TEXT: Borderline
  A Post-DS9 Adventure
  for Starfleet 
  Shattered Stars #14
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor and TFAndrews
  Special Thanks To:
  Play-testers:
  Rex, Justin, and Jeremy Rouviere,
  Jed Smith,
  the U.S.S. Retributor,
  and 
  Starfleet Command's Seventh Fleet
  (www.seventhfleet.org)
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “Borderline” is an adventure for use with the 
  Star Trek: Role playing Game by Decipher.  It 
  is suitable for a crew of 2-6 players playing a 
  Starfleet crew during the 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 in Federation 
  space in the year 2388.  Players who wish to 
  take part in this adventure should not read any 
  further.  
  Adventure Synopsis
     Massive tectonic instabilities have led to 
  widespread disaster and chaos on the Nôrî 
  homeworld, and Federation disaster relief 
  teams (led by the T'Varan) are standing by.     
     Unfortunately, the Aralî have declared a 
  maritime exclusion zone (a blockade) and are 
  threatening to shoot down any vessel entering 
  the Zone.  
     The heroes are dispatched to sort out the 
  mess without jeopardizing either the fragile 
  peace or the supply of atromycin.  
  Recommended Date/ 
  Season/Stardate: 
  2388/ Post-Star Trek:Nemesis /SD 65056.2
  Setting: 
  Nôr-Aralî System- Thirteen worlds orbiting a 
  Type F2 V (Yellow-white dwarf) star.  
  Planets IV, V, and VI are Class M.  
  Background:
     One hundred and twenty years ago, the Nôrî 
  conquered and enslaved the nearby planet of 
  Aralî.  Within fifty years, the Aralî were 
  fighting a (mostly losing) insurgency, until the 
  Federation intervened and mediated the 
  conflict.  The Nôrî emancipated the Aralî in 
  exchange for both a cease-fire and Federation 
  trade relations (and were working their way 
  towards full membership).  The Aralî rejected 
  nearly all off-world assistance, but did become 
  the Federation's prime supplier of atromycin.  
  Conflicts:
  Man vs Man-  The heroes must overcome Aralî 
  hostility and bloodlust in order to render 
  assistance to the Nôrî.
  Man vs Nature-  The Nôrî homeworld is 
  undergoing a period of massive tectonic 
  instability.  If the heroes are smart and 
  inventive, they can use Sakarya's phasers to 
  ease some of the tension by liquifying 
  critical pressure points. They will, of 
  course, have to be extraordinarily careful 
  and precise to avoid compounding the 
  disaster.  
  Man vs Unknown-  What's going on and 
  why?
  Man vs Self-  The Nôrî are arrogant and 
  condescending, the Aralî are suspicious, 
  paranoid, and hostile- and the heroes must 
  tightly control their tempers in order to 
  accomplish their mission.  
  Table 6.1 Universal Target Numbers
  Difficulty
  Base TN
  Simple
  5
  Routine
  10
  Challenging
  15
  Difficult 
  20
  Virtually Impossible
  25
  Heroic
  30
  Nôrî
  Aralî
  1
  
