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EPISODE 1: A STAR BEYOND THE STARS

CAPTAIN’S LOG: STARDATE 48098.3. Following the USS El Dorado’s commissioning ceremony and shakedown cruise,
we have set a course for Starbase 234, located close to both Klingon and Romulan territory.

Political necessities limit the width of exploration of the Beta Quadrant but the security of Federation borders and
the safety of our member worlds, colonies, and outposts remains of paramount importance to Starfleet. The
Romulan Empire, the tangled internal politics of Klingon Houses, and the slave-running Orion Syndicate present
issues. The Battle of Wolf 359 was only four years ago, and Starfleet projects possible future Borg invasion routes
crossing the Beta Quadrant toward Earth.

While the Federation’s territorial expansion is curtailed in the Beta Quadrant, requests for detailed surveys of stellar
phenomena are endless as are opportunities to show the Federation flag.

The El Dorado is a fine ship with a fine crew and I’m proud to be her captain.

CAPTAIN’S LOG: STARDATE 48115.2. The El Dorado has spent three days in the remote Elicona sector searching for
the USS Korolev, a Starfleet test bed vessel assessing a new warp engine design. Mere hours ago, our long-range
sensors detected a vessel and subspace interference in an unpopulated region. We are headed for that location
now.

DIRECTIVES:

• Recover the missing Korolev.


• Prevent Starfleet technology from falling into enemy hands.

ACT 1
SCENE 1: Read aloud: You see no signs of external damage on the Nova-class starship filling the bridge viewscreen.
However, the vessel remains adrift. Hails go unanswered and the localized subspace interference scrambles sensor
scans and renders transporters inoperable.

The heavy Subspace Interference generated by the Korolev is a Loca�on Trait that prevents sensor scans from
penetra�ng and communica�ons from func�oning. Without a sensor lock, they cannot beam over an away team.
Without communica�ons, the El Dorado cannot communicate with anyone on the Korolev, including any away
teams.

Plo�ng a shutle course from the El Dorado to the slowly rota�ng Korolev docking port requires a Reason + Conn
Task assisted by the shutle’s Computer + Conn with a Difficulty of 1. Pilo�ng the shutle requires a Control + Conn
Task assisted by the shutle’s Engines + Conn with a Difficulty of 1.

TYPE-8 SHUTTLECRAFT
SYSTEMS
COMMS 06 ENGINES 07 STRUCTURE 06
COMPUTERS 07 SENSORS 05 WEAPONS 06
DEPARTMENTS
COMMAND - SECURITY 01 SCIENCE -
CONN 01 ENGINEERING 01 MEDICINE -

POWER: 3 SCALE: 1
SHIELDS: 3 RESISTANCE: 1
CREW COMPLIMENTS: 1 or 2, plus 6 passengers
ATTACKS: Phaser bank (Range Medium, 3 CD, Versa�le 2)
SPECIAL RULES: Rugged Design (Talent)
USS KOROLEV (NOVA-CLASS FEDERATION STARSHIP)
MISSION PROFILE: Technical Test-Bed
SYSTEMS
COMMS 10 ENGINES 09 STRUCTURE 08
COMPUTERS 10 SENSORS 10 WEAPONS 08
DEPARTMENTS
COMMAND 01 SECURITY 02 SCIENCE 04
CONN 02 ENGINEERING 04 MEDICINE 02

POWER: 9 SCALE: 3
SHIELDS: 5 RESISTANCE: 3
ATTACKS:
• Phaser Arrays (Energy, Range Medium, 5 CD Damage, Versa�le)
• Photon Torpedoes (Torpedo, Range Long, 5 CD Damage, High Yield)
• Tractor Beam (Strength 2)
SPECIAL RULES:
• Advanced Sensor Suites: Unless the sensors have suffered a Breach, whenever a character performs a
Task assisted by the ship’s Sensors, they may reduce the Difficulty of the Task by one, to a minimum of
0.
• Improved Warp Drive: Whenever the ship spends power to go to warp, roll 1 CD for each Power spent.
For each effect rolled, 1 point of Power is replenished immediately.

As the shutle approaches the a� sec�on of the Korolev, read aloud: As your shuttlecraft nears the disabled
Korolev, the shuttlebay doors mysteriously open. You adjust your heading away from the docking port and safely
land. The doors close behind you. Apart from two of the Korolev’s own shuttles, the bay is empty, lit only by
flickering emergency lights. It is eerily deserted.

SCENE 2: The ship’s Emergency Ligh�ng trait increases the Difficulty by 1 for ranged weapons atacks and Tasks to
observe or iden�fy characters or objects at Medium range and beyond. The ship’s Disabled trait means most
systems are offline. This affects turboli�s, doors, transporters, sensors, communicators, replicators, warp, and
impulse engines. Life-support and other vital func�ons operate on auxiliary power.

Read aloud: After stepping out of the shuttle, you hear the beeping of an active console waiting for a command.
The beeps echo around the shuttlebay. The two shuttles stand empty and dark. The doors leading to the control
room are stuck halfway open, as if power gave out right as someone was walking through them. The light of the
console reflects in the window overlooking the bay.

Examining the console reveals that auxiliary controls are locked out and are being rerouted to main engineering.
The controls were not locked out from the control room. With a Difficulty 0 Task, the PCs can spend Momentum on
Obtain Information. Each point spent reveals the following:

• The console shows that someone bypassed the lockout to operate the shutlebay doors from the bridge.
• Command codes were not used to reroute ship systems to main engineering.

A�er studying the console, the power sputers, and the display dies. Before it goes dark, the following message
appears: Meet me in stellar cartography.

Emergency hand actuators are stored in a wall panel near the door which will allow the PCs to manually open doors
and exit the shutlebay. Spending 2 Threat creates a Complica�on that makes opening the door impossible: the
emergency hand actuator breaks when used. The PCs will need to come up with an alterna�ve.
• Forcing the door open with brute strength requires an object to use as a lever and a Fitness + Security
Task with a Difficulty of 3.
• Use a phaser to cut the bulkhead and hotwire the circuitry with a Control + Engineering Task with a
Difficulty of 2.

The corridor walls are covered in scorch marks. Damaged power couplings spark beneath broken and burnt panels.
Seven dead Starfleet crewmen lie on the deck. Examining the remains to kill them is an Insight + Medicine Task
with a Difficulty of 0. The wounds are consistent with disruptor weapons. Spending Momentum to Obtain
Information could reveal:

• The crew members died less than a week ago.


• The signature of the disruptor weapon is Romulan.
• The posi�on of the bodies rela�ve to the damage in the corridor suggests the crew members lost their
lives in a fight while withdrawing to the shutlebay.

ACT 2
SCENE 1: Once the PCs decide on where they wish to go, read aloud: The corridors are dimly lit with from the glow
of red emergency lighting. Ahed, you find three more dead Starfleet officers. You recognize them from the mission
briefing. This is Captain Kelly, his first officer Command Dandrik, and Lieutenant T’Lau, the chief of security. As you
examine the bodies, a disruptor blast suddenly scorches the wall beside you. You look up and spot four Romulans at
the other end of the corridor.

The GM can spend 2 Threat to add the Escala�on op�on to the Romulans.

ROMULAN CENTURION [NOTABLE NPC].


TRAITS: Romulan
VALUE: I Will Not Fail in My Duty to the Empire
ATTRIBUTES
CONTROL 12 FITNESS 09 PRESENCE 09
DARING 10 INSIGHT 10 REASON 10
DISCIPLINES
COMMAND 03 SECURITY 02 SCIENCE 01
CONN 02 ENGINEERING 01 MEDICINE -
FOCUSES: Paranoid, Guerilla Tac�cs
STRESS: 11 RESISTANCE: 0
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 5 CD, Vicious 1, Size 1H)
• Escala�on: Disruptor Rifle (Ranged, 6 CD, Vicious 1, Size 2H, Accurate)
SPECIAL RULES:
• Ambush: When atacking an opponent who is unaware, the centurion may spend 2 Threat to allow the
centurion and all Romulans under their command to re-roll any number of d20s on atack rolls.
• Guile and Cunning: When atemp�ng to remain hidden or unno�ced, a Romulan may spend one Threat
to increase the Difficulty of enemy Tasks to detect them by one.
• Wary: Whenever a Romulan atempts a Task to no�ce or detect an enemy or hazard, they may re-roll
one d20.

ROMULAN UHLAN [MINOR NPC].


TRAITS: Romulan
ATTRIBUTES
CONTROL 11 FITNESS 09 PRESENCE 08
DARING 08 INSIGHT 10 REASON 11
DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE -
CONN 02 ENGINEERING 01 MEDICINE -
STRESS: 11 RESISTANCE: 0
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 5 CD, Vicious 1, Size 1H)
• Escala�on: Disruptor Rifle (Ranged, 6 CD, Vicious 1, Size 2H, Accurate)
SPECIAL RULES:
• Guile and Cunning: When atemp�ng to remain hidden or unno�ced, a Romulan may spend one Threat
to increase the Difficulty of enemy Tasks to detect them by one.
• Wary: Whenever a Romulan atempts a Task to no�ce or detect an enemy or hazard, they may re-roll
one d20.

