TEXT: Fool s Errand
  '
  A Post-DS9 Adventure 
  For Starfleet
  Shattered Stars #03
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor and TFAndrews
  Special Thanks To:
  Play-testers:
  Rex, Justin, and Jeremy Rouviere,
  Jed Smith,
  the U.S.S. Retributor,
  and 
  Starfleet Command's Seventh Fleet
  (www.seventhfleet.org)
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “Fool's Errand” is an adventure for use with 
  the Star Trek: Role playing Game by Decipher. 
  It is the third adventure in the “Shattered Stars” 
  campaign and is suitable for a crew of 2-6 
  players playing a Starfleet crew during the 
  post-DS9/post-Voyager era.  With some 
  modification, this adventure could be adapted 
  for other crews and other eras.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide, Star Trek: Narrator’s 
  Guide, and may require the use of the Star 
  Trek: Starfleet Operations Manual in running 
  this adventure.  A number of pre-generated 
  characters are available at the end of the 
  mission.  Alternately, players may substitute 
  their own characters with the approval of the 
  Narrator.  
     The adventure takes place in “non-aligned” 
  Federation space in the year 2389.
     Players who wish to take part in this 
  adventure should not read any further.  
  Adventure Synopsis
     The heroes are tasked with escorting a 
  freighter carrying an experimental reactor 
  design intended to enable the Tynari to 
  terraform Tynara IV-b.  
     Once the reactor (the size of a warp core) is 
  delivered, they are tasked with assisting in its 
  set up and trial run.
     Unfortunately, there are those who wish to 
  see this experiment fail.
   
  Recommended Date/ 
  Season/Stardate: 
  2385/ Post-Star Trek:Nemesis /SD 62429.8
  Setting: 
     The Tynari System-  a non-Federation yet 
  allied world.  Eight planets orbiting an O2 V (a 
  bright, blue-white dwarf) star. 
     Tynara III and IV-b are Class M.  The others 
  are a mix of Class F, D, and J.   
  Background:
     The Tynari are a fragile, low-gravity species 
  native to a small, turbulent Class M world 
  called Tynari.  
     The Tynari are, technically, arthropods, with 
  a smooth glass-like carapace over their 
  musculature and internal organs (like crabs). 
  This carapace is partially translucent, and trend 
  towards pale blue and green in color.
     The Tynari are humanoid, but in place of 
  human legs, the Tynari have a flat, powerful, 
  segmented muscular tail.  
    Tynari arms are slightly longer in proportion 
  to their body than human norm, but end in the 
  same hand-and-fingers arrangement.  
     Tynari facial structures are smooth and 
  hairless, with large, liquid eyes, small mouths, 
  and an almost non-existent nose (think the 
  Kamino cloners from Star Wars: Phantom 
  Menace).  
     The Tynari homeworld is rich in oxygen, but 
  also contains a variety of unusual trace gases 
  upon which the Tynari physiology is 
  dependent.
     The Tynari homeworld has a relatively small 
  core and a comparatively large atmosphere, 
  and is the third planet from a very active 
  primary- which keeps the atmosphere stormy 
  and turbulent.
     Unfortunately, Tynari is also shifting its orbit, 
  and scientists predict the world will be 
  uninhabitable within the next two decades.
      Despite the fact that the Tynari are not 
  Federation members, the Federation is working 
  closely with the Tynari to find a suitable world 
  upon which the Tynari can relocate.  
     Strict population controls (in the face of the 
  coming disaster) have reduced the Tynari 
  population to under two billion.  
  Conflicts:
  Man vs Man-  The heroes must expose the 
  saboteur and prevent the pirates from 
  capturing a/o destroying the reactor.
  Man vs Nature-  The heroes must help bring 
  the reactor online and keep it stable.  
  Man vs Unknown-  The heroes must determine 
  who would sabotage the reactor and why.  
  Man vs Self-  Your internal struggles.
  Table 6.1 Universal Target Numbers
  Difficulty
  Base TN
  Simple
  5
  Routine
  10
  Challenging
  15
  Difficult 
  20
  Virtually Impossible
  25
  Heroic
  30
  1
  
  Act One
  On The Outskirts
     Open in media res with Handout #1 
  (Captain’s Log), and Handout #2 (Tynari 
  Briefing). Federation starship U.S.S. Sakarya is 
  escorting a Federation-registered freighter, the 
  RG-186 to Tynara IV-b.   The convoy is now 
  exactly one light year from the Tynara system, 
  and are proceeding at Warp 5, which will 
  place them in orbit in 41.72 hours.
     Sakarya has been selected for this assignment 
  for two good reasons: first, she and her officers 
  have an established (and evil) reputation 
  among Orion pirates and smugglers- anyone 
  thinking of making a run on the RG-186 will 
  think twice knowing she's involved.  Second, 
  should anyone not take the hint, Sakarya has 
  the firepower to deal with most anything that 
  might appear in her path.  In addition to a 
  technical support crew, Sakarya is carrying 
  both a Federation diplomatic party and the 
  Tynari ambassador to the Federation.    
     Doctor Hephaestus (the leader of the 
  technical support crew which developed the 
  reactor) and the Tynari ambassador are on the 
  bridge.  Hephaestus is nurse-maiding the 
  sensors, keeping track of the RG-186, her 
  course, and speed.  He is older, grizzled, 
  slightly fussy, and something of a control-freak 
  (even compared to Doctor Featherstone).
     If engaged in conversation, the Ambassador 
  will respond happily enough- though he is also 
  serious and somber (the looming loss of their 
  homeworld has dampened many Tynari 
  displays of levity).  If the conversation can be 
  steered in that regard, he will also confess that 
  there is a small, but vocal opposition 
  movement among his people- folk who either 
  refuse to accept the established  calculations or 
  who adamantly refuse to relocate to the 
  “artificial” environment of Tynara IV-b.  In 
  isolated incidents, the opposition has led to 
  violent protests, and a number of dissidents 
  have stated a willingness to die rather than 
  submit.
  Shadow Play
     As Sakarya and the RG-186 cruise toward 
  the Tynara system, a TN 15 System Operation 
  (Sensors or Tactical) test detects an intermittent 
  contact.  The signal has appeared five times in 
  the last three hours, each time on the same 
  bearing, always at the extreme edge of sensor 
  range.  A Superior success ( a result of 21 or 
  higher) identifies it as a small vessel roughly 50 
  meters in length.  The vessel is apparently 
  pacing the convoy for reasons unknown.  If 
  asked, the Ambassador has no knowledge of 
  any vessels authorized to be operating in the 
  area.  
     If the heroes alter course to investigate the 
  intruder, it will likewise alter course to avoid 
  being overtaken.  If she is truly determined to 
  do so, Sakarya can overtake the vessel- but it 
  will involve a prolonged chase.  The question 
  the heroes must ask themselves is whether or 
  not they wish to leave the RG-186 unattended 
  for any length of time on what might very well 
  be a wild goose chase.
  The Decoy
     Just over one light year (and five hours) from 
  the Tynara system, the heroes should receive 
  Handout #3 (Distress Signal).  An unidentified 
  vessel just over one-quarter of a light year 
  distance is broadcasting an automated distress 
  signal.  A TN 10 System Operation (Sensors or 
  Tactical) test detects a large vessel 
  (approximately 500 meters long) at that 
  location-possibly a cargo freighter or passenger 
  liner.  She is being harried by two smaller 
  vessels- each roughly 50 meters or so in 
  length.  There is a large mount of ionized 
  energy in the area- possibly the result of 
  weapons fire, but more likely a jamming field 
  of some kind.  All three vessels are moving at 
  sublight speeds.  
     Should Sakarya divert, it will take her 
  roughly an hour and ten minutes at maximum 
  speed to reach the scene.  Between the round 
  trip and any time spent on-station, Sakarya will 
  be gone a minimum of two and a half-hours.
     The heroes now face a quandary- their 
  orders are to safeguard the RG-186, but a TN 5 
  Knowledge-Law (Federation) test confirms that 
  they have a legal duty to aid vessels in distress. 
  Making the decision more difficult- a TN 15 
  System Operation (Sensors or Tactical) test 
  confirms that their shadow is no longer on 
  sensors.   
     Should the heroes ask, none of the small 
  craft currently aboard has the speed or the 
  range to keep up with the RG-186, let alone 
  deal with pirates (the Tarsus from Mission two 
  2
  
  us currently under repair at Starbase 153).
     The point of this scene is to create a moral 
  dilemma in the characters' (and players') 
  minds.  The Narrator should feel free to use his 
  NPCs to spur discussion and even antagonize 
  his players over their decision.
     If the heroes go to assist the freighter, they 
  potentially endanger the RG-186.  If they stay 
  with the RG-186, they leave those aboard the 
  freighter at the mercy of the pirates. 
  Unfortunately, there is no “right” answer.  Like 
  the Kobyashi Maru, it's a test of character. 
  Sakarya is a single ship- she cannot be more. 
  Whatever decision the Captain makes, lives 
  hang in the balance, and there is no easy way 
  out.  Such is the nature of command.
     Whichever decision they make, it would be 
  advisable to notify Starfleet Command (even 
  though the message won't reach them for 
  nearly twenty hours).
  Optional Scene- On Their Merry 
  Way
     Should the heroes opt to ignore the distress 
  signal, sensors will be able to track the 
  “action” for roughly another hour before all 
  three vessels disappear from sensors.  Even 
  with the loss of resolution (due to distance), 
  the heroes should be able to detect at least the 
  presence of the vessels- but all that remains is 
  the (fading) energy cloud1.  
     Approximately ten minutes after the signals 
  disappear, a TN 15 System Operation (Ops, 
  Communications, or Tactical) test reveals a 
  very brief (on the order of three milliseconds) 
  signal transmitted from the Sakarya on a very 
  low-frequency subspace band.  That signal is 
  answered several seconds later by an identical 
  pulse- this one originating on the last known 
  bearing to their shadow.
    Should the players not understand the 
  significance, a TN 5 Tactics test should leave 
  them unsettled- someone aboard Sakarya is in 
  contact with their shadow.
     Should the heroes decide to turn Sakarya 
  inside out looking for the transmitter, this will 
  require an Extended TN 500 Investigate 
  (Search) test.  The signal was far too brief to 
  isolate, let alone identify.  Given its power and 
  apparent range, it must be at least the size of a 
  tricorder.  Their best bet- unfortunately- is to 
  wait for the spy to transmit again.
  The Trap Sprung
     Should Sakarya alter course to answer the 
  distress signal, she is sailing headlong into a 
  trap.
     What appears to be a large freighter is 
  actually a Klingon Bird of Prey using a 
  transponder to alter her sensor profile- though 
  Sakarya won't know that till she's much closer. 
  Her two “attackers” are actually confederates.
     As Sakarya closes to short sensor range, the 
  two “attackers” will break off and flee ahead of 
  the starship (being careful to stay just outside 
  weapons range, yet close at hand).  On a 
  successful TN 10 System Operation (Sensors, 
  Tactical, or Operations) test, the heroes should 
  receive Handout #4 (Target Scan 1). The 
  freighter remains stopped at the center of the 
  ionized particle field.
     A TN 10 System Operation (Sensors, 
  Tactical, or Operations) test will reveal that the 
  field appears to be deliberately generated- 
  created by a set of six bouys arranged in a 
  rough octahedron (like an eight-sided die) 
  around the freighter. The jamming field is 
  interfering with detailed sensor readings (such 
  as lifeform readings) , but should not interfere 
  with extremely short range scans (such as the 
  transporter).
     A Superior success (a roll of 16 or higher) 
  will reveal that- despite the jamming field- the 
  data quality they are getting is mixed.  For 
  example, they are getting excellent data on the 
  vessel's size and general shape (503 meters 
  length, 201 meters breadth, and 57 meters 
  height), but very few details- no hull markings, 
  no IFF (identification friend or foe), and only 
  general information on her propulsion system 
  (a matter/antimatter warp core and fusion 
  impulse engines).  
     Depending upon how quickly Sakarya is 
  closing on the frieghter, the character/player at 
  the sensors should have the opportunity to 
  perform additional scans and ask the Narrator 
  additional questions about the vessel they are 
  approaching.  The answers should be the same 
  sort of maddening mix of clarity and non-
  specifics as above.  The transponders are 
     1 Because they were attempting to decoy 
  Sakarya, all three vessels were using sensor 
  transponders to enhance their sensor 
  signature.  As the decoy has failed, the Bird 
  of Prey has cloaked and the two raiders are 
  now running silent.
  3
  
