TEXT: PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  Page 1
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  WHAT IS PRIME DIRECTIVE?
  Based on The Original Series of Star Trek™, Prime Direc-
  tive is a role-playing system set in the Star Fleet Universe, a
  group of game systems including tactical spaceship combat, stra-
  tegic warfare, and card games.
  Currently available for GURPS 4e and d20, we have books
  for other roleplaying game systems in development. Our philoso-
  phy is to bring the content you want to the game system you
  already enjoy, rather than forcing you to learn a unique new game
  system in order to enjoy that content. Our contract with Para-
  mount never expires, so unlike other companies that appear,
  publish a book or three, and then disappear (forced to abandon
  their fans in dead systems with no further expansion), we will
  always be here, and will continually develop new adventures,
  characters, books, and technology for our product lines.
  The Star Fleet Universe is a unique creation, based on The
  Original Series, but it has expanded far beyond that tiny data-
  base. There are more starships, planets, and empires in the Star
  Fleet Universe than in all of the incarnations of Trek™ combined.
  The Star Fleet Universe has none of the material from the later
  series and movies, so you will find no Cardassians, but you will
  find other alien races and empires that you will, no doubt, find
  even more interesting. While the Star Fleet Universe diverged
  from “Canon Trek”, a good GM can easily use our roleplaying
  books and a working knowledge of later television shows to build
  whatever universe he wants. Because the Star Fleet Universe is
  a game universe where gamers try to win, the “rules” and back-
  ground have to remain fairly consistent, so that the same thing
  works the same way each time.
  PUBLISHER’S INFORMATION
  The Temple on Terilek Prime was created and published by
  Amarillo Design Bureau, Inc., P.O. Box 8759, Amarillo, TX 79114.
  Contact ADB, Inc. for anything relating to Star Fleet products.
  This product is copyright © 2007 Amarillo Design Bureau, Inc.;
  all rights are reserved under the Pan-American, International,
  and Berne Copyright Conventions.
  All rules questions and submissions of new material should
  be sent to ADB, Inc., Post Office Box 8759, Amarillo, TX 79114.
  Unsolicited submissions are accepted only under the standard
  terms found on the websites and become the property of ADB,
  Inc. on receipt; but authors are compensated if the item is pub-
  lished. No materials based on, for use with, or incorporating ele-
  ments of any Star Fleet Universe products may be published
  without permission of ADB, Inc.
  Elements of the Star Fleet Universe are the property of
  Paramount Pictures Corporation
  and are used with their permission.
  www.FederationCommander.com
  www.StarFleetGames.com
  ADVENTURE BACKGROUND
  The Star Fleet Light Cruiser Tasmania cruises a sector of
  the Federation near the Klingon Border. It shows the flag to local
  governments, scares away the pirates, assists in various humani-
  tarian and scientific efforts, and generally does what starships
  do, i.e., whatever the government tells them to do.
  The planet Roon reached the technological point where the
  Federation made contact a few years ago. A Federation ambas-
  sador was assigned, and a Federation Trade Negotiations team
  was on the planet to work out the place Roon would occupy in
  the Federation economy.
   A powerful local business group had been secretly doing
  illegal business with the Orion pirates, importing new technology
  that the Federation had not authorized for sale to Roon (and dis-
  rupting the local economy) while selling to the Orions various
  local products which entered the Federation economy without
  paying the various taxes and customs fees. This group wanted
  to disrupt the trade negotiations, and kidnapped the son of the
  trade counselor. The starship Tasmania was assigned to the sec-
  tor, and quickly arrived to help. The local police refused to launch
  a hostage rescue mission because their own SWAT team had
  bungled a previous mission (which had no interplanetary compli-
  cations), and the Government of Roon did not want another di-
  saster on its hands.
  Normally, a hostage rescue would be undertaken by a spe-
  cially-trained group of commandoes, or perhaps by a Prime Team
  (a special unit of highly trained personnel able to handle a wide
  variety of politically-sensitive missions, including hostage rescue).
  But it would be days before such a team could reach Roon from
  Starbase Three. The Captain of Tasmania selected his Marine
  commander (First Lieutenant Yahnke) to form a rescue team,
  and assigned an experienced naval officer, Lieutenant Com-
  mander Grissom, to lead it. The team included a scout able to
  take out sentries, a kleptomaniac with a penchant for security
  systems, an engineer able to infiltrate the ventilation shafts, and
  a botanist who happened to be the only Vulcan on the ship.
  As is recounted in the Prime Directive Core Rulebook, the
  rescue mission was successful. Trade negotiations resumed, and
  Roon moved forward to take its place in the Federation.
  A few days later, as part of their regular patrol, Tasmania
  visited the planet of Terilek Prime, a Class-M (habitable, but no
  sentient life) planet on which a survey team had noticed an an-
  cient temple left behind by a long-forgotten alien race. Tasmania
  had been assigned to land a survey team on the planet to inves-
  tigate the ruins, and the Captain selected members of Grissom’s
  successful rescue team for the job. A week on a pleasant planet
  would be a reward for them, almost a vacation after nearly being
  killed during the rescue mission. Also assigned to the team was
  a junior science officer, an archaeologist specializing in ancient
  civilizations, who had not been on the Roon mission.
  This booklet depicts Team Grissom and their adventure.
  GURPS 4e
  d20 System
  
  Page 2
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  Lieutenant Commander
  Gerard “Gus” Grissom
  GURPS 4TH EDITION DATA
  ST 11 [10], DX 12 [40], IQ 12 [40], HT 10 [0]. (152 points)
  Damage: 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12 [0];
  FP 10 [0].
  Basic Speed: 5.5 [0]; Basic Move 5 [0]; Dodge 8; Parry 8 (Judo).
  Race: Human; Height: 6’1”; Weight: 175 lbs.; Age: 30; Sex: Male;
  Graduated: Star Fleet Academy.
  Advantages
  Fit [5]; Military Rank 4 [20]; Resistance (Disease) [3]; Social
  Regard (Respected) [15]; Status 1 [0, from Military Rank].
  Disadvantages
  Code of Honor (Star Fleet) [-10]; Duty (Star Fleet) (15 or
  less) [-15]; Overconfidence (12) [-5]; Sense of Duty (Federation)
  [-10].
  Quirks: Always eats chocolate after dinner [-1]; Collects clas-
  sical music files [-1]; Enjoys solving math puzzles [-1]; Plays old
  brass trombone to relax [-1]; Tends to use phrases repeatedly
  [-1].
  Skills
  Administration-12 [2]; Armoury/TL (Heavy Weapons)-12 [2];
  Armoury/TL (Small Arms)-12 [2]; Astronomy/TL-10 [1]; Beam
  Weapons/TL (Pistol)-13 [2]; Climbing-14 [2]; Computer Opera-
  tion/TL-13 [2]; Computer Programming/TL-10 [1]; Diplomacy-10
  [1]; Electronics Operation/TL (Sensors)-12 [2]; Electronics Op-
  eration/TL (Transporter)-12 [2]; Electronics Operation/TL (Tri-
  corder)-12 [2]; Engineer/TL (Electrical)-10 [1]; Engineer/TL (Elec-
  tronics)-10 [1]; Expert Skill (Xenology)-10 [1]; First Aid/TL-12 [1];
  Free Fall-11 [1]; Gunner/TL (Federation Phasers)-13 [2]; Gun-
  ner/TL (Photon Torpedoes)-13 [2]; History (Recent Federation)-
  10 [1]; Judo-11 [2]; Law (Federation Military)-10 [1]; Leadership-
  12 [2]; Mathematics/TL (Applied)-11 [2]; Mechanic/TL (Aero-
  space)-11 [1]; Musical Instrument (Trombone)-10 [1]; Navigation/
  TL (Space)-12 [2]; Operations (Space)-11 [2]; Physics/TL-9 [1];
  Piloting/TL (Aerospace)-12 [2]; Research/TL-11 [1]; Savoir-Faire
  (Military)-13 [2]; Shiphandling/TL (Starship)-11 [2]; Spacer/TL-13
  [2]; Strategy (Space)-12 [4]; Survival (Urban)-11 [1]; Tactics-12
  [4]; Vacc Suit/TL 11 [1].
  Social Background
  TL: 12.
  CF: Federation [0].
  Languages: Federation Standard (Native) [0].
  d20 DATA
  Human Male, Naval Line Officer.
  Level: 2
  HP: 10
  XP: 1500
  STR 13, DEX 14, CON 10, INT 15, WIS 12, CHA 13.
  SKILLS(Ranks): Computer Use(3), Craft (Electronic)(1),
  Craft(Mechanical)(1), Diplomacy(3), Knowledge (Bureau-
  cracy)(3), Knowledge (Civics)(1), Knowledge (Cultures and Cus-
  toms)(1), Knowledge (History-Federation)(1), Knowledge (Math-
  ematics)(1), Knowledge (Physical Sciences)(1), Knowledge (Tac-
  tics)(5), Knowledge (Technology)(2), Listen(2), Navigate(1), Pi-
  lot (Shuttlecraft)(5), Perform (Trombone)(1), Profession (Mili-
  tary)(5), Repair(3), Research(1), Spot(3), Survival(2), Treat In-
  jury(3).
  FEATS: Simple Weapons, Personal Firearms, Basic
  Helmsmanship, Basic Astrogation, Basic Gunnery, Shuttle Op-
  eration, Standard Gunnery.
  NARRATIVE
  Lieutenant Commander “Gus” Grissom is a naval line of-
  ficer, a graduate of Star Fleet Academy, and is currently assigned
  as head of the weapons department on the Federation Star Fleet
  light cruiser Tasmania.
  As with most line officers, he has had various assignments
  during his nine-year career, working in weapons, navigation, and
  engineering. He has some general knowledge of the communi-
  cations department, but never worked there as this would have
  required specialized training in code-breaking, training that would
  have locked him into that department for most of his career. Lieu-
  tenant Commander Grissom is expecting to move up to XO on
  the Tasmania within a year, then spend a year back at Star Fleet
  Academy taking the Command Course before being assigned to
  command his own cruiser. Lieutenant Commander Grissom has
  already decided that he will reach the rank of Rear Admiral be-
  fore he retires in another fifteen years.
  While an Ensign and Junior Lieutenant, Grissom was known
  as aggressive, even rash, and could “take care of himself” in a
  bar fight. After his promotion to Senior Lieutenant, he settled down,
  began to analyze risks, and while not opposed to taking chances,
  calculates them and avoids impulsive actions. As with all good
  leaders, he remembers “Mission First, Men Always”.
  Lieutenant Commander Grissom is physically fit, and plays
  sports on the ship’s various teams to keep in shape. While a
  naval officer more familiar with space combat, he has taken con-
  siderable training in landing party operations, has skill with infan-
  try-type weapons, and was selected to lead the team sent to the
  planet Roon to rescue the kidnapped son of the Federation trade
  negotiator. The captain of the Tasmania decided that, rather than
  leave the team and mission entirely in the hands of the ship’s
  Marine detachment, he wanted to send an experienced naval
  officer who would have the “maturity of judgment” to deal with
  unexpected situations and make up new plans when the pre-
  determined plan inevitably went horribly, impossibly, wrong. The
  mission was a success, due in no small part to Grissom’s leader-
  ship, and he was awarded the Command Achievement Medal
  and the Combat Action Ribbon for this. These decorations will
  help to get Grissom assigned to a newer and more important
  ship when he reaches starship command.
  