Exploring the Ship


BRIDGE AND CAPTAIN’S READY ROOM
With the turboli�s offline, the only one to gain entry to the bridge is from a ver�cal access ladder leading into
captain’s ready room. Read aloud: The captain’s ready room is small and cramped but the antique nautical
instruments throughout give it a sense of stateliness. A sextant and brass compass rest on a pedestal near the
window. A large wood and brass barometer hangs on the wall. A celestial navigation globe sits on the desk.

The PCs can read the captain’s logs if they bypass the lockout with a Control or Reason + Engineering Task with a
Difficulty of 3. The systems have been heavily damaged with many corrupted files, but a success allows them access
to two of the captain’s logs:

Supplemental.
The project failed. As soon as we emerged from warp, all hell broke loose. Systems are down across the ship.
We’re trapped in a localized subspace interference field of our own making. Communications can’t penetrate the
field. We’re helpless and on our own until my chief engineer and the theoretical boys from Utopia Planitia Fleet
Yards can fix the problem.

Supplemental.
We’ve been boarded by Romulans. There’s something strange about their subcommander. He’s different
somehow. I can’t quite put my finger on it.

When the PCs are ready to access the bridge read aloud: You find an emergency hand actuator in the wall panel
and use it to crank open the doors. The bridge stands empty. The viewscreen is awash with static. The stations are
all offline. Whoever accessed the systems here is long gone and the controls have been locked out.

SICKBAY
Read aloud: The bodies of Starfleet officers fill the biobeds. Each shows signs of injuries sustained in combat against
the Romulans. The Korolev’s chief medical officer is slumped in a chair, killed by a disruptor blast to the chest.

The computers, monitors, and other medical sensors are all offline. However, these are not locked out which means
they can be restored with a Reason + Engineering Task with a Difficulty of 2. A Complica�on here results in Locked
Out of Sickbay. The Romulans detect the opera�onal computers in sickbay, locks them out from main engineering,
and now knows where they are.
STELLAR CARTOGRAPHY
Read aloud: The door to stellar cartography is half-open. Inside, a young Starfleet engineer sits at the control. A star
chart of known space flickers on the large, spherical screen. The screen fills with static and goes dark. “Almost had it
that time,” the engineer says to himself. He then notices you and exclaims, “You made it! Am I glad to see you.”

ENSIGN JIM LASALLE [NOTABLE NPC].


TRAITS: Human
VALUE: Engineer at Heart
ATTRIBUTES
CONTROL 09 FITNESS 09 PRESENCE 07
DARING 10 INSIGHT 08 REASON 08
DISCIPLINES
COMMAND 01 SECURITY 01 SCIENCE 02
CONN 02 ENGINEERING 03 MEDICINE -
FOCUSES: Physics, Warp Field Dynamics
STRESS: 10 RESISTANCE: 0
ATTACKS:
• Unarmed Melee Strike (Melee, 2 CD, Knockdown, Size 1H, Non-lethal)
• Phaser Type-1 (Ranged, 3 CD, Size 1H, Charge, Hidden 1)
SPECIAL RULES:
• I Know My Ship: When atemp�ng a Task to determine the source of a technical problem with the
Korolev, add one bonus d20.
• Constantly Watching: When atemp�ng a Task to detect danger or hidden enemies, reduce the
Difficulty by 1.

Ques�oning LaSalle reveals how the Korolev was disabled by a failed warp drive experiment and then invaded by
the Romulans. Three weeks ago, the Korolev set out for the edge of Federa�on space to test a new set of
experimental engines. The engines had performed perfectly in all Stage 1 simula�ons at Utopia Plani�a. Captain
John Kelly was honored that the Korolev was selected for Stage 2 tests.

The first warp field test failed almost immediately. The engines overloaded, causing cascading systems failures. The
ship was adri� and could not signal Starfleet and the skeleton crew worked day and night to repair the damage.
The Korolev soon dri�ed beyond the borders of the Federa�on into unclaimed space. The ship was already
genera�ng rising levels of subspace interference when the Romulans arrived.

The Romulans found the ship and sent a boarding party. All of the crew, except LaSalle, were killed. The buildup of
subspace interference disrupted communica�ons, sensors, and transporters. The Romulans’ ship was called away
and the boarding party was stranded. The Romulans have been atemp�ng to repair the engines while LaSalle has
remained hidden in the Jefferies tubes, working to retake control of the ship. He has also traced the source of the
mysterious signal that called the Romulan ship away. If the PCs can restore stellar cartography, he may be able to
determine who is working with the Romulans. This is a Challenge that requires:

1. Bypassing the Lock-out: The Romulans in main engineering have locked out the systems and the PCs must
atempt to override the obstruc�on. This is a Control + Engineering Task with a Difficulty of 3. Success
allows for the next step.
2. Reroute Power: This is a Reason + Engineering Task with a Difficulty of 3. The PCs atempt to siphon
power from auxiliary backup systems.

If the PCs are successful, the systems in stellar cartography ac�vate. LaSalle inputs the coordinates and the star
chart reveals that the signal the Romulan ship, the Decius, received came from the Klingon armored space sta�on,
Kotar. The sta�on straddles the edge of the Klingon Empire and unclaimed space.
ENGINEERING
With LaSalle with them, he will guide them to engineering. He tells them:

• Engineering contains an emergency access conduit on the upper level. Unless the Romulans studied the
emergency evacua�on schema�cs, they won’t know about it.
• The conduit connects with a Jefferies tube outside the chief engineer’s office.
• A Jefferies tube on this deck links with the tube outside the engineer’s office.
• With the Romulans looking for them, using the Jefferies tube will be dangerous but the turbosha�s should
be clear.

ACT 3
SCENE 1: LaSalle leads the PCs to a turboli� sha� where he cranks open the door. Inside, a horizontal sha� is
accessed through an emergency hatch. Climbing down the turbosha� requires a Control + Fitness Task with a
Difficulty of 1. On a failure, the PCs Succeed at Cost and incur a Complica�on.

• The PC almost falls and drops their phaser or tricorder. The equipment is damaged in the fall.
• The PC makes it to the botom but slips along the way, twis�ng their ankle. The PC now has a minor injury
requiring treatment and the Difficulty of any Fitness Task increases by 1.

At the botom of the turbosha�, a half-open door reveals a corridor guarded by a pair of Romulans. The corridor
leads into main engineering. Any Complica�ons during the climb down alert the Romulans who approach with
weapons drawn. One of the alerted guards takes the first turn.

Threat can be spent to bring in Reinforcements who appear in the second round, spilling out into the corridor.

If the PCs avoided or quietly dispatched the guards, LaSalle leads the PCs into an emergency access conduit which
leads the engineering upper level. On the far side of the room, the warp core is dark. Nearby, three Romulan uhlans
work diligently at a freestanding computer terminal in the center of the room. The subcommander paces, barking
orders at his subordinates.

The PCs can use the computer terminals in two side rooms to restore the engines and thus remove Subspace
Interference, Emergency Ligh�ng and Disabled Loca�on Traits. This requires four Tasks to be completed
successfully and a�er the first Task atempt, the Romulans become aware of their presence and atack, taking the
first Turn in a Conflict. The following tasks must be completed in order and a Complica�on increases the Difficulty in
the next step by 1:

• Align Injector Ports: This is a Daring + Engineering Task with a Difficulty of 3.


• Powering up the Engine Core: This is a Daring + Engineering Task with a Difficulty of 2.
• Prime Mater-An�mater Injectors: As the engines are experimental and unfamiliar, this is a Daring +
Science Task with a Difficulty of 3.
• Stabilize Warp Field: This is a Daring + Engineering or Science Task with a Difficulty of 2.

SUB-COMMANDER D’NAL [MAJOR NPC].


TRAITS: Romulan, Neural Parasite
VALUES: The Ends Jus�fy the Means, The Con�nua�on of our Species is Paramount
ATTRIBUTES
CONTROL 12 FITNESS 09 PRESENCE 09
DARING 09 INSIGHT 10 REASON 11
DISCIPLINES
COMMAND 04 SECURITY 03 SCIENCE 03
CONN 01 ENGINEERING 02 MEDICINE 02
FOCUSES: Pa�ence, Decep�on, Infiltra�on, Interroga�on
STRESS: 12 RESISTANCE: 3 (Immune to Pain)
ATTACKS:
• Unarmed Melee Strike (Melee, 4 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 4 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 6 CD, Vicious 1, Size 1H)
SPECIAL RULES:
• Guile and Cunning: When atemp�ng to remain hidden or unno�ced, a Romulan may spend one Threat
to increase the Difficulty of enemy Tasks to detect them by one.
• Extraordinary Fitness 2: The parasi�c being s�mulates the adrenal glands of the host genera�ng great
strength. Add 2 automa�c successes on Tasks using Fitness.
• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce
damage from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.