  designed to provide a general range of specific 
  data to Starfleet sensors, but are not capable of 
  creating fine details.
     Only an Extraordinary Success (a roll of 21 
  or higher) should detect the ring of mines set 
  some forty thousand kilometers from the 
  “freighter”.  
     The Narrator is cautioned to tread very 
  carefully in this scene.  His intention is to 
  arouse the players' suspicions regarding the 
  trap.  The decision to fall into the trap (or not) 
  must be their own.
  Contact
     It will take three rounds from the point 
  Sakarya enters the jamming field to the time 
  she reaches transporter range.  Even if she 
  destroys one or all of the jamming buoys, the 
  field will still take at least an hour to disperse.
     Each round spent closing on the freighter 
  should allow the heroes an additional 
  opportunity to detect the minefield.  Detecting 
  the mines requires a TN 21 or better System 
  Operation (Sensors, Tactical, or Operations) 
  test.
     If the heroes fail to do so, Sakarya blunders 
  into a subspace mine, causing 6 points of 
  damage and reducing her shield strength by 
  20% (fortunately, her shields should already be 
  up).  Thereafter, Sakarya must either remain 
  stationary or make a TN 20 System Operation 
  (Flight Control) test to avoid striking a mine.  If 
  the heroes can locate the remaining mines on 
  sensors, they gain a +5 to the test above. 
  Each subsqequent mine strike causes identical 
  damage.  
     Succeed or fail, after the fourth System 
  Operation (Flight Control) test, Sakarya has 
  cleared the mine field.
  The Worst of Times
     Unfortunately, Sakarya's enemies do not 
  remain idle.   At the moment of the first mine 
  impact, the “freighter” drops the ruse and 
  attacks.  A successful TN 10 System Operation 
  (Sensors, Tactical, or Operations) test will earn 
  the heroes Handout #5 (Target Scan 2).   The 
  two Ju'Day class raiders have also reversed 
  course and are heading in at high warp.  They 
  will join the battle in 6 rounds.  Once joined, 
  the battle should be resolved normally.
     Worse, Sakarya receives a distress signal 
  from the RG-186- their shadow has returned 
  and is approaching at high speed.  She will be 
  within firing range in 15 minutes.  RG-186 is 
  altering course toward Sakarya and going to 
  emergency speed- but even if the engines hold 
  up, they're at least five hours away.
     Though the situation is bad, it should not be 
  hopeless.  Sakarya must find a way to 
  disengage from her current fight (and perhaps 
  get in a few good licks) and return to the RG-
  186 before it's too late.  
     Despite any damage she suffered from the 
  minefield, Sakarya should still have teeth, and 
  still be able to take the fight to her enemy. 
  While the Bird of Prey and the two Ju'Day 
  raiders are a potent force, they're not willing to 
  fight to the death, and will retreat in the face of 
  serious damage2. 
     Contact with the RG-186 should be lost as 
  soon as she is attacked by the third raider, 
  though Sakarya should still be able to track her 
  on sensors.
  An Old Spacer s Trick
  '
     Sakarya's return to the RG-186 should 
  closely parallel her approach to the decoy 
  “freighter”- a vessel adrift and wreathed in a 
  highly charged ion cloud.   The similarities 
  should end there.
     RG-186 has damage to her hull, engines, 
  shields, and navigational deflector.  All but the 
  last were caused by the raider.  The last they 
  did to themselves.  As the raider made an 
  attack pass, Tornbaugh and his crew fired a 
  high-energy pulse through the deflector (similar 
  to the Enterprise-D's attack on the Borg).
    The pulse burned out the deflector and the 
  RG-186's long-range communications, but also 
  overloaded the raider's shields (and likely 
  singed a few hull plates, too).  She was last 
  seen retreating back the way she came.
     RG-186 has two dead and eleven wounded. 
  Repairs are underway, but they could use an 
  assist from Sakarya.
  2 For all intents and purposes, the bad guys will 
  retreat if they lose 50% of their hull, if 
  weapons or shields are knocked off-line, or 
  if they have only one block of damage left 
  on their warp drives.  The Klingons will be 
  the most dedicated.  If the Klingons break 
  off, the other two vessels will do so 
  regardless of how much damage they've 
  sustained.
  4
  
     The injuries aboard RG-186 are severe, but 
  not critical- mostly plasma burns, broken 
  bones, bumps and bruises.  If needed, the 
  Narrator can ad lib a series of Medicine and 
  First Aid tests to deal with these injuries (along 
  with any suffered by Sakarya's crew).
     Repairs to RG-186's navigational deflector 
  are fairly straightforward- an EXTENDED TN 
  50 System Engineering (Deflector) test with a 
  period of ten minutes.  
     Once the repairs are completed, the convoy 
  can resume course for Tynara.
  Optional Scene- An Ear Full
     If the Narrator feels the adventure's pace will 
  allow it, Doctor Hephaestus will demand to 
  speak to the captain, and then permission to 
  beam to RG-186 and inspect the reactor 
  personally.  He will also have a few choice 
  words about recklessly endangering the project 
  and damaging his very sensitive instruments.
     Hephaestus is neither a fool nor insensitive 
  to the human concerns that drove the decision- 
  he's just venting his nerves.  If this scene is 
  used, Hephaestus will (rather gruffly) apologize 
  later in the adventure.
  Act Two
  High Orbit
     Assuming all is not lost in battle, Sakarya 
  and the RG-186 can make orbit over Tynara 
  IV-b.  Doctor Hephaestus and his staff beam 
  over to the RG-186 and begin inspecting the 
  reactor pursuant to landing.  The diplomatic 
  party beams to the surface to handle the 
  politicking.
     Another concern is the weather- sensors 
  indicate several storms raging on the surface, 
  and Doctor Hephaestus is concerned that 
  storms might be too severe to continue the 
  operation.  The RG-186 must straddle the 
  reactor bay precisely in order to set the reactor 
  properly in its cradle.
     If the storms are too severe, it will be unsafe 
  and unwise to properly place the reactor.
  Calculations
     Calculating the approach and landing will be 
  tricky- an EXTENDED TN 100 Planetary 
  Science (Meteorology) and a Physical Science 
  (Physics) test. If the characters are working on 
  the numbers together, any single result less 
  than ten will throw off the calculations, though 
  the heroes should not realize it. If the players 
  are working separately and one passes while 
  the other does not, they will detect the 
  discrepancy.
     The numbers are discouraging- though 
  powerful, the RG-186 is simply too ungainly to 
  handle the weather conditions unaided.  Some 
  means of stabilizing the RG-186 over the 
  landing zone is necessary to ensure a safe 
  landing.
     The logical (and most-ready solution) is to 
  use tractor beams to help position the RG-186. 
  This can be done from the Sakarya herself 
  (which provides a +2 to the System Operation 
  (Flight Control test).  A better solution would 
  be to set up multiple tractor beams around the 
  cradle (each emitter provides a +2 bonus, to a 
  maximum of +10).  
  Inspection
     Returning from the inspection, Doctor 
  Hephaestus brings troubling news- the reactor 
  has been tampered with.  A number of internal 
  fittings were either modified or removed 
  completely- which might have had disastrous 
  effects had they not been detected.  Worse, the 
  only people who've had access to the reactor 
  (and would know which fittings to sabotage) 
  are select members of his staff and the Tynari 
  liaison team.  
     A TN 10 Investigate, Computer Use 
  (Retrieve), or System Ops (Security) test will 
  reveal that more than half of Hephaestus' team 
  and all of the Tynarans have been working in 
  the area where the damage was discovered- 
  including the Ambassador.  
  Set Up
     Tynara IV-b is currently a turbulent world of 
  blowing wind and sand (kind like a cross 
  between LV-426 and Ceti Alpha V).  The 
  research station and the reactor cradle are 
  surrounded by large windbreaks, but the 
  approach will still be difficult.
     The reactor cradle itself is a duranium, 
  tritanium, and permacrete canyon the size of a 
  major league football stadium.  Eight large 
  pedestal mounts provide the foundation on 
  which the reactor will rest, and power and 
  support connections lie coiled like nesting 
  snakes on the floor beneath.
  5
  
