament: 6x Mark 6 disruptor cannons (WR+3), 2 Photon Torpedo Banks (WR+2 per 
  torpedo).
  Note: Will likely have cloaking device
  20
  
  Klingon Non-Player Characters
  Captain D'Kar 
  ST +2 IQ +2 DX +2 CA -2
  Skills: Leadership +2, Starship Combat+4, Marksmanship+2, Unarmed Melee +2, 
  Investigate +2, Computers +1
  Talents: Command, Klingon Diplomacy
  D'Kar, son of Molor, is an experienced and savvy combat commander, who has spent his
  career along the Federation border. D'Kar has clashed with the Federation on at least 
  three occasions, resulting in the destruction of the Kolaris Subspace Observatory, the 
  pillaging of a Federation convoy near the Lambdor colony, and the loss of the destroyer 
  U.S.S. Bennion and heavy damage to the light cruiser Rochester. He is not to be 
  underestimated.
  D'Kar believes (based on the subspace distortions) that the Federation is up to far more 
  in this system than a mere agricultural colony- and his suspicions will be exacerbated by
  the disappearance of one or more of his landing party. He is keenly interested in not 
  only the Federation's “secrets” on IV, but also in driving the Federation from the system 
  and solidifying Klingon control of the sector.
  Lieutenant Klaag 
  ST +2 IQ +1 DX +2 CA -2
  Skills: Computers +2, Electronics +2, Sensors +1, Armed Melee +1, Marksmanship +2
  Talents: Power Attack, Klingon Diplomacy
  The first officer of the puQmo' taj is Klaag, son of Braak. A typical Klingon of his 
  generation, Klaag is ambitious, belligerent, rude, condescending, and (comparatively) 
  straightforward. He is also under orders to find out what the Federation is up to on the 
  planet, rather than to start a war, and realizes that his best bet for doing so is to 
  observe the Federation team closely, while conducting his own search.
  Lieutenant Kral
  ST +1 IQ +2 DX +0 CA -2
  Skills: Life Sciences +2, Physical Science +1, Marksmanship +1, Computers +1, 
  Investigate +1
  Talents: Institution, Exploit Weakness
  The science officer of the puQmo' taj is Kral. Slim, and unimposing, Kral is looked down 
  upon by the more traditional warriors among the crew. Kral is cerebral and slightly 
  fussy, but is also observant and pays excellent attention-to-detail. He is likely to be the 
  most approachable of the Klingons, but will be cooperative only insofar as it serves his 
  needs and those of his commander.
  21
  
  Generic Klingon Crew
  ST +1 IQ +0 DX +1 CA -2
  Skills: Marksmanship +2, Subterfuge +1, Investigate +1, Armed Melee +2
  Talents: Durable, Brawler
  Crew will be armed with disruptor pistol, knife and communicator. Arrogant, stern, they 
  will taunt and get under the skin of Federation landing teams. They are ready to fight if 
  an excuse is given.
  22
  
SOURCE: textdata/thevault/Star Trek RPG/Other RPGs (u)/Far Trek/FTA-BE NOT AFRAID - Christopher Brandon.pdf