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  Page 3
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  Petty Officer 2nd Class
  Daneric-Tren
  GURPS 4th Edition Data
  ST 12 [20]; DX 12 [40]; IQ 11 [20]; HT 11 [10]. (129 points)
  Damage: 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 11 [0]; Per 11 [0];
  FP 11 [0].
  Basic Speed: Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8; Parry 8
  (Judo), 9 (Knife).
  Race: Cygnan; Height: 5’10”; Weight: 165; Age: 27; Sex: Male;
  Graduated: Star Fleet Basic Training; language: Cygnan,
  native.
  Advantages
  Fit [5]; Military Rank 1 [5]; Resistance (Disease) [3]; Talent 1
  (Mathematical Ability) [10]; Talent 4 (Physical Science) [20]; Ver-
  satile [5].
  Disadvantages
  Agoraphobia (12) [-10]; Code of Honor (Star Fleet) [-10];
  Compulsive Gambling (12) [-5]; Duty (Star Fleet) (15 or less) [-
  15]; Gregarious [-10]; Sense of Duty (Federation) [-10]; Weak-
  ness (Sunlight; 1d/30 minutes; Variable -40%) [-9].
  Quirks: Constantly smiling [-1]; Likes to work nights [-1].
  Skills
  Accounting-6 [0]; Astronomy-14 [1]; Beam Weapons/TL (Pis-
  tol)-14 [4]; Chemistry-9 [0]; Chess-11 [1]; Climbing-13 [4]; Com-
  puter Operation/TL-13 [4]; Cryptography-6 [0]; Demolitions-10 [1];
  Electronics Operation/TL (Security)-10 [1]; Electronics Operation/
  TL (Sensors)-12 [4]; Electronics Operation/TL (Tricorder)-12 [4];
  Engineer/TL (Electronics)-10 [1]; Engineer/TL (Starship)-10 [1];
  Expert Skill (Xenology)-9 [1]; First Aid/TL-12 [2]; Free Fall-12 [2];
  Gambling-12 [4]; Geology-9 [0]; History (Recent Federation)-9
  [1]; Judo-11 [2]; Knife-13 [2]; Law (Federation Military)-10 [2];
  Market Analysis-6 [0]; Mathematics/TL (Applied)-12 [4]; Math-
  ematics/TL (Cryptology)-10 [1]; Mechanic/TL (Antimatter Reac-
  tors)-11 [2]; Mechanic/TL (Spacecraft)-11 [2]; Meteorology-10 [0];
  Physics/TL-13 [1]; Running-10 [1]; Savoir-Faire (Military)-11 [1];
  Spacer/TL-11 [1]; Stealth-11 [2]; Survival (Urban)-12 [4]; Vacc
  Suit/TL-11 [1].
  Social Background
  TL: 12.
  CF: Federation [0].
  Languages: Federation Standard (Native) [0].
  d20 DATA
  Cygnan Male, Engineering Specialist.
  Level:1
  HP: 6
  XP: 500
  STR 15, DEX 14, CON 12, INT 13, WIS 10, CHA 10
  SKILLS (Ranks): Computer Use(4), Craft (Electronic)(4),
  Craft(Mechanical)(1), Demolitions(1), Gambling(4), Hide (3),
  Knowledge (Behavioral Sciences)(2), Knowledge (Civics)(1),
  Knowledge (Cultures and Customs)(1), Knowledge (History-
  Federation)(1), Knowledge (Mathematics)(4), Knowledge
  (Physical Sciences)(1), Knowledge (Technology)(1), Listen(1),
  Move Silently(2), Navigate(1), Profession (Military)(3), Re-
  pair(4), Spot(2), Survival(2), Treat Injury(3).
  FEATS: Simple Weapons, Personal Firearms, Builder,
  Hacker.
  NARRATIVE
  Daneric-Tren is a Cygnan, from a planet of albino human-
  oids with black eyes. A college-educated engineer, Daneric-Tren
  worked on asteroid colony worlds as an environmental systems
  technician before enlisting in Star Fleet. He is well-accustomed
  to tunnels, access shafts, and ventilation ducts. He uses what
  amounts to mountain-climbing gear in these tasks, but has no
  interest in actually climbing real mountains.
  He could qualify for Officer Candidate School, but prefers
  working to supervising. Once his current enlistment is complete,
  his Star Fleet experience could command more money in the
  civilian job market than a military officer could make on active
  service.
  Not a great advanced planner (beyond bringing along a stan-
  dard set of tools), he has great initiative when he gets into a
  situation and needs to find a way out of it.
  Selected for the Rescue on Roon mission due to his skills in
  tunnels and ventilation shafts, he was the one who dropped into
  the sub-basement to scan the guards with his tricorder. When he
  spotted “something unusual” he went off-mission (without per-
  mission, and without notifying his teammates) to find out what it
  was, and found out that the team had dropped into a trap that the
  ship’s transporters could not get them out of. Injured slightly when
  he triggered a booby trap, he quickly recovered.
  Daneric-Tren was sent on this “investigate the temple” mis-
  sion more as a reward and chance to relax than because he
  would be of any critical value to the mission. As an engineer, he
  has a passing interest in architecture and ancient construction
  techniques, and has read many books and files on such things.
  His tricorder is programmed for engineering materials analysis.
  ABOUT THIS PRODUCT
  Temple on Terilek Prime was created for FREE RPG DAY,
  an even created by Aldo Ghiozzi of Impressions Advertising.
  We are pleased to be a part of this exciting new way to intro-
  duce thousands of players in hundreds of stores to the innova-
  tive new RPG products that have come to market, along with
  many existing products that players never heard about before.
  If you have any questions or comments, Email the company
  president at Design@StarFleetGames.com and let him know.
  
  Page 4
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  Marine Corporal Kilrathie
  GURPS 4th Edition Data
  ST 13 [30]; DX 10 [0]; IQ 12 [40]; HT 13 [30]. (126 points)
  Damage: 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 12 [0]; Per 12 [0];
  FP 13 [0].
  Basic Speed: 5.75 [0]; Basic Move 5 [0]; Dodge 8; Parry 8 (Box-
  ing), 7 (Karate), 9 (Knife), 8 (Tonfa).
  Race: Human; Height: 6’0”; Weight: 177; Age: 24; Sex: Male;
  Graduation: Federation Marine Boot Camp.
  Advantages
  Fearlessness 2 [4]; Military Rank 0 [0]; Resistance (Disease)
  [3]; Social Regard (Respected) [15]; Very Fit [15].
  Disadvantages
  Code of Honor (Star Fleet Marine) [-10]; Compulsive Exer-
  ciser (9) [-7]; Duty (Star Fleet Marines) (15 or less) [-15]; Impul-
  siveness (12) [-10]; No Sense of Smell/Taste [-5]; Sense of Duty
  (Federation) [-10].
  Quirks: Enjoys eating military combat rations [-1]; Takes great
  pride in his physical condition [-1]; Fanatical about weapon clean-
  liness and maintenance [-1].
  Skills
  Armoury/TL (Small Arms)-11 [1]; Beam Weapons/TL (Pis-
  tol)-12 [4]; Beam Weapons/TL (Rifle)-12 [4]; Boxing-11 [4]; Cam-
  ouflage-12 [1]; Climbing-11 [4]; Computer Operation/TL-12 [1];
  Electronics Operation/TL (Communications)-12 [2]; First Aid/TL-
  12 [1]; Free Fall-9 [1]; Garrote-12 [4]; Gunner/TL (Beams)-10 [1];
  History (Recent Federation)-10 [1]; Karate-8 [1]; Knife-12 [4]; Law
  (Federation Military)-10 [1]; Leadership-11 [1]; Parachuting/TL-
  10 [1]; Running-12 [1]; Savoir-Faire (Military)-12 [1]; Spacer/TL-
  12 [1]; Stealth-9 [1]; Survival (Arctic)-11 [1]; Survival (Desert)-11
  [1]; Swimming-13 [1]; Tactics-10 [1]; Throwing-9 [1]; Tonfa-10 [2];
  Vacc Suit/TL-11 [1].
  Social Background
  TL: 12.
  CF: Federation [0].
  Languages: Federation Standard (Native) [0].
  d20 DATA
  Male Human, Marine.
  Level: 1
  HP: 10
  XP: 500
  STR 16, DEX 11, CON 17, INT 14, WIS 10, CHA 13
  SKILLS (Ranks): Computer Use(3), Climb(3), Craft (Elec-
  tronics)(1), Craft (Mechanical)(1), Hide(4), Jump(3), Knowledge
  (History-Federation)(1), Knowledge (Civics)(1), Knowledge (Tac-
  tics)(1), Knowledge (Technology)(1), Listen(2), Move Silently(1),
  Profession (Military)(3), Spot(2), Survival(3), Swimming(1), Treat
  Injury(3).
  FEATS: Simple Weapons, Personal Firearms, Light Armor,
  Medium Armor, Heavy Armor, Close Order Fighting, Weapon
  Focus (Phaser Rifle), Exotic Firearms Proficiency (Heavy Phaser),
  Exotic Weapon Proficiency (Garotte).
  NARRATIVE
  Marine Corporal Kilrathie is on his second enlistment.
  He joined the Star Fleet Marine Corps at 18, went through
  boot camp, and served honorably and well for his first four-year
  tour, becoming a Private First Class in his second year.
  Kilrathie took part in dozens of landing force operations, a
  couple of skirmishes with Klingons, and a dozen battles with Orion
  pirates. He was also involved in scrapes with smugglers and other
  criminals, local warlords who violated the Federation Charter on
  remote colony worlds, and he has guarded a few diplomats. He
  was noted as being an expert scout and was the first pick for the
  Roon Mission because of his ability to take down sentries silently
  and by surprise.
  He could have left the Corps, as half of all Marines do in
  peacetime, and found employment in the civilian security indus-
  try, or he could have attended college on a full scholarship to
  study anything he wanted.
  But he liked being a Marine, and he wanted to stay in the
  Corps. Re-enlisting, Kilrathie was promoted to Corporal and as-
  signed to lead a squad of scouts. Due to the nature of the Res-
  cue on Roon mission, he went as a scout, not as a leader, but
  then, the leaders of the team wanted the best man for the job,
  regardless of his rank or position.
  Decorated for bravery during the mission, the “investigate
  the temple” mission is something of a reward and chance to en-
  joy himself. The open forests of Terilek give Kilrathie a chance to
  use his tracking skills to find something interesting to cook for
  dinner, and he was particularly looking forward to a barbeque of
  the famous Terilek boar. He has little interest in archaeology, and
  is considered the expedition’s “muscle”, here to deal with any
  problems that crop up.
  ORION PIRATES
  TYPICAL ORION THUG (GURPS 4e)
  ST (+1) (all others 10)
  Beam weapons (phaser) skill of 14.
  Brawling skill of 13.
  All Orions have “Holdout” Phaser-Is.
  ORION LEADER (GURPS 4e)
  Same as above except INT (+1), Brawling Skill 14.
  