     With the exception of Sakarya's on board 
  emitters, setting up each tractor station requires 
  five hours of work and a TN 15 System 
  Engineering (Deflectors) or Structural 
  Engineering test.  The Narrator is advised to 
  keep track of any failures in placing the 
  emitters.  
     A Marginal failure means that the emitter is 
  improperly sited, providing no bonus during 
  the landing.  A Marginal failure means that the 
  emitter was not anchored properly, and will 
  shift under strain, providing a -2 penalty during 
  the landing.  A Disastrous failure means that 
  the emitter will tear loose under strain, causing 
  3d6 damage to the crew operating it.  
  Optional Scene- 
  Things That Go Bump In the Night
     While the preparations are being made to 
  land the RG-186, a TN 18 System Operation 
  (Sensors) test reveals the presence of another 
  vessel in orbit (ostensibly cloaked).  Under 
  normal circumstances, an Extraordinary result 
  (a 29 or better) is needed to pinpoint the 
  vessel's location and attack it.
     If exposed and attacked, the Klingons will 
  beat a hasty retreat.  
  Act Three
  Admission
     Much to their embarrassment (and his own), 
  the RG-186's pilot is not comfortable with the 
  prospects of a successful landing on Tynara IV-
  b, and the Tynari themselves do not have a 
  qualified pilot.  As a result, they are asking the 
  heroes to provide a pilot for the actual landing. 
  Optional Scene: Freewheeling
    If, for any reason, the heroes attempt to pilot 
  the RG-186 into position without using tractor 
  emplacements to stabilize her, four TN 10 
  System Operation (Flight Control tests.  If any 
  of these tests is failed, it is impossible to hold 
  the RG-186 in position over the cradle.
     The actual “landing” requires a pair of TN 25 
  System Operation (Flight Control) test.  
    If either of the final two Flight Control tests 
  are a failure, the ship is misaligned and a new 
  approach needs to be made.  On a disastrous 
  failure, the RG-186 suffers a near-miss.  On a 
  Catastrophic failure ( a failure by eleven or 
  more points) RG-186 crashes into the cradle 
  damaging either the cradle, ship, or reactor.
  Placement
     Piloting the RG-186 into position requires a 
  pair of TN 10 System Operation (Flight Control 
  tests.  The actual “landing” requires a pair of 
  TN 25 System Operation (Flight Control) test.  
     In order to receive the bonuses from the 
  tractor beams, each emitter must be properly 
  calibrated- a TN 10 System Engineering 
  (Deflectors) test.  
     On a success (of any degree), the tractor 
  emitter provides a +2 bonus to the pilot's 
  Flight Control test.  A Marginal failure provides 
  no bonus.  A Complete failure suffers a -2 
  penalty, and a Disastrous failure a -8 penalty 
  to the Flight Control test.
     If any of the tractor beams (including 
  Sakarya's) cuts out, the  Narrator should add 
  +3, to the target number.  
    If either of the final two Flight Control tests 
  are a failure, the ship is misalligned and a new 
  approach needs to be made.  On a disastrous 
  failure, the RG-186 suffers a near-miss.  On a 
  Catastrophic failure ( a failure by eleven or 
  more points) RG-186 crashes into the cradle 
  damaging either the cradle, ship, or reactor.
  Attack
     As the tractor beams are engaged and the 
  final jockeying for placement begins, a TN 15 
  System Operation (Operations or Tactical) test 
  detects a burst transmission identical to the one 
  detected in , above.  This time, however, the 
  transmission originated from the surface.
  If the Sakarya immediately goes to Red Alert, 
  she has her shields up when the Klingon 
  attack.  If not, the Klingons get the first salvo 
  free and clear.  
     In either case, the Bird of Prey engaged 
  earlier decloaks above and behind Sakarya and 
  opens fire just as the three Ju'Day class raiders 
  burst up from behind the planet's sensor 
  shadow.  They will join the fight on the fourth 
  round- it will take at least three to settle the 
  RG-186 in place.  
     The attackers will concentrate their fire on 
  Sakarya, on the assumption that with the 
  starship destroyed, the freighter can be 
  dispatched at their leisure.  
     If Sakarya has a tractor beam on the RG-
  186 , she is in a bad spot- unable to raise her 
  6
  
  shields, unable to maneuver, and suffering a -5 
  to all Command and Tactical maneuvers. 
  Sakarya faces a stark choice- she can either cut 
  her tractors in order to do battle or she can 
  simply grin-and-bear it as the Klingons pound 
  on her.  
  Sabotage
     If the heroes manage to fend off or destroy 
  the attackers and properly place the reactor, 
  they still face the issue of the saboteur in the 
  ranks.
     If the heroes arranged additional security for 
  the reactor, they are alerted to the problem by 
  an abortive call from one of the additional 
  guards (Crewman Sokal).  If the heroes did not 
  arrange additional security, the call will come 
  from Doctor Hephaestus instead.
     Upon beaming into the reactor site, the 
  heroes will discover Sokal (unconscious) or 
  Hephaestus (dead) lying on a gantry walkway 
  just inside the reactor chamber.
     Tricorder scans indicate a single Tynari 
  lifesign working near the reactor control 
  systems.
     A Tynari scientist named Lúrë has fallen in 
  with a reactionary political sect called the 
  Artós and is determined to thwart the proposed 
  relocation of the Tynari people.
     By the time the heroes catch up with him, 
  Lúrë has planted an explosive device which 
  will destroy the reactor control systems.  The 
  heroes have five minutes to locate and disarm 
  the device- a TN 15 Demolitions or TN 20 
  Repair test.  The device has been rigged with 
  special countermeasures to cause it to detonate 
  should anyone attempt to phaser it or simply 
  beam it away.
     Complicating matters is the fact that Lúrë is 
  armed with both a Type II phaser set (set to 
  setting 8) and a fanatical zeal to see his 
  mission accomplished even at the cost of his 
  own life.  The Tynari scientist must be disabled 
  before the bomb can be disarmed.  Clutched 
  in his unconscious (or dead) hand is an Artós 
  propoganda pamphlet. 
  Start-up and Resolution
     Depending upon how well the mission 
  proceeds, a number of resolutions are possible. 
     Ideally, Sakarya has successfully protected 
  the RG-186 and her cargo throughout the 
  mission and properly placed the reactor in its 
  cradle.  She should also have prevented the 
  saboteur placing and detonating the explosive 
  charge. 
     If this is the case, the start-up goes without a 
  hitch, and the generator begins operating 
  perfectly.  
     
  (Non-Player Characters)
  Captain William Tornbaugh
     The captain of the RG-186 is a veteran spacer with decades of experience.  In many 
  respects, he's the proverbial old man and the sea- or as close as an old spacefarer can 
  come.  Tornbaugh's first loyalty to his ship and his crew.  The owners come second.  
  Paying customers come third- and bureaucrats and other “authority” figures come in dead 
  last.
     Fond of whiskey, tall-tales and fast-women (though less and less of the latter as the years 
  pass), Tornbaugh will do what he thinks best for his ship and damn the torpedoes.  He is 
  gruff, good-natured, and very, very experienced.  
  7
  
  Rewards:
      Experience Points and Renown Points are to be totaled (except where indicated otherwise) and 
  divided equally among the PCs.  The minimum renown award (before any penalties) is +1.
  Experience Awards 
  PC survived: 
     100 exp points 
  PCs detect their shadow and respond 
  appropriately: 
     100 exp points
  PCs correctly identify and discuss the issues 
  surrounding the “ship in distress” decoy:
     100 exp points
  PCs twig to the fact that the raiders weren't 
  trying to capture the RG-186:
     100 exp points
  PCs safely deliver RG-186 and her cargo to 
  Tynara IV-b :
     100 exp points
  PCs calculate that the weather is too severe for 
  RG-186 to land unassisted:   100 exp points
  PCs place tractor emitters on the surface 
  around the reactor cradle:    100 exp points
  PCs use the Sakarya's onboard tractor beams to 
  help position the RG-186:    100 exp points
  Sakarya cuts her tractors to engage the Klingon 
  vessel:
     100 exp points
  Sakarya chooses to take the pounding from the 
  Klingon rather than cur her  tractors.
     100 exp points
  PCs destroy/drive-off the Klingon vessel:
     100 exp points
  PCs properly regulate the surface tractor 
  emitters:
   
     100 exp points
  PCs properly place the reactor in its cradle: 
   1000 exp points
  PCs stop the saboteur from placing and 
  detonating his explosive charge:
   
     100 exp points
   
  Renown Awards
  PC survived: 
          Renown +1
  PCs detect their shadow and respond 
  appropriately: 
          Renown +1
  PCs see through the Klingon ruse:   Renown +1
  PCs twig to the fact that the raiders weren't 
  trying to capture the RG-186:    Renown +1
  PCs safely deliver RG-186 and her cargo to 
  Tynara IV-b :
          Renown +1
  Sakarya chooses to take the pounding from the 
  Klingon rather than cur her  tractors.
          Renown +2
  PCs destroy/drive-off the Klingon vessel:
          Renown +1
  PCs properly regulate the surface tractor 
  emitters:
   
          Renown +1
  PCs properly place the reactor in its cradle: 
          Renown +1
  PCs stop the saboteur from placing and 
  detonating his explosive charge:Renown +1
      
  Optional Renown Results (per Officer):
  -6 or less
  Officer is court-martialed, 
  Infamy Flaw possible (GM’s 
  discretion).
  -3 to –5
  Inquiry by Starfleet Command, 
  possible reprimand.
  0 or –2 
  Nasty message from Starfleet 
  Command
  1
  Acknowledgment from Starfleet 
  Command, next assignment.
  2 to 4
  Acknowledgment from Starfleet 
  Command, well done.
  5 or better
  Commendation from Starfleet 
  Command ( Commendation 1 
  edge).
  8
  
  (Starships)
  USS Sakarya
  NCC-52143
  “...Sound once more a daring note of hope 
  and will...” 
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Steamrunner Class Heavy 
  Frigate
     Year Launched: 2369
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 
  6, 18 decks, 
     Length: 
   356/263/77 meters*
     Structure: 
  40 (5 ablative )
     Crew: 
  200
     Cargo Capacity: 
  60
     Atmospheric Capable: No
  Operational Data
     Transporters: 3 ea personnel, cargo, 
  emergency
     Sensor Systems   
  Class 4 (+4/E)         
     Operations Systems Class 3 (D)         
     Life Support 
  Class 4 (E)
     Masking System: Monoreflective Plating (14)
     Shuttlebays: 
  1 aft saucer
  Shuttles:  6 size worth   
     Tractor Beams: 
  1 fd, 1av, 1ad
  Propulsion Data
     Impulse Engines:    FIG-5 (.92c) (D)   
  Warp Drive:  LF-41 (wf 6 / 9.2 / 9.6) (D)
  Tactical
     Phaser Banks
   
             
   
   Type IX (x4/D)
   
      Photon Torpedoes
   
      
    Mk 95  (x1/C)
   
      
  Penetration
  6 / 5 / 5 / 0 / 0
  Photon Penetration
  4 / 4 / 4 / 4 / 4
  Quantum Penetration 5 / 5 / 5 / 5 / 5
     Deflector Shields
   
        
   
   FSR (E)
   
   
  Protection/Threshold
  17 / 4
  Miscellaneous
     
     Maneuver Modifiers +2 C, +1 H, +1 T   
     Traits:  
  Ablative Armor (+5 Structure) , Monorefractive Plating
     The second of the Perimeter Defense Directive ships, the Steamrunner-class heavy frigate was 
  designed with relatively specific mission profiles in mind, including perimeter patrol and defense, 
  long-range threat response, covert operations, and combat support. It's also the first Starfleet 
  vessel to mount mono-reflective plating.  
     U.S.S. Sakarya is named in honor of the Turkish submarines which commemorated the Battle of 
  Sakarya in the Greco-Turkish War (1919–1922) and Turkish War of Independence. She is also the 
  first starship to bear the name.
  * Hull dimensions are derived from comparisons done at Ex Astris Scientia.
  (http://www.ex-astris-scientia.org/articles/akira-size.htm)
  9
  
  RG-186
  Production Data
     Origin: 
  United Federation of Planets
     Class and Type: 
  RG-Type Bulk Carrier
     Year Launched: 
  2265   
  Hull Data
     Structure: 
  25   
     Size: 
  6, 8 decks
     Length:   
  302m
     Crew:  
  10
     Atmospheric Capable: Yes
     Separation Systems: None
  Operational Data
     Transporters:  
  2 standard, emergency, and cargo
     Cargo Capacity:
  300   
     Tractor Beams:
  1a
     Sensor Systems   
  Class 2 (+2/C)    Operations Systems   Class 3 (D)       
     Life Support   
  Class 4 (E)   
  Propulsion Data
     Impulse Engines:    Type V (.75c) (D)
     Warp Drive:  PB-16 (Warp 4 / 5 / 6) (C)
  Tactical
     Deflector Shields
   
