TEXT: The Taste of 
  Ashes
  A Fleet-Level Adventure 
  For Starfleet
  Shattered Stars #04
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor, Andrew Hodges, Adam Heinbuch, and Tobias Richter
  Special Thanks To:
  Play-testers:
  Rex and Jeremy Rouviere,
  the U.S.S. Retributor,
  and the Seventh Fleet.
  (www.seventhfleet.org)
  Consultants and Co-conspirators:
  Daniel Hasselbach
  Daniel Derego
  Ken Taylor
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “The Taste of Ashes” is an adventure for use 
  with the Star Trek: Role playing Game by 
  Decipher.  It is the fourth adventure in the 
  “Shattered Stars” campaign and is suitable for a 
  crew of 2-6 advanced players playing a 
  Starfleet crew during the Voyager/Post-
  Dominion War era.  With some modification, 
  this adventure could be adapted for other 
  crews and other eras.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide, Star Trek: Narrator’s 
  Guide, and may require the use of the Star 
  Trek: Starfleet Operations Manual in running 
  this adventure.  A number of pre-generated 
  characters are available at the end of the 
  mission.  Alternately, players may substitute 
  their own characters with the approval of the 
  Narrator.  
     The adventure takes place near the 
  Federation/Romulan border in the year 2388. 
  Players who wish to take part in this adventure 
  should not read any further.  
  Adventure Synopsis
     The starship U.S.S. Sakarya is dispatched to 
  investigate a powerful subspace phenomenon 
  taking place in the Romulan Neutral Zone near 
  the Devari nebula.  Upon arrival, Sakarya 
  discovers traces of a short-lived subspace tear, 
  and a largish asteroid that exited from the same 
  (and is beginning to break up).
     With little or no warning, a second subspace 
  tear occurs, vomiting up the U.S.S. Erebus, 
  which suffers a minor collision with Sakarya 
  before coming to rest nearby.
     The Erebus is in sad shape- main power is 
  out, her hull integrity is down to less than 
  30%, and she's heavily irradiated.    Numerous 
  weak life signs can be detected aboard- but it 
  appears that roughly a quarter of her 
  complement is dead.  
     Worse yet, Erebus is lost out of time- she 
  disappeared in 2255- more than a hundred and 
  thirty years ago.
     With their own wounded tended to, the 
  heroes beam aboard the crippled Erebus in 
  order to render what assistance they can- only 
  to discover that the ship and her crew are 
  doomed- their quantum signature is radically 
  different than our own, and will die lingering 
  deaths.  
  Recommended Date/ 
  Season/Stardate: 
  2388/ Voyager 18th Season / 65273.9
  Setting: 
     Otorin Sector- Deep space near the 
  Federation/Romulan border. 
  Background:
     The Romulan Neutral Zone is a light-year 
  thick buffer area between the United 
  Federation of Planets and the Romulan Star 
  Empire.  Entry into the zone by the  military 
  vessels of either side is an act of war.  
     The Romulan Empire and the Federation 
  have also signed a treaty prohibiting either side 
  from developing subspace weapons- extremely 
  dangerous devices that can disrupt the fabric of 
  reality itself.  Both sides take violations of this 
  treaty very seriously, and neither side trusts the 
  other not to break it.     
     Finally, the Devari Nebula- an unexplored 
  and barely charted cloud of gas and dust- is 
  located in the Neutral Zone, and is therefore 
  off-limits to the starships of either side.
     The Devari Nebula is avoided by all 
  merchant traffic- even smugglers and pirates, 
  who consider the entire area “ill-omened”.  
  Advice To the Narrator 
     “The Taste Of Ashes” is a very different Star 
  Trek adventure, and must be carefully 
  considered before being run or incorporated 
  into a standard campaign.
     “The Taste of Ashes” is intended for very 
  advanced players (and/or Trekkers), with subtle 
  clues and hard challenges based on trivia from 
  the show.  Unlike other Star Trek RPG 
  adventures, the story is predicated upon 
  exploring the emotions of the characters, and 
  their reaction to camaraderie, painful loss, and 
  death with dignity.  
     Unless the players (and their characters) are 
  very, very sharp, the will preside over the 
  death and destruction of crew of the Erebus is 
  doomed- a taste of ashes indeed.
  1
  
  Act One
  New Orders
     The Narrator should open the story in media 
  res, with the captain and his officers at their 
  posts on the Bridge.  The Captain should 
  receive New Orders (Handout #1) at this time. 
     Once the Captain has had a chance to bring 
  his crew up to speed, the Narrator should 
  inquire about the ship's status and operating 
  routine.  The Sakarya is preparing to enter the 
  Neutral Zone to investigate potentially 
  dangerous conditions- and the crew should 
  specify what precautions and preparation 
  they're taking before they arrive.  
     If none of the player characters raise 
  objections to entering the Neutral Zone, the 
  Narrator should use one of the NPC's to do so. 
     Entry into the Zone by a starship constitutes 
  an act of war.  Unless they're very careful, 
  Sakarya could trigger the very event they're 
  trying to prevent.  
  Sensor Scans
     The area affected by the subspace and 
  energy spikes is at medium range (when 
  Sakarya reaches the edge of the Neutral Zone). 
  A TN 10 System Operations (Sensors) test will 
  reveal no current activity in that area, though 
  gravimetric readings are muddled, and the 
  particle count is significantly higher than they 
  would normally expect.  
     A successful scan will reveal a Class D 
  asteroid, but a Superior success (a roll of 16 or 
  higher), will note both the asteroid's unusual 
  ionic signature and sensor anomalies which 
  might- or might not- be cloaked vessels.  
     A TN 5 Computer Use (Retrieve) or 
  Enterprise- Administration (Starfleet) will turn 
  up another minor surprise- there's no record of 
  that particular asteroid in this sector.  
     For each additional successful System 
  Operations (Sensors) test, the characters may 
  ask two additional questions about the asteroid 
  and the surrounding area- but the distance 
  makes fine readings difficult.  In order to get 
  more precise data, the Sakarya will have to go 
  closer- and enter the Neutral Zone. 
  Entering The Zone
     Although the crew has been authorized by 
  Starfleet Command to act at discretion, 
  actually making the decision to enter the 
  Neutral Zone should give each of the officers 
  pause.  Crossing into the Neutral Zone is a 
  very big step, and Sakarya's actions will likely 
  have consequences far beyond their current 
  mission.  
     Should the captain and crew refuse to enter 
  the Zone without further provocation, the 
  Narrator should skip straight to The Relic 
  below (then play Turbulence and The Rock) as 
  Sakarya approaches the Erebus wreck.
  Turbulence
     As Sakarya enters the area, she begins 
  encountering moderate gravimetric shears, and 
  elevated particle counts which cause her to jolt 
  and bounce uncomfortably.  A Challenging TN 
  15 System Operation (Helm) can steer the ship 
  around the worst of the turbulence, or a TN 10 
  System Engineering (Shields) or (Deflectors) 
  test can retune the shields to obviate the worst 
  of them (at the cost of reducing the shield's 
  Threshold by 1). 
  The Rock
     Arriving at the scene of the purported 
  distortions, Sakarya discovers a large Class D 
  asteroid.  A TN 10 System Operation (Sensors) 
  test will earn them Asteroid Analysis (Handout 
  #2).  A Superior test (a roll of 16 or higher) or 
  each subsequent roll will allow them to ask 
  two specific questions about the asteroid, its 
  composition and behavior, and/or the 
  surrounding area.  Each scan takes 
  approximately three minutes.
     The area hosts several faint gravimetric and 
  subspace distortions- remnants of a subspace 
  tear- back along the asteroids course (and the 
  beginning of the fragmentation and debris 
  trail).  A TN 5 Physical Science (Astrogation) or 
  System Operations (Conn) test will confirm that 
  the asteroid and it's debris trail begin at the 
  point of the subspace rift.
     The handout specified several anomalies 
  specific to the asteroid- namely the chroniton 
  and verteron particles, the unusual ionic 
  signature, and the on-going disintegration of 
  the asteroid.  
     A TN 10 Physical Science (Physics) or Space 
  Science (Astrophysics) test will confirm that the 
  verteron and chroniton particles are consistent 
  with traveling through a subspace rift or other 
  anomaly.  The course and speed (and subspace 
  2
  