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  Page 5
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  Ensign Stulak
  GURPS 4th Edition Data
  ST 10 [10, -10 Racial]; DX 11 [20]; IQ 11 [-20, +40 Racial]; HT 9
  [-10]. (125 points)
  Damage: 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP
  9 [0].
  Basic Speed: 4.5 [-10]; Basic Move 4 [-5]; Dodge 7; Parry 8 (Judo).
  Race: Vulcan; Height: 6’3”; Weight: 120 lbs.; Age: 37; Sex: Male;
  Graduated: Star Fleet Academy; Language: Vulcan (native).
  Advantages
  Acute Hearing 1 [2]; Extended Lifespan 1 [2]; Fit [5]; Indomi-
  table [15]; Lightning Calculator [2]; Military Rank 3 [15]; Mind
  Probe (Sense-Based (Touch), -20%; Telepathic, -10%) [14]; Nic-
  titating Membrane 1 [1]; Nerve Pinch 3 [15]; Photographic Memory
  [10]; Less Sleep 2 [4]; Regeneration (Regular; only while in Au-
  totrance, -30%) [18]; Resistance (Disease) [3]; Social Regard
  (Respected) [15]; Talent I (Vulcan Psi) [5]; Unfazeable [15].
  Perk: Autotrance [1].
  Disadvantages
  Code of Honor (Logical behavior) [-10]; Code of Honor (Star
  Fleet) [-10]; Duty (Star Fleet) (15 or less) [-15]; Honesty (12)
  [-10]; Intolerance (Emotional or illogical behavior) [-5]; No Sense
  of Humor [-10]; Pacifism (Self Defense Only) [-15]; Sense of Duty
  (Federation) [-10]; Skinny [-5]; Truthfulness (12) [-5]; Workaholic
  [-5].
  Quirks: Collects rocks from planets he visits [-1]; Curious
  towards unknown plants [-1]; Tries to defer decisions to others
  [-1]; Plays a hand-carved flute every morning [-1]; Wakes up early
  every day [-1].
  Skills
  Administration-10 [1]; Astronomy/TL-9 [1]; Beam Weapons/
  TL (Pistol)-11 [1]; Biology/TL (Class M Planets, Botany) [4]; Brawl-
  ing-12 [2]; Chemistry/TL-10 [2]; Chess-13 [4]; Computer Opera-
  tion/TL-11 [1]; Computer Programming/TL-9 [1]; Diplomacy-9 [1];
  Electronics Operation/TL (Sensors)-10 [1]; Electronics Operation/
  TL (Transporter)-11 [2]; Electronics Operation/TL (Tricorder)-12
  [2]; Engineer/TL (Electronics)-9 [1]; Engineer/TL (Robotics)-9 [1];
  Expert Skill (Xenology)-9 [1]; First Aid/TL-11 [1]; Free Fall-10 [1];
  Geology/TL-9 [1]; History (Recent Federation)-9 [1]; Judo-10 [2];
  Law (Federation Military)-10 [2]; Leadership-10 [1]; Mathemat-
  ics/TL (Applied)-11 [4]; Mechanic/TL (Robotics)-10 [1]; Musical
  Instrument (Flute)-10 [2]; Navigation/TL (Space)-11 [2]; Opera-
  tions (Space)-10 [2]; Physics/TL-8 [1]; Piloting/TL (Aerospace)-
  10 [1]; Research/TL-11 [2]; Savoir-Faire (Military)-11 [1]; Ship-
  handling/TL (Starship)-10 [2]; Spacer/TL-11 [1]; Strategy (Space)-
  9 [1]; Survival (Mountains)-10 [1]; Tactics-9 [1]; Vacc Suit-10 [1].
  Social Background
  TL: 12.
  CF: Federation [0].
  Languages: Federation Standard (Native) [0].
  d20 DATA
  Male Vulcan, Science Specialist.
  Level: 1
  HP: 6
  XP: 500
  STR 11, DEX 12, CON 9, INT 17, WIS 10, CHA 10
  SKILLS(Ranks): Computer Use(4), Craft (Electronic)(3), Craft
  (Mechanical)(1), Diplomacy(1), Knowledge (Bureaucracy)(2),
  Knowledge (Civics)(1), Knowledge (Cultures and Customs)(1),
  Knowledge (Earth and Life Sciences)(8), Knowledge (History-
  Federation)(1), Knowledge (Mathematics)(4), Knowledge (Physi-
  cal Sciences)(2), Knowledge (Tactics)(1), Knowledge (Technol-
  ogy)(1), Listen(1), Mind Meld(3), Navigate(1), Pilot (Shuttle-
  craft)(2), Peform (Flute)(1), Profession (Military)(3), Repair(2), Re-
  search(4), Spot(2), Survival(2), Treat Injury(3).
  FEATS: Simple Weapons, Personal Firearms, Basic
  Astrogation, Educated, Psionic Ability.
  NARRATIVE
  Ensign Stulak is a botanist, not a warrior, and is an officer of
  the science corps, not a naval line officer. He considers himself
  in the military, but not of the military. He plans to serve out a
  decade or two in Star Fleet, then get a job as a scientist on a
  colonial development team, analyzing local plants. He feels that
  time in Star Fleet will give him experience to that end. (His stats
  are slightly below “Vulcan Normal” since RPG stats assume a fit,
  athletic, and military-minded individual.)
  He was made a part of the mission team for the Rescue on
  Roon because he was the only Vulcan on board the Tasmania,
  and his ability to use the Vulcan Mind Meld would be handy in
  interrogating suspects and prisoners. This turned out to be a Very
  Good Thing™, as he was able to question a guard and get the
  elevator pass codes and the overall situation, identify the hos-
  tage who needed rescuing (the hostage was confused with the
  boyfriend of one of the women who had taken the hostage), and
  even discover that a civilian found in the sub-basement was the
  unhappy tax accountant of a local business group who had been
  doing illegal business with Orion pirates.
  Stulak’s ability as a botanist also proved useful when he iden-
  tified bales of a Roonian weed which turned out to be the source
  of a dangerous illegal narcotic that had recently show up in the
  black markets of various Federation planets.
  Sent to Terilek as a reward, Stulak is in his element, doing
  analysis after analysis of local plants. In the first hour of the mis-
  sion, he saved the lives of the entire team by determining that a
  particular local fruit was extremely toxic to humanoids.
  
  Page 6
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  Marine Private Dellik
  GURPS 4TH EDITION DATA
  ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 12 [20]. (101 points)
  Damage: 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0];
  FP 12 [0].
  Basic Speed: 5.75 [0]; Basic Move 5 [0]; Dodge 8; Parry 8 (Ka-
  rate), 9 (Knife), 8 (Tonfa).
  Race: Human; Height: 5’8”; Weight: 110; Age: 23; Sex: Female;
  Graduated: Federation Marine Boot Camp.
  Advantages
  Fearlessness 2 [4]; Military Rank 0 [0]; Resistance (Disease)
  [3]; Social Regard (Respected) [15]; Very Fit [15].
  Disadvantages
  Code of Honor (Star Fleet Marine) [-10]; Duty (Star Fleet
  Marine) (15 or less) [-15]; Impulsiveness (12) [-10]; Kleptomania
  (9) [-22]; Sense of Duty (Federation) [-10]; Slow Riser [-5].
  Quirks: Distrusts authority figures [-1]; Fidgets when not doing
  something [-1]; Returns stolen items to original owners [-1]; Se-
  cretive about past acquaintances [-1]; Uncomfortable around non-
  humans [-1].
  Skills
  Armoury/TL (Small Arms)-11 [1]; Beam Weapons/TL (Pis-
  tol)-13 [4]; Beam Weapons/TL (Rifle)-13 [4]; Camouflage-12 [1];
  Climbing-12 [4]; Computer Operations/TL-12 [1]; Electronics Op-
  erations/TL (Communications)-12 [2]; Fast-Talk-12 [2]; First Aid/
  TL-12 [1]; Free Fall-12 [4]; Gunner/TL (Beams)-12 [2]; History
  (Recent Federation)-10 [1]; Karate-10 [2]; Knife-12 [2]; Law (Fed-
  eration Military)-10 [1]; Leadership-11 [1]; Parachuting/TL-12 [2];
  Pickpocket-11 [4]; Running-11 [1]; Savoir-Faire (Military)-12 [1];
  Sleight of Hand-11 [4]; Spacer/TL-12 [1]; Stealth-12 [4]; Survival
  (Urban)-12 [2]; Survival (Woodlands)-11 [1]; Swimming-12 [1];
  Tactics-10 [1]; Throwing-11 [2]; Tonfa-11 [2]; Vacc Suit/TL-11 [2].
  Social Background
  TL: 12.
  CF: Federation [0].
  Languages: Federation Standard (Native) [0].
  Marine Private Dellik
  Human Female, Marine
  Level:1
  HP: 9
  XP: 0
  STR 10, DEX 12, CON 14, INT 15, WIS 10, CHA 10
  SKILLS (Ranks): Computer Use(3), Climb(3), Craft (Elec-
  tronics)(1), Craft (Mechanical)(1), Hide(3), Jump(3), Knowledge
  (History-Federation)(1), Knowledge(Civics)(1), Knowledge (Tac-
  tics)(1), Knowledge (Technology)(1), Listen(2), Move Silently(3),
  Profession (Military)(3), Spot(2), Survival(2), Swimming(1), Treat
  Injury(3).
  FEATS: Simple Weapons, Personal Firearms, Light Armor,
  Medium Armor, Heavy Armor, Close Order Fighting, Weapon
  Focus (Phaser Rifle), Exotic Firearms Proficiency (Rocket
  Launcher), Combat Martial Arts.
  NARRATIVE
  Her hobby of stealing things as a prank and returning them
  to their owners made her invaluable to the Rescue on Roon mis-
  sion team, but her lack of discipline meant that her days in the
  Marines were numbered. At the end of the Roon mission, she
  “retired” from the Marines to join the Galactic Intelligence Agency
  and was not on Tasmania when it arrived at Terilek, and was not
  with the landing party. Feel free to add her to it.
  Marine 1st Lieutenant Cliff Yahnke
  GURPS 4th Edition Data
  ST 11 [10]; DX 10 [0]; IQ 12 [40]; HT 12 [20]. (128 points)
  Damage: 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12 [0];
  FP 11 [0].
  Basic Speed: 5.5 [0]; Basic Move 5 [0]; Dodge 8; Parry 7 (Ka-
  rate), 8 (Knife), 8 (Tonfa).
  Race: Human; Height: 6’2”; Weight: 180; Age: 25; Sex: Male;
  Graduated: Federation Marine Academy.
  Advantages
  Fearlessness 3 [6]; Military Rank 3 [15]; Resistance (Dis-
  ease) [3]; Social Regard (Respected) [15]; Status 1 [0, from Mili-
  tary Rank]; Very Fit [15].
  Disadvantages
  Code of Honor (Star Fleet Marines) [-10]; Duty (Star Fleet
  Marines) (15 or less) [-15]; Insomniac [-10]; Sense of Duty (Fed-
  eration) [-10].
  Quirks: Doesn’t eat seafood [-1]; Inscribes personal sym-
  bolism on weapons [-1]; Listens to Andorian music before each
  mission [-1]; Uncomfortable working with Star Fleet (Naval) Per-
  sonnel [-1].
  Skills
  Administration-11 [1]; Armoury/TL (Small Arms)-11 [1]; Beam
  Weapons/TL (Pistol)-12 [4]; Beam Weapons/TL (Rifle)-12 [4];
  Camouflage-12 [1]; Climbing-10 [2]; Computer Operation/TL-12
  [1]; Electronics Operation/TL (Communications)-12 [2]; Electron-
  ics Operation/TL (Tricorder)-12 [2]; First Aid/TL-13 [2]; Free Fall-
  9 [1]; Gunner/TL (Beams)-11 [2]; History (Recent Federation)-10
  [1]; Karate-8 [1]; Knife-10 [1]; Law (Federation Military)-10 [1];
  Leadership-12 [2]; Operations (Land)-11 [2]; Parachuting/TL-10
  [1]; Running-11 [1]; Savoir-Faire (Military)-12 [1]; Spacer/TL-12
  [1]; Stealth-9 [1]; Strategy (Land)-11 [2]; Survival (Mountains)-12
  [4]; Survival (Urban)-12 [4]; Swimming-12 [1]; Tactics-11 [2];
  Throwing-9 [1]; Tonfa-10 [2]; Vacc Suit/TL-11 [1].
  Social Background
  TL: 12.
  CF: Federation [0].
  Languages: Federation Standard (Native) [0].
  d20 DATA
  Human Male, Marine
  Level: 1
  HP: 8
  XP: 500
  STR 12, DEX 10, CON 14, INT 15, WIS 13, CHA 12
  SKILLS(Ranks): Computer Use(3), Climb(3), Craft (Electron-
  ics)(1), Craft (Mechanical)(1), Hide(3), Jump(3), Knowledge (Bu-
  reaucracy)(1), Knowledge (History-Federation)(1), Knowledge
  (Civics)(1), Knowledge (Tactics)(3), Knowledge (Technology)(1),
  Listen(2), Move Silently(2), Profession (Military)(3), Spot(3), Sur-
  vival(3), Swimming(1), Treat Injury(3).
  FEATS: Simple Weapons, Personal Firearms, Light Armor,
  Medium Armor, Heavy Armor, Close Order Fighting, Weapon
  Focus (Phaser Pistol), Basic Gunnery, Combat Martial Arts.
  NARRATIVE
  A fearless Marine officer and veteran of nearly 100 combat
  missions, Lieutenant Yahnke was wounded in the Rescue on
  Roon mission and was recovering in sickbay when the team went
  to Terilek Prime. He was not with the landing party, but you can
  add him to it if you wish. Perhaps he could use the fresh air.
  