        
   
   Class 2 (A)
   
   
  Protection/Threshold
  12/2
  Miscellaneous
    Maneuver Modifiers  +0 C, -2 H, +1 T   Traits  Outdated (+2 TN to Command tests)
   
     Originally built in the 2240's, the RG- series bulk transports are ancient, cantankerous, and 
  ungainly- but they are also stubbornly reliable, delivering their cargoes despite the most outlandish 
  obstacles. 
     The RG-Series is essentially a very small primary/command hull and a set of powerful engine 
  pods connected by a heavy-duty framework.  Cargoes too large or awkward for normal transports 
  can be carried easily by the RG's open structure.  The RG-series is also one of the largest 
  Federation transports designed to make planet-fall.
  Speed 
  1 LY
  Speed 
  1 LY
  Standard Orbit 112,499 years
  Warp 7 
  13.37 hours
  Full Impulse 
  4.00 years
  Warp 8 
  8.56 hours
  Warp 1 
  1.00 years
  Warp 9 
  5.78 hours
  Warp 2 
  36.53 days
  Warp 9.2 
  5.32 hours
  Warp 3 
  9.37 days
  Warp 9.6 
  4.59 hours
  Warp 4 
  3.58 days
  Warp 9.9 
  2.87 hours
  Warp 5 
  1.71 days
  Warp 9.99 
  1.11 hours
  Warp 6 
  22.37 hours
  Warp 9.9999 
  2.64 minutes
  10
  
  Small Raider*
  Production Data
   
           
   
             
   
             
   
             
   
   
     Origin: 
  United Federation of Planets
     Class and Type: 
  Ju'Day Class Courier
     Year Launched: 
  2345   
  Hull Data
   
          
   
             
   
             
   
             
   
             
   
   
     Structure: 
  15   
     Size: 
  3, 3 decks
     Length:   
  60 m
     Crew:  
  12
     Atmospheric Capable: Yes
     Separation Systems: None
  Operational Data
   
          
   
             
   
             
   
             
   
   
     Transporters:  
  1 standard, emer., and cargo
     Cargo Capacity:
  30   
     Tractor Beams:
  1a
     Sensor Systems   
  Class 3 (+3/D)    
     Operations Systems   Class 3 (D)       
     Life Support   
  Class 3 (D)   
  Propulsion Data
   
            
   
             
   
             
   
             
   
   
     Impulse System: FIE (.8c) (C)
     Warp System: LF-12 (Warp 5 / 7 / 9) (D)
  Tactical
   
             
   
             
   
             
   
             
   
             
   
   
     Phaser Banks: Type V (x2/B)
   
   
  Penetration: 4/3/3/0/0
     Torpedo Launchers: Mk 22 DF (x2/B)
  Photon Penetration: 3/3/3/3/3
     Deflector Shield: PFF-2a (B)
  Protection/Threshold: 13/2
  Miscellaneous
   
               
   
             
   
             
   
             
   
   
    Maneuver Modifiers  +0 C, +2 H, -1 T   Traits  Vulnerable System (Sensors) 
   
     Originally built in the 2230's as a fast, long-range courier, the Ju'Day class gave good service to 
  the Federation, then quickly found new life in civilian service- both legal and illegal.  Tough, 
  reliable, and easy to operate with a small crew, the class found service with small operators 
  moving cargo on tramp schedules.  Fast, well-armed, and easy to customize, the Ju'Day class 
  became the favored raider for both the Maquis and various “independent” operators.  
  * Derived from Ju'Day Class stats found in the Expanded Spacecraft Operations Manual.  Image 
  found online at http://z15.invisionfree.com/STAND/ar/t10.htm
  11
  
  Klingon Bird of Prey
  Production Data
   
           
   
             
   
             
   
   
     Origin: 
  Klingon Empire
     Class and Type: 
  Type D-14 Bird of Prey 
  B'Rel Class Mod
     Year Launched: 
  2361
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 
  4, 2 decks
     Length: 
  110m 
     Structure: 
  20 
     Crew: 
  12
     Atmospheric Capable: 
  Yes
  Operational Data
     Transporters:  
  1 standard/emergency
     Cargo Capacity:
  40   
     Tractor Beams:
  1av
     Cloaking Device
  Class 3 (Rating: 18)
     Sensor Systems   
  Class 2 (+2/B)       
     Operations Systems Class 3 (D)       
     Life Support   
  Class 3 (D)
  Propulsion Data
   
      
    
     Impulse Engines:    K-HEU-4 (.6c)(C)
     Warp Drive:  
  STN-6 (Warp 5 / 6 / 8) (BB)
  Tactical
     Disruptor Cannon
   
      
     K-GDM-3 (x4/B)
   
   
  Penetration
  4 / 4 / 4 / 0 / 0
   
     Photon Torpedo
   
         
   
   1 x KP-5 (A)
   
   
  Penetration
  2 / 2 / 2 / 2 / 0      
     Deflector Shields
   
        
   
   KPFF-2a (B)
   
   
  Protection/Threshold
  13/3
  Miscellaneous
     Maneuver Modifiers  +0 C, +1 H, +1 T   
     Traits  
  Battle Tested-  The R'Qla and J'DoQ  have extensive combat experience and gain a +2 to 
  all Tactical maneuvers.
  Flawed System (Cloaking Device)- The cloaking devices on the Type-D-14 are flawed and 
  suffer a -2 rating.  
     The Type D-14 is a modified variant of the standard B'Rel class Bird of Prey in service since the 
  early 2280's.  These variants were modified during the Dominion War with improved shielding and 
  a heavier disruptor battery.
  12
  
  Handouts:
  Handout #1:  Captain's Log
  Captain's Log: Stardate 67429.8: 
     “All is well.  We are on course and speed to Tynara IV-b, escorting the Federation-
  registered freighter, RG-186.  We are proceeding at Warp 5, which will place us in orbit in 
  just under 42 hours.
     The RG-186 is carrying an experimental reactor design- essentially a large fusion 
  generator designed to provide a self-sustaining atmosphere to Tynari specifications.  If this 
  mission is successful, the Federation will be providing four more reactors to assist the 
  Tynari in transforming the world as a new home for their people.
     In addition to a technical support crew, Sakarya is carrying both a Federation diplomatic 
  party and the Tynari ambassador to the Federation.  Although the Tynarans are not 
  Federation members, Starfleet and the Federation Science Council have been working 
  closely to address the looming disaster on Tynara III.  
     As the Tynari system is both independent and on the fringes of Federation space, the 
  outer system has become home to a variety of pirates, raiders, and other less-than-savory 
  influences.  Worse, the outer-system is crowded with dust and an extremely-active 
  cometary Oort-belt, reducing the efficiency of our sensors and tactical systems.
     Sakarya's orders are to deliver the RG-186 and her cargo to Tynara IV-b on-time, intact 
  and undamaged.”  
  Handout #2:  Planetary Survey: Tynara 
     The Tynari are a fragile, low-gravity species native to a small, turbulent Class M world designated 
  Tynara III.  Tynara III has a relatively small core and a comparatively large atmosphere, and is the 
  third planet from a very active primary- which keeps the atmosphere stormy and turbulent. 
  Unfortunately, Tynari is also shifting its orbit, and scientists predict the world will be uninhabitable 
  within the next two decades.  
     The process of finding a new world to settle has been complicated by Tynari's unique 
  atmosphere and comparatively low-gravity.  Like most Class M worlds, Tynara III is rich in oxygen, 
  but also contains a variety of unusual trace gases upon which the Tynari physiology is dependent. 
  An experimental research laboratory (actually a research installation the size of a small city) has 
  been set up on Tynara IV-b in order to test the feasibility of terraforming the moon to Tynari 
  specifications.
     Despite the fact that the Tynari are not Federation members, the Federation is working closely 
  with the Tynari to find a suitable world upon which the Tynari can relocate.  Strict population 
  controls (in the face of the coming disaster) have reduced the Tynari population to under two 
  billion.  
     The Tynari are arthropods, with a smooth, glass-like carapace over their musculature and internal 
  organs (like crabs or lobsters).  This carapace is partially translucent, and trend towards pale blue 
  and green in color.
     The Tynari are humanoid, but in place of human legs, the Tynari have a flat, powerful, 
  segmented muscular tail.  Tynari arms are slightly longer in proportion to their body than human 
  norm, but end in the same hand-and-fingers arrangement.  
     Tynari facial structures are smooth and hairless, with large, liquid eyes, small mouths, and an 
  almost non-existent nose (think the Kamino cloners from Star Wars: Phantom Menace).      
     Tynari physiology is fragile by human standards- the carapace can be shattered by a 
  comparatively minor blow, and Tynari traveling off-world must wear both gravity compensators and 
  inertial regulators to avoid injury during even routine activity.
  13
  
  Handout #3:  Distress Call  Planetary Survey: Tynara 
  “Mayday! Mayday! Mayday! This is <garbled>, one point two light years from Tynara 
  bearing <garbled>.  We are under attack by <garbled> raiders.  Request immediate 
  assistance from any vessel near the Tynara system.
     Repeating!  This is...” 
  14
  
  Handout #4:  Target Scan 1
  Small Raider*
  Production Data
   
           
   
             
   
             
   
             
   
   
     Origin: 
  United Federation of Planets
     Class and Type: 
  Ju'Day Class Courier
     Year Launched: 
  2345   
  Hull Data
   
          
   
             
   
             
   
             
   
             
   
   
     Structure: 
  15   
     Size: 
  3, 3 decks
     Length:   
  60 m
     Crew:  
  12
     Atmospheric Capable: Yes
     Separation Systems: None
  Operational Data
   
          
   
             
   
             
   
             
   
   
     Transporters:  
  1 standard, emer., and cargo
     Cargo Capacity:
  30   
     Tractor Beams:
  1a
     Sensor Systems   
  Class 3 (+3/D)    
     Operations Systems   Class 3 (D)       
     Life Support   
  Class 3 (D)   
  Propulsion Data
   
            
   
             
   
             
   
             
   
   
     Impulse System: FIE (.8c) (C)
     Warp System: LF-12 (Warp 5 / 7 / 9) (D)
  Tactical
   
             
   
             
   
             
   
             
   
             
   
   
     Phaser Banks: Type V (x2/B)
   
   
  Penetration: 4/3/3/0/0
     Torpedo Launchers: Mk 22 DF (x2/B)
  Photon Penetration: 3/3/3/3/3
     Deflector Shield: PFF-2a (B)
  Protection/Threshold: 13/2
  Miscellaneous
   
               
   
             
   
             
   
             
   
   
    Maneuver Modifiers  +0 C, +2 H, -1 T   Traits  Vulnerable System (Sensors) 
   
     Originally built in the 2230's as a fast, long-range courier, the Ju'Day class gave good service to 
  the Federation, then quickly found new life in civilian service- both legal and illegal.  Tough, 
  reliable, and easy to operate with a small crew, the class found service with small operators 
  moving cargo on tramp schedules.  Fast, well-armed, and easy to customize, the Ju'Day class 
  became the favored raider for both the Maquis and various “independent” operators.  
  15
  