  remnants) suggest that the asteroid did indeed 
  travel through such an anomaly.  
    The ionic signature and fragmentation are 
  interrelated.  As outlined in the Erebus Effect 
  (below), the asteroid is not merely fragmenting- 
  it is disintegrating due to the harmonic 
  incompatibilities between its atomic structure 
  and that of our “native” universe.
     The Narrator is advised to tread very 
  cautiously here.  Unless the heroes ask 
  specifically about the quantum signature or 
  frequency of the asteroid (or later, of the 
  Erebus), the Narrator should not mention it. 
  Within that stricture, however, he should 
  answer the crew's questions honestly and 
  accurately.  The asteroid's structure is 
  disintegrating and has an unusual ionic 
  signature consistent with rapidly accelerated 
  atomic decay.  
  Optional Scene- A Near Miss
     This scene should only be played if Sakarya 
  enters the Neutral Zone before the Erebus 
  arrives.  
     After the heroes have a chance to analyze 
  the asteroid for a bit, the Science Officer 
  should receive Proximity Alarm (Handout #3). 
  The Narrator should count how many seconds 
  it takes from handing the warning to the 
  Helmsman rolling his System Operations 
  (Conn) test (a bit of leeway should be given if 
  the player panics and asks what to roll).  
     The TN is equal to 5 + the number of 
  seconds between the handout being given and 
  the dice hitting the table.  
     If the player makes the test, then Sakarya 
  ducks out of the way without damage.  If he 
  fails by five or fewer points, the ship suffers 
  1d6 damage (and the shields are reduced by 
  10% per point of damage).  If the test is failed 
  by 6-10 points, then Sakarya suffers 2d6 points 
  of damage, and one block of damage to her 
  shield grid.
    If the test is failed by 11 or more points, 
  Sakarya suffers 3d6 points of damage and two 
  blocks of damage to her shields.
     For each three points of structural damage 
  Sakarya suffers, she also suffers one block of 
  random system damage.
     In short- the poorer the helmsman did, the 
  worse shape the ship is likely in.  (Erebus is 
  already in pretty bad shape, so the adventure 
  glosses over any collision damage she might 
  suffer).   
  The Relic
     As the heroes watch on the main view 
  screen, Sakarya is swamped by a blast of 
  turbulence, radiation, and energy as a 
  subspace rift opens and a massive starship 
  emerges.  
     Collision or no, she comes to rest 
  approximately one hundred thousand 
  kilometers from the asteroid.  If Sakarya is 
  already in the Neutral Zone, the newcomer 
  comes to rest one hundred kilometers away 
  from the heroes.  
     The vessel is obviously a Federation starship, 
  and clearly in distress- disabled and adrift.  She 
  doesn't answer hails*, and many of her exterior 
  lights are darkened- she has apparently 
  suffered fairly extensive system
  damage. 
     A TN 10 System Operation (Sensors) will 
  earn the heroes Starship Analysis (Handout 
  #4).  As before, a Superior success or a 
  subsequent roll will earn them the right to ask 
  two additional questions about the drifting 
  Erebus.   
     Once they've reviewed the handout a/o 
  identified the ship's hull number, any request 
  will earn them Erebus
   
    Profile (Handout #5)
   
   .
     If Sakarya suffered a collision, damage 
  control actions (as necessary) will likely keep 
  the hero crew busy initially, but sooner or 
  later, the crew will need to deal with their new 
  find.
       *Particularly inventive characters 
  might attempt to contact the Erebus using 
  hand communicator frequencies.  If the 
  heroes think of this technique, they should 
  be allowed to do so- though they will be in 
  touch with a junior crew man in one of the 
  Damage Control parties, and it will take 
  some time to contact the bridge.  
     Making matters worse, the heroes must 
  walk a fine line between saying too much 
  and too little.  Matters aboard the Erebus are 
  difficult, and the last her crew knew, they 
  were the only ship in the area-  
   meaning the crew may become  
      suspicious of offers of swift assistance.  
  3
  
  The Rescue
     Before beaming over to assist Erebus the 
  heroes will need to specify precisely what 
  equipment they are bringing with, where they 
  are beaming to, and precisely how they intend 
  to proceed.
     As soon as they materialize, smart characters 
  will do a scan of the environment- particularly 
  for radiation or other contaminants.  A TN 10 
  Physical Science or Life Science (with a +5 
  bonus for the tricorder) or a TN 10 System 
  Operation (Sensors) test should convince the 
  heroes that the area is clear.
     Not surprisingly, Erebus is in fairly sad 
  shape- most of her systems are off-line, and 
  many of her crew are injured.
     The corridors are the familiar square 
  hallways seen so often in TOS, with the 
  triangular archways between sections.  The 
  Erebus crew are dressed in standard uniform 
  for the times- black trousers, boots, and blue, 
  gold, or red tunics.  
     The corridors are dark, lit only by emergency 
  lighting, and the air is heavy with the smells of 
  smoke, hot metal, and ozone.
     Unless the crew beam directly to the Bridge, 
  they'll encounter junior personnel (and if 
  they're lucky a department head) in various 
  states of confusion.  Rumors are swirling 
  around the ship as to what caused their current 
  predicament- each more improbable than the 
  last.  The rumor with the most currency as the 
  heroes beam aboard is that of a Romulan 
  attack. Confusion and fear are rampant, and as 
  heavy in the air as the smoke.  
     An TN 15 Influence or Persuade test will 
  determine how the heroes are received.  
     The heroes receive a +1 bonus if they 
  identify themselves as Starfleet, and a +5 
  bonus if they troubled to switch into the 
  uniforms of the period.  
      On a success, the heroes are subjected to a 
  quick search, deprived of their weapons and 
  equipment, and then hustled up to the Bridge 
  for a quick consultation with the Captain.
     A Superior success will allow them to hold 
  onto their gear before being hustled up to the 
  Bridge, and an Extraordinary success will allow 
  them to skip the search entirely.
     On the other hand, should the heroes 
  behave in a hostile or uncooperative fashion 
  (brandishing or using weaponry, assaulting 
  Erebus crew, or refusing to identify themselves 
  or follow orders), they'll be attacked in mass, 
  stunned, and escorted to the brig instead.
     The sole exception to this treatment would 
  be the medical officer.  There are a lot of 
  wounded and injured aboard the Erebus, and 
  the heroes' surgeon should be able to bully his 
  way into going to work immediately.  While 
  everyone else is being carted up to the Bridge, 
  the surgeon will be escorted to Sick Bay.  
  Captain Franklin
     As the heroes enter the bridge, they find a 
  dignified older man, thick-set but fit, 
  attempting to restore order to the Bridge.  He is 
  wearing a gold shirt with two-and-a-half stripes 
  on each sleeve.
     The bridge itself it not terribly different from 
  that aboard one of the original Constitution 
  class, though this one seems to trend 
  somewhere between Pike and Kirk. Rather 
  than the sleek, multifunction panels prevalent 
  aboard modern starships, Erebus makes do 
  with buttons, switches, and knobs.
     Several panels have been torn open either by 
  damage or by repair crews, and the main 
  viewer is filled with static.  The Engineering, 
  Communications, and Helm stations station are 
  manned, but the Navigation, Science,  and 
  other stations are not.  
     Captain Franklin has a communicator in one 
  hand and an-old style pad in the other and is 
  busy checking data on one while  giving orders 
  on the other.  As the heroes enter, he is saying 
  something about, “Never mind the primary, 
  just rewire the secondary directly into the feed 
  and let's go from there.”
     He will swivel kick his chair around to view 
  the intruders, swivel away and then do a 
  double-take.  He will then eye each of the new 
  arrivals carefully before asking, “What's all 
  this?”
     Knowing that Erebus is the only ship in the 
  quadrant, he will initially be skeptical of the 
  heroes' claims- but a TN 15 Influence or 
  Persuade test (with the same bonuses as before) 
  will convince him.  If the characters have 
  behaved in a belligerent fashion (as defined 
  above) they suffer a -10 penalty.  
     Franklin is honest and open, and chooses to 
  believe the best in people.  The worst thing the 
  heroes could do at this point is lie to him- fools 
  do not rise to command of ships such as 
  Erebus.  
  4
  