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  Page 7
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  Klingon Military Intelligence
  Major Lirik Kanarias
  GURPS 4th Edition Data
  ST 11 [10]; DX 11 [20]; IQ 12 [40]; HT 11 [10]. (125 points)
  Damage: 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12 [0];
  FP 11 [0].
  Basic Speed: 5.5 [0]; Basic Move 5 [0]; Dodge 8; Parry 7 (Ka-
  rate), 8 (Knife), 8 (Tonfa).
  Race: Klingon; Height: 5’10”; Weight: 170; Age: 32; Sex: Male;
  Graduated: Deep Space Fleet Academy.
  Advantages
  Fearlessness 3 [6]; High Pain Threshold [10]; Higher Pur-
  pose (Improve heroic reputation) [5]; Military Rank 3 [15]; Resis-
  tance (Disease) [3]; Social Regard (Respected) [15]; Status 1 [0,
  from Military Rank]; Fit [5].
  Perk: Alcohol Tolerance [1].
  Disadvantages
  Callous [-5]; Code of Honor (Military Officer) [-10]; Duty (Klin-
  gon Empire) (15 or less) [-15]; Sense of Duty (Klingon Empire) [-
  10]; Short Lifespan [-10].
  Quirks: Proud [-1]; Staid [-1].
  Skills
  Administration-11 [1]; Archaeology-12 [2]; Armoury/TL (Small
  Arms)-11 [1]; Beam Weapons/TL (Disruptor Pistol)-12 [4]; Cam-
  ouflage-12 [1]; Computer Operation/TL-12 [1]; Computer Pro-
  gramming/TL-10 [1]; Cryptography/TL-13 [2]; Diplomacy-10 [1];
  Electronics Operation/TL (Communications)-12 [2]; Electronics
  Operation/TL (Tricorder)-12 [2]; Electronics Operation/TL (Sen-
  sors)-12 [2]; First Aid/TL-13 [2]; History (Recent Federation)-10
  [1]; History (Recent Klingon)-10 [1]; Karate-8 [1]; Knife-10 [1];
  Law (Klingon Military)-10 [1]; Leadership-12 [2]; Mathematics/TL
  (Applied)-11 [2]; Running-11 [1]; Physics/TL-9 [1]; Piloting/TL
  (Aerospace)-12 [2]; Research/TL-11 [1]; Savoir-Faire (Military)-
  12 [1]; Spacer/TL-12 [1]; Stealth-9 [1]; Survival (Mountains)-12
  [4]; Survival (Urban)-12 [4]; Swimming-12 [1]; Tactics-11 [2];
  Throwing-9 [1]; Tonfa-10 [2]; Vacc Suit/TL-11 [1].
  Social Background
  TL: 12.
  CF: Klingon Empire [0].
  Languages: Klingon [0], Federation Standard [2].
  d20 DATA
  Klingon Male, Warrior Caste, Military officer
  Level: 1
  HP: 9
  XP: 500
  STR 13, DEX 12, CON 13, INT 15, WIS 12, CHA 13
  SKILLS(Ranks): Computer Use(3), Climb(3), Craft (Electron-
  ics)(1), Hide(3), Jump(3), Knowledge (Bureaucracy)(1), Knowl-
  edge (History-Federation)(1), Knowledge (History-Klingon Em-
  pire)(1), Knowledge (Civics)(1), Knowledge (Technology)(3), Lis-
  ten(2), Move Silently(2), Profession (Military)(3), Spot(3), Sur-
  vival(3), Swimming(1), Treat Injury(3).
  FEATS: Simple Weapons, Personal Firearms, Light Armor,
  Close Order Fighting, Weapon Focus (Phaser Pistol), Combat
  Martial Arts.
  NARRATIVE
  The son, grandson, great-grandson (and so on) of Acad-
  emy-trained military officers of the warrior caste, Lirik Kanarias
  enjoyed solving puzzles as a child. Trained from birth to become
  a warrior and military officer, testing during his high school edu-
  cation identified an aptitude for Intelligence. With his own enthu-
  siastic agreement, and his father’s blessing, he was allowed to
  take special courses in high school to prepare him for this ser-
  vice, including Federation history and military technology.
  Like many Klingons of the warrior caste, his family tree is
  festooned with military officers. One brother serves on a star-
  ship, a brother and sister with the Marines. His father is an Army
  officer, as is his mother, and he has uncles, cousins, and in-laws
  in every branch of the Klingon military. (One second-cousin, re-
  garded as the “black sheep” of the family, serves in the Secret
  Police as part of a starship crew.)
  Kanarias is married to a lovely and talented female military
  officer of the Corps of Engineers, and they have two young chil-
  dren and a darling pet skrimonk.
  Kanarias would be insulted if you called him a spy. He is an
  analyst, one who studies information brought back or collected
  by others. He has served in many assignments, including a tour
  on a starship (as a tactical intelligence officer), in an infantry as-
  sault battalion (again, as the battalion intelligence officer), on mili-
  tary bases and border listening posts. He spent a year on Rigel
  VII as a junior Klingon military attache, and even took a two-
  week “courtesy tour” on a Federation starship (where he was
  closely watched). If captured, Kanarias will be sent home (in dis-
  grace, of course) by the Federation Diplomatic Corps.
  A few years ago, Kanarias began to specialize in dealings
  with Orion pirates, lawless criminals who routinely cross the Fed-
  eration-Klingon border without waiting for visas or passports. He
  “runs” a number of Orion ships which (as part of their other busi-
  ness) gather intelligence (and loot) inside the Federation. The
  Klingons tolerate these particular Orions, giving them a safe ha-
  ven, but watch them closely since, after all, pirates are pirates.
  One of the Orions brought back samples, data recordings,
  and photographs of the Temple on Terilek Prime, and Kanarias
  instantly recognized the structure as belonging to an ancient race.
  After several frustratingly disappointing trips to the Temple by
  Orions with (often ignored) instructions on what to bring back,
  Kanarias came himself this time to determine just what ancient
  weapons technology might be found deep inside the temple.
  
  Page 8
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  THE TEMPLE ON TERILEK PRIME
  by Michael J. Campbell
  This adventure is broken into several paragraphs. Do not
  read the paragraphs in the order they are presented, but follow
  the instructions in your current paragraph as to what paragraph
  to read next. The text is written for one player character. We
  assume that you have a character you like from one of your other
  campaigns. If not, use Stulak or Dellik or create one. If more than
  one PC is used (or a group of players each have a character)
  then a Game Master will be needed and the GM should alter the
  numbers of opponents to keep the game in balance. See the
  notes at the end, #73, for using multiple PCs.
  START
  The cruiser Tasmania was investigating the planet of Terilek
  Prime when it was called away to deliver emergency medical aid
  to Zeta Epsilon III. It left behind a survey team to investigate a
  small ancient temple. There was only enough time to set up camp
  before the sun slipped below the horizon. (While the camp is
  nearly a kilometer from the temple, it is located at the only source
  of potable water in the area.)
  Your small team includes five people, the four members of
  Team Grissom (who consider the mission to be something of a
  vacation after their adventure recounted in the Prime Directive
  Core Rulebook) and you, a junior archaeologist.
  Lieutenant Commander Grissom and Marine Corporal
  Kilrathie wanted to try out an Earth tradition and set up a camp-
  fire to roast marshmallows. And so it is that you stand on the
  surface of Terilek Prime, in the dark with smoke in your nose ...
  on guard duty. Go to #1.
  #1. You pace along the perimeter of the encampment; charged
  with the responsibility of protecting the lives of your sleeping ship-
  mates. There is no real reason to be concerned. The planet has
  no sentient life forms and no predators larger than a big dog.
  That was the big question about the temple the surface sur-
  vey had uncovered. Who built it? When? And why?
  Then you notice lights flickering in the distant sky. They are
  above the horizon and moving quickly, like a shuttlecraft. The
  lights are getting closer, and nearly overhead.
  GURPS: Make a roll against IQ with a -2 penalty.
  d20: Make a DC 12 Knowledge (Technology) Check.
  If you are successful, Go to #60.
  If you failed, Go to #12.
  #2. You scan around with tricorder but find nothing of interest.
  You proceed through the doorway.
  Go to #16.
  #3. You heard something! You take cover behind a tree.
  Go to #48.
  #4. You try to bring the tricorder up to access the controls but it’s
  difficult to do while you are up a tree.
  Make a DX roll. [d20: Make a DC 10 Balance Check.] If you
  are a large or heavy character, give yourself a penalty of 1 or 2
  as the tree is sagging under your weight and likely to break any
  second.
  If you fail, you fall, Go to #61.
  If you succeed, you make some preliminary scans, Go to
  #25.
  #5. You wait for a few minutes, but it feels like a few hours in the
  cool night air.
  Go to #59.
  #6. You stay at the campsite until dawn, when the others orga-
  nize to examine the temple.
  You tell Grissom what you saw and he orders you to get
  some sleep. Go to #72.
  #7. You run the tricorder around the walls and floor but find noth-
  ing of interest. Go to #43.
  #8. You are crouching and attack the two Orion paramilitary crew-
  men on guard at the shuttle.
  One Orion will take cover behind the shuttle (d20 Hard Cover;
  G4e = -4 penalty) and begin suppressive fire at you so that the
  other can maneuver toward you. The one that is maneuvering
  will sprint without firing until he reaches a range of five yards and
  will then attack you with his phaser pistol. If you stun him, then
  the other Orion will charge at you. It is dark and so there is a
  penalty [G4e = -2; d20 = “concealed”] to all attacks.
  If you are killed, Go to #70.
  If you are knocked out, Go to #21.
  If you defeat both Orions, Go to #65.
  #9. You dust yourself off, and drag your body back up to the level
  of the passageway, and move on.
  Go to #31.
  #10. The small room, a closet really, is dark and dusty. Sitting on
  a pallet that covers most of the floor is a green-skinned Orion
  slave girl wearing little more than rags. You see nothing else in
  the closet. The slave girl indicates that she wants you to unlock
  her handcuffs. She is very attractive.
  If you do, Go to #54.
  If you leave the Orion girl there, Go to #15.
  Orions (d20)
  ORION PIRATE THUG
  Male Orion Rogue 1
  Hit Dice: d6 (4 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+1 Armor, +2 Dex)
  Base Attack: +0
  Attack: Phaser Pistol (+2, varies) or Dagger (-1, d3-1)
  Full Attack: Phaser Pistol (+2, varies) or Dagger (-1, d3-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Sneak Attack (d6)
  Saves: Fort +0, Ref +4, Will +2
  Abilities: Str 9, Dex 14, Con 10, Int 11, Wis 14, Cha 10
  Skills: Hide +6, Listen +6, Move Silently +6, Spot +6
  Feats: Light Armor Proficiency, Simple Weapons,
  Personal Firearms
  Challenge Rating: 1
  Carrying: Phaser-1 Holdout, Dagger
  ORION PIRATE BOSS
  Male Orion Fighter 1
  Hit Dice: d10 (9 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+1 Armor, +2 Dex)
  Base Attack: +1
  Attack: Phaser Pistol (+4, varies) or Dagger (-1, d3-1)
  Full Attack: Phaser Pistol (+2, varies) or Dagger (-1, d3-1)
  Space/Reach: 5 ft./5 ft.
  Saves: Fort +0, Ref +4, Will +2
  Abilities: Str 12, Dex 14, Con 12, Int 11, Wis 14, Cha 10
  Skills: Hide +2, Listen +3, Move Silently +2, Spot +3
  Feats: Combat Martial Arts, Light Armor Proficiency,
  Simple Weapons, Personal Firearms,
  Weapon Focus (phaser pistol)
  Challenge Rating: 1
  Carrying: Phaser-1 Holdout, Dagger
  