  Handout #5:  Target Scan 2
  Klingon Bird of Prey
  Production Data
   
           
   
             
   
             
   
   
     Origin: 
  Klingon Empire
     Class and Type: 
  Type D-14 Bird of Prey 
  B'Rel Class Mod
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 
  4, 2 decks
     Length: 
  110m 
     Structure: 
  20 
     Crew: 
  21
     Atmospheric Capable: 
  Yes
  Operational Data
     Transporters:  
  1 standard/emergency
     Cargo Capacity:
  40   
     Tractor Beams:
  1av
     Cloaking Device
  Class 3 (Rating: 18)
     Sensor Systems   
  Class 2 (+2/B)       
     Operations Systems Class 3 (D)       
     Life Support   
  Class 3 (D)
  Propulsion Data
   
      
    
     Impulse Engines:    K-HEU-4 (.6c)(C)
     Warp Drive:  
  STN-6 (Warp 5 / 6 / 8) (BB)
  Tactical
     Disruptor Cannon
   
      
     K-GDM-3 (x4/B)
   
   
  Penetration
  4 / 4 / 4 / 0 / 0
   
     Photon Torpedo
   
         
   
   1 x KP-5 (A)
   
   
  Penetration
  2 / 2 / 2 / 2 / 0      
     Deflector Shields
   
        
   
   KPFF-2a (B)
   
   
  Protection/Threshold
  13/3
  Miscellaneous
     Maneuver Modifiers  +0 C, +1 H, +1 T   
     Traits  
  Battle Tested-  The R'Qla and J'DoQ  have extensive combat experience and gain a +2 to 
  all Tactical maneuvers.
  Flawed System (Cloaking Device)- The cloaking devices on the Type-D-14 are flawed and 
  suffer a -2 rating.  
     The Type D-14 is a modified variant of the standard B'Rel class Bird of Prey in service since the 
  early 2280's.  These variants were modified during the Dominion War with improved shielding and 
  a heavier disruptor battery.
  16
  
  USS Sakarya
  NCC-52143
  “...Sound once more a daring note of hope 
  and will...” 
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Steamrunner Class Heavy 
  Frigate
     Year Launched: 2369
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 
  6, 18 decks, 
     Length: 
   356/263/77 meters*
     Structure: 
  40 (5 ablative )
     Crew: 
  200
     Cargo Capacity: 
  60
     Atmospheric Capable: No
  Operational Data
     Transporters: 3 ea personnel, cargo, 
  emergency
     Sensor Systems   
  Class 4 (+4/E)         
     Operations Systems Class 3 (D)         
     Life Support 
  Class 4 (E)
     Masking System: Monoreflective Plating (14)
     Shuttlebays: 
  1 aft saucer
  Shuttles:  6 size worth   
     Tractor Beams: 
  1 fd, 1av, 1ad
  Propulsion Data
     Impulse Engines:    FIG-5 (.92c) (D)   
  Warp Drive:  LF-41 (wf 6/9.2/9.6) (D)
  Tactical
     Phaser Banks
   
             
   
   Type IX (x4/D)
   
      Photon Torpedoes
   
      
    Mk 95  (x1/C)
   
      
  Penetration
  6 / 5 / 5 / 0 / 0
  Photon Penetration
  4 / 4 / 4 / 4 / 4
  Quantum Penetration 5 / 5 / 5 / 5 / 5
     Deflector Shields
   
        
   
   FSR (E)
   
   
  Protection/Threshold
  17 / 4
  Miscellaneous
     
     Maneuver Modifiers +2 C, +1 H, +1 T   
     Traits:  
  Ablative Armor (+5 Structure) , Monorefractive Plating
     The second of the Perimeter Defense Directive ships, the Steamrunner-class heavy frigate was 
  designed with relatively specific mission profiles in mind, including perimeter patrol and defense, 
  long-range threat response, covert operations, and combat support. It's also the first Starfleet 
  vessel to mount mono-reflective plating.  
     U.S.S. Sakarya is named in honor of the Turkish submarines which commemorated the Battle of 
  Sakarya in the Greco-Turkish War (1919–1922) and Turkish War of Independence.  She is also the 
  first starship to bear the name.
  Sakarya is currently carrying the following small craft:
  Lake Tuz   
  NCC-52143-1 Type 12 Shuttlecraft
  Lake Van  
  NCC-52143-2 Type 8 shuttlecraft
  Pismis   
  NCC-52143-3 Type 13 shuttlepod
  Mattei   
  NCC-52143-4 Type 8 shuttlepod
  * Hull dimensions are derived from comparisons done at Ex Astris Scientia.
  (http://www.ex-astris-scientia.org/articles/akira-size.htm)
  17
  
  USS 
   
   Sakarya
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Aydin ab Reis
  Human 
  Captain
  Executive Officer 
  Victoria Loch
  Human
  Commander
  Tactical Actions Officer
  Prin Ajan “A.J.”
  Bajoran
  Lt. Commander
  Chief Engineer         
  Choda
  Tellarite
  Lieutenant
  Chief Science/Ops Officer
  T'Var
  Vulcan
  Lieutenant
  Conn Officer
  Thrax
  Denobulan
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Paul Featherstone Human   
  Lieutenant
  Captain Aydın ab Reis
  C.O., U.S.S. Sakarya- a captain of eight years experience, ab Reis is still a young and 
  enterprising officer, but is also highly self-disciplined.  He carries himself with both reserve 
  and dignity- not with arrogance at his lofty position, but with a keen awareness of the duties 
  and responsibilities he bears.  His code of honor can be best described as noblesse oblige- 
  “noble ancestry constrains to honorable behavior; privilege entails to responsibility". 
     Captain ab Reis adheres to a strict philosophy of personal austerity and personal honor- he 
  has chosen the hard, disciplined road- and maintains his footing through sheer immovable 
  integrity and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such 
  friends unto death.  
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with rigid standards of honor and conduct.  On the one hand, ab Reis is plain 
  spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation.  On 
  the other, he seldom shares his mind with others and plays his cards very close to the vest.  
  He can be very warm and approving when he chooses to be- and conversely, does not need 
  words to make his disapproval and disappointment plain.  He demands the very best from his 
  officers- and they work hard not to disappoint his trust in them.
     Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts 
  her- and knows he can depend upon her more than anyone else aboard.
     Tall, thin, handsome, and dark, ab Reis moves with quiet, contained power and 
  determination.  He is a man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Commander Victoria Loch
  X.O., U.S.S. Sakarya- Commander Victoria Loch is- hands down- one of the brightest 
  individuals aboard the Sakarya- a fact not lost on her captain.  Loch came up in Operations, 
  and has an Eidetic memory.  She also has a keen sense of spatial awareness and can keep 
  track of a thousand tiny details- an essential talent in operating and managing a starship.  
   
     Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in 
  order to allow the Captain to concentrate on the mission at hand.  If she were permitted, Loch 
  would be both quiet and introspective- luxuries her duties do not normally permit her.  Loch 
  trusts Captain ab Reis completely- though she occasionally curses his name for keeping his 
  own counsel and “drafting” her as his Executive Officer.
  Lieutenant Commander Prin Ajan
  Tactical Actions Officer, U.S.S. Sakarya.  The ship's chief weapons officer and head of 
  security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III.  
  Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- 
  by a group of Bajoran militants- which turned out to be something of a blessing as the 
  colony was beset both by natural predators and occasionally by the Jem'Hadar and other 
  Gamma Quadrant predators.  
     
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  18
  
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 237X and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Lieutenant Choda
  Chief Engineering Officer, U.S.S. Sakarya.  Short, portly, cheerful, loud, and occasionally 
  obnoxious, Choda runs her engineroom with clock-work regularity and precision.  Despite 
  being a perfectionist and occasionally a driven taskmaster, Choda loves puzzles and 
  equipment and despises the unknown with a passion.  While Choda can be argumentative 
  on a point of engineering process and procedure, she is more prone to loud and friendly 
  banter than to serious disagreement.  
  Lieutenant T'Var
  Chief Science Officer/Ops Officer, U.S.S. Sakarya.  T'Var is a typical Vulcan- calm, rational, 
  logical, and dedicated.  Believing that her scientific career lacked diversity and field 
  experience, the logical course of action was clear.  T'Var joined Starfleet and after 
  commissioning shipped out on the Starship Ilan Ramon.  After her second deep-space tour, 
  Captain ab Reis tapped her to become his Chief of Operations aboard the Sakarya.  
     Even absent her Vulcan conditioning, T'Var tends to be quiet and introspective- especially 
  when working to solve a scientific puzzle.  According to ship's legend, Thrax timed T'Var and 
  discovered that she did not say a word to a single person for 56.4 hours straight.  T'Var herself 
  has no comment, save that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Lieutenant Junior Grade Thrax
  Conn Officer, U.S.S. Sakarya.  Thrax is Sakarya's resident “space cadet”.  Young, cheerful, 
  gregarious, and enthusiastic, he is governed by an unbridled enthusiasm and curiosity.  As the 
  youngest member of Sakarya's bridge crew, he often feels like the center of attention- that 
  everyone is watching- and as a result, takes his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Doctor Paul Featherstone
  Chief Medical Officer, U.S.S. Sakarya.  Tall, rail-thin, slightly fussy, and undoubtedly brilliant, 
  Doctor Featherstone is, at heart, a researcher.  He much prefers tissue cultures and biological 
  samples to people, and much prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).
  19
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Aydin ab Reis
  Age:
  42
  Gender:
  Male
  Species
  Human
  Eyes:
  Grey
  Homeworld:
  Antalya Colony
  Hair:
  Black 
  Rank:
  Captain
  Current Assignment:
  Commanding Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Aydin ab Reis is a young and enterprising captain of eight years experience.  He is highly 
  self-disciplined and carries himself with a keen awareness of his duties and responsibilities.   
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with a keen sense of noblesse oblige- “noble ancestry constrains to honorable 
  behavior; privilege entails to responsibility". 
     Tall, thin, handsome, and dark, ab Reis moves with quiet power and determination.  He is a 
  man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Psychological Profile: 
     Captain ab Reis adheres to a strict philosophy of personal austerity and honor- he has 
  chosen a hard, disciplined road- and maintains his footing through sheer immovable integrity 
  and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such friends 
  unto death.  
     Aydin ab Reis is usually plain spoken and sometimes blunt, preferring the unvarnished truth 
  to diplomatic equivocation.  On the other hand, he seldom shares his mind with others and 
  plays his cards very close to the vest.  He can be very warm and approving when he chooses- 
  and conversely, does not need words to make his disapproval and disappointment plain.  He 
  demands the very best from his officers- and they work hard not to disappoint his trust in 
  them.  Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and 
  trusts her- and knows he can depend upon her more than anyone else aboard.
  Attributes
  Str    7 (+0)
  Agl   7 (+0)
  Int 10 (+2)*   Vit 10 (+2)   Prs  9(+1)*  Per 7 (+0)
  Quickness +0    Savvy +1
  Stamina +2
  Willpower +4*  
  Miscellaneous Scores
  Defense:   7
  Courage: 4         Health: 10  Renown: 25   Advancements: 25
  Initiative:   +0
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat-Simple Wpns AGL
  +0
  +7
  +7
  Athletics
  STR
  +0
  +6
  +6
  ( Ride Horses )
  Computer Use
  INT 
  +2
  +7
  +9
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +7
  +9
  ( Federation )
  First Aid
  INT
  +2
  +3
  +5
  Inquire  
  PRS 
  +1
  +5
  +6
  ( Research )
  Investigate  
  PER 
  +0
  +4
  +4
  20
  