  Act One
  The Briefing 
     Open in media res with Handout#1 
  (Captain’s Log) detailing the ship’s mission to 
  Nôr-Aralî IV.
     The Captain should also receive Handout #2 
  (Sealed Orders).  Should the heroes ask, they 
  should receive Handout#3 (Nôr-Aralî System 
  Profile).   
     Home to a population of 3.8 billion, the 
  planet has suffered massive tectonic 
  instabilities- which have led to widespread 
  disaster and chaos and casualties in the 
  millions.   
     Starfleet Command has dispatched 
  Federation disaster relief teams (led by the 
  hospital ship U.S.S. T'Varan) to the Nôr-Aralî 
  system.  Sakarya and the freighter Nimbus 
  departed Starbase 153 just over four days ago, 
  having off-loaded all of her shuttles and small 
  craft at Starbase 153, and took on a full load of 
  emergency supplies, medevac shuttles, and a 
  small detachment from the Starfleet Corps of 
  Engineers (led by Lt. Commander Forsythe).   
     In addition to providing security and 
  protection for the relief forces, Sakarya may 
  also be asked to lend man power and her 
  transporters to the relief efforts.  The heroes 
  should determine what preparations, if any, 
  they are making prior to arrival.
  The Gathering
     As Sakarya slows to sublight, a TN 10 
  System Operation (Sensors, Ops, or Tactical) 
  test reveals a small gathering of vessels near 
  the orbit of Nôr-Aralî X.  A subsequent scan (or 
  a Superior or better success) identifies the 
  vessels as a group of four Federation-registered 
  freighters and the hospital ship T'Varan.
     If contacted, Captain S'Val explains that they 
  have a problem: the Aralî (native to Nôr-Aralî 
  VI) have declared a maritime exclusion zone (a 
  blockade) of the inner system (extending one 
  A.U. in all directions from Nôr-Aralî IV).  The 
  Aralî are threatening to shoot down any vessel 
  entering the Zone.  
     On scene are the T'Varan, the civilian 
  hospital ship Curie, and the Federation-
  registered freighters Marguerite, Anastasia, 
  Louisa, Anna-Mae, and Bob. (With Nimbus 
  and Sakarya, a total of nine Federation 
  vessels).
  The Ultimatum 
     Contacting the Aralî results in a conversation 
  with Defense Minister Ilion.  Ilion is polite and 
  efficient, but is absolutely uninterested in 
  doing the Nôrî any favors- even on 
  humanitarian grounds.  The Aralî government 
  has made their decision, and that decision 
  stands.  A series of three Difficult (TN 20) 
  Persuade, Influence, or Negotiate tests are 
  necessary to gain permission to cross the 
  Exclusion Zone.  The Narrator is advised to 
  award circumstance bonuses reflecting sound 
  reasoning, persuasive arguments, and good 
  roleplaying.
  Optional Scene- Jitters
     Should Sakarya order the Task Force across 
  the Exclusion Zone without permission, several 
  of the freighter captains will balk- unwilling to 
  risk their ships and the lives of their passengers 
  and crew.  A Challenging (TN 15) Persuade, 
  Influence, or Negotiate tests (with appropriate 
  affinity bonuses from Enterprise-Administration) 
  are necessary to convince the freighter captains 
  to proceed.  The Narrator is advised to award 
  circumstance bonuses reflecting sound 
  reasoning, persuasive arguments, and good 
  roleplaying.
  Act Two
  Optional Scene- Confrontation 
     Should Sakarya- or any other vessel- attempt 
  to enter the Aralî Exclusion Zone without 
  permission- she will be intercepted by a trio of 
  Aralî destroyers which open fire after a single 
  warning.  The Aralî are in deadly earnest, and 
  though small and outgunned, are committed 
  believers.  If necessary (and if out of other 
  options), the Aralî commanders are prepared to 
  ram the Sakarya in order to maintain the 
  blockade.  
  Optional Scene- Challenge
     Should the task group reach Nôr-Aralî IV 
  without other incident, a Nôrî destroyer will 
  intercept  and challenge them- pompously 
  demanding to know who they are and what 
  they want (this despite the fact that the Nôrî 
  have asked for the help and that each of the 
  2
  
  Federation vessels is running standard 
  identification and navigational beacons).
     The destroyer commander will make a great 
  show of “verifying their story with his 
  headquarters” (this despite the fact that no 
  transmissions are sent from his vessel) before 
  allowing them to pass with a warning about 
  respecting Nôrî custom and law.
  Optional Scene- The Shadow
     Even should the task group receive 
  permission to cross the Exclusion Zone, the 
  Aralî will still attempt to use the situation to 
  their advantage by slipping one of their own in 
  with the Federation task group.   
     As the heroes cross the system, they may 
  attempt up to three TN 15 System Operation 
  (Tactical or Sensors) tests.  Any success will 
  indicate an anomaly- an unusual theta wave 
  signal- but it will prove impossible to pinpoint 
  precisely.  A Superior success (a result of 21 or 
  more) – will reveal a small Aralî vessel 
  (roughly the size of a Federation runabout and 
  with a crew of twelve) concealed within the 
  wake of the freighter Louisa.  
     If challenged, the Aralî vessel will 
  acknowledge the Federation signal and then 
  return to Aralî space.
  Untimely Rescue
     If Sakarya (or any of the rescue vessels) are 
  pursued past the orbit of Planet V, vessels from 
  the Nôrî will intercept and provide escorts 
  against the marauding Aralî.  Their presence 
  will be enough to balance the odds, but will 
  cost them three of their own number and 
  threaten to reignite the war between the two 
  planetary powers.  
  High Orbit 
     As Sakarya makes orbit over IV, a TN 15 
  System Operation (Ops or Sensors) test will 
  reveal a half dozen vessels in orbit, and a like 
  number of small orbital outposts. All are 
  (comparatively) well armed.  An analysis of 
  communications from the surface (a TN 15 
  System Operations test) reveal that all of the 
  planet's major urban areas have been hit by 
  earthquakes and tremblors of varying 
  magnitude.  The earthquakes have seriously 
  disrupted the planetary infrastructure- 
  particularly power generation and 
  transportation) and all but halted coordinated 
  planetary relief efforts.  
     As Sakarya and the task group make orbit, 
  they will be contacted by Minister Agant, who 
  invites the heroes to beam down. 
  On the Surface
     Once the heroes join him, Agant shows 
  them into an elegantly appointed and air 
  conditioned briefing room.  Several uniformed 
  stewards/servitors are waiting with a selection 
  of wines, teas,  sweetmeats (candies), and 
  other refreshments.   Even in the face of 
  planetary catastrophe, the Nôrî leadership 
  apparently enjoy their comforts.  A simple 
  tricorder scan will confirm that most of the city 
  outside is without electrical power, but Agant 
  and the Council seem determined to convince 
  the heroes of their comfort and sophistication. 
     As the rest of the Council assembles, Agant 
  will explain that emergency rules have 
  temporarily superceded the normal rule of law. 
  As Internal Security Minister, Agant normally 
  defers to the planetary Prime Minister Sond, 
  but the crisis has (temporarily) elevated him to 
  preeminence.  He still answers to the Planetary 
  Council as a whole, and takes pride in 
  introducing each of the thirteen members as 
  they arrive. 
     Should the heroes object to the display of 
  relative pageantry, Agant will appear 
  nonplussed, and perhaps even offended, 
  before reluctantly agreeing to their objection. 
  Overall, Agant is supercilious, but courteous, 
  and in a bit of a bind.  On the one hand, he 
  believes in the innate cultural and intellectual 
  superiority of the Nôrî, but on the other, he 
  desperately needs the help the Federation is 
  offering.
     Once everyone is assembled, the Nôrî will 
  lay out their plan: insisting that the manpower 
  and materiel provided by the Federation 
  should be stockpiled at the Nôrî capital and be 
  further distributed from there.*
  * This is a mistake, given that it is the Nôrî ability 
  to coordinate relief efforts and move supplies 
  that have been the hardest hit.  A wiser plan 
  would be to have each relief vessel (including 
  the Sakarya) establish a regional depot and 
  triage center- working with local medical and 
  civil authorities to get the help where it's 
  needed most.
  3
  