NEURAL PARASITE (OUTSIDE A HOST BODY)


TRAITS: Neural Parasite
ATTRIBUTES
CONTROL 08 FITNESS 01 PRESENCE 09
DARING 09 INSIGHT 07 REASON 08
DISCIPLINES
COMMAND 02 SECURITY - SCIENCE 02
CONN 01 ENGINEERING - MEDICINE 01
STRESS: 1 RESISTANCE: 0
SPECIAL RULES:
• Parasite: The parasite assumes control of the host body’s brain func�ons by wrapping tendrils around
the brain stem. The creature breathes through a blue gill that protrudes from the back of the host
body’s neck.

ROMULAN UHLAN [MINOR NPC].


TRAITS: Romulan
ATTRIBUTES
CONTROL 11 FITNESS 09 PRESENCE 08
DARING 08 INSIGHT 10 REASON 11
DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE -
CONN 02 ENGINEERING 01 MEDICINE -
STRESS: 11 RESISTANCE: 0
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 5 CD, Vicious 1, Size 1H)
• Escala�on: Disruptor Rifle (Ranged, 6 CD, Vicious 1, Size 2H, Accurate)
SPECIAL RULES:
• Guile and Cunning: When atemp�ng to remain hidden or unno�ced, a Romulan may spend one Threat
to increase the Difficulty of enemy Tasks to detect them by one.
• Wary: Whenever a Romulan atempts a Task to no�ce or detect an enemy or hazard, they may re-roll
one d20.
The PCs should no�ce that phasers set to stun have litle effect on D’Nal. As long as he is alive, he will not stop
figh�ng. If the PCs set their phasers to kill, each atack adds 1 point to the Threat pool. Spend 2 Threat to Avoid an
Injury from the first successful Injury dealt to D’Nal.

If D’Nal is killed, the neural parasite scurries from his mouth. Four inches long, the creature is purple with six legs,
pincers, and a blue gill. Any remaining Romulans will cease figh�ng the PCs and atack the creature instead.

To determine what the creature is, the PCs will need to scan it with a tricorder. A Reason + Medicine or Science
Task with a Difficulty of 1, and within Reach, reveals that the creature is the same species of neural parasite that
atempted to infiltrate Starfleet Command on stardate 41775, over seven years ago.

If the PCs are successful in restoring the engines, transporters and communicators may be used. If the Korolev goes
to warp, the engines will fail and the Subspace Interference returns.

If the PCs consult the ship’s library systems, they learn the following:

• In 2364, a survey team discovered the neural parasites on an uncharted planet. In a mater of months, the
parasites had infiltrated Starfleet Command. The invasion was stopped thanks to the crew of the
Enterprise-D.
• The neural parasites are an intelligent, non-humanoid life form. The parasite integrates into a host’s
brainstem, giving it full control over the host body. However, the parasite does not retain the host’s
memories. The parasite does create several notable physical changes. It increases the host’s body strength
and resistance to injury. It breathes through a small gill that protrudes at the base of the host’s neck.
• There is no know way of removing the neural parasite without killing the host. However, the parasites
cannot survive the death of their mother organism. The crew of the Enterprise killed such a creature inside
Starfleet Headquarters but not before it transmited a homing beacon into deep space.

ACT 4
CAPTAIN’S LOG: STARDATE 48120 point 5. The return of the alien neural parasites that infiltrated the Federation
seven years ago has alarmed Starfleet Command. While it’s certain that the Romulan Empire has not been
compromised, we do not know the full extent of the parasite’s infiltration and whether the Federation has been
infected. After towing the Korolev to Starbase Two Three Four, we have departed with new orders. Kortar Station,
the same armored space station that called away the Romulan warbird Decius from the Korolev, has suddenly gone
dark. Starfleet Intelligence has intercepted a message sent by the station commandant in which he claimed, “We
are not ourselves!” before venting the station’s atmosphere. As the closest ship in the sector, the Klingon Empire has
granted us permission to investigate.

DIRECTIVES:

• Protect Starfleet from infiltra�on by the parasites.


• Protect Federa�on ci�zens.

SCENE 1: Kortar sta�on is a neglected outpost on the Klingon Empire’s outermost fron�er region. In its heyday, it
was an important sta�on at the height of Klingon expansion. Now it is all but forgoten, a pos�ng for those who
have fallen out of favor with their superiors.

Scanning the sta�on with the ship’s sensors requires a Reason + Science Task assisted by the ship’s Sensors +
Science with a Difficulty of 0. Sensors reveal:

• There are no life signs on the sta�on.


• There are no other vessels docked at the sta�on and none within sensor range.
• An escape pod dri�ing in an asteroid field shows one faint life sign aboard. The life sign appears to be
Klingon but armored with an exoskeleton. The pod has suffered hull damage.

Spending Momentum to Obtain Information reveals:

• Kortar’s infirmary is the only sec�on of the sta�on that s�ll maintains an atmosphere. Emergency
bulkheads and hatches have sealed it off from the rest of the sta�on.
• The asteroid field is rich in kelbonite, a refractory mineral.

The asteroid field is within Medium range (one zone away). The kelbonite is a Loca�on Trait that makes transporter
use dangerous. It is also known to deflect energy beams. Increase the Difficulty of transporter and Tractor Beam
Tasks by 1.

To rescue the Klingons, the El Dorado must be within Close range of the escape pod. The ship must be maneuvered
one zone into the asteroid field with a Control + Conn Task assisted by the ship’s Engines + Conn with a Difficulty of
2. On a success, the PCs are within range to use either the transporter or tractor beam. On a failure, the ship is in
immediate peril. The character at the helm must take evasive ac�on to avoid a collision with a large asteroid,
requiring a Daring + Conn Task assisted by the ship’s Engines + Conn with a Difficulty of 2. However, any
Complica�on arising from the previous Task make Evasive Ac�on impossible.

If an asteroid strikes the ship, it takes 4 CD, Vicious 2. The ship lurches, tossing the crew. On a 1 CD, if an Effect is
rolled, select a random PC to suffer an injury that incapacitates them (they are thrown to the deck and knocked
unconscious). The character requires First Aid medical aten�on before they can par�cipate in the scene. A Daring
+ Medicine Task with a Difficulty of 1 success stabilizes the injured PC and spending 2 Momentum puts them back
into the scene. Otherwise, the PC will require proper medical care in sickbay. This is a Control + Medicine Task with
a Difficulty of 2.

Using the transporter to bring the Klingon survivor aboard is a Control + Engineering Task assisted by the ship’s
Sensors + Engineering with a Difficulty of 4 modified by:

• +1 if the des�na�on is directly to sickbay or any other place than the transporter room.
• -1 if the Task is performed from a transporter room.

Bringing the pod in via tractor beam is a Control + Security Task assisted by the ship’s Structure + Security with a
Difficulty of 3. The pod’s structural damage increases the Complica�on Range by 3. A Complica�on results in the
Tractor Beam engaging the escape pod but the damaged hull begins to break apart under the strain, requiring the
use of a transporter.

If the tractor beam task is successful, the escape pod is brought into the shutlebay.

If the Klingon is rescued, read aloud: The Klingon is unconscious. His cranial plates are unusually thick, and his body
has grown an exoskeleton. He is paralyzed from the waist down and he is horribly mutilated with a gruesome injury
on the back of his neck. He dies almost immediately after you rescue him.

An autopsy in sickbay requires a Reason + Medicine Task assisted by the ship’s Sensors + Medicine with a Difficulty
of 2. Success reveals:

• His mu�la�on is self-inflicted. He died trying to cut the parasite out of his body.
• The Klingon was in a de-evolu�onary state, rever�ng to a more primi�ve form of his species.

Spending Momentum to Obtain Information further reveals, point for point:

• Alien DNA was ar�ficially introduced into his genome.


• A key sequence of nucleo�des in the alien DNA matches Starfleet Medical’s database on the neural
parasite.
• The neural parasite’s DNA was rewri�ng the Klingon genome.

SCENE 2: The PCs can beam over to Kortar but going anywhere outside the infirmary, they need environmental
suits, which costs 1 Momentum per suit.

INFIRMARY
Read aloud: The infirmary is cramped and dimly lit, consisting of two rooms. Mutilated Klingon corpses occupy the
four biobeds in the main examination room, along with four dead parasites. The parasites appear different, larger
than the one encountered on the Korolev. The station’s surgeon is slumped on the floor. A d’k tahg dagger
protrudes from his back.

Examining the bodies with a medical tricorder is a Reason + Medicine Task with a Difficulty of 3. If the PCs did not
examine the Klingon from the escape pod, they can learn about the alien DNA here.

The second room is the surgeon’s spartan office, containing a desk, chair, and computer terminal. Access the
computer reveals an encoded audio message that was never transmited. To decrypt it, the PCs will need to return
to the ship and make a Reason + Security Task assisted by the ship’s Security + Communica�ons with a Difficulty of
3.

Successful decryp�ng the file, reveals the following: “The Kortar Project has been a failure. Other than myself and a
few notable exceptions, the Klingons are proving to be an incompatible species for integration. I have been unable
to overcome their propensity to regress into primitivism. I recommend abandoning the project. For now, our plans
will have to progress without –.“ The message ends abruptly.