  Knowledge:Culture  
  INT 
  +2
  +5
  +7
  ( Human )
  Knowledge:History  
  INT 
  +2
  +5
  +7
  ( Federation )
  Knowledge:Politics
  INT 
  +2
  +4
  +6
  ( Antalya Tribal Politics )
  Knowledge:Specific World 
  INT
  +2
  +5
  +6
  ( Antalya IV, Earth )
  Language- Arabic
  INT 
  +2
  +4
  +6
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Negotiate
  INT
  +2
  +5
  +7
  Observe
  PER
  +0
  +4
  +4
  Persuade
  PRS
  +1
  +5
  +6
  Ranged Combat:Energy 
  AGL
  +0
  +7
  +7
  ( Phaser, Phaser Rifle )
  Repair 
  INT 
  +2
  +5
  +7
  Social Science
  INT 
  +2
  +4
  +6
  Survival
  PER
  +0
  +6
  +6
  ( Desert )
  System Operation  
  INT 
  +2
  +7
  +9
  ( Command, Ops, Tactical )
  Tactics
  INT
  +2
  +7
  +9
  ( Cardassian, Orion, Romulan, Space )
  Unarmed Combat  
  AGL 
  +0
  +6
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Commanding Presence: Commanding officers stick to their guns in tense situations. When making 
  a Willpower reaction test, Captain ab Reis rolls an extra die (3d6) and keeps the higher of 
  the two rolls.
  Fighting Captain: If Captain ab Reis is on the bridge during combat, Sakarya receives a +2 to all 
  Command Maneuvers.
  Fire Control Officer: If Captain ab Reis is in command, acting as Exec, or at Tactical during 
  combat, Sakarya receives a +2 to all Tactical Maneuvers
  Starship Duty: Captain ab Reis meets all the prerequisites for his post aboard Sakarya.
  Starship/Starbase Protocols:  Long experience has taught Captain ab Reis how best to navigate the
  Starfleet bureaucracy.  Captain ab Reis receives a +4 bonus to Administration (Starfleet) tests.
  Will To Survive:  When Captain ab Reis makes a Survival test on a planetary surface, he gains a +3 
  bonus (equal to ½ his Athletics skill level).  
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Captain ab Reis a +2 bonus to his Willpower reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Ally (Antalya Royal Family:  In dire circumstances, Captain ab Reis can ask his family for 
  assistance (subject to a Negotiate,Influence, Persuade, or Inquire test and the Narrator's 
  discretion).  
  Bold: When Captain ab Reis spends a Courage point on a Physical test, he gains +5 bonus instead 
  of the usual +3.
  Command 2:  Captain ab Reis is fully qualified for command of a starship. 
  Competitive:  Captain ab Reis gains a +1 to all opposed tests. 
  Promotion 5:  Aydin ab Reis holds the rank of Captain in Starfleet. 
  21
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Victoria Loch
  Age:
  38
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Female
  Eyes:
  Green
  Hair:
  Blonde
  Rank:
  Commander
  Current Assignment:
  Executive Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Commander Victoria Loch is- hands down- one of the brightest individuals aboard the 
  Sakarya- a fact not lost on her captain.  Loch came up in Operations, and has an eidetic 
  memory.  She also has a keen sense of situationial awareness and can keep track of a thousand 
  tiny details- an essential talent in operating and managing a starship.  Loch's job as Executive 
  Officer is to keep the ship and crew operating at peak capacity in order to allow the Captain 
  to concentrate on the mission at hand.  
  Psychological Profile: 
     If she were permitted, Loch would be both quiet and introspective- luxuries her duties do 
  not normally permit her.  In order to keep the crew functioning efficiently, Loch must be 
  involved and engaged, projecting just the right mix of encouragement, discipline, and 
  scolding to get the job done.
     Loch trusts Captain ab Reis completely- though she occasionally curses his name for keeping 
  his own counsel and “drafting” her as his Executive Officer. 
  Attributes
  Str    6 (+0)
  Agl   7 (+0)*
  Int 12 (+3)   Vit  9 (+1)   Prs  7(+0)*  Per 11 (+2)*
  Quickness +4    Savvy +2*
  Stamina +0
  Willpower +3  
  Miscellaneous Scores
  Defense:   7
  Courage: 4         Health: 9   Renown: 16   Advancements: 20
  Initiative:   +4
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +0
  +3
  +3
  Computer Use
  INT 
  +3
  +7
  +10
  ( Retrieve ) 
  Enterprise-Administration
  INT 
  +3
  +5
  +8
  ( Federation )
  First Aid
  INT
  +3
  +4
  +7
  Inquire  
  PRS 
  +0
  +5
  +5
  ( Research )
  Knowledge:Culture  
  INT 
  +3
  +4
  +7
  ( Human )
  Knowledge:History  
  INT 
  +3
  +5
  +8
  ( Federation )
  Knowledge:Specific World 
  INT
  +3
  +4
  +7
  ( Earth )
  Knowledge:Trivia
  INT 
  +3
  +5
  +8
  ( Terran Poetry )
  Language- Fed Standard  
  INT 
  +3
  +5
  +8
  Language- Vulcan
  INT 
  +3
  +4
  +7
  22
  
  Negotiate
  INT
  +3
  +5
  +8
  Observe
  PER
  +2
  +5
  +7
  Persuade
  PRS
  +3
  +6
  +9
  Ranged Combat:Energy 
  AGL
  +0
  +5
  +5
  Repair 
  INT 
  +3
  +6
  +9
  System Engineering
  INT
  +3
  +7
  +10
  (ElectroPlasma Systems)
  System Operation  
  INT 
  +3
  +7
  +10
  ( Operations Management )
  Tactics
  INT
  +3
  +5
  +8
  ( Space )
  Unarmed Combat  
  AGL 
  +0
  +7
  +7
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Command: Commander Loch may coordinate the efforts of her crew and increase their efficiency 
  by making a TN 15 Persuade check (TN is 15 +1 per officer affected).  A success doubles the 
  contribution made by supporting characters in combined tests.  
  Cross-Trained: When performing the professional skill of another officer, Victoria may add +3 (her 
  Intellect modifier) to the test.  For Intellect-based tests, this amounts to doubling the modifier.  
  Level Headed: When performing any professional skill at her shipboard station, Loch ignores all
  test penalties from distraction. 
  Starship Duty: Commander Loch meets all the prerequisites for her post aboard Sakarya.
  Starship/Starbase Protocols:  Long experience has taught Commander Loch how best to navigate 
  the Starfleet bureaucracy.  Commander Loch receives a +4 bonus to Administration (Starfleet) 
  tests.
  Station Proficiency: Commander Loch has trained ruthlessly to qualify with every bridge system.
  Once per game session, Victoria may reroll one System Operation skill test and keep the 
  better of the two results. 
  Systems Technician:  Commander Loch knows her duty station inside and out.  When making 
  System Engineering tests to repair her console, Victoria gains a +4 affinity bonus (half her 
  Computer Use skill level).  
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Commander Loch a +2 bonus to her Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 2:  Loch is assigned as the Executive Officer of a starship, and is fully qualified for 
  command. 
  Coordinator: Victoria has a natural affinity for organizing groups and harnessing them to her goals. 
  She doubles the bonus for additional participants when leading combined tests. This edge 
  stacks with Command Professional Ability, above.
  Eidetic Memory: In academic tests with a TN greater than 5, Victoria receives a +2 bonus. 
  Multitasking:  Victoria has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 4:  Loch holds the rank of Commander in Starfleet. 
  Zero-G Trained:  Victoria has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  23
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Prin Ajan “A.J.”
  Age:
  28
  Species
  Bajoran
  Homeworld:
  Casos III Colony
  Gender:
  Male
  Eyes:
  Hazel
  Hair:
  Brown
  Rank:
  Lieutenant Commander
  Current Assignment:
  Tactical Actions Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     The ship's chief weapons officer and head of security, Lieutenant Commander Prin grew up 
  on the Bajoran colony world of Cosas III.  Remote and isolated in the Gamma Quadrant, 
  Cosas III was settled- without authorization- by a group of Bajoran militants- which turned out 
  to be something of a blessing as the colony was beset both by natural predators and 
  occasionally by the Jem'Hadar and other Gamma Quadrant predators.  
     
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 2375 and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Psychological Profile: 
     Prin projects a friendly and easy-going manner- a velvet glove over a core of steel.  He is 
  both proud of his accomplishments and his origins- though is more than a little reticent to 
  discuss his youth or his tenure as a blockade runner.   
     Although by no measure a scholar, Prin is a quietly religious man who seeks to harmonize 
  the will of the Prophets with his Starfleet duties.  He is by no means a pacificist and will kill 
  swiftly and efficiently if his duties require it.  
     Prin tends to watch everyone and everything carefully.  He prefers to wait and watch- and  
  watch some more.  Prin know that people will reveal their true thoughts and intentions more 
  often in subtle ways than with their words.
  Attributes
  Str    6 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)*
  Quickness +1*   Savvy +2
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 12   Advancements: 12
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +4
  +1
  +5
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  24
  