    Once he's convinced that the characters are 
  who they claim to be, he'll eagerly accept 
  them as brothers-in-arms, both offering 
  whatever assistance his ship can provide and 
  accepting whatever assistance the heroes can 
  offer.  
  Sick Bay
     Erebus' sick bay is currently swamped with a 
  ship load of minor injuries and a handful of 
  major ones.  Doctor Chatham will greet his 
  professional colleague with a terse, “Doctor” 
  and then inquire about his specialties (if any) 
  and put him to work immediately.  
     Treating Erebus's wounded should be treated 
  as an Extended TN 150 Medicine test, with 
  each roll accounting for ten minutes of work. 
  Based on this, the staff should be able to treat 
  most of the minor injuries in less than three 
  hours. By any measure, this is fast, capable 
  work- Doctor Chatham and his staff know their 
  business.
     It doesn't hurt, however, that most of the 
  injuries suffered are minor- breaks, burns, 
  bumps, and contusions, though many of the 
  crew seem to be suffering from nausea and 
  mild headaches (probably a result of the 
  subspace transition).  A number of the crew 
  fainted, and in addition to other needed 
  treatments, Chatham is giving his people 
  stimulants to keep them on their feet.
     In order to help fill the time (and keep the 
  doctor interested), the Narrator is advised to fill 
  in certain details about the crewmen and their 
  injuries (all mostly minor).
     Among this mix of pained faces should be 
  Yeoman McAdams, a pert, lively blond woman 
  of perhaps twenty two years.  Her primary 
  injury is a “green stick” fracture of her right 
  forearm (easily treated with a protoplaser or 
  even just a mild analgesic). A further complaint 
  is headache, nausea, and mild weakness.  A 
  TN 10 Medicine or First Aid test will reveal 
  that McAdams is suffering from both stress 
  (elevated heart beat, adrenal reaction, and 
  blood pressure) and is about five weeks 
  pregnant.  Only an Extraordinary success ( a 
  roll of 21 or higher) will detect that her 
  lifesigns are weakening (though the proximate 
  cause won't be readily apparent).  
     A specific check for radiation will confirm 
  that she is free from radiation.
  The Engine Room
     Erebus' main engine room is a massive 
  structure almost as large as the Sakarya's. The 
  layout is similar to that aboard the old 
  Constitution class with the primary work area 
  sitting atop the M/ARC and just forward of the 
  impulse coils- but far larger.  Work stations, 
  control circuits, and machine benches occupy 
  most of the available deck space.  The smell of 
  burned circuitry, ozone, and lubricants is 
  heavy in the air.
    A TN 10 Physical Science test (with a +5 for 
  the tricorder) will confirm that there is no 
  radiation leakage from either the warp core or 
  the impulse reaction chambers- in short, the 
  area is normal.  
     Repairing the warp core is an Extended TN 
  150 Propulsion Engineering (Warp Drive) 
  check, with each roll counting for an hour's 
  work.  
  The Arboretum
     Should any of the heroes go looking for 
  Lieutenant Pfizer (Erebus' Science Officer) they 
  will find him in the main arboretum, 
  conducting tricorder scans over the various 
  plants.  Pfizer is both bemused and troubled- 
  every plant in the arboretum (including his 
  prize roses) is dying, and he can't figure out a 
  cause.   A Life Science (Botany) or (Biology) 
  test (+5 for the tricorder) will confirm it.  All of 
  the plants are suffering either severely reduced 
  life cycles or are dying and  rapidly decaying 
  outright.  The symptoms are consistent with 
  extreme radiation poisoning and perhaps with 
  the “negative energy” field encountered by the 
  Enterprise in Sector 39J.   There is a low-level 
  ion charge in the room, but sensors do not, 
  however detect the types of ionizing particles 
  consistent with standard radiation exposure.  
  First Symptoms
     As the heroes finish up the last of the minor 
  injury cases, one of the security guards (Ensign 
  Patterson) staggers in looking extremely pale 
  and wan.  He will head for one of the biobeds 
  a/o nurses, but seem to choke  and then vomit 
  up blood and bile before collapsing.  
     As the heroes shuffle him to a bed and begin 
  scanning, one of the nurses will accidentally 
  pull out a clump of his hair.     
     The boy is extremely weak, nauseous, and 
  5
  
  barely coherent.  
     A TN 10 Medicine test will reveal internal 
  bleeding and rampant cellular decay. A 
  Superior success (a roll of 16 or higher) will 
  confirm that these symptoms are consistent 
  with severe radiation exposure and poisoning. 
  The only problem with this diagnosis is that the 
  scans come back negative for radiation.  
     Only emergency surgery will save Patterson, 
  and Chatham asks for the Sakarya's physician 
  to assist.  The first course is to get Patterson on 
  an IV and a very hefty dose of anti-radiation 
  meds.
     The surgery itself is an Extended TN 50 
  Medicine (Surgery) test, with each roll taking ½ 
  hour.  Once the surgery is completed, 
  Patterson gains one full wound level and is 
  resting quietly.  Unfortunately, the respite is 
  temporary.  One hour after the surgery is 
  completed, young Patterson begins fading 
  again.
  Damage Reports
     Further complicating the crews' efforts, the 
  repairs they've accomplished begin failing. 
  Once every half hour, Erebus suffers one point 
  of structural damage, and one block of 
  randomly determined systems damage.  
     A TN 10 Structural, Propulsion, or Systems 
  Engineering test (as appropriate) will reveal that 
  the system (or hull) is suffering severe metal 
  fatigue or decay in electronic pathways, or 
  other appropriate failure.  A TN 10 Physical 
  Science (Physics) or Space Science 
  (Astrophysics) will confirm that these symptoms 
  are consistent with severe radiation 
  bombardment or accelerated aging- but there's 
  no detectable radiation.
  Exposure
     This scene is a bit of a floater- and can 
  happen at any point in the adventure when the 
  heroes notice the damage they've been taking. 
     The Narrator should be secretly rolling 
  Stamina checks for the players each hour after 
  they board (or are otherwise exposed to the 
  Erebus or her equipment or personnel).  If they 
  fail, they suffer the damage listed in The Erebus 
  Effect, below.  
     Initially, the symptoms are limited to nausea, 
  dizziness, and mild headaches, but once the 
  character drops down to Wounded, the first 
  gross symptoms appear- hair loss, and the 
  reopening of old wounds.  
     A TN 10 Medicine test will reveal that the 
  heroes are suffering the same decay as the 
  Erebus crew.  This is about the time panic 
  (among your players) should begin in earnest. 
     Despite the best efforts (and the best 
  medicines and treatments available), anyone 
  exposed to the Erebus, her crew, or her cargo 
  for more than an hour will suffer the decay- 
  Sakarya and her people are safe so long as they 
  stay at least 25,000 km away.
     Once the character has taken damage, the 
  player should begin making his own Stamina 
  checks.
  Lab Work
     Determining the nature of the affliction 
  striking both the heroes and the Erebus, will 
  require a TN 120 Medicine or Physical 
  Science test.  Savvy characters might 
  disbelieve the information their sensors are 
  telling them, and begin looking for “hidden” 
  radiation or other anomalies that might explain 
  the decay.  The Narrator is encouraged to 
  allow them to waste their time and energy in 
  such pursuits- there is no unusual radiation, no 
  “undetected” particle, no outside interference 
  causing the decay.
     The unusual ion signature noted in both the 
  asteroid and the Erebus is a clue, but it's also a 
  dead-end.   A TN 15 Physical Science 
  (Physics) test will confirm that the energy 
  produced in the ion field is an exact match for 
  the amount of mass lost- the matter is being 
  converted directly into energy.  
     If (and ONLY if) the heroes think to check the 
  Erebus quantum frequency signature, they may 
  tumble to the truth.  Erebus is dying because 
  her quantum signature is “wildly” out of tune 
  with our own.  She's disintegrating because her 
  own molecular structure is too alien to survive 
  in our universe.
     Unless they tumble to the disparity in the 
  Erebus quantum frequency, the crew will 
  continue to face a wild goose chase- while 
  Erebus and her crew continue to fail- and die- 
  around them.
  Act Two
  There Always Are Possibilities
  6
  