COMMAND LEVEL
Read aloud: The command level functions as the ops center for the station. In size and design, it resembles the
bridge of a bird-of-prey from the previous century. Four support struts angle into the red-lit room from its circular
edges. An elevated command chair and console sit opposite a hexagonal viewscreen. A recessed crescent in front of
the command chair hold several operational consoles. On either side, two rotating gunner’s consoles control the
station’s disruptor turrets.

Restoring atmosphere requires sealing all the open hatches and airlocks and accessing the environmental controls
with a Control + Engineering Task with a Difficulty of 3. Allow it to Succeed at a Cost by adding two points to the
Threat pool.

At the opera�ons console, the PCs learn about recent traffic to the sta�on. A Reason + Conn Task with a Difficulty
of 2. A Complica�on means the PCs trip a security measure in the sta�on’s computer.

Success reveals that a Tellarite freighter rou�nely docked here, making runs between the sta�on and the Cordolan
system. Spending Momentum to Obtain Information reveals, point for point:

• Security footage of the docking port shows two Klingons entering the Tellarite freighter. When they exit an
hour later, a brief glimpse of a Romulan can be seen inside the ship.
• The Tellarite freighter last arrived a month ago. The next day, the sta�on’s doctor placed the infirmary
under quaran�ne.

At the command chair and adjacent console, the PCs can access the sta�on commander’s logs with a Control +
Security Task with a Difficulty of 2. A Complica�on trips the security measure or adds 2 points to the Threat pool
instead.

Kortar Sta�on Command’s Logs


• This is B’trell, son of Meketh, commander of the Kortar. Stardates have no meaning here, in my seventh
year of banishment to this forsaken sta�on for my father’s dishonor. The filthy Tellarite sickness con�nues
to spread. Five of my best warriors are now quaran�ned in the infirmary. Their fate is unknown. But I have
instructed, To’Pagh, the Haqwl’, that failure is unacceptable. This is no kind of death for a warrior, even
one in this accursed place.
• This is B’trell, son of Meketh, commander of the Kortar. The Tellarite is long gone, but our warriors remain
locked in the infirmary. To’Pagh claims he is doing all he can. But there is something strange about him. He
has not been himself since this plague began. I must see for myself. I’m going now to the infirmary to
confront him.

Command Level Lock-Out


If the PCs trigger a Complica�on, read aloud: Hatches around you rattle and clang shut. The consoles stop
responding to your actions. The station’s shields activate, preventing a beam out. The computer has sealed you into
the command level.

Command Level Lock-out is a temporary Situa�on Trait. Overcoming it is a Challenge, consis�ng of two Tasks that
must be completed in order:

• Study the So�ware: This is a Reason + Engineering Task with a Difficulty of 2. If successful, the PCs may
spend 2 Momentum to Create an Advantage reducing the Difficulty of the next step by 1. Allow this task to
Succeed at a Cost and a Complica�on increases the Difficulty of the next step by 1.
• Disengage Security Protocols: This is a Control + Engineering Task with a Difficulty of 2. Complica�ons
increase the Difficulty by 1 on repeated atempts.

JOURNEY TO THE CORDOLAN SYSTEM


If the PCs return to their ship and report to Starfleet Command, they will be instructed to proceed with urgency
and cau�on to the Cordolan system. At warp 8, the journey will take one week.

If the PCs check the ship’s computers for informa�on about the Cordolan system, read aloud: Ship’s records show a
Klingon outpost on the sixth moon of Cordolan IV, a gas giant. The Klingons mined the frozen moon for diamagnetic
ore until abandoning the destruction of Praxis over 70 years ago. Diamagnetic ore produces a disruptive field akin
to atmospheric electrical storms. It scrambles sensor readings and communications. As such, it makes this forgotten
and out-of-the-way location a suitable place for those who wish to operate in secret.

ACT 5
SCENE 1: When the PCs enter the Cordolan system, ask if they want to conduct an ini�al sensor sweep. This is a
Reason + Science Task assisted by the ship’s Sensors + Science with a Difficulty of 0. The scan reveals:

• The Cordolan system contains 12 planetary bodies.


• The five outer planets are frigid, Class-K worlds with methane-nitrogen atmospheres.
• The next four planets moving inward are ringed Class-J gas giants.
• The three inner planets are Class-H planets with temperatures hos�le to humanoid life.
• The gas giant, Cordolan IV, contains 24 rocky and frozen moons. The mining outpost is on its sixth moon.

Once in orbit of Cordolan IV 6, the PCs can scan the outpost with a Reason + Science Task assisted by the ship’s
Sensors + Science with a Difficulty of 2. The moon has a Diamagne�c Field 2 Loca�on Trait from the moon’s cache
of diamagne�c ore that causes a strong disrup�on field. It disrupts scans from ships and tricorders.

A successful scan reveals:

• The outpost’s an�mater reactor is opera�onal.


• Sensors indicate mul�ple life signs. Because of the interference, scanners have difficulty providing
addi�onal details about the life signs.

Spending Momentum to Obtain Information reveals the following, point for point.

• The interference is naturally occurring, but it has been ar�ficially amplified.


• Life signs suggest mul�ple Romulans, a Klingon, and a Trill in the outpost, along with other uniden�fiable
life forms.

USING THE TRANSPORTER


The PCs will need to adjust for the diamagne�c field’s disrup�on to sensor locks.

• Adjust for Interference to Sensor Lock: A Daring or Control + Engineering Task with a Difficulty of 2. On a
success, spending 2 Momentum to Create an Advantage reduces the Difficulty of transpor�ng the away
team by 1. This Task can Succeed at a Cost. A Complica�on increases the Difficulty by 1 on related
transporter Tasks.
• Transport the Away Team: A Control + Engineering Task assisted by the ship’s Sensors + Engineering with
a Difficulty of 3.

TAKING A SHUTTLE
The diamagne�c fields creates an electrical atmospheric storm.

TYPE-8 SHUTTLECRAFT
SYSTEMS
COMMS 06 ENGINES 07 STRUCTURE 06
COMPUTERS 07 SENSORS 05 WEAPONS 06
DEPARTMENTS
COMMAND - SECURITY 01 SCIENCE -
CONN 01 ENGINEERING 01 MEDICINE -

POWER: 3 SCALE: 1
SHIELDS: 3 RESISTANCE: 1
CREW COMPLIMENTS: 1 or 2, plus 6 passengers
ATTACKS: Phaser bank (Range Medium, 3 CD, Versa�le 2)
SPECIAL RULES: Rugged Design (Talent)

• Plot the Course: A Reason + Conn Task assisted by the shutle’s Computer + Conn with a Difficulty of 2. On
a success, PCs can spend 2 Momentum to Create an Advantage in the next step, reducing the Difficulty of
pilo�ng the shutle by 1. A Complica�on increases the Difficulty of pilo�ng the shutle by 1.
• Pilot the Shutle: A Control + Conn Task assisted by the shutle’s Engine + Conn, with a Difficulty of 2.
Allow Task to Succeed at a Cost. A Complica�on represents the field tossing the shutle about. Randomly
select 1 PC to suffer a minor injury (which acts as a Personal Trait, increasing the Difficulty of Tasks for
them by 1 un�l they get medical treatment).

The shutle lands near the outpost’s closed hangar doors. EV suits will be needed to exist the shutle cos�ng 1
Momentum per exit. They can access a manual override panel to open the nearby airlock from the outside.

SCENE 2: If the PCs beam down, they materialize in the outpost’s transporter room, which is adjacent to the
hangar. Inside the hangar is an empty Tellarite freighter. Its logs and i�nerary have been erased.

Scanning for life signs with a tricorder requires an Insight + Science Task with a Difficulty of 2. On a success, the PCs
pick up life signs in the lower levels of the outpost but are unable to dis�nguish the life-forms from each other. A
turboli� is approximately 20 meters from your current posi�on. If the PCs spend a point of Momentum of Obtain
Information, they can discover the source of the diamagne�c field’s ar�ficial amplifica�on (or discover that it is
being ar�ficially amplified). A device in the reactor room is amplifying the moon’s naturally occurring diamagne�c
field. On a failure, the PCs only find the turboli�.

GROUND LEVEL
Read aloud: Besides the hangar and the airlock, this level contains the empty living quarters of the outpost’s guards
and commander. You find communications and sensor stations, a mess hall, kitchen, and anitimatter reactor. Except
for the reactor room, this level appears abandoned and in disrepair. The reactor has been restored and recently
maintained. A device connected to the reactor is amplifying the natural disruptive field of the diamagnetic ore.

Successfully disabling the device requires a Reason + Engineering Task with a Difficulty of 3. Shu�ng down the
device removes the Loca�on Trait. The Task will Succeed at a Cost. A Complica�on means the PCs trip a silent
alarm.

LOWER LEVEL
Read aloud: You exit the turbolift and enter a wide corridor. On the floor, 3 meters ahead of you, is a dead Klingon.
Slumped in the entry way to the infirmary, his body prevents the door from closing all the way. He is terribly
deformed with thickened cranial plating, huge tusks, and an exoskeleton breaking through his uniform.