  Craft
  INT
  +2
  +2
  +1
  +5
  Enterprise- Streetwise
  INT
  +2
  +4
  +6
  Influence  
  PRS 
  +0
  +3
  +3
  Inquire  
  PRS 
  +0
  +3
  +3
  Investigate
  PER
  +2
  +6
  +1
  +9
  Knowledge: Politics
  INT 
  +2
  +2
  +4
  Knowledge: Religion
  INT
  +2
  +2
  +4
  ( Path of the Prophets )
  Knowledge: Culture  
  INT 
  +2
  +5
  +7
  ( Bajoran )
  Knowledge: History  
  INT 
  +2
  +3
  +5
  ( Bajoran )
  Knowledge: Specific World 
  INT
  +2
  +3
  +5
  ( Cosas III )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Bajoran
  INT 
  +2
  +3
  +5
  Observe
  PER
  +2
  +5
  +1
  +8
  Ranged Combat:Energy 
  AGL
  +1
  +7
  +1
  +9
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +1
  +8
  Sleight of Hand
  AGL
  +1
  +1
  +1
  +3
  System Operation  
  INT 
  +2
  +7
  +1
  +10
  ( Tactical )
  Tactics
  INT
  +2
  +3
  +5
  ( Space )
  Unarmed Combat  
  AGL 
  +1
  +7
  +1
  +9
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Fire Control Officer: If “A.J.” is in command, acting as Exec, or at Tactical during combat, Sakarya
  receives a +2 to all Tactical Maneuvers
  Physically Fit:  Prin has driven himself to the peak of human physical perfection- whenever he 
  makes a Strength or Vitality attribute test or an Athletics skill test, he doubles the bonus 
  conferred by the key attribute (to +4).  When he received this ability, Prin also increased 
  his Stamina reaction by +1.
  Responsive:  Prin has learned to respond faster than normal officers to various threats- during 
  combat actions, he may take one additional combat action per turn (a total of three actions) 
  without suffering the multiple action penalties.
  Starship Duty: Lieutenant Commander Prin meets all the prerequisites for his post aboard Sakarya.
  Species Abilities:
  Artistic:  Bajorans are generally artistic and gain a +1 Craft skill at character creation
  Faithful:  Religion permeates Bajoran society, and every Bajoran gains a +2 Knowledge- Religion at 
  character creation.
  Pagh:  So long as they are living the path of the Prophets, Bajorans gain a +1 Courage.
  Edges/ Flaws: 
  Alert: Prin has schooled himself to be alert for- and to react quickly to- danger.  He gains a +2 to 
  all Initiative tests. 
  Command 1:  Prin is assigned as a Department Head aboard the Sakarya.  
  Promotion 3:  Prin holds the rank of Lieutenant Commander in Starfleet. 
  Fit: Prin is in great physical shape and receives a +1 to all Physical tests.
  Suit Trained:  Prin has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Zero-G Trained:  Prin has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  25
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Choda
  Age:
  39
  Species
  Tellarite
  Homeworld:
  Tellar
  Gender:
  Female
  Eyes:
  Black
  Hair:
  Orange-Brown
  Rank:
  Lieutenant
  Current Assignment:
  Chief Engineering Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Short, portly, cheerful, loud, and occasionally obnoxious, Choda runs her engineroom with 
  clock-work regularity and precision.  She is, at heart, a craftsman, an artist, a perfectionist, 
  and occasionally a driven taskmaster.  Choda has longed to serve in Starfleet since her earliest 
  memories,  and cut her teeth on a variety of engineering projects throughout the Alpha 
  Quadrant.  She has no ambition to be anywhere but the engineroom of a starship.
  Psychological Profile: 
     Choda loves puzzles and equipment and has a hard time fighting the impulse to tinker, 
  tweak, and adjust any machine that isn't quite “right”- whether or not that equipment belongs 
  to her.   Choda despises the unknown with a passion- one of her favorite mantras is “What 
  you don't understand can kill you.”  
     While Choda can be argumentative on a point of engineering process and procedure, she is 
  more prone to loud and friendly banter than to serious disagreement.  Off duty, Choda enjoys 
  complex games such as kal-toh and has developed a fondness for a variety of ethanol 
  products.  She fancies herself quite the connoisier, though always in moderation.  
  Attributes
  Str    9 (+1)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  8 (+1)   Prs  10(+2)*  Per 5 (+0)
  Quickness +1    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 9   Renown: 10   Advancements: 14
  Initiative:   +1
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics  
  STR 
  +1
  +1
  +2
  Computer Use
  INT 
  +2
  +6
  +1
  +9
  ( Electronic ) 
  Construct  
  INT 
  +2
  +5
  +2
  +9
  ( Research )
  Demolitions
  INT
  +2
  +6
  +8
  Gaming
  INT
  +2
  +4
  +6
  Knowledge: Culture  
  INT 
  +2
  +3
  +1
  +6
  ( Tellarite )
  Knowledge: History  
  INT 
  +2
  +5
  +1
  +8
  ( Federation )
  Knowledge: Specific World 
  INT
  +2
  +3
  +1
  +6
  ( Earth, Rigel IV )
  Knowledge: Trivia
  INT
  +2
  +2
  +1
  +5
  ( Alcoholic Beverages )
  Language- Fed Standard  
  INT 
  +2
  +3
  +1
  +6
  26
  
  Language- Tellarite
  INT 
  +2
  +4
  +1
  +7
  Language- Vulcan
  INT
  +2
  +3
  +1
  +6
  Observe
  PER
  +0
  +5
  +5
  Physical Science
  INT 
  +2
  +5
  +1
  +8
  ( Physics, Mathematics )
  Propulsion Engineering
  INT
  +2
  +7
  +1
  +10
  ( Warp Drive )
  Ranged Combat:Energy 
  AGL
  +1
  +6
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +6
  +1
  +9
  Structural Engineering
  PRS
  +2
  +6
  +1
  +9
  (Spaceframes )
  Survival
  PER
  +0
  +3
  +3
  System Engineering
  INT
  +2
  +7
  +1
  +10
  (EPS Grid, Transporter )
  System Operation  
  INT 
  +2
  +6
  +8
  Unarmed Combat  
  AGL 
  +1
  +4
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Engineering Certification: Lieutenant Choda may use all of the Engineering group skills untrained. 
  Fix-It: Having spent many hours tearing apart the Skarya's systems, Choda has learned how to 
  repair them as well.  She now knows all of the Repair skill specializations.  
  Miracle Worker- Propulsion Engineering: When making a Propulsion Engineering check (including 
  Extended tests) Choda may take the action in half the base time.  
  Starship Duty: Lieutenant Choda meets all the prerequisites for her post aboard Sakarya.
  Species Abilities:
  Bonus Edge: Exceptional Fortitude: Tellarites suffer Fatigue-related test penalties as though they 
  were one level less fatigued then they actually are.  
  Bonus Edge: Meticulous:  Tellarites gain a cumulative +1 per round in extended tests.  
  Bonus Edge: Skill Focus (Exhaustive):  Tellarites gain a +2 species bonus to Inquire and Persuade 
  (Debate) tests.  
  Pig-Headed:  Tellarites single-mindedness often makes them seem indifferent or difficult.  They 
  suffer a -2 to Influence tests.  
  Poison Resistance:  Tellarites gain a +4 Stamina reaction to resist the effects of poisons.  
  Stubborn: Tellarites tend to be single-minded to a fault.  A Tellarite who enters an argument 
  favoring a particular position must spend a Courage point to back down from that position. 
  Edges/ Flaws: 
  Command 1:  Choda is assigned as a department head aboard the starship Sakarya.
  Multitasking:  Choda has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 2:  Choda holds the rank of Lieutenant in Starfleet. 
  Skill Focus (Craftsman): Choda gains +1 each to Construct and Repair tests. 
  Suit Trained:  Choda has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Thinker: Choda receives a +1 to all Academic tests.
  Zero-G Trained:  Choda has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  27
  
  Starfleet Bureau of Personnel
  Starfleet Command
  T'Var
  Age:
  40
  Species
  Vulcan
  Homeworld:
  Vulcan
  Gender:
  Female
  Eyes:
  Brown
  Hair:
  Black
  Rank:
  Lieutenant
  Current Assignment:
  Chief Operations/Science Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     T'Var spent ten researchs as a researcher with the Vulcan Science Academy.  Believing that 
  her scientific career lacked diversity and field experience, the logical course of action was 
  clear.  T'Var joined Starfleet and after commissioning, shipped out on the U.S.S. Ilan Ramon.  
  After her second deep-space tour, Captain ab Reis tapped her to become his Chief of 
  Operations aboard the Sakarya.  
  Psychological Profile: 
     T'Var is a typical Vulcan- calm, rational, logical, and dedicated.  Even absent her Vulcan 
  conditioning, T'Var tends to be quiet and introspective- especially when working to solve a 
  scientific puzzle.  According to ship's legend, Thrax timed T'Var and discovered that she did 
  not say a word to a single person for 56.4 hours straight.  T'Var herself has no comment, save 
  that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Attributes
  Str    8 (+1)
  Agl   7 (+0)
  Int 11 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)  Psi 4 (+0)*
  Quickness +2    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   7
  Courage: 3         Health: 10  Renown: 10   Advancements: 15
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR 
  +1
  +3
  +1
  +5
  ( Climbing )
  Computer Use
  INT 
  +2
  +5
  +1
  +8
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +3
  +1
  +6
  ( Starbase )
  Influence  
  PRS 
  +2
  +3
  +5
  Investigate
  PER
  +2
  +5
  +1
  +8
  Knowledge: Culture  
  INT 
  +2
  +4
  +1
  +7
  ( Vulcan )
  Knowledge: History  
  INT 
  +2
  +4
  +1
  +7
  ( Vulcan )
  Knowledge: Religion
  INT
  +2
  +2
  +1
  +5
  ( Vulcan )
  Knowledge: Specific World 
  INT
  +2
  +3
  +1
  +6
  ( Earth, Vulcan )
  Language- Fed Standard  
  INT 
  +2
  +3
  +1
  +6
  28
  
  Language- Vulcan
  INT 
  +2
  +4
  +1
  +7
  Life Science
  INT
  +2
  +5
  +1
  +8
  ( Biology )
  Mind Meld
  PSI
  +0
  +4
  +4
  Negotiate
  INT
  +2
  +2
  +4
  Observe
  PER
  +2
  +3
  +1
  +6
  ( Listen )
  Persuade
  PRS
  +0
  +3
  +3
  Physical Science
  INT
  +2
  +5
  +1
  +8
  ( Physics )
  Planetary Science
  INT
  +2
  +5
  +1
  +8
  ( Geology )
  Ranged Combat:Energy 
  AGL
  +1
  +5
  +1
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +1
  +8
  Space Science
  INT
  +2
  +6
  +1
  +9
  ( Astrophysics )
  System Engineering
  INT
  +2
  +4
  +1
  +7
  ( EPS Grid )
  System Operation  
  INT 
  +2
  +6
  +1
  +9
  ( Ops, Sensors )
  Unarmed Combat  
  AGL 
  +1
  +3
  +1
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Cross-Trained: When performing the professional skill of another officer, T'Var may add +2 (her 
  Intellect modifier) to the test.  For Intellect-based tests, this amounts to doubling the modifier. 
  Journeyman:Lieutenant T'Var can use all the Science group skills untrained.  
  Field Research: When making an Investigate test to explore a new phenomenon, T'Var gains an 
  affinity bonus equal to ½ her level in the appropriate skill level.
  Level Headed: When performing any professional skill at her shipboard station, T'Var ignores all
  test penalties from distraction. 
  Ops Manager: When acting as Operations Officer at the beginning of a session, T'Var may 
  designate one system as “mission critical”.  All System Operation tests made on that 
  specialization receive a +1 bonus for the duration of the session.
  Scientific Protocols:  T'Var has been trained in how to investigate scientific phenomenon safely. 
  Whenever an Observe or Investigate test will endanger either herself or the crew directly, she 
  may automatically make a TN 10 test against the appropriate Science skill to realize the 
  danger.
  Starship Duty: T'Var meets all the prerequisites for her post aboard Sakarya.
  Station Proficiency: Lieutenant T'Var has trained ruthlessly to qualify with every bridge system.
  Once per game session, T'Var may reroll one System Operation skill test and keep the better of 
  the two results. 
  Species Abilities:
  Enhanced Rapid Healing: Once per day, T'Var may enter a healing trance (pg 49), and recover a 
  number of wound points equal to her Vitality modifier,
  Mind Meld: With physical contact, T'Var has the ability to telepathically join her mind to another. 
  Nerve Pinch: T'Var may stun an opponent for 2d6 rounds by making an Unarmed Combat skill 
  test. If the victim knows what she is attempting, T'Var suffers a -5 penalty to the test.
  Psionic: T'Var has telepathic mental abilities. 
  Skill Focus (Keen Hearing): T'Var receives a +4 bonus to Observe (Listen) tests. 
  Edges/ Flaws: 
  Command 1:  T'Var is assigned as a department head aboard the Sakarya.  
  Coordinator: T'Var has a natural affinity for organizing groups and harnessing them to her goals.  
  She doubles the bonus for additional participants when leading combined tests. 
  Fit: T'Var is in great physical shape and receives a +1 to all Physical tests.
  Promotion 2:  T'Var holds the rank of Lieutenant in Starfleet. 
  Thinker: T'Var receives a +1 to all Academic tests.
  29
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Thrax
  Age:
  28
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Grey
  Hair:
  Salt and Pepper ( Grey and Black )
  Rank:
  Lieutenant, Junior Grade
  Current Assignment:
  Conn Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Lieutenant Junior Grade Thrax is a Starfleet officer on his first deep-space posting.  His 
  previous assignment was a customs enforcment patrol out of Deep Space Five.  
     Thrax spent his youth bumming around on his family's tramp freighter, learning the ins and 
  outs of the Alpha Quadrant and getting a lot of hands-on experience in a variety of ships, 
  vehicles, and small craft.
  Psychological Profile: 
     Thrax is Sakarya's resident “space cadet”.  Young, cheerful, gregarious, and enthusiastic, 
  he is governed by an unbridled enthusiasm and curiosity.  As the youngest member of 
  Sakarya's bridge crew, he often feels like the center of attention- that everyone is watching- 
  and overcompensates by taking his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Attributes
  Str    7 (+0)
  Agl   10 (+2)* Int 10 (+2)*   Vit  8 (+1)   Prs  8(+1)  Per 9 (+1)
  Quickness +2* 
     Savvy +1
  Stamina +1
  Willpower +2  
  Miscellaneous Scores
  Defense:   9
  Courage: 3         Health: 8   Renown: 5   
  Advancements: 7
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +3
  +1
  +4
  Computer Use
  INT 
  +2
  +4
  +6
  ( Retrieve) 
  Knowledge: Culture  
  INT 
  +2
  +3
  +5
  ( Denobulan )
  Knowledge: History  
  INT 
  +2
  +3
  +5
  ( Federation )
  Knowledge: Specific World 
  INT
  +2
  +6
  +8
  ( Rigel IV )
  Language- Denobulan
  INT
  +2
  +3
  +5
  Language- Fed Standard  
  INT 
  +2
  +3
  +5
  Language- Orion
  INT 
  +2
  +2
  +4
  Operate Veh.- Arch. Aircraft
  INT
  +2
  +3
  +1
  +6
  30
  