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  Page 9
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  #11. You shine your flashlight into what seems to be a single
  room inside the temple and look at the ornate carvings. It seems
  like the pictographs are indicating something, so you try to run
  your tricorder past the ancient hieroglyphic.
  GURPS: Roll against IQ (-3) or Language or Cryptography.
  d20: Make a DC 12 Read Languages Check.
  If you succeed, Go to #40.
  If you fail, Go to #62.
  #12. You couldn’t see too well against the star-filled sky, but it
  was definitely a shuttle. Who could it be, and why are they here?
  Nobody is scheduled to arrive for 37 hours.
  Go to #38.
  #13. You wake Daneric-Tren (who had been scheduled for the
  next shift) and tell him what you saw, and that you’re going to
  investigate. He agrees that you should go look around (you do
  not realize he is playing a joke on you and doesn’t believe you
  really saw anything), and that you shouldn’t wake up Lieutenant
  Commander Grissom. (If you do wake up the commander, then
  play the adventure with multiple characters; see #73.) You head
  off through the forest, leaving the firelight and your comrades
  behind. You shine the flashlight around and occasionally take
  tricorder readings. After a while you find a path that seems to
  have been worn by animals. Suddenly you hear something.
  If you choose to head back to the camp to avoid any pos-
  sible trouble, Go to #6.
  If you choose to hide, Go to #49.
  If you choose to make a stand and fight, Go to #61.
  #14. You move along the passageway and find that there is a
  section of weak timber under the floor. The timbers break and
  you fall through, landing about two yards down in a pit trap. Take
  falling damage on a fall of two yards. [d20: Take d6 points of
  subdual damage.]
  If you are knocked out, Go to #45.
  If you die, Go to #70.
  Otherwise, Go to #9.
  #15. Down the passageway, you come to a locked door.
  G4e: Roll against Lockpicking, Engineering, IQ, or DX.
  d20: Make a DC 15 Disable Device Check.
  If you succeed, Go to #31.
  If you fail, Go to #46.
  #16. You enter the room and see a small wooden table with sev-
  eral data cubes placed on it. Across from you is a Klingon in an
  imperial uniform, with his back to you. He is no renegade, but an
  enemy soldier here inside the Federation. This makes no sense.
  How did he get here? And why would he? Is he a spy? Or an
  arms dealer? Or perhaps even a scientist? You vaguely remem-
  ber that a century ago, this sector was claimed by the Klingons
  but the Federation absorbed it after the 2302 border declaration.
  The Klingon turns to look at you, and he isn’t happy to see
  you. You notice that his insignia is of the Galactic Research Unit
  — Klingon military intelligence! You wonder for a moment how
  you happened to remember that particular bit of your training.
  You realize that he’ll probably be able to run faster than you,
  so you’ll need to fight this Klingon and win to be able to do any-
  thing else. (See data for Major Kanarias.)
  The Klingon has a short sword at his left hip (not that it mat-
  ters, but he brought it to clear brush on the trail), and a disruptor
  pistol on his right hip.
  If your phaser is in your hand, you have an advantage. If
  not, you’ll have to draw it to use it.
  If you win, Go to #50.
  If you are knocked out, Go to #45.
  If you die, Go to #70.
  #17. You put the tricorder at your finger tips and make a quick
  scan.
  Make an IQ roll using your Camouflage skill with a bonus of
  +2.
  If you succeed, Go to #53.
  If not, Go to #37.
  #18. One of the Orion guards leaves the area, perhaps to an-
  swer the call of nature.
  If you choose to attack now, Go to #8 but there is only one
  Orion to face.
  If you choose to wait, Go to #52.
  #19. You are captured by the Orions and bundled off to their
  shuttle as their prisoner. Your spend two years as a slave laborer
  in an electronics shop. Several escape attempts fail, but the Ori-
  ons finally get tired of you and ransom you back to Star Fleet.
  Upon arrival at Starbase 12, you are given 30 days leave and
  two years’ back pay. Star Fleet advises you to seek a civilian job.
  THE END.
  #20. You can’t seem to find a way in. You could blow a hole in the
  stone door with your phaser pistol, even though this would vio-
  late about twelve Star Fleet regulations and protocols on pre-
  serving ancient culture and artifacts. Or you could head back to
  the camp to tell the others about what you’ve seen.
  If you choose to report back, Go to #51.
  If you choose to blow a hole in the door, Go to #27.
  #21. The Orion knows he can not leave you here, as you will
  then “come to” and report him. So, he gives you the “coup de
  grace” and kills you.
  Go to #70.
  #22. You open the ancient stone door and move into the room
  inside.
  Go to #36.
  #23. You enter a room with a dusty floor, lit by lamps that have
  been stuck against the wall (probably by the Orions). There is a
  door at the far end of the stairs. You can scan the room but you
  won’t find anything.
  If you give up and go back to camp, Go to #51.
  If you press on through the doorway, Go to #57.
  #24. You sneak along the edge of the clearing for a while and
  find yourself near the far side of the shuttle and much closer to
  
  Page 10
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  the temple. You realize that by now there are only two members
  of the Orion paramilitary group left at the temple entrance.
  You could fight them, in which case, Go to #59, but with a
  starting range of 20 yards.
  Or you could continue around the temple looking for another
  entrance, in which case, Go to #44.
  #25. With the native creature past you by a safe distance, you
  are free to head towards the temple.
  Go to #29.
  #26. The creature is protecting its territory and once you are no
  longer a threat it leaves you alone. By the time you come to, the
  stars have markedly moved in their position, indicating several
  hours have passed. You decide to head back to the encamp-
  ment and return to your guard duties.
  Go to #6.
  #27. You disintegrate the ancient stone door and enter the room
  on the far side. This had better be worth the trouble you are in for
  destroying an ancient stone door! Go to #23.
  #28. You move through the room and up the stairs and head out,
  making your way back to camp.
  If you’ve got the data cubes, Go to #55.
  If not, Go to #51.
  #29. You head deeper into the forest making your way towards
  the ancient and out-of-place temple. Soon you reach another
  path.
  If you choose to scan the path with a tricorder, Go to #17.
  If you choose just to move on, Go to #37.
  #30. The Orion slave girl says that she knows where the Klingon
  officer’s shuttlecraft is hidden, but it is four miles away.
  If you decide to leave with her and go to the shuttle, Go to
  #63.
  If you take her back to Lieutenant Commander Grissom, Go
  to #51.
  If you stun the slave girl, Go to #33.
  #31. You walk through the door-frame and enter the next room,
  which is about thirteen yards long and five yards wide. There is a
  large stone sarcophagus (one yard high, two yards wide, one
  yard across) in the center of the room, and some kind of metallic
  statue on an altar against the far wall. Two Orions are standing
  near the sarcophagus, about seven yards from you, facing each
  other and eating what smells and looks like durian fruit wrapped
  in salami. Their phaser pistols lay near them on top of the sar-
  cophagus. They see you, and there’s going to be a phaser fight.
  If you do fight, the Orions will have no weapons on the first
  round as they will use their first action to pick up their phasers.
  G4e: The pirates roll against DX on the first round.
  d20: The pirates make a DC 10 Dextery Check.
  In either rules set, they succeed on the second round.
  Once they succeed, they will take cover behind the sarcopha-
  gus and the fight is on. [G4e = a -4 penalty; d20 = hard cover]
  Everybody has [G4e = a -1 penalty; d20 = concealment] on
  all ranged attacks due to the dim light.
  If you flee, Go to #56.
  If you win, Go to #69.
  If you are knocked out, Go to #19.
  If you are killed, Go to #70.
  #32. You scan with the tricorder and find that the statue on the
  altar at the far end of the room is made of uranium. The builders
  of this burial chamber must have believed that the radioactive
  material had some kind of effect during the deceased’s journey
  to the afterlife. While the radiation is not seriously dangerous
  (the statue is old), there is nothing else worth noting in this room.
  Go to #47.
  #33. You follow the passageway back to the intersection.
  If you decide to leave the temple, turn left and Go to #28.
  If you choose to go straight, Go to #64.
  If you choose to turn right, Go to #66.
  #34. You follow the passageway for a few yards.
  If you scan with your tricorder, Go to #7.
  If you follow the passageway to the distant doorway, Go to
  #43.
  #35. You turn around to see the Orion standing four yards away.
  The two of you engage in a firefight.
  If you win, Go to #41.
  If you die, Go to #70.
  If you are, knocked out, Go to #19.
  #36. You walk down the dark staircase that twists around and
  then enters a large room with a dusty floor. You look around the
  room, which is lit by lamps the Orions must have stuck to the
  walls. Near the foot of the staircase is a doorway.
  If you think you should use your communicator to contact
  your team, then you are actually showing some common sense
  for the first time since you left your camp without waking up Lieu-
  tenant Commander Grissom. Go to #67.
  If you think you should go through the door and explore, Go
  to #57.
  #37. G4e: Make an IQ roll. d20: Make a DC 12 Listen Check.
  If you succeed, Go to #3.
  If not, Go to #48.
  LICENSING
  The contents of this sample booklet are extracted from:
  GURPS 4e Prime Directive Core Rulebook, GURPS 3e Module
  Prime Alpha, and Prime Directive d20 Core Rulebook. See those
  products for complete licensing information.
  Star Trek material: Elements of the Star Fleet Universe are
  the property of Paramount Pictures Corporation and are used
  with their permission.
  GURPS material is used under license from Steve Jackson
  Games. GURPS Prime Directive was written by Gary Plana.
  d20 material is used under the Open Game License by Wiz-
  ards of the Coast. Prime Directive d20 was written by Jonathan
  Thompson.
  Designation of Product Identity: The following items are
  designated Product Identity (PI) in accordance with Chapter 1(e)
  of the Open Gaming License, version 1.0; Any and all logos, iden-
  tifying marks and trade dress, including all of the Prime Direc-
  tive products and product names, any elements either derived
  or inferred from the Prime Directive setting including, but not
  limited to Prime Directive, races, geographic locations, capital-
  ized names, historical events, any and all stories, storylines, the-
  matic elements, documents within the game world, quotes from
  characters or documents, and dialogue; all artwork, symbols, de-
  signs, depictions, illustrations, maps and cartography, likenesses
  poses, Clan or factional mons, logos, symbols, or graphic de-
  signs, except such elements that already appear in the d20 Sys-
  tem Reference Document and are already OGC by appearing
  there. The above product identity is not open gaming content.
  