Scanning the Klingon requires a Reason + Medicine Task with a Difficulty of 1 (escalate to Difficulty 3 if the device
was not disabled). Success reveals:

• Extensive gene�c modifica�ons have been made to the Klingon’s DNA.


• A neural parasite, deceased, is s�ll present in the Klingon’s body.
• The Klingon died only hours ago and his body appears to be rejec�ng the gene�c modifica�on.

In the infirmary, the away team discovers more corpses of these failed laboratory experiments. Examining them is a
Reason + Medicine Task with a Difficulty of 1 (or 3 if the device was not disabled). If the PCs succeeded with a scan
of the first Klingon, this creates an Advantage which reduces the Difficulty by 1. A tricorder analysis reveals:

• These Klingons are also infested with neural parasites.


• Gene�c modifica�ons have been made to both the Klingons and parasi�c beings.

Spending Momentum to Obtain Information reveals the following, point by point:

• Using Klingon DNA, the parasites atempted to evolve with their host bodies into a new, singular form.
Instead, they devolved into a proto-Klingon predator.
• The gene�c modifica�ons to these Klingons appears to be more advanced than to those on Kortar sta�on,
sugges�ng the involvement of a skilled gene�cist.
• Trill gene�c material has been mixed with the Klingons’ DNA.
• Since Trills are naturally disposed to accept a symbiont, the Trill gene�c material appears to be an atempt
to force Klingon bodies to adapt more easily to a parasi�c infesta�on.

When the PCs exit the infirmary, two Romulans turn the corner while an unseen creature howls from somewhere
in the cavernous tunnels. If the PCs tripped an alarm while disabling the device, the Romulans take the first Turn.

ROMULAN CENTURION [NOTABLE NPC].


TRAITS: Romulan, Neural Parasite
VALUES: The Con�nua�on of our Species is Paramount
ATTRIBUTES
CONTROL 12 FITNESS 09 PRESENCE 09
DARING 10 INSIGHT 10 REASON 10
DISCIPLINES
COMMAND 03 SECURITY 02 SCIENCE 01
CONN 02 ENGINEERING 01 MEDICINE -
FOCUSES: Paranoid, Guerilla Tac�cs
STRESS: 11 RESISTANCE: 3 (Immune to Pain) 5
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 6 CD, Vicious 1, Size 1H)
• Escala�on: Disruptor Rifle (Ranged, 6 CD, Vicious 1, Size 2H, Accurate)
SPECIAL RULES:
• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce
damage from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.

NEURAL PARASITE (OUTSIDE A HOST BODY)


TRAITS: Neural Parasite
ATTRIBUTES
CONTROL 08 FITNESS 01 PRESENCE 09
DARING 09 INSIGHT 07 REASON 08
DISCIPLINES
COMMAND 02 SECURITY - SCIENCE 02
CONN 01 ENGINEERING - MEDICINE 01
STRESS: 1 RESISTANCE: 0
SPECIAL RULES:
• Parasite: The parasite assumes control of the host body’s brain func�ons by wrapping tendrils around
the brain stem. The creature breathes through a blue gill that protrudes from the back of the host
body’s neck.

If the Romulans go first, spend 2 Threat to Keep the Ini�a�ve and pass the second ac�on to the second Romulan. If
the Romulans are killed, the parasites leave their bodies by crawling out of their mouths. They scurry down the
tunnel. If the Romulans are stunned, they will regain consciousness quickly and atack whoever they find.

ACT 6
When the PCs enter the mines, read aloud: The corridor turns into a rough-hewn tunnel that snakes deeper
underground. Stalagmites rise upward from the floor of the passage. The creature howls again and voices echo
from the chamber ahead of you. “It survived longer than the other test subjects,” a Romulan says. “We could have
studied it further.”

“It was just a thoughtless beast,” says a Klingon.

“Control that temperament or we will give you a more suitable host,” the Romulan replies. “You have forgotten the
art of patience in that body. The test subject did quite a lot of damage before we were able to restrain him. That
showed promise.”

“That’s far enough,” a man says. He stands in a darkened side passage you are only just now aware of. He points a
disruptor at you. As he steps into the main tunnel, you see the distinctive markings of a Trill.
The Trill is Tal Duron, a former ini�ate of the Symbiosis Commission. While not a member of Starfleet, he is a well-
known gene�cist. When the Trill ini�ate program turned down his applica�on, anger and feelings of inadequacy
overwhelmed him.

Weeks ago, a parasite-controlled Romulan posing as a Vulcan at a medical conference, approached him with an
offer. The Romulan spoke of discovering a superior form of life, one that needed a host body, and he could think of
no one beter suited than Tal Duron. Ever since, the unjoined Trill has been assis�ng the neural parasites in their
pursuit to co-evolve with their host bodies into a new, singular life-form. His promised reward for success will be to
join with one of the beings. Tal Duron is only now beginning to sense the true scope of what he has goten himself
into. But the thought of being more than he is, excep�onal even, s�ll holds a powerful sway over him.

TAL DURON [NOTABLE NPC].


TRAITS: Unjoined Trill
VALUES: A Hunger for Greatness
ATTRIBUTES
CONTROL 10 FITNESS 07 PRESENCE 09
DARING 08 INSIGHT 09 REASON 11
DISCIPLINES
COMMAND 02 SECURITY - SCIENCE 03
CONN 01 ENGINEERING 01 MEDICINE 02
FOCUSES: Gene�cs, Symbiosis, Xenobiology
STRESS: 7 RESISTANCE: 0
ATTACKS:
• Unarmed Strike (Melee, 1 CD, Knockdown, Size 1H, Non-lethal)
• Disruptor Pistol (Ranged, 3 CD, Vicious 1, Size 1H)
SPECIAL RULES:
• Former Ini�ate: When Tal Duron atempts a Task using Control or Reason and buys a bonus d20 by
ci�ng his Value and spending 3 Threat, he may re-roll his dice pool. Remember, the bonus d20 is
considered to have rolled a 1, thus gran�ng him two successes.
• Expert in Gene�cs: When performing a Science Task using the Gene�cs Focus reduce the Difficulty by 1
for Tal Duron.

Tal Duron wants to capture the PCs but doubt is star�ng to creep into his mind about the project. Convincing him to
reject the parasite’s offer to be joined, requires a Persuade Task with a Presence + Command Task with a Difficulty
of 3 (may be assisted by two addi�onal PCs). If the PCs fail, he sneers and tells the PCs that they’re too late as an
Iconian gateway will be opera�onal soon.

The Iconians were an ancient and highly sophis�cated civiliza�on that was destroyed over 200,000 years ago a�er
the brutal bombardment of their home world. They u�lized gateway technology to instantly teleport across the
galaxy. They were considered a myth un�l the discovery of Iconia by the Federa�on six years ago.

During conflict, Tal Duron goes first. Spend 3 Threat to bring in two Romulans and a Klingon who arrive in the
second Round of Conflict.

If the PCs succeed, read aloud: “The neural parasites discovered an Iconian gateway. I don’t know its location, but I
do know they’re trying to repair it. I don’t have to tell you what will happen if they succeed. But we have more
immediate concerns. They’re holding prisoners, a Tellarite merchant and his three human companions. So far, the
neural parasites have shown no interest in them as host bodies. They’re in detention cells in that chamber up
ahead. I’m a geneticist, not a soldier. I’m afraid I won’t be much use to you in a fight. But if you end up captured,
you’ll have someone on the inside.”
Tal Duron won’t assist the PCs in a Conflict, but he will assist later. As an ally, Tal Duron may add or spend from the
group Momentum pool and add Threat the same way as the PCs. Special abili�es that cost Threat add to the Threat
pool instead.

If the PCs do not trigger a Conflict, they may proceed to the chamber ahead. Read aloud: Crouching behind
stalagmites, you peer into a high-ceilinged chamber. Two passageways branch off from the chamber, each with rail
tracks in disrepair. Barred detention cells are carved out of the rock face in the far wall. In one of the cells is a dead
and deformed Klingon. The other cells hold a Tellarite and three humans. Three Romulans and a Klingon turn from
the cell and make their way toward you.


ROMULAN CENTURION [NOTABLE NPC].
TRAITS: Romulan, Neural Parasite
VALUES: The Con�nua�on of our Species is Paramount
ATTRIBUTES
CONTROL 12 FITNESS 09 PRESENCE 09
DARING 10 INSIGHT 10 REASON 10
DISCIPLINES
COMMAND 03 SECURITY 02 SCIENCE 01
CONN 02 ENGINEERING 01 MEDICINE -
FOCUSES: Paranoid, Guerilla Tac�cs
STRESS: 11 RESISTANCE: 3 (Immune to Pain) 2
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 6 CD, Vicious 1, Size 1H)
SPECIAL RULES:
• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce
damage from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.
• Wary: When atemp�ng a Task to no�ce or detect an enemy or hazard the Romulan may re-roll one
d20.