  Optional Scenes- Disaster Relief 
     Should the heroes insist on going out among 
  the Nôrî survivors, the Narrator is encouraged 
  to ad lib scenes and tests to reflect what the 
  heroes will likely encounter.
    While the buildings are largely intact, the 
  infrastructure vital to large cities have been 
  disrupted.  Electrical power, food, and even 
  clean water are in short supply in most areas, 
  and real, effective leadership is equally scarce. 
     The Nôrî are scared, increasingly desperate, 
  and have begun rioting in urban areas.  They 
  remain a civilized people, but it will take very 
  little to push them into large scale rioting and 
  mob justice.  
    As needed, the Narrator can improvise scenes 
  involving rioting when supplies of food, water, 
  or medicine run short.
     Buildings might be in danger of toppling, or 
  might need to be toppled.  Hospitals might 
  need electrical power or other vital supplies 
  restored.  Fire and flooding might be looming. 
  The heroes might need to assist in rescuing 
  individuals or small groups trapped in or 
  beneath fallen buildings or trapped in subway 
  tunnels.
     Given the widespread nature of the disaster, 
  nearly anything is possible.
  Act Three
  Pressure Points 
     An EXTENDED TN 50 Planetary Science 
  (Geology) test reveals that the tectonic 
  instability is being caused by widespread 
  pressure build-up in the planetary mantle. 
  Each test requires ten minutes of analysis.  A 
  Superior success (or better) or a subsequent TN 
  15 test reveals that the culprit is likely Nôrî 
  terraforming efforts.  In an effort to maintain 
  stability and prosperity, the Nôrî have been 
  ruthlessly suppressing tremblors large and 
  small- and the stresses have built up.  
     This is analogous to the lack of controlled 
  burns in national forests in the late 20th 
  century.   With smaller fires prevented, fuel 
  build-up and other factors led to more 
  widespread, calamitous fires when the 
  situation could no longer be contained.  
     At this point, the Nôrî  are in serious trouble- 
  if the stresses are released in an uncontrolled 
  calamity (the “big one” is likely only months 
  away) they will lay waste to most of the 
  planet's urban areas.
     A TN 15 Planetary Science (Geology) test 
  reveals that it might be possible to release the 
  stresses under controlled conditions by using 
  Sakarya's phasers to selectively vaporize 
  magma pockets and  stress points.  The margin 
  for error in this operation would be practically 
  nonexistent, but it is possible.  If successful, 
  the procedure will ease the tectonic activity 
  back to sustainable levels, but will add carbon 
  monoxide, carbon dioxide, and ash to the 
  planet's upper atmosphere.  
     Calculating the correct firing points requires 
  an EXTENDED TN 100 Planetary Science 
  (Geology) test, with a period of one hour.  
  Spreading the Madness
     Convincing the Nôrî of the danger to their 
  planet will be a difficult task.  The Nôrî are 
  (almost by default) arrogant and 
  condescending.  A Challenging (TN 15) 
  Persuade, Influence, or Negotiate tests and the 
  testimony of the appropriate scientific experts 
  is necessary to convince them of the danger.  
     Even once they are convinced of the 
  problem, getting the Nôrî to swallow the 
  solution will be even more difficult.  A TN 20 
  Persuade, Influence, or Negotiate tests (again, 
  with appropriate expert testimony) is needed- 
  and even then the Nôrî leadership will be 
  bitterly divided.  
     The Narrator is advised to award 
  circumstance bonuses reflecting sound 
  reasoning, persuasive arguments, and good 
  roleplaying.
  Modifying the Phasers
     In order to successfully release the tension in 
  the planetary mantle, Sakarya's phasers must 
  be modified to fire on specific frequencies and 
  durations.  Determining the frequency and 
  duration is a TN 15 Physical Science (Physics) 
  and Planetary Science (Geology) test.  Each test 
  requires one hour of work.  Modifying the 
  phasers requires an EXTENDED 100 System 
  Engineering (Phasers) test with a period of ½ 
  hour.   A failure to either of the former two 
  tests or any roll less than 5 on the System 
  Engineering test results in the phasers being 
  mistuned- and doubles the number added to 
  the planet's Ash Total.  
  4
  