     Once the heroes think they have the matter 
  in hand (whether they're right or not), they can 
  begin looking at possible solutions to the 
  problem.  As outlined in Death, Not Defeat 
  (below), the obstacles facing the crews are all-
  but insurmountable.  
     Whatever the heroes choose to do, whatever 
  actions they decide upon, the Narrator must 
  be very careful not to steer them in any 
  particular direction.  They should be free to 
  pursue whatever course they decide- whether 
  it is ultimately futile, or not.  
     Listed below are various approaches that the 
  crew might try.
  ➢
  Reopening or opening a new rift
   
   - the rift 
  that deposited Erebus here was a unique, 
  natural phenomenon about which almost 
  nothing is known.  It is possible that they 
  might use Sakarya's main navigational 
  deflector to reopen a rift, but if it's done 
  wrong, it would be extremely taxing for 
  the ship, and if it's done wrong, could 
  cause a dangerous subspace shock wave 
  or worse.  Even if the crew were able to 
  create a new rift without doing 
  catastrophic damage to themselves or the 
  space-time continuum, there's no 
  guarantee that the rift would lead to the 
  right time or place- the odds are 
  infinitesimally small that a random rift 
  would open to the right time and place. 
  Also, Erebus is in no condition to attempt 
  a re-transition.
     If- and ONLY if- the heroes inquire 
  specifically about the silithium in the 
  asteroid, the Science Officer or Chief 
  Engineer should be allowed to make a 
  TN 20 Space Science (Astrophysics) test. 
  This test may not be attempted a second 
  time, nor may it be turned into an 
  Extended test- the character either knows 
  or he does not.  
     A success will reveal that the silithium 
  isotope can be resonated to find the 
  “proper” subspace frequency to open a 
  rift to send the Erebus home.
  ➢
  Generating a forcefield or subspace field
   
    
  to protect the 
   
   Erebus
   
    and her crew.
   
     The 
  problem with this plan is that it would be 
  a stop gap measure at best. The other 
  consideration is that creating a warp field 
  powerful enough to shield Erebus from 
  the effects of the surrounding universe 
  would require nearly all of Sakarya's 
  resources and place her all-but-on-top-of 
  the Erebus- exposing the crew to the 
  effect.
  ➢
  Using the transporter to “retune” the
   
    
  Erebus
   
    crew
   
   .  The problems with this 
  approach are both technical and 
  logistical.  First and foremost, the pattern 
  buffer isn't designed for that sort of 
  modification.  Target Numbers would 
  need to be set ridiculously high (30 or 
  higher) and any error would be 
  automatically fatal to the transport 
  subject, and would do extensive damage 
  to the transporter as well.  Second, each 
  of the surviving 618 Erebus survivors 
  would have to be “modified” 
  individually.  With a sixty-second (or 
  longer) transport window, most of them 
  don't have that long- even if the process 
  were guaranteed to work.
     Each the proposed solutions presents 
  formidable problems, but of all of those listed, 
  reopening the rift presents the greatest 
  likelihood of survival for Erebus.  
  Cloak and Daggers
     As the heroes continue to work on possible 
  solutions, they detect a sensor anomaly behind 
  them, which quickly resolves itself into a 
  Romulan D'Deridex class warbird- which 
  significantly outguns both Erebus and Sakarya. 
     Commander Tarus is not in a pleasant mood, 
  and was sent into the Neutral Zone on an 
  errand similar to Sakarya's- to investigate what 
  looks like subspace weapons research.  
     Tarus will be curt and unyielding- the 
  presence of the Federation vessels is a violation 
  of the Neutral Zone and an act of war.  If they 
  withdraw immediately, the incident will be 
  logged as a navigational error.  If they fail to do 
  so, they will be destroyed.
     Tarus is not interested in stories about vessels 
  from other times or dimensions, and quite 
  frankly, doesn't care about the fate of the 
  Erebus in the slightest.  Her orders are to chase 
  the Federation out of the Neutral Zone and to 
  destroy anything that looks like subspace 
  weapons research- and that's precisely what 
  she intends to do.  
     If the heroes can make a TN 15 Influence, 
  Persuade, or Negotiate test, Tarus will 
  7
  
  grudgingly grant them one hour (per degree of 
  success) to effect repairs.  A Marginal success 
  will gain them an hour.  A Complete success 
  will gain them two, and so on.  
     Reprieve or no, Tarus is clear- if either vessel 
  begins carrying out what look like subspace 
  weapons experiments, Morion will open fire. 
  Having made her threat, Morion will retreat to 
  a range of 100,000 kilometers and keep watch. 
  (At this range of course, Morion is immune to 
  the Erebus Effect, which might serve as a clue 
  to the heroes).
  Preparations
     In order to re-open a rift, Sakarya must emit 
  a focused graviton beam through her main 
  deflector dish (her tractor mounts cannot 
  generate a large enough field).  
     Modifying the dish to deliver the field will 
  require an TN 150 Extended System 
  Engineering (Deflectors) check, with each 
  round accounting for ten minutes worth of 
  work.  
     A TN 10 System Engineering test will also 
  reveal that generating the anti-graviton field 
  will impose a number of severe constraints on 
  Sakarya.  
     First, she will need to stay within 70,000 
  kilometers from the focal point of the rift 
  (placing her in harm's way should something 
  go disastrously wrong).  
     Second, generating the field will place a 
  tremendous drain on her systems, and finally- 
  most critically, it will compromise her ability 
  to generate a stable shield bubble.  
     For the duration of the beam (which must be 
  maintained until Erebus slips through the rift), 
  Sakarya's shield grid will be severely 
  compromised- her Protection and Threshold 
  will be cut in half for the duration of the beam 
  and for 1d6 rounds thereafter.  
     Finally, the Romulans will NOT be amused 
  by this turn of events- it will look precisely like 
  the subspace weapons testing both sides want 
  to prevent. 
   