ROMULAN UHLAN [MINOR NPC].


TRAITS: Romulan
ATTRIBUTES
CONTROL 11 FITNESS 09 PRESENCE 08
DARING 08 INSIGHT 10 REASON 11
DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE -
CONN 02 ENGINEERING 01 MEDICINE -
STRESS: 11 RESISTANCE: 3 (Immune to Pain) 11 / 4
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 5 CD, Vicious 1, Size 1H)
• Escala�on: Disruptor Rifle (Ranged, 6 CD, Vicious 1, Size 2H, Accurate)
SPECIAL RULES:
• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce
damage from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.

Atemp�ng to persuade the parasite-controlled Klingon or Romulan to surrender will fail. One of the NPCs takes the
first turn. The Klingon and the Romulans atempt to stun the PCs so they use non-lethal atacks.

FREEING THE CAPTIVES


The prisoners are merchants from the Tellarite freighter. They want nothing more than to leave in their ship.
Helping them to share what they know is a Presence + Medicine Task with a Difficulty of 2. Read aloud: “The
Romulan paid us well. All we had to do was bring them the supplies on their lists and not ask questions. That was
fine by us. But after what happened on Kortar station, they locked us up with no explanation. I never should’ve
trusted Romulans, much less one that kept company with a Klingon. They’ve barely said a word since they turned on
us. I did overhear them complaining once about Tal Duron and how his failures delayed their plans for Starfleet,
whatever that means. They still owe us our last payment, though I’d just as soon forget about it and get out of
here.”

On a failure, the merchants are too ratled to help.

TAKING PRISONERS
If the PCs capture their adversaries, this creates an Advantage on studying the neural parasite. If Tal Duron is an
ally, then his exper�se in symbiosis and his deep knowledge of the neural parasites provides Advantage. It reduces
the Difficulty by 1 on all Tasks to study the parasites.

SEARCHING FOR THE ICONIAN GATEWAY


The neural parasites will not share any informa�on and they have destroyed all records that will point to the
loca�on of the gateway.

IF THE PCS GET CAPTURED


Read aloud: You wake, disoriented. As the fog clears from your head, you take in your surroundings. You’re in a
small cell, carved from a rock wall. Primitive metal bars block the opening. The locking mechanism is unseen.
Beyond, the large chamber is now empty, save for discarded mining equipment.

ACT 7
DIRECTIVES:

• Respect for all life is paramount.


• If possible, seek out non-military solu�ons.

SCENE 1: If the PCs are prisoners, freeing themselves by dislodging the metal bars of the cell is a Daring or Fitness
+ Security Task with a Difficulty of 2. On a success, they inflict 1 CD of damage + the PC’s Security Discipline + 1
addi�onal damage for each Effect rolled. The bars have a Structure of 10 and a Resistance of 2.

If the PCs trigger a Complica�on, increase the Difficulty by 1 to dislodge the bars. If further Complica�ons are
triggered, add 2 points to the Threat pool.

IF TAL DURON IS AN ALLY


If Tal Duron is an ally, he will return with the PCs’ weapons, combadges, and tricorders. They immediately receive a
communica�on from their ship, Read aloud: “Commander, our sensors just detected a Romulan warbird decloaking
in orbit. It destroyed a Tellarite freighter as it left the surface. They refuse to answer hails, their shields are raised,
and their weapons are powered. I strongly suggest returning to the El Dorado before the Romulans decide a more
aggressive posture is to their advantage.”

At this point, Tal Duron tells the PCs that the parasite-controlled Romulans were on the freighter. The Klingon was
le� behind and remains in his quarters. Tal Duron can lead the PCs to the Klingon’s quarters without waking him is
Daring + Security Task with a Difficulty of 2. If the PCs are successful, they may go first in a Conflict. Otherwise, they
wake the Klingon and he goes first.

IF TAL DURON IS NOT AN ALLY


The PCs have a second chance to bring Tal Duron over to their side with a Presence + Command Task with a
Difficulty of 3 (may be assisted by two addi�onal PCs). If the PCs succeed, Tal Duron leads them to their equipment
and they receive the communica�on about the warbird.

If the PCs fail, being a Conflict with Tal Duron taking the first turn. Duron is unarmed. If the fight con�nues at least
two Rounds, spend 2 Threat to bring in the Klingon. If Duron is subdued, he is easily compelled to reveal to the PCs
where their equipment is stored.

SCENE 2: Once the PCs return to their ship, the Romulan warbird hails the El Dorado. A Romulan centurion appears
on the view screen, seated in his ready room. Read aloud: “This is Centurion Drusa of the Decius. I believe you met
our subcommander on the Korolev. I know now that D’Nal was not himself, nor was our commander. I am here to
warn you that we have a common enemy. I propose we work together to defeat this threat.”

Possible informa�on that Drusa will share includes:

• “I am speaking with on you on a secure channel. I suspect some among my crew have been compromised.”
• “I am committed to seeing this through to the end. I will protect the empire but my hold on the crew is
tenuous. They question the wisdom of my orders.”
• “This operation has not been cleared by the empire. I do not yet know who among Romulan leadership can
be trusted or how far this conspiracy reaches.”
• “A trusted source within the Tal’Shiar intelligence agency reports that the parasitic beings are only days
away, weeks at most, from activating an Iconian gateway.”
• “I have located the gateway and the mother creature on planet in neutral space. If we work together, we
may be able to stop them. I am transmitting you the coordinates now.”

Moments a�er the PCs receive the coordinates, the Decius explodes. If the PCs sweep the area, they detect no
other vessels and no tachyon emissions that would be expected from a cloaked ship. Sensor reading are consistent
with catastrophic warp core failure. However, there is no sign of malfunc�on which suggests sabotage.

If the PCs study the coordinates, they match a Class-M world in the L-92 system, located 7 days away at warp 8. The
star system was catalogued 20 years ago by an unmanned survey probe. The system contains a main sequence G-
type star, and the third planet harbors no intelligent life. It is twice the size of Earth with shallow oceans and island
chains.

Read aloud: Suddenly, consoles around the bridge go dark. Reports of outages begin filtering in from all over the
ship. Navigational controls, warp, and impulse engines all shut down without explanation. Long-range sensors
detect a Romulan warbird, twelve hours away, on an intercept course. Then the sensor array crashes, leaving you
blind.

The PCs must complete repairs before the warbird arrives:

• Atemp�ng each Task in the challenge takes 2 intervals of �me (4 hours).


• PCs can spend 1 Momentum on a successful Tak to reduce the �me spent on the Task to 1 interval (not
Repeatable).
• Complica�ons add 1 interval to the atempted Task.
• The PCs have 6 intervals of �me before the Romulans arrive.

The PCs must complete the 3 Tasks in order before �me runs out:

• Inves�gate the Cause of the Malfunc�ons: An Insight + Engineering Task with a Difficulty of 3. May be
assisted by 1 other character with a Reason + Science Task. Allow to Succeed at a Cost, crea�ng a
Complica�on. Success reveals:
o The Decius delivered a virus into the ship’s Computer when transmi�ng the coordinates of L-92
III.
o The PCs must wipe all the affected files and memory, then reboot the main computer from the
back-up systems in the computer core’s archives.
• Locate the Infected Files: A Reason + Engineering Task with a Difficulty of 2. Success allows the PCs to
proceed to the final step.
• Wiping the Corrupted Files: a Control + Engineering Task with a Difficulty of 2. Allow this to Succeed at a
Cost, crea�ng a Complica�on.

Once the corrupted files are wiped, the PCs may reboot the main computer. If they ran out of �me, the warbird
arrives. Read aloud: “This is Command Selnora of the warbird L’Cata. Under your own interstellar law, you are
charged with the destruction of the Decius. Surrender yourselves and your vessel as prisoners of the Romulan Star
Empire.”

The PCs may atempt to persuade Selnora of their innocence with a Reason or Presence + Command Task with a
Difficulty of 3. If the PCs offer evidence in the form of the last transmission from Drusa, it reduces the difficulty of
the Persuasion Task by 1.

• On Success: Selnora takes the threat of parasi�c infiltra�on seriously. She departs to consult with her
superiors and learns that the PCs are heading into an ambush at L-92 III.
• On a Failure: The PCs Succeed at a Cost. Add 2 points to the Threat pool.

SICKBAY
If the PCs have an infected prisoner, they may sedate the vic�m and transfer them to sickbay for examina�on and
possible surgery.

• First, the medical officer must study the rela�onship between the host and parasite. A Reason + Medicine
Task assisted by the ship’s Sensors + Medicine with a Difficulty of 2 (or 1 if Tal Duron is an ally). The Task
Succeeds at a Cost, crea�ng a Complica�on that increases the Difficulty of the next step by 1. A success
creates an Advantage on the next step.
• Second, the medical officer may devise a medical procedure that would safely remove the parasite from
the host. An Insight + Medicine Task assisted by the ship’s Computers + Medicine with a Difficulty of 3 (2
if the previous Task created Advantage). The parasi�c integra�on of the vic�m’s brain stem involves
hundreds of tendrils joined with the central nervous system. This complicates the Task immeasurably,
increasing the Complica�on Range to 4. Any Complica�on increases the Difficulty of the next step by 1.
Success creates an Advantage on the next step.
• Finally, the medical officer must perform the opera�on. A Control + Medicine Task assisted by the ship’s
Computers + Medicine with a Difficulty of 4 (3 if the previous task was successful). The Complica�on
Range is increased to 4. If the Task fails, both the host and parasite die. A Complica�on means the host
suffers a setback a�er the opera�on, requiring immediate emergency surgery.