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  Page 11
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  #38. You think about the shuttle you’ve just seen.
  It could be nothing. It could prospecting for gold or other
  precious minerals, or hiding pirate loot.
  Or it could have something to do with the temple.
  You could go and investigate, but that would mean leaving
  your post. You have a tricorder, a flashlight, a phaser, and a com-
  municator, so surely you couldn’t get yourself into too much
  trouble. (Famous Last Words™.)
  If you choose to investigate the shuttle, Go to #13.
  If you choose to stay at your post, Go to #6.
  If you wake up Lieutenant Commander Grissom, Go to #73.
  #39. With the native creature chased off, you are free to travel
  toward the temple.
  Go to #29.
  #40. The inscribed images on the wall were easy to interpret.
  You pull the small stone sliver that doesn’t quite fit, and the altar
  in the center of the room rumbles as it swings to the side. It re-
  veals a set of stairs leading down below ground. You could go
  back to the base camp and inform Lieutenant Commander
  Grissom of what you’ve seen, or you could go down the stairs to
  see what’s below.
  If you choose to explore more, Go to #36.
  If you choose to report back, Go to #51.
  #41. You have defeated the patrolling Orion. Now you are free to
  fight the last of the Orion guards, or you can go back to the camp
  and report in.
  If you return to camp, Go to #51.
  If you proceed to fight your way into the temple, Go to #8,
  but there is only one Orion remaining.
  #42. You scan the walls, ceiling, and floor quickly with the tri-
  corder and notice Orion markings on the floor. The tricorder indi-
  cates that there is a pit just below the thin timber planks that
  have been covered in dust to look like the stone floor that lies
  everywhere else you’ve been. You step over the planks and move
  further down the passageway.
  Go to #31.
  #43. You walk into the room and look around. You see scuff marks
  on the dusty floor near a clear section in the corner, as if some
  boxes had sat there and were now removed.
  Go to #33.
  #44. You continue to move around the outskirts of the clearing
  and notice a large ditch and climb down into it. You find an en-
  trance with ornate stone carvings around it. You could try to find
  a way to enter or go back and fight your way in.
  See if you can find a mechanism to open the door.
  G4e: Make an IQ roll with a -3 penalty.
  d20: Make a DC 15 Search Check.
  If you succeed, Go to #22.
  If not, Go to #20.
  #45. The Klingon knows that his secret (whatever it is) has been
  ruined, as whether you live or die, the inevitable search will find
  evidence that someone was here. But only if you are alive will
  you be able to tell people just who was here. Roll one die.
  1-4: Klingons are known for their magnanimous mercy, he
  simply kills you. Go to #70.
  5-6: The Klingon, for whatever reason, decides not to kill
  you. He tells his Orion friends to take you with them. Go to #19.
  #46. If you phaser down the door, Go to #31 but the Orions are
  alert and holding their weapons.
  If you turn around and go the other way, you will pass a
  small door on the right. If you open it, Go to #10.
  If you pass it and keep going, Go to #57.
  #47. You walk back down the passageway and hurdle the pit
  trap. Then you come up to the intersection.
  If you want to leave the temple, Go to #28.
  If you want to explore some more and turn right, Go to #64.
  If you want to explore some more and turn left, Go to #66.
  #48. An Orion in paramilitary uniform walks down the path, hold-
  ing his phaser and looking around. You could try to spend three
  rounds aiming before he notices you, but his phaser pistol is al-
  ready drawn.
  If you take time to aim, Go to #71 with a +3 to hit bonus on
  your first attack.
  You could try to evade and leave the area.
  G4e: Roll against your DX or Stealth skill with a +2 bonus
  (on account of the fact that it’s dark).
  d20: If you try to evade, make opposed checks between the
  character and the Orion using both Move Silently/Listen and Hide/
  Spot but with the character having a +2 bonus on both rolls. If
  either fails, the Orion notices the character.
  If successful, you return to camp, Go to #6.
  If you fail, Go to #71 without any bonus.
  Or you could choose to just jump into a shooting match, in
  which case Go to #71 without any bonus.
  #49. You scramble up a nearby tree and watch.
  The noise grows a little louder. Then you see it.
  It seems to be some kind of native wild boar.
  If you try to scan it with the tricorder, Go to #4.
  If you just wish to wait for it to pass, Go to #25.
  
  Page 12
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  #50. The Klingon slumps to the ground, vanquished. You’re feel-
  ing pretty good, since defeating a member of that warrior race is
  something of an accomplishment.
  You grab the data cubes — they can be analyzed back at
  the camp or on the Tasmania — turn and leave the room. You
  follow the passage back to the central intersection.
  If you choose to head out, turn right and Go to #28.
  If you choose to go straight and explore, Go to #34.
  If you choose to turn left and explore, Go to #33.
  #51. You sneak back to the camp and wake up Lieutenant Com-
  mander Grissom. After telling about what you’ve seen, he notes
  your initiative, but rebukes you that it was dangerous to go off
  alone and says you should have awakened him and let him make
  a command decision about what to do. Mildly angry at your reck-
  lessness, he commands you to stay at your post guarding the
  camp while he organizes the survey team into an investigation
  squad.
  Go to #72.
  #52. You waited too long and the Orion that left has crept up
  behind you. G4e: Make an IQ roll to hear him coming.
  d20: Make an Opposed Skill Check between the character's
  Listen and the Orion's Move Silently skills.
  If you fail, Go to #19.
  If you make the roll, Go to #35.
  #53. Your tricorder scan shows that this track has been made via
  the frequent trampling of humanoid feet and cutting tools.
  Go to #37.
  #54. The Orion slave girl tells you that she knows where the Klin-
  gon is, but not what he is doing. She also says there are some
  Orions in a nearby room. You tell her how to get out of the build-
  ing.
  If you want to leave, Go to #28.
  If you go look for the Klingon, Go to #16.
  If you go looking for Orions, Go to #31.
  #55. You race back to the camp with the data cubes and show
  them to Lieutenant Commander Grissom. He realizes that he’ll
  need to organize the survey team into a response force and or-
  ders you to stand guard by the data cubes. Around dawn, Lieu-
  tenant Commander Grissom and the team bring back two Orion
  prisoners and begin interviewing them.
  Grissom tells you to get some sleep and that you have
  showed strong initiative. He’ll put you in for a commendation.
  You catch some shut-eye, and dream of telling the story in the
  bar for years to come. THE END.
  #56. You run from the room, hurdle the trap and sprint straight
  through the intersection.
  Go to #50.
  #57. The passageway proceeds about three yards before you
  meet an intersection.
  There is a left passageway, a right passageway, or you could
  continue to go forward.
  Decide now if you are carrying your phaser in your hand or if
  it is still clipped to your belt.
  If you choose to turn left, Go to #64.
  If you choose to turn right, Go to #34.
  If you choose to go straight ahead, Go to #33.
  #58. You hide the stunned Orion under some bushes (in case
  there is more than one Orion on patrol) and head up the slight hill
  towards the temple.
  Go to #68.
  TERILEK BOAR
  Almost every world has an ecological niche filled by some-
  thing like this, a big mean plant-eater likely to charge for no rea-
  son. There is never more than one in any given area as they are
  very territorial, except during the mating season. They will attack
  anything their size or larger entering their territory — this could
  be a “Berserk trigger” (and is automatic in this adventure). They
  rarely eat intruders (despite what the survivors say) but instead
  use their tusks to dig roots and insect life from the ground. Their
  eyes are on either side of their head and cannot see the same
  object. As a result, their vision is impaired, but their senses of
  hearing and smell are enhanced in compensation. The Terilek
  boar is edible if cooked thoroughly, and with barbeque sauce is
  quite tasty to Humans, Klingons, and Andorians.
  The Terilek Boar has six-inch long tusks which it can use to
  do impaling damage (if it can find enough room to charge, about
  ten yards) otherwise they do cutting damage when slashed from
  side-to-side. It also has heavy hooves which do crushing dam-
  age to front and side hexes.—Gary Plana
  GURPS
  ST 12, DX 14, IQ 5, HT 14. Speed 8, Thick Hide is PD1,
  DR1. Weight 50-60 pounds, size 1 hex. Acute Hearing +2, Acute
  Smell +4, Area Knowledge (its territory), Discriminatory Smell,
  Single-Minded; Bad Smell, Berserk, Night Blindness, No Depth
  Perception, Slow Eater.—Gary Plana
  d20
  Size/Type: Medium Animal
  Hit Dice: 3d8 +9 (22 hp)
  Initiative:+0
  Speed: 40 feet
  Armor: 13 (-1 size, +3 natural), touch 7, flat-footed 13, DR 3/-
  Base Attack/Grapple: +2 / +4
  Attack: +4 melee (1d8+3, gore)
  Full Attack: +4 melee (1d8+3, gore) Space/Reach: 5 ft / 5 ft
  Special Attacks: Ferocity
  Special Qualities: Scent
  Saves: Fort +6, Ref +3, Will +2
  Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4.
  Skills: Listen +7, Spot+5 Feats: Alertness, Endurance, Iron Will
  Environment: Temperate Forests
  Organization: Solitary
  Challenge Rating: 3
  Advancement: 4–5 HD (Medium-size) Level Adjustment: --
  Combat: A Terilek Boar charges its opponent, trying to rip
  the target open with its tusks.
  Ferocity (Ex): A Terilek Boar is so fiercely aggressive in com-
  bat that it continues fighting even when disabled or dying.
  Scent (Ex): This ability allows a Terilek Boar to detect ap-
  proaching enemies, sniff out hidden foes, and track by sense of
  smell.—Jonathan Thompson
  