  Act Three
  Optional Scene- Gambler s Odds
  '
   
  (Re-opening the Rift)
     In order to configure the focused graviton 
  beam correctly (their only hope of sending 
  Erebus back where she belongs) the heroes 
  must emit a field to resonate the silithium trail. 
  This requires an inverse tachyon scan 
  (Enterprise, Enterprise, and Pasteur used 
  inverse tachyon scans to probe the anti-time 
  anomaly in All Good Things).   
     The scan will take about five minutes, and a 
  TN 20 Space Science (Astrophysics) test.  If 
  successful, the scan will show a silithium trail 
  leading deep into subspace (and presumably, 
  the way home).  With this information, the 
  crew should be able to tune their graviton 
  beam to open a tunnel back to Erebus' native 
  dimension.  A Complete failure (or worse) 
  resonates the wrong path, and will send Erebus 
  to the wrong place (though the heroes won't 
  know that until it's too late).
     Once the deflector has been properly 
  configured, the graviton beam must be fired on 
  the correct field modulation- a TN 25 Physical 
  Science (Astrophysics) test.  If the heroes failed 
  to complete the inverse tachyon scan they will 
  open a subspace rift, but it will lead to the 
  wrong place.  
     A complete failure (essentially, a roll of 9-15) 
  will cause an explosion doing 1d6 damage to 
  Sakarya.   
     A catastrophic failure (a roll of 8 or less) will 
  not only cause the explosion, but will also 
  result in a Level 7 subspace shockwave doing 
  1d6 damage to everything within 500 million 
  kilometers of the blast.    
     In either case, the subspace rift is not 
  formed.  
     Further, as soon as the rift is opened, 
  Sakarya's sensors detect a massive spike in 
  tetryon radiation.  The combination of 
  radiation and gravimetric shears do 1d6+2 
  points of damage to all vessels in the area per 
  minute.
  Rage and Retribution
     The moment Sakarya fires her navigational 
  deflector, the Morion will hail, demanding to 
  know what the heroes are doing and 
  demanding that they cease at once.  If the hails 
  are ignored or the heroes do not stop after the 
  second demand, Tarus will order Morion to 
  open fire.  
  8
  
  Optional Scene- Through The 
  Looking Glass
    Once the rift (and assuming that they opened 
  it correctly), Sakarya should begin receiving 
  transmissions from the search parties on the 
  other side looking for the lost Erebus.
     As Erebus slips through the subspace tear, a 
  small rock sneaks out past her.  With a flash, 
  the rift collapses behind the departing starship, 
  leaving Sakarya to face the Romulans alone.  A 
  TN 10 System Operation (Sensors) or Physical 
  Science (Physics) test reveals that like Erebus, 
  the newly arrived rock is disintegrating. 
  Between the transmissions and the rock, the 
  implications should be clear- Erebus is home.  
  Optional Scene- A Taste of 
  Ashes
     The following scene should be played if the 
  heroes failed to open a rift to the proper 
  location.
     As Erebus slips through the subspace tear, a 
  small rock sneaks out past her.  With a flash, 
  the rift collapses behind the departing starship, 
  leaving Sakarya to face the Romulans alone.  A 
  TN 10 System Operation (Sensors) or Physical 
  Science (Physics) test reveals that unlike 
  Erebus, the newly arrived rock is not 
  disintegrating.   The implications should be 
  clear- they sent Erebus to the wrong place.  
  Optional Scene- Sacrifice
     If Sakarya begins to take the worse of the 
  battle with the Romulans, Erebus WILL turn 
  around to save the Sakarya, charging the 
  Romulans in order to take the heat off her sister 
  starship.  Unfortunately, given her weakened 
  state, Erebus will not last long- but she might 
  give Sakarya a chance to recover and go on 
  the offensive.  
  Resolution
     Given the number of variables involved- the 
  Erebus crew, the Sakarya crew, the and the 
  Romulans- a great many resolutions to this 
  adventure are possible.  
     Whether by accident, design, or simple 
  indifference, Sakarya might surrender Erebus to 
  her fate without attempting to intervene.  If 
  that's the case, they should be met with scorn 
  and derision (and the Renown and experience 
  awards listed below reflect that).  
     On the other hand, Sakarya might have 
  seriously endangered the fragile peace between 
  the Federation and the Romulan Empire in 
  order to save a single vessel.  
     Unless other events cause her destruction 
  first, Erebus will explode when her antimatter 
  bottles fail.
     If they've evacuated the Erebus survivors to 
  Sakarya, they'll face a a long-lingering death; 
  but the Erebus victims should expire before 
  taking too many of Sakarya's crew with them. 
     The Romulans will linger near-by nasty and 
  suspicious, but are unlikely to open fire unless 
  they suspect treachery.  Once they attack, 
  however, they will continue to do so until 
  either they are unable to continue the fight or 
  the Federation vessels are destroyed or retreat 
  back across the Neutral Zone border.  
  9
  
  The Erebus Effect 
     The Erebus Effect is a catastrophic atomic-
  level decay caused by an extreme 
  incompatibility between the quantum 
  “frequencies” of two parallel universes.    
     The effect occurs when an intruder (be it a 
  person, a starship, or other object) is 
  displaced from its own universe into another 
  with a sufficiently disparate quantum 
  resonance.
     The real-time effect is not unlike the energy 
  drain suffered by the crew of the Enterprise in 
  the “negative energy” field which destroyed 
  the U.S.S. Intrepid.
     Both displaced and “native” objects 
  exposed to one another suffer the damage 
  until destroyed (converted to pure energy). 
  The displaced object continues to suffer 
  damage until it is placed in a more 
  “compatible” environment.  
     All objects (animate or not) exposed to the 
  Erebus Effect begin decomposing at the sub-
  atomic level, and converting their molecules 
  directly into energy.  The long-term effects 
  are invariably lethal.  
     The effect resembles dangerous radiation 
  exposure, and the game stats reflect this.  The 
  difference between the effect and radiation is 
  the absence of an ionizing particle (except as 
  a decay product).  
     Living tissue begins to necrotize 
  immediately, with old wounds and scar tissue 
  opening first, followed by weakness, 
  nausea, uncontrollable bleeding, and 
  incontinence.  
     Arithrazine, Hyronalin, adrenaline, and 
  other standard anti-radiation treatments suffer 
  50% effectiveness during the first hour of 
  exposure (mainly because they're treating the 
  symptoms rather than the problem) and suffer 
  a cumulative penalty for each additional 
  hour as system break down.  
     A stasis field (or similar technology) will 
  throw the victim into “quantum shock”, 
  killing him or her instantly, and will only 
  slow- not stop- the decay.  
     As there is no ionizing particle to defend 
  against, radiation shielding, forcefields, 
  protective suits and other standard 
  protective technologies are useless. 
     Inanimate objects suffer the same 
  “wound” damage as living creatures, and 
  suffer malfunctions and breakdowns as 
  circuits fail and parts become brittle and 
  break due to “metal fatigue”.
     Radiation suits, forcefields, and other, 
  similar, gear are likewise ineffective at 
  preventing the decay.
     Onset: One hour.  Potency: +8 TN Effect: 2d6 
  wounds and -1d3 ea Strength and Vitality 
  Secondary Effect: -3 penalties to all Physical 
  tests due to nausea and arthritic pain.
  Death- Not Defeat
     Starfleet crews are notorious for their never say “die” attitude- particularly when risking their 
  lives to save those of others.  Motivated to save (as best they can) the crew of the Erebus, your 
  players may insist on some very off-the-wall solutions to try to prevent the inevitable.  
     The primary problems involved in saving the Erebus, however, are formidable and technical- 
  and the Target Numbers for this adventure reflect this.  Reopening a subspace rift is problematic 
  under the best of conditions, and with the Romulans breathing over your shoulder and 
  threatening to open fire, it becomes will nigh impossible.  Even if a rift is opened, the odds of it 
  opening into the Erebus's native universe are infinitesimally small- it's overwhelmingly likely 
  that the “next” universe will be just as incompatible as our own.  In short, unless the heroes 
  tumble to precisely the right information and put it to proper use, Erebus was doomed the 
  moment she entered that subspace tear.  
     The trick for the Narrator under these circumstances is to accentuate the deeper meaning- to 
  allow the players to experience the reality of the loss and pain- without crushing the player's 
  creativity and spirit.  Death is not a defeat- so long as Erebus died  
    the way she lived- proud, dedicated, and with head held high. There is triumph in 
              death- so longs as both crews stood by one another to the very end.
  10
  