If the PCs want to pose as compromised Starfleet officers, a Control + Medicine Task assisted by the ship’s
Computers + Medicine with a Difficulty of 2 creates an Advantage.
ACT 7
SCENE 1: When the El Dorado arrives in the L-92 system, read aloud: Dozens of island chains dot a vast blue ocean
world. Six moons orbit the planet along with a ring of debris, likely from a seventh moon that broke up from orbital
decay.

A scan of L-92 III is a Reason + Science Task assisted by the ship’s Sensors + Science with a Difficulty of 0. Success
reveals:

• The ruins of an ancient city liter the largest forested island in the southern hemisphere.
• A Danube-class runabout on the outskirts of the ruins, near what appears to be the debris field of an
ancient, alien ship.
• Life signs among the ruins are 1 human and 3 Romulans. The human appears to be fleeing the Romulans.

Spending Momentum to Obtain Information reveals:

• The ruins extend deep underground, protected by a deflector shield.


• The characteris�cs of the structures suggest Iconian architecture.
• The debris of the alien ship is of no known configura�on, but its composi�on is like the vessel discovered
by the Starfleet survey team that brought the neural parasite to Earth seven years ago.

Once the PCs finish their scan, a Romulan warbird decloaks. It raises its shields and powers its weapon systems
before atacking first. The Axia decloaks as its free Minor Ac�on, at Medium Range from the PCs’ ship. Spend 1
Threat to take a second Minor Ac�on and raise shields. To complete the Turn, the warbird fires its disruptors at the
PCs’ ship, targe�ng the engines with a Control + Security Task assisted by the warbird’s Weapons + Security with a
Difficulty of 3. This costs 1 Power and, if available, spend 1 addi�onal power to increase the damage +1 CD.

D’DERIDEX-CLASS WARBIRD
SYSTEMS
COMMS 09 ENGINES 10 STRUCTURE 11
COMPUTERS 10 SENSORS 10 WEAPONS 09
DEPARTMENTS
COMMAND 02 SECURITY 03 SCIENCE 02
CONN 02 ENGINEERING 03 MEDICINE 02

POWER: 10 SCALE: 6
SHIELDS: 14 RESISTANCE: 6
CREW COMPLIMENTS: Talented (Atribute 10, Discipline 3)
ATTACKS:
• Disruptor Banks (Energy, Range Medium, 10 CD, Vicious 1)
• Plasma Torpedoes (Torpedo, Range Long, 6 CD, Persistent 8, Calibra�on)
• Tractor Beam (Strength 5)
SPECIAL RULES: Cloaking Devices: While cloaked the vessel cannot atack or be atacked unless the atacker has
found a way to penetrate the cloak. While the warbird is cloaked, the vessel’s shields are down. Decloaking is a
Minor Ac�on. Opera�ng the Cloaking Device is a Control + Engineering Task, with a Difficulty of 2, assisted by
the ship’s Engines + Security. This Task has a power requirement of 3.

If the PCs were successful in their Persuade Task with Selnora in the previous act, then the L’Cata arrives to aid the
PCs in the batle against the Axia. Selnora’s I Will Not Fail in my Duty to the Empire value forces her to recognize
that helping Starfleet root out the parasi�c threat is necessary.
When the Axia is sufficiently damaged, it breaks off its atack. If it has the power to do so, it will engage its cloaking
device. Either way, it leaves to enact repairs and call for reinforcements.

If the L’Cata joins the fight, then Selnora pursues the Axia, giving the PCs the �me they need to find and stop the
parasites.

When the PCs reach the surface, read aloud: A vast ruin of tumbledown stone stands in a humid, vine-encrusted
jungle. Bulbous flowers float overhead like Chinese lanterns. They emit a greenish light. Colorful birds nest in trees
that snake and curve into the air with blue-leafed branches that reach skyward. Insects whine and buzz about your
ears. Suddenly, phaser and disruptor fire pierces the calm. Up ahead, Ensign LaSalle from the USS Korolev hunches
behind a fallen stone column. Five Romulans – using ruins as cover – fire on his location, and are pinning him down.

PCs have the first turn. The Romulans are one zone away from LaSalle with the PCs two zones away from LaSalle
and one from the Romulans. Each zone grants 2 CD of Cover. The Romulans fight to the death and when they die,
neural parasites crawl from their mouths and scurry into the underbrush, where they will atempt to return to the
mother creature in the underground complex.

ROMULAN UHLAN [MINOR NPC].


TRAITS: Romulan, Neural Parasite
ATTRIBUTES
CONTROL 11 FITNESS 09 PRESENCE 08
DARING 08 INSIGHT 10 REASON 11
DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE -
CONN 02 ENGINEERING 01 MEDICINE -
STRESS: 11 RESISTANCE: 3 (Immune to Pain)
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 5 CD, Vicious 1, Size 1H)
SPECIAL RULES:
• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce
damage from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.

The PCs may pose as officers compromised by the neural parasites. If they have simulated breathing guills on their
necks, they can avoid Conflict with Decep�on and rescue Ensign LaSalle. The PCs make a Daring + Security Task or
Control + Command Task with a Difficulty of 1 while the Romulans make a Reason + Security Task with a Difficulty
of 1 to see through the ruse.

• Romulans Succeed: The Romulans being the Conflict taking the first Turn.
• Players Succeed: The PCs fool the Romulans who return to their patrol of the ruins allowing the PCs to
take LaSalle.
• Neither Side Succeeds: The Romulans are not fooled but the PCs take the first Turn.

Once rescued, Ensign LaSalle is distrus�ul. He points a phaser at them and says, “We first met on the Thomas Paine
when you assisted our captain in a mission near the Cardassian border. What was his name?”

If the PCs need a reminder, let them add 1 Threat and give them a hint. The PCs met LaSalle on the Korolev and
John Kelly was in command.
LaSalle will be sa�sfied and bring them up to speed. At Starbase 117 he went through medical workups and
debriefings. Starfleet Command ordered him back to Earth for ques�oning but he stole a runabout and headed for
Kortar sta�on. The Decius found him first and LaSalle told the captain to find the El Dorado for assistance.

If the PCs scan LaSalle with a Reason + Medicine Task with Difficulty 0, they will see that he is not a neural parasite
vic�m.

SCENE 2: Accessing the underground complex can be found with a tricorder. Scanning the city ruins is an Insight +
Science Task with a Difficulty of 0. If any Complica�on is generated, add 2 points to the Threat pool.

ACCESS POINT
The access point is a 15-minute trek down a cut path through the denser part of the jungle. Red leafy vines cover a
collapsed stone structure with strange markings on it. The ruins date back thousands of years. Scanning the
symbols is an Insight + Science Task with a Difficulty of 2. A Complica�on increases the Difficulty of deciphering the
symbols later. Success creates an Advantage when the PCs reach the door. On a success, the PCs learn that the
marking share similari�es with the Dinasian language, sugges�ng Iconian origin. Spending Momentum to Obtain
Information allows the PCs to translate some of the fragments. Read aloud: You believe it speaks to a great
conflagration and an exodus to a land of peace, an idyllic existence. A later fragment is a warning to close the gate
forever.

The dirt path soon ends at an enormous staircase formed by natural basalt columns. At the top, dense shrubs and
tall grass grow around the foot of a snow-capped mountain. A triangular stone and metal structure, covered in
creeping vines, juts from the side of the mountain slope. A neural parasite scurries from the underbrush and into a
crack at the base of the column.

A closer examina�on of the structure reveals a control panel with symbols similar to those seen among the ruins.
Scanning with a tricorder is a Reason or Insight + Engineering Task with a Difficulty of 3. Reason + Science may be
appropriate if assis�ng with this Task. A Complica�on triggers the mechanism’s Security Protocol: a blue arc of
electricity discharges from the panel and the PC who atempted the Task takes 4 CD Lethal damage. The cost to
Avoid an Injury increases by one for each Effect rolled.

A successful tricorder scan creates an Advantage on related Tasks. If successful, the tricorder detects no known
mechanisms but the scan triggers a response from the panel. A glowing blue triangle appears as if etched in the
stone. The tricorder reads a small chamber beyond the stone but when the lit triangle vanishes, so do the readings.

Deciphering the symbols is an Insight + Science Task with a Difficulty of 2. The Task will Succeed at a Cost,
triggering the Security Protocol. Spending Momentum to Obtain Information on either Task reveals, point for point:

• There is a security protocol in place should someone key in the wrong sequence or scan the mechanism.
• The structure’s technology appears more advanced than the technological levels suggested by the ruins.