  Operate Vehicle- Motorcraft
  INT
  +2
  +2
  +1
  +5
  Operate Vehicle- Sailcraft
  INT
  +2
  +2
  +1
  +5
  Persuade
  PRS
  +2
  +2
  +4
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +1
  +6
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  +1
  +7
  Space Science
  INT
  +2
  +9
  +11
  ( Astrogation )
  Survival
  PER
  +1
  +2
  +1
  +4
  System Engineering
  INT
  +2
  +2
  +1
  +5
  ( Flight Control ) 
  System Operation  
  INT 
  +2
  +5
  +1
  +8
  ( Flight Control )
  Unarmed Combat  
  AGL 
  +1
  +4
  +1
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Dogfighter: If Thrax is at the helm during combat, the ship receives a +2 to all Helm maneuvers.   
  Starship Duty: Lieutenant Thrax meets all the prerequisites for his post aboard Sakarya.
  Surfing Space-Time:  By making a TN 20 Space Science (Astrogation) test, Thrax can plot an 
  exceptionally tight course which allows Sakarya to arrive at her destination as though she 
  had been travelling at maxium speed- without exceeding her sustainable maximum speed. 
  Species Abilities:
  Excellent Climb: Denobulans gain +4 species bonus to Athletics (Climb) tests and can climb up to 
  five meters per round.
  Hallucinations: In extremely stressful situations, a Denobulan may experience hallucinations. 
  However, such experiences are considered to be safe and natural ways of releasing nervous 
  energy.
  Hibernation: Unlike most species, Denobulans do not sleep as a part of their daily cycle.  Instead, 
  they hibernate for a full six days per year, although some can reduce this period time by 
  various degrees. A Denobulan sleep period is handled similarly to the Fatigue rules found on 
  pages 95-96 of the Narrator’s Guide. 
  Resistance: Denobulans gain a +2 to Stamina tests to resist illness, disease, and radiations.  Some 
  technology, like Borg nanoprobes, also has a delayed effect on them.
  Edges/ Flaws: 
  Command 1:  Thrax is assigned as a department head aboard the Sakarya.  
  Cultural Flexibility: Thrax has been nearly everywhere and alien customs and mores seldom 
  surprise him.  He gains +2 to Social tests involving species other than his own.
  Fit: Thrax receives a +1 to all Physical tests.
  Promotion 1:  Thrax holds the rank of Lieutenant, Junior Grade in Starfleet. 
  31
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Paul Featherstone, MD
  Age:
  39
  Gender:
  Male
  Species
  Human
  Eyes:
  Grey
  Homeworld:
  Earth
  Hair:
  Salt and Pepper ( Grey and Black )
  Rank:
  Lieutenant
  Current Assignment:
  Chief Medical Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Tall, rail-thin, slightly fussy, and undoubtedly brilliant, Doctor Featherstone is, at heart, a 
  researcher.  He much prefers tissue cultures and biological samples to people, and much 
  prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
  Psychological Profile: 
     Featherstone is brilliant- a gifted and prolific researcher- but he has poor people skills and 
  can be stubborn, rude, petulant, childish, and even insubordinate.  He is almost critically 
  underweight because research is more enthralling than eating.
     Featherstone is leery of Captain ab Reis and Lieutenant Prin (his career lies in the Captain's 
  hands while Lieutenant Prin might... hurt him).  Conversely, Featherstone has a love/hate 
  relationship with Commander Loch- she is unquestionably brilliant and beautiful, but she's 
  also continually interrupting his research to make sure sick bay is run correctly (and not 
  merely left in the hands of his nurses and other doctors).  Featherstone deeply respects T'Var's 
  intellectual discipline (and research background)- but most of the remaining officers and crew 
  are tolerated, at best.
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).  
  Attributes
  Str    7 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  6(+0)  Per 10 (+2)*
  Quickness +2    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 10   Advancements: 15
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Computer Use
  INT 
  +2
  +6
  ( Retrieve) 
  Construct
  INT
  +2
  +4
  First Aid
  INT
  +2
  +6
  Knowledge: Culture  
  INT 
  +2
  +4
  ( Human )
  Knowledge: History  
  INT 
  +2
  +5
  ( Federation )
  32
  
  Knowledge: Law
  INT
  +2
  +2
  ( Medical Ethics )
  Knowledge: Specific World 
  INT
  +2
  +4
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +5
  Language- Vulcan
  INT 
  +2
  +4
  Life Science
  INT
  +2
  +7
  ( Biology, Exobiology, Biotechnology )
  Medicine
  INT
  +2
  +8
  +2
  Observe
  PER
  +2
  +3
  Persuade
  PRS
  +2
  +4
  Physical Science
  INT
  +2
  +7
  ( Chemistry )
  Ranged Combat:Energy 
  AGL
  +1
  +3
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  System Engineering
  INT
  +2
  +2
  System Operation  
  INT 
  +2
  +5
  ( Command )
  Professional Abilities:  
  Computer Whiz:  Doctor Featherstone knows his way around computer systems, performing 
  System Operation or Computer Use skills (including Extended tests) in half the base time.
  Diagnosis:  Doctor Featherstone has received special training in diagnosing alien diseases and 
  toxins.  Whenever Featherstone makes a Medicine test to identify an alien pathogen or 
  disease, he gains an affinity bonus equal to half his Investigate skill (rounded up).  If 
  successful, Medicine tests to treat the disease receive a bonus based on the degree of success 
  of the diagnosis roll.
  Focus: Doctor Featherstone knows how to concentrate on the task at hand- and may ignore all 
  circumstance penalties from distractions.
  General Medicine:  Doctor Featherstone has studied a great many medical procedures prior to 
  being posted to Sakarya.  Whenever Featherstone makes a Medicine test, he receives a +2 
  bonus to the result.  
  Immunization:  After diagnosing an illness or pathogen, the Doctor may attempt a Medicine 
  (Research) test .  If successful, the doctor can produce 1d6 doses of a counter agent per hour 
  spent in the lab.  While the counter agent may be used as a cure, it may only be used as an 
  innoculant for 2d6 hours.
  Lab Work: Whenever Doctor Featherstone makes a Physical Science (Chemistry) test, he adds +4 
  to the result.
  Secretive:  Doctor Featherstone is very secretive about his work.  He may add his Intellect modifier 
  to any Willpower test, doubling the modifier when asked about his current project or mission.
  Starship Duty: Doctor Featherstone meets all the prerequisites for his post aboard Sakarya.
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Doctor Featherstone a +2 bonus to his Stamina reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 1:  Featherstone is assigned as a department head aboard the Sakarya.  
  Promotion 2:  Doctor Featherstone holds the rank of Lieutenant in Starfleet. 
  Meticulous: Doctor Featherstone gains a cumulative +1 per round in extended tests.  
  33
  
  7th Fleet Scoring Sheet 
  “Fool's Errand”
  Benchmark
      
          Bonus
  Achieved
  PCs detect their shadow and respond appropriately:
  +1 
        ¤
  PCs confirm that there are no Tynari vessels authorized to operate in :
  +1 
        ¤
  the area before opening fire.
  PCs discuss the ethical/legal issues raised by the distress signal:
  +1 
        ¤
  PCs detect the brief signal sent from within Sakarya:
  +1 
        ¤
  PCs detect the mines:
  +1 
        ¤
  PCs escape the minefield with fewer than two impacts:
  +1 
        ¤
  PCs determine that the “freighter” is a ruse before Sakarya is attacked:
  +1 
        ¤
  PCs safely deliver RG-186 and her cargo to Tynara IV-b:
  +1 
        ¤
  PCs arrange additional security around the reactor assembly : 
  +1
        ¤
  PCs calculate that the weather is too severe for RG-186 to land : 
  +1
        ¤
  unassisted.
  PCs place tractor emitters on the surface around the reactor cradle:
  +1
        ¤
  PCs use the Sakarya's onboard tractor beams to help position the RG-186: +1
        ¤
  Sakarya cuts her tractors to engage the attacking vessels:
  +1
        ¤
  Sakarya chooses to take the pounding from the Klingon rather than cut :
  +3
        ¤
   her tractors.
  PCs destroy/drive-off the attacking vessels:
  +1
        ¤
  PCs properly regulate the surface tractor emitters: 
  +1
        ¤
  PCs properly place the reactor in its cradle: 
  +1
        ¤
  PCs capture the saboteur:
  +1
        ¤
  PCs successfully disable a/o remove the explosive charge:
  +1
        ¤
      / 15
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Date Played:               
   
             
   
   
  Crew:  USS    
   
             
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 15
   
     
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Total XP Award:         
   
         
   
      Individual XP Awarded:         
   
   Individual Renown Awarded:          
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  34
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS03-Fools_Errand.pdf