  Rewards:
      Experience Points and Renown Points are to be totaled (except where indicated otherwise) and 
  divided equally among the PCs.  The minimum renown award (before any penalties) is +1.
  Experience Awards 
  PCs return Erebus to her own dimension:
        +1000 exp points 
  PCs resonated the silithium:    +100 exp points 
  PCs determined the true cause of the Erebus 
  Effect:
        
              +500 exp points 
  PCs contacted Erebus using hand 
  communicators: 
              +100 exp points 
  PCs notified Starfleet before entering the 
  Neutral Zone:
              +100 exp points 
  PCs determine asteroid was extra-dimensional 
  before Erebus arrived:
   +100 exp points 
  PCs avoid collision w/Erebus upon her arrival 
  (counts only if the Sakarya entered the 
  Neutral Zone):
              +100 exp points 
  PCs scan Erebus for radiation as soon as 
  they beam aboard:             +100 exp points 
  PCs render aid and comfort to the Erebus:
   +500 exp points 
  PCs knowingly place their ship in harm's 
  way to send Erebus home:  +500 exp points 
  PCs persuade Commander Tarus to allow 
  time for repairs:                 +100 exp points 
  PCs volunteer to remain to assist Erebus 
  even after discovering the “out”:    
              +100 exp points 
  Renown Awards
  PCs return Erebus to her own dimension:
          Renown +5
  PCs resonated the silithium:
          Renown +1
  PCs determined the true cause of the Erebus
   
  Effect:
    
          Renown +1
  PCs contacted Erebus using hand 
  communicators: 
          Renown +1
  PCs determine asteroid was extra-dimensional 
  before Erebus arrived:
          Renown +1
  PCs avoid collision w/Erebus upon her arrival 
  (counts only if the Sakarya entered the 
  Neutral Zone):
          Renown +1
  PCs scan Erebus for radiation as soon as they 
  beam aboard:
   
          Renown +1
  PCs render aid and comfort to the Erebus:
   Renown +3
  PCs knowingly place their ship in harm's 
  way to send Erebus home:         Renown +2
  PCs persuade Commander Tarus to allow 
  time for repairs:
          Renown +1
  PCs volunteer to remain to assist Erebus 
  even after discovering the “out”:
      
          Renown +5
  PCs failed to notify Starfleet before entering 
  the Neutral Zone:
           Renown -1
  PCs open fire on Morion:  
           Renown -3
  PCs destroy Morion: 
           Renown -5
  PC abandon Erebus w/o intervening or assisting
  her in any way:
     
           Renown -5
  Optional Renown Results (per Officer):
  -6 or less
  Officer is court-martialed,
  (Infamy Flaw at GM’s 
  discretion).
  -3 to –5
  Inquiry by Starfleet, 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).
  Special Victory Conditions:
     The heroes might be able to justify Sakarya 
  using her main deflector to open the subspace 
  rift before a Starfleet Command Board of 
  Inquiry, but they have little hope whatever of 
  explaining an attack on a Romulan vessel.
     If the Sakarya opens fire on the Morion for 
  any reason, they automatically lose this 
  scenario.  
     The sole exception to this would occur after 
  the Erebus has escaped or been destroyed, and 
  after Sakarya has ceased using her deflector to 
  open a rift.  
     If Morion insists on attacking after that point, 
  Sakarya may be justified in acting in her own 
  defense.   Capable officers, however, will 
  attempt to play down the tensions and escape 
  back across the Neutral Zone border.
     
  11
  
  (Non-Player Characters)
  Commander Tarus- Commanding Officer, IRV Morion.   
     Tarus is a capable officer, but earned her command as much through politicking as through 
  merit.  As such, her position is not as secure as she'd prefer, and she therefore strives doubly hard 
  to ensure that she carries out her orders exactly.   Tarus lost kin- two brothers, a sister, and a fiancé 
  during the Dominion War- and has come to blame the losses on Starfleet and the Federation.  She 
  is a ruthless woman with little compassion and a lot to prove, making her a dangerous foe.  
  Officers of the U.S.S. 
   
   Erebu
   
   s  
  Captain James Franklin- Commanding Officer, U.S.S. Erebus.   
     James Franklin is one of the finest officers ever produced by Starfleet- and stands easily in the 
  company of men like Pike, Kirk, and Garth.  He has commanded Erebus for five years, seeing her 
  through the best and worst of her career, and has been marked as a future flag officer- a post in 
  which he has no interest.  
     A gifted commander and tactician, Franklin is fearless, tenacious, and able.  He matches wit, 
  drive, and an impossibly low heart to an explorer's soul- one that is always looking to the horizon 
  and to what lies beyond.
     Franklin considers the ship and her crew to be a sacred trust, and sees himself as much a teacher 
  as a captain.  It is his job to mold the next generation of explorers and starship captains, and he 
  accepts only the finest.  Franklin has hand-picked nearly all of his officers and senior enlisted men, 
  and commands their near-absolute loyalty.  Where he goes, they follow, rightly confident of 
  victory.
  Commander Thomas Porter- Executive Officer , U.S.S. Erebus.   
     “Tom” Porter turned down command of the destroyer Melville in order to take the post as 
  Franklin's Exec- knowing that the Melville would spend most of her time patrolling, while the 
  Erebus would be exploring.  
     Tall, trim, and handsome, Porter is a born explorer and a gifted leader of men, quietly brilliant 
  without blowing his own horn.   Like Captain Franklin, where Porter leads, men tend to follow, 
  and when he asks for their finest, they excel.  He is an unparalleled officer, brave, compassionate, 
  and diligent- and utterly loyal to his captain, who has brought him up as a protegé and a friend.
   
  Lieutenant Stacy Ross- Chief Engineer, U.S.S. Erebus.            
     Lieutenant Ross considers himself a technician first and foremost, and a manager of men second. 
  He can most often be found with his sleeves turned up, at least elbow deep in some piece of 
  machinery, and passing his hard-won knowledge on to a new generation of mechanical geniuses 
  (whether they want to be one or not).  Ross has, at one point or another, examined, modified, or 
  rebuilt nearly every piece of engineering equipment aboard the Erebus, and has served with her 
  since her commissioning.  He has a demonstrated knack for taking the machinery above and 
  beyond its design specifications, and for keeping Erebus running past all hope or reason.  
     Ross is a short, swarthy fire-plug of a man with large, rough hands and dark eyes.  He nearly 
  always has a short stump of unlit cigar pinched in his teeth and grease under his finger nails.  
  Lieutenant JG William Pfizer- Chief Science Officer, U.S.S. Erebus.   
     Lieutenant Pfizer turned down a rare posting as an instructor at Starfleet Academy, feeling that he 
  could do more to develop good officers in the “laboratory” environment of a starship.  Pfizer has 
  eleven papers, two patents, and three autographs to his name, and has been commended for 
  scientific excellence by Starfleet, the Federation Science Council, and the Andorian Academy of 
  Astrophysics.
     Pfizer is quiet, bookish, and somewhat shy- but is also absolutely brilliant. He is dark and thin, 
  with large eyes, a quirky smile, and a mischievous sense of humor.
  12
  
  Lieutenant JG Anthony Warlow- Chief Weapons Officer, U.S.S. Erebus   
     Lieutenant Warlow is the youngest of three brothers in Starfleet, and the first Academy graduate 
  in his family.  Three generations of Warlow have served Starfleet and the Federation, and both of 
  Anthony's older brothers were decorated  for actions during border skirmishes with the Klingons. 
  There is much (good-natured) sibling rivalry in this generation, and young Anthony is determined 
  to carry on the tradition with honor.
     Warlow is young, eager, and enthusiastic, and has- quite frankly- a lot of growing to do.  He is 
  an excellent young officer, and might- perhaps- be a fine starship commander one day.
   