  Desperate Obstruction
     As Sakarya prepares to open fire on the 
  planet, a Nôrî destroyer will break ranks and 
  attempt to cripple the Federation starship.  The 
  attack is the result of dissension within the 
  Nôrî ranks about the plan- and of justifiable 
  fear.  
     With her phasers retuned for the delicate 
  work ahead, Sakarya suffers a -2 Penetration to 
  her phaser array for the duration of combat.  
     Once the conflict is resolved, however, 
  Minister Agant states simply that the matter is 
  one of internal security and has been dealt 
  with- and what is Sakarya waiting for?  
  Easing the Tensions 
     An EXTENDED TN 100 System Operations 
  (Tactical) test is required to vaporize the 
  magma pockets and release the tension in the 
  planetary mantle.  Each test requires five 
  minutes of work. Any result less than 15 adds 
  +1 to the planet's Ash Total (except as 
  modified above).  If the Ash Total reaches 10, 
  the planet will face a period of global cooling 
  (comparable to a mild nuclear winter) and will 
  require additional infrastructure support in 
  order to weather and recover from the disaster. 
     After each salvo, a TN 15 Planetary Science 
  (Meteorology) test can be made to analyze the 
  ash fall.  If successful, this test will reveal 
  whether or not the rock is being vaporized 
  properly.  Additionally, a successfully TN 15 
  Planetary Science (Geology) test can track the 
  progress towards easing the tension in the 
  planetary mantle.
  Optional Scene- Clearing the Air
     Should the planetary ash fall levels grow too 
  high, Sakarya can attempt to clean up the mess 
  by retuning her phasers (yet again) and first 
  flashing the ash to plasma and then polarizing 
  her deflectors to attract the plasma and vent it 
  into space.   As with so much else on this 
  mission, the margin for error is virtually non-
  existent.  Should they fail, they could 
  potentially ignite the planet's atmosphere and 
  kill everyone and everything on the surface.
     Modifying the phasers requires an 
  EXTENDED 50 System Engineering (Phasers) 
  test.  Modifying the deflectors requires an 
  EXTENDED 50 System Engineering (Deflector) 
  test.  Each test has a period of ½ hour.   
     Finally, a TN 25 System Operation (Tactical) 
  test and a TN 20 Planetary Science 
  (Meteorology) test are required to complete the 
  burn-off and venting.  A failure to either of the 
  tests will result in damage to the planet- but a 
  Disastrous Failure ( a failure by more than 11 
  points) will result in catastrophe.  
     Successful or not, the plasma venting will 
  automatically trigger a TN 20 Reliability test 
  against Sakarya's shield grid and Deflectors. 
  Any failure will result in 1d6 blocks of damage 
  to Operations and to the Shields.
  Resolution
     Depending upon how the heroes handle the 
  obstacles and challenges of this adventure, 
  several outcomes are possible.
     Ideally, Sakarya has managed to ease the 
  tectonic stresses on Nôr-Aralî IV (though she 
  has undoubtedly opened another can of worms 
  for the beleaguered Nôrî).  In a perfect world, 
  she has also preserved the Federation's tenuous 
  relations with the Aralî.
     Should an attempt to clear excessive ash 
  totals go disastrously wrong, the surviving Nôrî 
  ships and outposts will be frantic with rage and 
  grief and will do their level best to destroy the 
  Federation task group. 
  Special Victory Conditions
     The standard Starfleet Rules of Engagement 
  mean that the 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 Aralî (without the Aralî 
  having fired first), she has violated the Rules of 
  Engagement and committed an act of war.  .
    By committing such an act, the crew 
  automatically loses the scenario, and will 
  likely face a court-martial upon their return to 
  Starfleet.
  5
  
  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 
  PCs receive Aralî permission to cross the 
  Exclusion Zone:
     500 exp points 
  PCs battle the Aralî destroyers: 500 exp points 
  PCs detect the Aralî spy ship:    100 exp points
  The Task group successfully renders aid to the 
  Nôrî :
     500 exp points 
  PCs determine that the earthquakes are being 
  Nôrî terraforming efforts:
     100 exp points 
  PCs deduce that a calamitous earthquake “the 
  big one” is only months away.
     200 exp points 
  PCs convince the Nôrî to go along with their 
  mad scheme to save the planet.
     200 exp points 
  PCs successfully retune Sakarya's phasers:
   