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  Page 13
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  #59. After a while there are only two Orions guarding the temple.
  You think this might be your chance, but you might be able to get
  better odds latter.
  If you choose to wait, Go to #18.
  If you choose to make your attack, Go to #8.
  If you aim for three rounds, Go to #8 with a +3 bonus to the
  first attack roll.
  #60. As the shuttle flies overhead, you realize that it is indeed an
  Orion shuttle. Why would they be here? What could interest them
  on this rock?
  Go to #38.
  #61. You suddenly find yourself fighting a wild boar.
  Conduct combat using data provided
  If you win the fight, Go to #39.
  If you are killed, Go to #70.
  If you are knocked out, Go to #26.
  If you manage to escape from the boar, Go to #6.
  #62. There doesn’t seem to be a way to decode the hieroglyph-
  ics, so you could try to find another way into the temple or return
  to the campsite.
  If you return to the campsite, Go to #51.
  If you choose to find another way in, Go to #44.
  #63. You are never entirely sure what happened, but you wake
  up several hours later, lost in the forest, with no Orion slave girl
  or shuttle in sight. You wander back to camp and report. The
  Orions and Klingons have left, and whatever was in the temple
  that interested them so much is no longer there. THE END.
  #64. You walk down the passageway. You could scan around, or
  travel further down the dimly lit tunnel towards the distant door-
  way.
  If you choose to scan, Go to #2.
  If you choose to go through the doorway, Go to #16.
  #65. You walk up to the entrance of the temple and look into its
  dark mouth.
  If you shine your flashlight about and take a look, Go to #11.
  If you sneak back to the camp and alert Lieutenant Com-
  mander Grissom and the others, Go to #51.
  #66. You walk along the dimly lit passageway.
  If you scan the passageway with your tricorder, Go to #42.
  If not, continue down the passage and Go to #14.
  #67. You flip open your communicator and open a channel, but
  nothing happens. You think for a minute. You aren’t deep enough
  underground to block a standard communicator, so something
  else is blocking your transmission. Your tricorder doesn’t turn up
  anything obvious.
  If you give up and go back to camp, Go to #51.
  If you press on through the doorway, Go to #57.
  #68. You move up to the edge of the clearing near the temple
  and look around. There are several Orions walking back and forth
  between the shuttle and the front entrance to the temple. Some
  of them are carrying boxes and there is a Klingon watching them.
  If you wait here to see what happens, Go to #5.
  If you go back to base and tell the others, Go to #51.
  If you move around the outskirts of the clearing looking for
  another entrance to the temple, Go to #24.
  If you use your communicator to contact Lieutenant Com-
  mander Grissom, use the notes at the end for multiple PCs. By
  the time he arrives with two tactically-qualified crewmen (or ma-
  rine guards), it will be time to Go to #5.
  #69. You move around to the far side of the sarcophagus to make
  sure the Orions are indeed stunned; they are.
  If you leave, Go to #47.
  If you check things out with tricorder, Go to #32.
  #70. You have died. Since you failed in your mission, several
  bad things will happen involving your friends, the Orions, and the
  wild boar. However, this no longer concerns you. THE END.
  #71. You are now in a phaser fight with the Orion on patrol. (See
  data on Orions elsewhere in this booklet.) The starting range is
  20 yards. If you use your flashlight to illuminate the Orion, he will
  move toward you (closing the range) while trying to fire. If you
  don’t use your flashlight, then the Orion will go prone and begin
  firing back at you. If you win, Go to #58.
  If you are killed, Go to #70.
  If you are knocked out, Go to #21.
  #72. By the time the survey team returns, it’s late afternoon. They
  tell you about shuttle prints in the mud but found nothing of any
  unusual interest. A report will be filed with the Federation Police
  command for this sector, but the survey team will make no other
  efforts. THE END.
  #73: NOTES FOR MULTIPLE PCs
  Given that an unscheduled and unidentified shuttle has just
  landed, it should be fairly obvious that this is one of those times
  that waking up the notoriously cranky Lieutenant Commander
  Grissom is the right decision. In this case (or if you wake him up
  later), Grissom will no doubt organize a team to investigate.
  Go to #13. When he leads the time there, Lieutenant Com-
  mander Grissom will insist on keeping the team together at all
  times as he moves to the temple. The following changes are rec-
  ommended:
  In any case involving combat, everybody fights (if the GM
  determines they have a line of fire). When moving, tell the GM
  who is in the lead.
  The death of any individual does not stop the team from
  proceeding. Any individual given a major wound will drop out of
  the team. If everyone is stunned, killed, or wounded at the same
  time, all alive will be taken prisoner; Go to #19.
  #8. Four Orions remain on guard.
  #14. Only the lead team member falls into the pit.
  #16. Two Klingons are present.
  #24. Four Orions remain on guard.
  #31. Four Orions are present. One is holding his phaser
  having heard some noise in the corridor.
  #41. Three Orions remain on guard.
  #48. Two Orions are on patrol, not one.
  #59. Four Orions remain on guard.
  #68. Ten Orions are around the temple entrance.
  NOTES: This adventure was written by Michael John Campbell,
  first published in Module Prime Alpha, and has been updated to
  G4e by Gary Plana and Jean Sexton and converted to D20 by
  Andy Palmer.
  There are some “dummy” paragraphs which are not part of
  the adventure inserted just to confuse those who cheat and read
  all the paragraphs before deciding what to do. They form an in-
  ternal loop that you can get out of but not into.
  Data for Dellik and Yahnke was included because they were
  part of the original team during the Rescue on Roon, and you
  could add them to the adventure if you wanted.
  Special thanks go to Jean Sexton, who proofread this entire
  document (characters, background, adventure, and all the rest
  of it) and corrected several minor errors in the GURPS 4e data.
  Steve Petrick also proofed the entire document and corrected
  numerous glitches.
  
  Page 14
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  EQUIPMENT
  Tricorders
  A tricorder is a hand-held device that becomes available at
  TL10 [PL7]; specialized tricorders become available at TL11 [PL8].
  Tricorders are a combination of computer and sensors used for
  a virtually unlimited number of different applications and uses.
  PADDs: A Personal Access Display Device (or PADD) is the
  most basic form, and is sometimes referred to as a “monocorder.”
  They are TL9 [PL7] devices that are an outgrowth of TL8 [PL5]
  “Advanced Personal Digital Assistants” available in the early 21st
  century. They have built-in data storage and processing capabili-
  ties equal to those of a TL8 [PL6] supercomputer, and have a
  communications tie-in to available library computer networks. In
  some cases, the PADD will operate in a stand-alone mode; in
  others it operates as a display terminal or interface to the library
  computer serving it. At higher tech levels, this interfacing and
  modality becomes less and less apparent to the user. PADDs
  have no sensor capabilities. Cost $250, weight 4 pounds.
  Tricorders: A tricorder is a TL10 [PL7] device that has all of
  the functions of a PADD and adds built-in sensors and scanners.
  The sensor package on a tricorder can sense, display, and ana-
  lyze any form of energy or matter known to the TL [PL] that the
  tricorder was built at. TL10 [PL7] tricorders weigh 4 pounds and
  scan biosigns at 10 yards, physical objects at 100, and can ana-
  lyze energy emissions at one mile. TL11 [PL8] tricorders weigh 2
  pounds and can scan biosigns at 20 yards, physical objects at
  200, and energy emissions at two miles. TL12 [PL9] tricorders
  weigh one pound and can scan biosigns at 100 yards, physical
  objects at 500 yards, and can analyze energy emissions at 10
  miles. Any of them cost about $2,500 when at current TLs.
  At TL11, tricorders became available that were specialized
  for various tasks. This specialization is reflected as bonuses or
  modifiers to various skill rolls. Some of these specialized tricord-
  ers are:
  Science Tricorder: +4 to any scientific skill rolls
  Geology Tricorder: +4 to any geology-related skill roll; has
  enhanced range capabilities which allow it to penetrate/sense
  minerals or rocks at 10x normal range but loses the ability to
  scan for living beings, organic tissue, etc.
  Medical Tricorder: +4 to all medical-related skill rolls, +4 to
  Physiology rolls; if programmed in advance with the data on a
  given species, that Physiology bonus becomes +10 for that spe-
  cies. The hand-held attachment must be within one foot of the
  patient for these bonuses.
  Engineering Tricorder: +4 on all mechanic skill rolls; has ad-
  ditional built-in filters which prevent overloading or damage when
  scanning intense energy fields.
  Tactical Tricorder: +4 to detect and identify life forms, weap-
  ons, armor, etc. Includes a comprehensive database on all of the
  above (at least for the current Area of Operations, with summary
  data for other areas). It is carried by Marine officers.
  Data Tricorder: Functions as a non-specialized tricorder, with
  one exception: it can use up to three IRD chips (below) and costs
  $4,000. The number of IRD chips that may be active at any time
  depends on the TL of the data tricorder. At TL10, only one chip
  may be active; at TL11, two chips may be active; and all three
  may be active simultaneously at TL12.
  IRD Chips: Interactive Relational Database (IRD) chips do
  not become available until TL10 [PL7]. They are small modules
  that may be inserted in a variety of devices, but generally are
  used only with data tricorders. IRD chips are computer memory
  chips that (in terms of gameplay) make a skill available to char-
  acters via their data tricorder. E.g., a Geology-20 chip would be
  the equivalent of Geology-20 skill. [d20: E.g., Knowledge (Earth
  Science) +10 chip would be the equivalent of Knowledge (Earth
  Science) with 10 skill ranks.] Any given chip may contain data on
  only ONE skill.
  The skill level of an IRD chip is determined by the Technol-
  ogy [Progress] Level that the empire or race making it had at that
  time. At TL10 [PL7] the skill level of a chip is 10 or less, 15 or less
  at TL11 [PL8], 20 or less at TL12 [PL9], etc. For example, an IRD
  chip created by the Federation in Y150 would possess 20 levels
  of skill. The skill levels in an IRD chip reflect the knowledge avail-
  able when the chip was created — a chip that is more than a
  year or two old may contain out-of-date or obsolete information,
  so the effective skill level may be less than the maximum pos-
  sible. There are also “black market” and “gray market” IRD chips
  which were not created with the care necessary (i.e., cheap cop-
  ies) and may give incorrect results — in this case, the GM should
  secretly apply a penalty to the skill roll, and on a critical failure
  the chip gives disastrously incorrect information! (The charac-
  ters will not have any chance to determine this, as the skill needed
  to do this — which is being provided by the IRD chip — is the one
  they are lacking.) Cost $100/level. While “skill” IRD chips are the
  most common ones, there are many other types of IRD chips
  that may contain maps, complex computer programs, or other
  forms of data.
  [d20: The Purchase DC is 10 plus an additional +1/skill level.
  While “skill” IRD chips are the most common ones, there are
  many other types of IRD chips that may contain maps, complex
  computer programs, or other forms of data.]
  [d20: Using an IRD chip takes the normal amount of time
  that the Knowledge skill check would routinely take. It allows the
  user with the Tricorder to make a skill roll as though they had 10
  ranks in the Knowledge in question.]
  [d20: A specialised type of IRD is the “universal translator”;
  which offers Knowledge (Linguistics) at the appropriate rank, and
  if mated with a dictionary of a known language, can provide real
  time speech to speech translation - use the ranks in the IRD as a
  skill check against a DC of 10 to convey simple concepts, DC 15
  to convey anything that takes 2 minutes to explain, and DC of 20
  or more for detailed technical information, literature, or similar
  concepts.]
  Communicators
  Combining the concepts of a portable hand-held radio and a
  cell phone, communicators are used by most races at tech levels
  of TL9 [PL7] and up. They can be linked to tricorders in order to
  transmit and receive data. Communicators are relatively small
  and cost $100. All have encryption allowing private conversa-
  tions (which can, sometimes, be decoded by powerful comput-
  ers). All have sufficient range to reach from a planetary surface
  to a ship in orbit; the range listed is between two communicators
  on a planetary surface and assumes no relay or signal boost
  systems are involved. Virtually everyone from TL7 [PL5] or bet-
  ter planets could figure out how to use one. Individual communi-
  cators are “broadcast radio” types which send a signal in all di-
  rections; additional equipment is needed to generate “tight beam”
  signals that are harder to detect or intercept. Starships in orbit
  can send their transmissions in a relatively narrow beam (per-
  haps a mile across at the surface).
  Progress
  Tech
  Weight
  Range
  Purchase
  Level
  Level
  (surface,
  DC
  (d20)
  (GURPS)
  in miles)
  (d20)
  PL6b
  TL9
  1 pound
  25
  10
  PL7
  TL10
  3/4 pound
  50
  10
  PL8
  TL11
  1/2 pound
  100
  10
  PL9
  TL12
  1/4 pound
  250
  10
  PL9b
  TL13
  1/16 pound
  500
  10
  Skill rolls are not needed for normal operations.
  