  Lieutenant JG Carol Lynn DuPries- Chief Helm Officer, U.S.S. Erebus.   
     Lieutenant DuPries is one of the rarest of officers- a maverick who rose through the enlisted 
  ranks.  DuPries cut her teeth flying fighters and small patrol craft against Klingons and Orion 
  raiders.  DuPries has a deft hand and an artist's touch, and was assigned to Erebus after Captain 
  Franklin watched her thread a patrol ship through an asteroid belt to rescue three miners trapped 
  by a crash and a cave-in.
     DuPries is an attractive officer in her late twenties with red hair, a striking figure, and a 
  professional, no-nonsense demeanor which she uses to mask a sensitive soul much given to poetry 
  and Gothic novels.  
  Ensign Deana Parke- Chief Navigation Officer, U.S.S. Erebus.   
     Newly commissioned, Deana Parke is a Starfleet prodigy with an almost instinctive navigational 
  talent matched with a bubbly personality and an explorer's soul.  Her primary ambition is 
  command of a starship.  She has been aboard the Erebus for three weeks, having declined shore 
  leave in order to arrive early at her posting.
     Parke is a trim young woman with dark eyes and brownish-blond hair.
  Dr. Richard Chatham- Lt. Commander,Chief Medical Officer, U.S.S. Erebus.       
     A Starfleet veteran of twenty-three years, Doctor Chatham left behind a quiet obstetrics practice 
  to return to Starfleet and join his old friend Captain Franklin on the Erebus' cruise.  Chatham is 
  soft-voiced and gentle, with a healer's heart and hands.  His soft accent has blurred a bit and his 
  eyes weakened with age, but his will is still iron and his hands are still keen.  Chatham writes 
  home to his three grandchildren on a regular basis, and keeps a portrait of them on his desk.  
  13
  
  (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)         
     Masking System: Monoreflective Plating (14)
     Shuttlebays: 
  1 aft saucer
  Shuttles:  6 size worth   
     Tractor Beams: 
  1 fd, 1av, 1ad
  Propulsion Data
     Impulse Engines:    FIG-5 (.92c) (D)   
  Warp Drive:  LF-41 (wf 6/9.2/9.6) (D)
  Tactical
     Phaser Banks
   
             
   
   Type IX (x4/D)
   
      Photon Torpedoes
   
      
    Mk 95  (x1/C)
   
      
  Penetration
  6 / 5 / 5 / 0 / 0
  Photon Penetration
  4 / 4 / 4 / 4 / 4
  Quantum Penetration 5 / 5 / 5 / 5 / 5
     Deflector Shields
   
        
   
   FSR (E)
   
   
  Protection/Threshold
  17 / 4
  Miscellaneous
     
     Maneuver Modifiers +2 C, +1 H, +1 T   
     Traits:  
  Ablative Armor (+5 Structure) , Monorefractive Plating
     The second of the Perimeter Defense Directive ships, the Steamrunner-class heavy frigate was 
  designed with relatively specific mission profiles in mind, including perimeter patrol and defense, 
  long-range threat response, covert operations, and combat support. It's also the first Starfleet 
  vessel to mount mono-reflective plating.  
     U.S.S. Sakarya is named in honor of the Turkish submarines which commemorated the Battle of 
  Sakarya in the Greco-Turkish War (1919–1922) and Turkish War of Independence. She is also the 
  first starship to bear the name.
  Sakarya is currently carrying the following small craft:
  U.S.S. Tarsus  NCC-76410
  Danube Class Runabout
  Lake Tuz   
  NCC-52143-1 Type 12 Shuttlecraft
  Lake Van  
  NCC-52143-2 Type 8 shuttlecraft
  * Hull dimensions are derived from comparisons done at Ex Astris Scientia.
  (http://www.ex-astris-scientia.org/articles/akira-size.htm)
  14
  
  IRV Morion
  Production Data
   
           
   
             
   
             
   
             
   
   
     Origin: Romulan Star Empire   
  Class and Type: D’Deridex Class Battleship
     Year Launched: 2323
  Hull Data
   
          
   
             
   
             
   
             
   
             
   
   
     Size: 10, 63 decks
  Length: 1341 m 
     Structure: 60
  Crew: 1500
     Atmospheric Capable: No
  Operational Data
     Transporters:   10 standard, emergency,  
  Cargo Capacity: 105   
  and cargo
     Shuttlebays: 
  2 aft   
  Shuttlecraft:   20 size worth 
     Tractor Beams:  
  1ad, 1fd, 1av, 1fv
  Sensor Systems   Class 4 (+4/E)       
     Operations Systems   Class 4R (EE)       
  Life Support:  Class 4R (EE)
     Cloaking Device: 
  Class 5 (Rating:24)
  Propulsion Data
     Impulse Engines:    Class 4a (.92c) (D)
  Warp Drive:  Class5C6 (Warp 5 /8 / 9.6) (D)
  Tactical
     Disruptor Banks
   
         
   
   RPFD-5 (x6/E)
   
   
  Plasma Torpedoes        RTP-5 Plasma (x2/C)
  Penetration
  8 / 7 / 7 / 0 / 0
  Penetration
  7 / 6 / 5 / 4 / 3
     Deflector Shields
  FSQ (D)
  Protection/Threshold
  17 / 4
  Miscellaneous
     Maneuver Modifiers +4 C, -2 H, +4 T   
  Traits:  Hardened System (Cloaking Device)
  15
  
  Maps:
  Map #1
  Sector Map
  16
  
  Handouts:
  Handout #1:  New Orders
  Captain's Log: Stardate 65273.9: 
     “U.S.S. Sakarya on course to the Devari Nebula, heading: 048 Mark 005, speed: 
  warp factor six.  Starfleet Command has diverted Sakarya to investigate long-range sensor 
  reports of unusual subspace activity near the “eastern” edge of the nebula.  
      Long range sensor scans at Earth Outpost 34 and 42 have indicated unusual energy 
  spikes, gravimetric distortions, and radically increased particle counts- all consistent with 
  subspace disruptions and with isolytic weaponry.
     Starfleet Command is concerned that rogue elements in the Romulan military may be 
  conducting unauthorized tests of subspace weaponry, and Sakarya has been ordered to find 
  out.  With a communications lag of 45 minutes (each way), Sakarya will be out of direct 
  contact with Starfleet Command, and I will have to  act at discretion in determining 
  whether or not to enter the Neutral Zone, if necessary, to complete our mission.   
     We will arrive at the Neutral Zone in two hours- and at the affected area in three.  
  So far, sensor scans show no unusual activity.
     