     200 exp points 
  PCs disable, rather than destroy the attacking 
  Nôrî destroyer:
     200 exp points 
  PCs successfully ease the tensions in Nôr-Aralî 
  IV's planetary mantle:
   1000 exp points 
  PCs devise and successfully implement a 
  means of cleaning the ash fall:
     500 exp points 
   
  Renown Awards
  PCs receive Aralî permission to cross the 
  Exclusion Zone:
          Renown +1
  PCs use lethal force (or open fire upon) the 
  Aralî destroyers:
           Renown -3
  The Federation Task Group escapes with less 
  than 5 points of total damage:    Renown +1
  PCs detect the Aralî spy ship:         Renown +1
  PCs fire upon the Aralî spy ship:      Renown -3
  PCs convince the Nôrî ability to establish a 
  regional depots and triage centers.
          Renown +1
  PCs determine that the earthquakes are being 
  Nôrî terraforming efforts:
          Renown +1
  PCs deduce that a calamitous earthquake “the 
  big one” is only months away:   Renown +1
  PCs convince the Nôrî to go along with their 
  mad scheme to save the planet: Renown +1 
  PCs successfully retune Sakarya's phasers:
   
          Renown +1
  PCs disable, rather than destroy the attacking 
  Nôrî destroyer:
          Renown +1
  PCs successfully ease the tensions in Nôr-Aralî 
  IV's planetary mantle:
          Renown +1
  Planetary Ash Total reaches or exceeds 10, 
  triggering a mild nuclear winter.  Renown -3
  PCs devise and successfully implement a 
  means of cleaning the ash fall:   Renown +1
  PCs destroy all life on Nôr-Aralî IV:
         Renown -20
  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).
  6
  
  (Non-Player Characters)
  S'Val- Captain, U.S.S. T'Varan.   
     Captain S'Val commands the only Federation hospital ship in the Otorin Sector, and has 
  been engaged in humanitarian relief operations on both sides of the Neutral Zone. 
  Despite his reputation for dedication to duty and personal integrity, Captain S'Val was 
  accused of complicity and coverup involving a terrorist attack on the Romulan world of 
  Bathân in 2389.
     Despite the lack of evidence and classified testimony by both Captain Rouviere and 
  Emil Patterson, considerable political pressure was brought to bear in an attempt to relieve 
  Captain S'Val of his command- an effort which ultimately failed, but has nonetheless left a 
  cloud over this officer's career.  
  Forsythe, Evan – Lieutenant Commander, Starfleet Corps of Engineers Team Four-Seven.
     Crisp, efficient, and primly British, LCDR Forsythe is tall, whip-thin, and supremely 
  confident.  Forsythe affects a dashing, adventurous (and marginally roguish) air, lacking 
  only an eye patch to complete his piratical image.
  7
  
  (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)
  8
  
  USS T'Varan
  NCC-75233
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Olympic Class
  Medical Ship
     Year Launched: 2361
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 6, 27 decks
     
  Length: 331m    
  Structure: 25
     Crew: 305 (crew)
  Passengers: 900 (patients)
     Cargo Capacity: 80
  Atmospheric Capable: No
  Operational Data
     Sensor Systems
  Class 3 (+3/D) Operations Systems   Class 3 (D)       
     Life Support:    
  Class 5 (F)
  Tractor Beams: 
  1fv, 1ad
     Transporters: 6 ea, personnel, cargo, emergency
     Shuttlebays: 2a
  Shuttles: 12 size worth
  Propulsion Data
     Impulse Engines:    FIG-4 (.9c) (D)    Warp Drive:    Type LF-44 (Warp 6 / 9.5 / 9.7) (C)
  Tactical
     Phaser Banks: Type VI (x1/A)
   Photon Torpedoes: None
  Penetration: 3/3/2/0/0
  Penetration: N/A
     Deflector Shield: CIDSS-3 (C)
  Protection/Threshold: 15/3
  Miscellaneous
     Maneuver Modifiers +1 C, +1 H, +0 T   
     Traits:  Medical Facility (110 Cargo Units
  worth)
     Equipped with the Federation's most advanced medical technology and best-trained doctors, 
  Olympic-class medical vessels bring much-needed medical relief to planets and regions devastated 
  by plagues, disasters and war.
     A throwback to the old Daedalus-class starships of the mid-to-late 22nd Century, the Olympic's 
  medical facilities are designed to be modular, allowing Starfleet to quickly customize a ship for a 
  variety of medical missions.
     Although most medical vessels are unarmed, the T'Varan is standing into a potential war zone, 
  and has been fitted with a single Type VI phaser mount for self-defense.  Critics paint this mounting 
  as worse than useless- arming the T'Varan classifies her as a combatant (and therefore a legitimate 
  target), but the weapon lacks the offensive punch to deter would-be attackers.
     Controversy aside, the presence of the T'Varan in the Otorin Sector represents a clear and 
  considerable commitment by the Federation to humanitarian relief operations on both sides of the 
  border.  
  9
  