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  Page 15
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  PHASERS
  There are several types of phasers used as personal weap-
  ons. The Phaser-1 (used as a “courtesy sidearm” for non-infan-
  try personnel) can be held in the palm of a hand. [d20: +2 to
  Slight of Hand Skill Checks.]
  The Phaser-2 is a standard military handgun [d20: +1 to Slight
  of Hand Skill Checks]. The other weapons are normally held with
  two hands. Phaser-I/II and Phaser Rifle become available at TL10.
  At TL11 [d20: PL9] two additional types of phasers become
  available: the Pulse Phaser and Repeating Phaser. The Pulse
  Phaser is an upgraded version of the Phaser Rifle. As its name
  implies, the Repeating Phaser can fire more rapidly than the other
  types of phasers, making it the favorite weapon of Star Fleet
  Marines. The basic stats of phasers are on the chart at the bot-
  tom of this page.
  Phasers have a variety of power settings; a Stun-2 setting
  on a Phaser-1 produces the same effect and damage as the
  Stun-2 setting on a Phaser Rifle, etc.
  Prices for Federation phasers are listed for reference; they
  are not for sale, except on the black market.
  Phaser weapons can be set to stun. This is treated as an
  Affliction with Incapacitation, as modified:
  When a person is hit by a phaser stun attack, he must make
  an HT roll with a penalty based on the stun setting; for example,
  a phaser set on Stun-1 requires a HT-1 roll, Stun-2 a HT-2 roll,
  etc. If a person is hit by more than one phaser stun attack, then
  increase the penalty to the HT roll by 2 per additional hit taken.
  If the character makes the roll, then the attack has no effect.
  If the character fails the roll, note the Degree of Failure; the char-
  acter falls unconscious immediately, and the Degree of Failure is
  the number of minutes the character remains unconscious. After
  that, he is stunned until he can make a HT roll (roll once per
  second). On a critical failure, the character remains unconscious
  until medical assistance is received.
  Note that in addition to phasers, there are other weapons
  (such as riot control guns and stun grenades) that also have stun
  settings. These weapons function similarly.
  Setting
  Damage
  Type
  1
  2
  Rif
  Pul Rpt
  Stun-1
  *
  Stun
  x
  x
  x
  x
  -
  Stun-2
  *
  Stun
  -
  x
  x
  x
  -
  Stun-3
  *
  Stun
  -
  -
  x
  x
  -
  Kill-1
  1d
  Burn
  x
  x
  x
  x
  -
  Kill-2
  2d
  Burn
  -
  x
  x
  x
  -
  Kill-3
  3d
  Burn
  -
  -
  x
  x
  x
  Kill-4
  2d(2)
  Burn
  -
  -
  -
  x
  x
  Kill-5
  4d(2)
  Burn
  -
  -
  -
  x
  x
  Disint-1
  4d(3)
  Burn
  -
  x
  x
  x
  x
  Disint-2
  6d(3)
  Burn
  -
  -
  x
  x
  x
  Disint-3
  8d(3)
  Burn
  -
  -
  -
  x
  x
  * the victim must make a HT roll to avoid being “stunned;”
  see Phaser Stun below.
  An “x” indicates settings available for each type of phaser; a
  “-” means that phaser cannot fire that setting.
  The number of charges consumed each time a phaser is
  fired is equal to the setting number; e.g., Stun-1 or Kill-1 con-
  sume 1 charge, Stun-3 or Kill-3 consume 3 charges, etc. Excep-
  tion: Disint consumes two charges times the setting number per
  shot (Disint-3 uses six charges).
  Types of Phaser weapons (GURPS)
  TL
  Weapon
  Damage
  Acc
  Range
  Wt
  RoF
  Charges
  ST
  Bulk
  RC L
  Cost
  LC
  10
  Phaser-1
  Spec
  2
  50/100
  Neg
  1
  100(2)B
  —
  -1
  1
  $2,000
  2
  10
  Phaser-2
  Spec
  5
  200/500
  1
  3
  100(2)C
  —
  -2
  1
  $3,000
  1
  10
  Phaser Rifle
  Spec
  8
  500/1,000
  4
  5
  100(3)2C
  —
  -6
  1
  $4,500
  0
  11
  Pulse Phaser
  Spec
  10
  800/1,200
  4
  5
  100(2)D
  —
  -6
  1
  $5,500
  0
  11
  Rpting Phaser
  Spec
  12
  600/800
  8
  8
  500(2)D
  —
  -8
  1
  $7,500
  0
  Table 7/4: Phaser Weapon Damage
  Damage
  Setting
  Damage
  Crit
  Type
  Energy 
  used 
  per 
  shot
  Phaser-1 
  (sidearm)
  Phaser-2 
  (combat 
  pistol)
  Phaser 
  Rifle 
  (standard 
  Marine)
  Pulse 
  Phaser 
  (heavy 
  weapon)
  Repeatin
  g Phaser 
  (crew-
  served)
  Stun-1
  1/Fort 
  (DC 15)
  20
  Fire
  1
  x
  x
  x
  x
  —
  Stun-2
  2/Fort 
  (DC 20)
  20
  Fire
  2
  —
  x
  x
  x
  —
  Stun-3
  3/Fort 
  (DC 25)
  20
  Fire
  3
  —
  —
  x
  x
  —
  Kill-1
  2d6
  20
  Fire
  2
  x
  —
  x
  x
  —
  Kill-2
  4d6 + 1
  20
  Fire
  4
  —
  x
  x
  x
  —
  Kill-3
  3d12 + 2
  20
  Fire
  6
  —
  —
  x
  x
  x
  Kill-4
  4d12 + 3
  20
  Fire
  8
  —
  —
  —
  x
  x
  Kill-5
  6d10 + 4
  20
  Fire
  10
  —
  —
  —
  x
  x
  Disint-12‡
  3d20 x 2
  20
  Energy
  10
  —
  x
  x
  x
  x
  Disint-22‡
  4d20 x 2
  20
  Energy
  20
  —
  —
  x
  x
  x
  Disint-32‡
  6d20 x 2
  20
  Energy
  30
  —
  —
  —
  x
  x
  Characters hit by a phaser weapon on Stun take the numerical damage plus have to make a fortitude 
  save at -5/-8/-12 respectively. 
  ‡ This setting deals damage of a nonspecific energy type that is not subject to energy resistance.
  An "x" indicates settings available for each type of phaser;"—" means that phaser cannot fire that setting.
  
  Page 16
  PRIME DIRECTIVE: THE TEMPLE ON TERILEK PRIME
  STAR FLEET UNIVERSE
  THE TEMPLE ON TERILEK PRIME
  GAMES OF THE
  STAR FLEET UNIVERSE
  Prime Directive is a game of the Star Fleet Universe, an
  interrelated system of games with a common background. These
  include the classic tactical Star Fleet Battles, the exciting new
  Federation Commander, the strategic game Federation & Em-
  pire, the card game Star Fleet Battle Force, and other games.
  Because these games all have a common background, they
  all use the same ships, history, and technology. History puts the
  Klingons and Federation at war during certain periods, so SFB
  and F&E both have battle scenarios for that period. A Klingon D7
  battlecruiser has twice the combat power of a Romulan SeaHawk
  frigate, and this is reflected in SFB and FC by their basic point
  values, in F&E by their combat factors, in SFBF by the number
  of icons on their respective cards, and so forth.
  This is good in that players can move between games and
  reasonably expect the same things to work the same ways (al-
  beit on a different scale). Of course, for your own campaign, you
  can ignore these implications.
  FEDERATION COMMANDER
  FEDERATION COMMANDER
  FEDERATION COMMANDER
  FEDERATION COMMANDER
  FEDERATION COMMANDER
  Federation Commander is the exciting new full-color fast-
  playing game of starship combat. Including mounted map pan-
  els (using full-color NASA photos, double-sided with hexes in
  two sizes), full-color laminated ship cards (each showing the op-
  erating components of a starship in color-coded boxes), full-color
  laminated charts, easy-entry rules, streamlined execution, and
  full-color playing pieces, Federation Commander is the space
  combat game YOU have been waiting for. You can begin flying a
  starship just minutes after opening the box.
  While Federation Commander includes several products, all
  of them require one of the three Starter Sets: Klingon Border
  was the first to appear, followed by Romulan Border. Academy is
  the low-cost entry (lacking the mounted map boards and with
  only the most popular ships). All three have, basically, the same
  rules and will work with any other Federation Commander prod-
  uct. Expansions include Klingon Attack, Romulan Attack, Tho-
  lian Attack, Battleships Attack, and (before you think you see a
  pattern developing) the future Distant Kingdoms, War & Peace,
  and other products. Additional ships can be found in Booster
  Packs and a full range of pewter miniatures are available. You
  will never run out of new worlds to explore (and conquer or de-
  fend), but these expansions will provide new ships, new enemies,
  and new situations, but NOT complicated additional, expansion,
  or optional rules. Once you master the rulebook, there are no
  more rules to learn, just more ships to fly, more weapons to fire,
  and more worlds to explore. (There are some new weapons.)
  The game system is based on energy. You count how much
  energy your starship generates at the start of each turn, and pay
  for a “baseline speed”. The rest of your energy is spent during
  the turn to fire weapons, operate systems (tractor beams, trans-
  porters), to speed up, to slow down, or to reinforce your shields.
  During each of the eight impulses of each turn, ships move (up
  to four times at the highest speed) and you have the opportunity
  to fire weapons or operate systems.
  Damage is resolved by a die roll or two, not a bucket of dice.
  Ships are presented in two scales; Fleet Scale is “half the
  size” of Squadron Scale and can be used to resolve larger battles
  in less time.
  On our website, you can get the free PDF download of First
  Missions, a fully-working version of the game, to see how the
  system operates.
  Commander’s Circle, on the website, has free the monthly
  newsletter Communique with new ships, scenarios, and tactics.
  STAR FLEET BATTLES
  First published in 1979, it has undergone several revisions
  and new editions. There is a lot of this game (dozens of modules
  and zillions of starships) but you don’t have to learn it all at once,
  and can buy only as much of it as you want to play. The most
  succesful space combat game ever published, thousands of play-
  ers seek to out-fly, out-fight, and out-think their enemies in a warp-
  speed dogfight.
  Having been around the longest, most of the history and
  background of the entire Star Fleet Universe first appeared in
  Star Fleet Battles. This game as the most complete database of
  ships, weapons, and technology, and is the primary reference
  source for any SFU research. We reprinted most of the relevant
  data from SFB in the core RPG rulebooks, so players of Prime
  Directive need not fear being required to buy hundreds of dol-
  lars worth of tactical space games just to get the maps, racial
  histories, timelines, and other background data.
  Experienced players can also enjoy this game via the Internet
  at sfbol.com and at our famous national tournaments at Origins.
  FEDERATION & EMPIRE
  The strategic game of the Star Fleet Universe, F&E was
  first published in 1986 and has (like SFB) been upgraded in sev-
  eral subsequent editions, and half a dozen major expansions.
  On a map five feet long, players move thousands of die-cut
  counters representing ships, squadrons, groups, and fleets.
  F&E is primarily a game about money. You collect taxes from
  your planets and provinces, then use the money to buy, upgrade,
  and repair starships. After that, you send your ships off to war to
  conquer your enemies. For those interested, we have a detailed
  description of F&E on our web site. At Origins, you will see three
  dozen players hunched over huge maps for three straight days
  trying to decide, once and for all, who will rule the universe.
  STAR FLEET BATTLE FORCE
  This new card game appeared in the summer of 2001. You
  control a group of starship cards from several races. Each ship
  card has icons showing the weapons the ship can use. Each
  turn, you check your hand for weapon cards that match the icons
  on your ships, and fire them at the enemy. The game system is
  similar to Modern Naval Battles or Naval War but with improve-
  ments and new concepts. While there are several kinds of
  phasers, the bigger ones can fire the cards from the smaller ones,
  and, larger plasma torpedo launchers can use the smaller tor-
  pedo cards. As your starships take damage, red plastic markers
  cover some of the icons, preventing you from using those weap-
  ons. See our web site for more information.
  STARLINE 2400 MINIATURES
  We have dozens of pewter scale-model starship miniatures
  from the various empires, and release more each year. You can
  find a complete list on our shopping cart.
  WEB SITES
  www.StarFleetGames.com
  Information about all of our products. The newly-revamped
  site now includes an index to help you find things.
  www.FederationCommander.com
  Specific support for the new Federation Commander game
  system, including its own Forum, downloads, and more.
  www.BattlefieldPress.com
  These are the people who write our d20 rules for us.
  
SOURCE: textdata/thevault/Star Trek RPG/Prime Directive/The Temple on Terilek Prime - Aldo.pdf