  Handout #2:  Asteroid Analysis
  Sensor Scan:   
  Object Number S-35583
  Physical Dimensions: 1800 meters by 1482 meters (roughly spherical)
  General Composition: Nickel-iron, carbon matrix
  Atmosphere:
  Negative
  Hydrosphere:
  Negative
  Life Signs:
  Negative
  Organic Matter:
  Negative
  Power Sources:
  Negative
  Emission Signatures:
  Minor Alpha and Gamma radiation (consistent with deep-
  space exposure)
  No RF (radio frequency) or Subspace transmissions detected.
  Anomaly: 1.54 Hz ionic signature, no known source.*
  Anomaly: Faint (and decreasing) verteron and chroniton 
  traces, source unknown.
  Specific Mass:
  Approximately 831 million metric tons*
  Specific Composition: Nickel-iron  63%, 
  Carbon-diamond matrix  36%
  Platinum
  .3%
  Molybdenum .25%
  Gold
  .05%
  Silithium
  .000843%
  * Object mass is decreasing by approximately 1 ton per minute due to 
  fragmentation/ionic outgassing.
  17
  
  Handout #3:  Proximity Alarm
  Warning:  Sensors detect unusual/anomalous subspace energy spike bearing 185
  mark 004O, range 1.8 kilometers.
  Subspace Anomaly Forming
  Handout #4:  Starship Analysis
  Sensor Scan:   
  Object Number S-35585
  Physical Dimensions: 352 meters by 202 meters (roughly spherical)
  General Composition: Polyduranium outer shell w/ verterium cortenide warp coils.
  Atmosphere:
  Earth Standard 
  Hydrosphere:
  N/A
  Life Signs:
  618
  Organic Matter:
  Numerous Discrete traces
  Power Sources:
  1 M-A/M Warp Core, 1 deuterium fusion Impulse assembly.
  Anomaly: Extremely low power levels consistent with stand-
  by/cold-iron operation.
  Emission Signatures:
  Low Level RF/Subspace transmission detected- Starfleet IFF
  signal.
  Low Level Subspace field (consistent with stand-by operation
  of Starfleet computer core)
  Low Level Subspace field (consistent with interrupted 
  operation of standard milli-Cochrane warp nacelle) 
  Signal match to U.S.S. Erebus NCC-0528, Lost 2250. 
  Anomaly: 1.54 Hz ionic signature, no known source.*
  Anomaly: Faint (and decreasing) verteron and chroniton 
  traces, source unknown.
  Anomaly: Extremely High levels of Alpha, Beta, Gamma,
  and Theta band radiation detect on outer hull.  
  Specific Mass:
  Approximately 700,000 metric tons*
  Systems Analysis:
  Structural Integrity:
  68% and falling.
  Weapons Systems: 
  Offline
  Shields:
  Offline
  Navigational Deflector:
  Offline
  Warp Core:
  Offline/Standby
  Impulse Engines:
  Offline/Standby
  Sensors:
  Offline
  Life Support:
  Nominal/Battery Backup
  * Object mass is decreasing by approximately 1/16 ton per minute due to ionic
   outgassing.
  18
  
  Handout #5:  Erebus Profile
  U.S.S. 
   
   Erebus 
   
   NCC-0528
   
   
  Production Data
  Hull Data
  Origin: 
  United Federation of Planets
  Structure: 
  35 (24)
  Class and Type: 
  Kelvin Class Explorer
  Size: 
  6, 18 decks
  Year Launched: 
  2233   
  Length:   
  352m
  Crew:  812
  Atmospheric Capable: No
  Separation Systems:
  Emergency Only
  Operational Data
     Transporters:  
  3 standard, emergency, and cargo
     Cargo Capacity:
  70   
  Tractor Beams:1a
     Sensor Systems   
  Class 3 (+3/D)    
  Operations Systems   Class 3 (D)       
     Life Support   
  Class 3 (D)   
  Propulsion Data
     Impulse Engines:    SBE (.5c) (D)
  Warp Drive:  PB-16 (Warp 5 / 6 / 7) (C)
  Tactical
     Phaser Cannon
   
          
   
   10 x Type 1 (B)
   
   
  Photon Torpedoes
   
         
   
   4x MK 12 IF (B)
   
   
  Penetration
  4 / 3 / 3 / 0 / 0
  Penetration
  4 / 3 / 3 / 0 / 0
     Deflector Shields
   
        
   
   PFF2 (A)
   
   
  Protection/Threshold
  12/2
  Miscellaneous
    Maneuver Modifiers  +2 C, +0 H, +2 T   Traits  Hardened System (Weapons)
  19
  
     The U.S.S. Erebus was commissioned in 2233 as part of a class of long-range explorers which 
  preceded the famed Constitution class.  Erebus was the eighth vessel (and second starship) to bear 
  the name.  
     In 2248, Erebus tangled with Orion pirates in the Theta Anari system when a pirate band seized 
  control of a Federation colony world and began moving the inhabitants off-world for sale.  Erebus 
  managed to disable four pirate vessels and capture their chieftain, forcing the Orions to release 
  their prisoners.  Playing hide-and-seek in the Theta Anari asteroid belt, Erebus managed to capture 
  the two remaining pirate vessels without casualties.  
     In 2249, Erebus was jumped by three Klingon cruisers during a routine survey.  Despite severe 
  damage, Erebus was able to fight the Klingon vessels to a standstill while she ducked into the upper 
  atmosphere of Kaelo VIII and conduct repairs.  She then conducted hit-and-fade attacks against the 
  Klingon vessels, destroying one and severely damaging another before the starships Centaur and 
  Castillo arrived and forced the Klingons to retreat.
     Following a three-month refit and repair period, Erebus canceled her shakedown mission and 
  braved a Class IV ion storm in order to deliver urgently needed medical supplies to Poulsen III.
     Erebus served with distinction and verve until 2250 when she disappeared with all hands while 
  on an exploratory sweep near the Romulan Neutral Zone.   Suspicions were voiced that Erebus 
  may have been destroyed by the Romulans, but a three-month long search-and-rescue operation 
  turned up no trace of the missing vessel, nor any indication of her fate.  
  USS 
   
   Erebu
   
   s
     Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  James Franklin
  Human 
  Captain
  Executive Officer 
  Thomas Porter
  Human
  Commander
  Chief Engineer         
  Stacy Ross
  Human
  Lieutenant
  Chief Science Officer
  William Pfizer
  Human
  Lieutenant, JG
  Chief Weapons Officer
  Anthony Warlow
  Human
  Lieutenant, JG
  Chief Helm Officer
  Carol Lynn DuPries
  Human
  Lieutenant, JG
  Chief Navigation Officer
  Deana Parke
  Human
  Ensign
  Chief Medical Officer    
  Dr. Richard Chatham Human   
  Lt. Commander
  20
  
  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
  21
  
  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. 
  22
  
  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
  23
  
  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.  
  24
  
  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) 
  25
  
  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.  
  26
  
  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
  27
  
  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.  
  28
  
  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
  29
  
  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.
  30
  
  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
  31
  
  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. 
  32
  
  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 )
  33
  
  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.  
  34
  
  7
    th   Fleet Scoring Sheet
   
   
  Benchmark
          Bonus
  Achieved
  PCs notified Starfleet before entering the Neutral Zone:
           +1
       ¤
  PCs determined asteroid was extra-dimensional before Erebus 
  arrives:
  +1
       ¤
  PCs avoided collision w/Erebus upon her arrival (counts only if 
  the Sakarya entered the Neutral Zone before Erebus 
  arrived):
           
  +1
       ¤
  PCs scan Erebus for radiation as soon as they beam aboard:          +1
       ¤
  PCs contacted Erebus using hand communicators: 
  +1
       ¤
  PCs thought to shift their uniforms before boarding Erebus: 
  +1
       ¤
  PCs render aid and comfort to the Erebus:
  +1
       ¤
  PCs determined the true cause of the Erebus Effect:
  +2
       ¤
  PCs resonated the silithium:     
  +1
       ¤
  PCs return Erebus to her own dimension:
  +5   
       ¤
  PCs knowingly placed their ship in harm's way to send Erebus 
  home:  
  +1
       ¤
  PCs persuaded Commander Tarus to allow time for repairs:  
  +1
       ¤
  PCs volunteered to remain to assist Erebus even after discovering 
  the “out”:
  +3
       ¤
  PCs opened fire on Morion:       
  -5
       ¤
  PCs destroyed Morion: 
       
  -5
       ¤
  PC abandoned Erebus w/o intervening or assisting her in any way: -5
       ¤
     
   
      / 20
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Crew:  USS    
   
             
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 20
   
     
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  35
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS04-The_Taste_of_Ashes.pdf