  N r-Aral
  ô
  î Destroyer
  Hull Data
     Structure: 
  25   
  Size: 5, 5 decks
  Separation Systems:
  None
     Length:   
  180m
  Crew: 128
  Atmospheric Capable: Yes
  Operational Data
     Transporters:  None
     Cargo Capacity:
  50   
  Tractor Beams: 1a
  Sensor Systems   Class 2 (+2/C)
     Operations Systems   Class 2 (C)       
  Life Support Class 2 (C)   
  Propulsion Data
     Impulse Engines:    Class 5 (.95c) (E)
     Warp Drive:  TN-5 (Warp 5 / 7 / 8) (C)
  Tactical
     Phaser Cannon
   
              
   
   3 x TDM-2 (B)
   
   
  Torpedoes 3 x Tk2IDF
   
       
               
   
              
   
   
  Penetration
  4 / 3 / 3 / 0 / 0
         
  Penetration
  4 / 4 / 4 / 4 / 0
     Deflector Shields
   
           
   
   CIDSS-3(C)
   
   
  Protection/Threshold
  13/3
  Miscellaneous
    Maneuver Modifiers  +1 C, +3 H, +1 T   Traits  Particle Vulnerability (Verterons).
      A destroyer-sized warship used by both sides of the Nôr-Aralî conflict.  Obsolete, but effective 
  by modern standards, these vessels are armed with first generation phasers and photon torpedoes, 
  and are capable of extended patrols.  
  10
  
  Handouts:
  Handout #1:  Captain's Log
  Captain's Log: Stardate 
   
   65056.2
   
   :   
     “All is well.  Federation starship U.S.S. Sakarya is on course and speed for Nôr-Aralî 
  IV, on a humanitarian mission.  
     Nôr-Aralî IV is home to a sapient species called the Nôrî, with a population of 3.8 
  billion.   
     According to distress signals picked up by Starfleet, the planet has suffered massive 
  tectonic instabilities- which have led to widespread disaster and chaos and casualties in 
  the millions.  Starfleet Command has dispatched Federation disaster relief teams (led by 
  the hospital ship U.S.S. T'Varan) to the Nôr-Aralî system.  
     Sakarya departed Starbase 153 just over four days ago, escorting the freighter Nimbus.  
  Both vessels are heavily loaded with emergency supplies, and we have off- loaded all of 
  our small craft to make room.  The Nimbus is also carrying medevac shuttles, and a small 
  detachment from the Starfleet Corps of Engineers.   
     We are now approaching the edge of the Nôr-Aralî system, and tensions among the 
  crew are rising in anticipation of the effort to come.
  Handout #2:  Sealed Orders
  From: Commanding Officer, U.S.S. Sakarya NCC-74214
     
  From: Commander, Otorin Sector Forces, Starbase 153
  Re:
  Current Mission
  Captain,
     Upon receipt of these orders, you are requested and required to escort the freighter 
  Nimbus to the Nôr-Aralî system, and upon arrival, to take whatever actions are necessary 
  (in accordance with Federation law and Starfleet Regulations) to aid in relief operations on 
  Nôr-Aralî IV.  
     If necessary, you are authorized to assume command of all operations as designated 
  Senior Officer Present, and to assume the temporary field-grade of Commodore.  
     The situation in the Nôr-Aralî system is both tenuous and strained, with lingering 
  resentments between the planets despite the recent years of relative peace.
     In addition to the moral and ethical considerations of the humanitarian relief operations, 
  both Nôr-Aralî IV and VI are considered important Federation trade partners, and possible 
  strategic partners in the event of conflict with the Romulan Empire.  It is imperative that 
  you maintain good diplomatic relations with both parties.
     If necessary, Sakarya will be relieved on station by U.S.S. Kelly, NLT Stardate  67129.2.
     Good Luck and Good Hunting.
      
  Thol,
  Starbase 153, Commanding    
  11
  
  Handout #3:  Nôr-Aralî System Profile
     One hundred and twenty years ago, the Nôrî (conquered and enslaved the nearby planet 
  of Aralî.  Within fifty years, the Aralî were fighting a (mostly losing) insurgency, until the 
  Federation intervened and mediated the conflict.  The Nôrî emancipated the Aralî in 
  exchange for both a cease-fire and Federation trade relations (and were slowly working 
  their way towards full membership).  The Aralî rejected nearly all off-world assistance, but 
  did become the Federation's prime supplier of atromycin.  
     Physiology:   The Nôr-Aralî tend to be slightly taller and thinner than human norm, but 
  run the same gamut of hair, eye, and skin colors.  The skull has a prominent V-shape, with 
  temples wider than the chin.  The Nôr-Aralî bear prominent facial markings (usually a 
  dusky brown or red in color), most often in a fan-shaped pattern.  Similar markings are 
  found on the hands and feet.  With the exception of minor variations in facial structure and 
  dermal marking, the Nôr-Aralî are biologically and genetically identical- despite having 
  originated on two different planets within their system.  
     Nôr-Aralî biochemistry is incompatible with humans (and most other species) due to 
  differences in cellular oxidation methods and certain blood factors.  
     Homeworld:   A humanoid species, the Nôr-Aralî are either a textbook example of 
  parallel evolution or yet another species “seeded” by the Preservers.  The Nôrî are native 
  to Nôr-Aralî IV, while the Aralî are native to Nôr-Aralî VI.  Archaeological surveys of both 
  worlds confirm these origins, and have failed to turn up any evidence of a common parent 
  society.  
     Nôrî (Nôr-Aralî IV) is heavily urbanized and has a well-developed industrial base, with a 
  population of 3.8 billion.  Aralî (Nôr-Aralî VI) has several large urbanized areas (each 
  roughly the size and density of Great Britain on Earth), but is still largely undeveloped, and 
  has a less robust infrastructure.   Aralî has a population of 1.2 billion people.  Nôr-Aralî V 
  is considered a “joint” colony, although access and planetary government are carefully 
  restricted by the cease-fire treaty.
     Government/Societal Structure:  Both Nôrî and Aralî societies are centered on the nuclear 
  family structure, with political divisions structured on the regional and nation-state level.  
     Each world has a central planetary government based on a participatory democracy, with 
  basic civil rights guaranteed by law.  Participation is open to legally competent adults 
  regardless of gender.
     The Nôrî have adopted a somewhat isolationist stance, a reaction to their disastrous 
  attempt to colonize (and “civilize”) the slightly less-advanced Aralî.  Having wasted nearly 
  a century on an increasingly acrimonious and costly (both in terms of lives and resources) 
  attempt at colonial imperialism, the Nôrî have little taste for off-world entanglements.  
     The Aralî government retains a somewhat more decentralized and martial stance- a 
  remnant of the guerrilla/cell organization adopted in the wake of the Nôrî conquest of their 
  world.   Like the Nôrî, the Aralî have little use for offworlders, though they have accepted 
  limited trade relations with the Federation- and are the Federation's primary source for 
  atromycin (a rare and expensive neuro-regenerative).
     Interstellar Relations:  The Nôr-Aralî maintain an isolationist stance- and almost “armed 
  camp” mentality.  Both have limited trade relations with the Federation, and maintain a 
  hostile, wary vigilance against their in-system neighbors.  
     Technological Summary:  The Nôr-Aralî technological theory is Tech Level 5/6- roughly 
  comparable to Earth in the late 21st or early 22nd century.  
     Projections:  Starfleet Intelligence and the Federation Diplomatic Corps expect little 
  change in Federation-Nôr-Aralî relations over the short term.  Despite their similarities and 
  common origins, the Nôr-Aralî remain divided and hostile.
  12
  
  USS 
   
   Sakarya
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Aydin ab Reis
  Human 
  Captain
  Executive Officer 
  Victoria Loch
  Human
  Commander
  Tactical Actions Officer
  Prin Ajan “A.J.”
  Bajoran
  Lt. Commander
  Chief Engineer         
  Choda
  Tellarite
  Lieutenant
  Chief Science/Ops Officer
  T'Var
  Vulcan
  Lieutenant
  Conn Officer
  Thrax
  Denobulan
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Paul Featherstone Human   
  Lieutenant
  Captain Aydın ab Reis
  C.O., U.S.S. Sakarya- a captain of eight years experience, ab Reis is still a young and 
  enterprising officer, but is also highly self-disciplined.  He carries himself with both reserve 
  and dignity- not with arrogance at his lofty position, but with a keen awareness of the duties 
  and responsibilities he bears.  His code of honor can be best described as noblesse oblige- 
  “noble ancestry constrains to honorable behavior; privilege entails to responsibility". 
     Captain ab Reis adheres to a strict philosophy of personal austerity and personal honor- he 
  has chosen the hard, disciplined road- and maintains his footing through sheer immovable 
  integrity and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such 
  friends unto death.  
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with rigid standards of honor and conduct.  On the one hand, ab Reis is plain 
  spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation.  On 
  the other, he seldom shares his mind with others and plays his cards very close to the vest.  
  He can be very warm and approving when he chooses to be- and conversely, does not need 
  words to make his disapproval and disappointment plain.  He demands the very best from his 
  officers- and they work hard not to disappoint his trust in them.
     Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts 
  her- and knows he can depend upon her more than anyone else aboard.
     Tall, thin, handsome, and dark, ab Reis moves with quiet, contained power and 
  determination.  He is a man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Renown: 26 (-5) TN: 10
  Note: ab Reis is noted as being formal, even stand-offish, 
  and occasionally arrogant.
  Commander Victoria Loch
  X.O., U.S.S. Sakarya- Commander Victoria Loch is- hands down- one of the brightest 
  individuals aboard the Sakarya- a fact not lost on her captain.  Loch came up in Operations, 
  and has an Eidetic memory.  She also has a keen sense of spatial awareness and can keep 
  track of a thousand tiny details- an essential talent in operating and managing a starship.  
   
     Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in 
  order to allow the Captain to concentrate on the mission at hand.  If she were permitted, Loch 
  would be both quiet and introspective- luxuries her duties do not normally permit her.  Loch 
  trusts Captain ab Reis completely- though she occasionally curses his name for keeping his 
  own counsel and “drafting” her as his Executive Officer.
  Lieutenant Commander Prin Ajan
  Tactical Actions Officer, U.S.S. Sakarya.  The ship's chief weapons officer and head of 
  security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III.  
  Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- 
  by a group of Bajoran militants- which turned out to be something of a blessing as the 
  colony was beset both by natural predators and occasionally by the Jem'Hadar and other 
  Gamma Quadrant predators.  
     
  13
  
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 237X and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Lieutenant Choda
  Chief Engineering Officer, U.S.S. Sakarya.  Short, portly, cheerful, loud, and occasionally 
  obnoxious, Choda runs her engineroom with clock-work regularity and precision.  Despite 
  being a perfectionist and occasionally a driven taskmaster, Choda loves puzzles and 
  equipment and despises the unknown with a passion.  While Choda can be argumentative 
  on a point of engineering process and procedure, she is more prone to loud and friendly 
  banter than to serious disagreement.  
  Lieutenant T'Var
  Chief Science Officer/Ops Officer, U.S.S. Sakarya.  T'Var is a typical Vulcan- calm, rational, 
  logical, and dedicated.  Believing that her scientific career lacked diversity and field 
  experience, the logical course of action was clear.  T'Var joined Starfleet and after 
  commissioning shipped out on the Starship Ilan Ramon.  After her second deep-space tour, 
  Captain ab Reis tapped her to become his Chief of Operations aboard the Sakarya.  
     Even absent her Vulcan conditioning, T'Var tends to be quiet and introspective- especially 
  when working to solve a scientific puzzle.  According to ship's legend, Thrax timed T'Var and 
  discovered that she did not say a word to a single person for 56.4 hours straight.  T'Var herself 
  has no comment, save that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Lieutenant Junior Grade Thrax
  Conn Officer, U.S.S. Sakarya.  Thrax is Sakarya's resident “space cadet”.  Young, cheerful, 
  gregarious, and enthusiastic, he is governed by an unbridled enthusiasm and curiosity.  As the 
  youngest member of Sakarya's bridge crew, he often feels like the center of attention- that 
  everyone is watching- and as a result, takes his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Doctor Paul Featherstone
  Chief Medical Officer, U.S.S. Sakarya.  Tall, rail-thin, slightly fussy, and undoubtedly brilliant, 
  Doctor Featherstone is, at heart, a researcher.  He much prefers tissue cultures and biological 
  samples to people, and much prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).
  14
  
  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
  15
  
  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. 
  16
  
  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
  17
  
  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.  
  18
  
  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) 
  19
  
  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.  
  20
  
  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
  21
  
  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.  
  22
  
  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
  23
  
  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.
  24
  
  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
  25
  
  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. 
  26
  
  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 )
  27
  
  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. 
  28
  
  7
    th   Fleet Scoring Sheet
   
    
  “Borderline”
  Benchmark
      
          Bonus
  Achieved
  PCs contact the Aralî before attempting to cross the blockade line:
  +1 
        ¤
  PCs receive Aralî permission to cross the Exclusion Zone: 
  +1 
        ¤
  PCs use lethal force (or open fire upon) the Aralî destroyers:
  -3
        ¤
  The Federation Task Group escapes with less than 5 points of total :
  +1
        ¤
  damage.
  PCs detect the Aralî spy ship: 
  +1 
        ¤
  PCs fire upon the Aralî spy ship:
  -1 
        ¤
  PCs convince the Nôrî ability to establish a regional depots and triage :
  +1
        ¤
  centers.
  PCs determine that the earthquakes are being Nôrî terraforming efforts:
  +1
        ¤
  PCs deduce that a calamitous earthquake “the big one” is only months:
  +1
        ¤
  away.
  PCs convince the Nôrî to go along with their mad scheme to save the :
  +1
        ¤
  planet.
  PCs successfully retune Sakarya's phasers:
   
  +1
        ¤
  PCs disable, rather than destroy the attacking Nôrî destroyer:
  +1
        ¤
  PCs successfully ease the tensions in Nôr-Aralî IV's planetary mantle:
  +3
        ¤
  Planetary Ash Total reaches or exceeds 10, triggering a mild nuclear :
  -5
        ¤
  winter.
  PCs devise and successfully implement a means of cleaning the ash fall: 
  +4
        ¤
  PCs destroy all life on Nôr-Aralî IV:
  -13
        ¤
      / 13
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Date Played:               
   
             
   
   
  Crew:  USS    
   
             
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 13
   
     
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Total XP Award:         
   
         
   
      Individual XP Awarded:         
   
   Individual Renown Awarded:          
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  29
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS14-Borderline.pdf