On a success, the PCs decipher the correct sequence to key into the panel. The blue triangle appears again, brighter
and humming with energy. Suddenly the stone within the triangle becomes translucent. Its molecular structure
changes, allowing you to pass through it into a small chamber. Once inside, the chamber begins a slow descent into
the underground complex.

ACT 8
SCENE 1: Read aloud: The lift comes to a stop and a large triangle of blue energy hums to life on one of the walls.
The stone within the triangle turns translucent, revealing a corridor beyond. Small glowing blue triangles of light on
the walls illuminate the corridor. Ahead, two triangular doors open. The first is to your right, the second is further
down the passage where the corridor makes a left turn. A Romulan steps out of the second door.
If the PCs atempt to deceive the officer by pretending to be compromised by parasites, they may make an
Opposed Task with a Difficult of 1 using Daring + Security or Control + Command. The Romulan uses Reason +
Security. If the PCs succeed, the centurion goes back to his work in the chamber. If they fail, the Romulan takes the
first Turn in a Conflict. Add uhlan reinforcements with 1 Threat per NPC. If both fail, the PCs take the first turn in a
Conflict. Again, 1 Threat = 1 NPC added.

If the PCs don’t pretend, they take the first Turn.

The Romulan is 3 zones away and the doors grant 2 CD of Cover for the character within Reach. Each doorway
covers 2 characters.

ROMULAN CENTURION [NOTABLE NPC].


TRAITS: Romulan, Neural Parasite
VALUES: The Con�nua�on of our Species is Paramount

ATTRIBUTES
CONTROL 12 FITNESS 09 PRESENCE 09
DARING 10 INSIGHT 10 REASON 10
DISCIPLINES
COMMAND 03 SECURITY 02 SCIENCE 01
CONN 02 ENGINEERING 01 MEDICINE -
FOCUSES: Paranoid, Guerilla Tac�cs
STRESS: 11 RESISTANCE: 3 (Immune to Pain)
ATTACKS:

• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)


• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 6 CD, Vicious 1, Size 1H)

SPECIAL RULES:

• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce damage
from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.
• Wary: When atemp�ng a Task to no�ce or detect an enemy or hazard the Romulan may re-roll one d20.

ROMULAN UHLAN [MINOR NPC].


TRAITS: Romulan, Neural Parasite
ATTRIBUTES
CONTROL 11 FITNESS 09 PRESENCE 08
DARING 08 INSIGHT 10 REASON 11
DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE -
CONN 02 ENGINEERING 01 MEDICINE -
STRESS: 11 RESISTANCE: 3 (Immune to Pain)
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 5 CD, Vicious 1, Size 1H)
SPECIAL RULES:
• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce
damage from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.

THE LIBRARY
The first door is the library, a repository of the history of the original inhabitants of L-92 III. Read aloud: You step
into an empty, pyramid-shaped chamber. Small niches line the smooth stone wall. These dusty, shallow recesses
hold palm-sized pyramids, all sculpted from metal.

A tricorder scan is a Reason + Science Task with a Difficulty 0. Success reveals the objects are solid with no known
mechanism, though they emit an energy signature like a batery. If a PCs picks one up, read aloud: The pyramid
glows blue in your hand. The light flickers and sputters as if the mechanism was damaged. Images flood your mind
at an alarming rate, depicting millions of people dying in an orbital bombardment. Some survived by stepping
through a gateway to L-92 III.

The PCs must pass a Control or Fitness + Security Task with a Difficulty of 3 to avoid suffering 3 CD non-lethal
damage from the mental strain. The PC drops the pyramid in pain and it flickers out. None of the other devices
func�on.

Students of archaeology may recognize the images of a record of a species thought to have gone ex�nct over
200,000 years ago. It appears some survived and escaped to L-92 III. If the PCs know about the warning to close the
gate forever, they may correctly theorize that the Iconians who escaped here rejected the technological advances
of their ancestors. The culture of L-92 III became Luddites, resis�ng progress and change. Unable to grow or adapt,
their civiliza�on atrophied and collapsed.

POWER ROOM
The second door houses the power room. Read aloud: Control panels like the one at the access point cover the
walls of this pyramid-shaped chamber.

A tricorder scan of these objects is a Reason or Insight + Engineering Task with a Difficulty of 3. Success reveals
that there is no circuitry of any kind, but the chamber is somehow drawing geothermal energy from the planet’s
core. This is powering the deflector shield.

If the PCs want to shut down the shield, they will need to succeed on an Insight + Science Task with a Difficulty of 3
and a Complica�on of 2. A Complica�on locks out the controls.

At this point, spend 2 Threat per PC in the scene to change the circumstances. The lights dim and the hum of
energy grows louder as if someone has flipped a switch, turning on some great machine that is draining the power.
A voice echoes through the complex. You recognize it as a countdown. The gateway has been ac�vated.

A�er the power room, the corridor turns le� and slopes downward. In the distance, blue light flickers in a large
chamber. On a dais, in the center of the pyramid shaped room, two spiral arches curve inward toward each other
without touching. Between the arches, blue energy shimmers like the waves of an ocean. A Romulan commander
stands before the arch, her face awash in its blue glow. Control sta�ons line the wall, manned by 8 Romulan
scien�sts.

The mother creature took control of Commander Vesta’s body nearly a year ago. Her aim has been to repair the
gateway, paving the way for the salva�on of her species. A�er the failure to infiltrate Starfleet Command, she has
been cau�ous, slowly building influence in the Romulan Empire. Only recently ahs she begun to extend her reach
into the Klingon Empire, believing that warrior race held promise for her gene�c experiments.
The scien�sts take up arms against the PCs. The PCs go first.

ROMULAN SCIENTISTS [MINOR NPC].


TRAITS: Romulan, Neural Parasite
ATTRIBUTES
CONTROL 11 FITNESS 09 PRESENCE 08
DARING 08 INSIGHT 10 REASON 11
DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE -
CONN 02 ENGINEERING 01 MEDICINE -
STRESS: 11 RESISTANCE: 3 (Immune to Pain)
ATTACKS:
• Unarmed Melee Strike (Melee, 3 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 3 CD, Vicious 1, Size 1H, Deadly, Hidden 1)
• Disruptor Pistol (Ranged, 5 CD, Vicious 1, Size 1H)
SPECIAL RULES:
• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce
damage from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.
25 3 4 5 6 7

A�er two rounds of Conflict, the swirling mass of ocean-like energy explodes outwards in a flash. The chamber
shakes, and the Romulans stop figh�ng to turn in awe. The blue light inside the gateway dissipates to reveal a
lifeless landscape of craggy stones and an ocean that boiled away long ago. A dim white dwarf is the only star in the
pitch-black sky. The Romulan commander lets out an inhuman cry and drops to her knees before the portal.

Read aloud: “No! No, it cannot be. All these centuries I have led my children through the stars in search of a world
to settle before our own died. All these centuries, wasted. It cannot be. Six years ago, I heard my sister’s distant
signal from Earth. I came in answer. But our ship crashed on this world. We fled our broken host bodies for these
Romulans. They had already discovered the gateway. They’d done much of the work for us. I had finally found our
salvation. But I am too late. Our world is dead. We are the last of our kind.”

To the PCs: “We are at your mercy. In exchange for our lives, I offer our assistance. We seek peace, not war. Leave
the Romulans to us, and we will leave the Federation and your allies untouched. When we have taken control of the
Romulan Empire, we will end the decades of hostilities between your two peoples. Together, we will usher in a new
era, a new beginning.”

COMMANDER VESTA [MAJOR NPC].


TRAITS: Romulan, Neural Parasite
VALUES: The Ends Jus�fy the Means, We Are the Superior Form of Life, The Con�nua�on of Our Species is
Paramount, We Seek Peace and Control – One Does Not Exist without the Other
ATTRIBUTES
CONTROL 12 FITNESS 09 PRESENCE 09
DARING 09 INSIGHT 10 REASON 11
DISCIPLINES
COMMAND 04 SECURITY 03 SCIENCE 03
CONN 01 ENGINEERING 02 MEDICINE 02
FOCUSES: Pa�ence, Decep�on, Infiltra�on
STRESS: 12 RESISTANCE: 3 (Immune to Pain)
ATTACKS:
• Unarmed Melee Strike (Melee, 4 CD, Knockdown, Size 1H, Non-lethal)
• Dagger (Melee, 4 CD, Size 1H)
• Disruptor Pistol (Ranged, 6 CD, Vicious 1, Size 1H)
SPECIAL RULES:
• Menacing: When Commander Vesta enters a scene immediately add 1 point to the Threat pool.
• Immune to Pain: The s�mula�on of the host’s adrenal glands increases resistance to pain. Reduce
damage from Non-lethal atacks, such as a phaser set to stun, by 3 points.
• Fast Recovery 2: The host-vic�m regains 2 Stress, up to his normal maximum, at the start of each of its
turns. If injured, he may spend 2 Threat to remove the injury.
• Colony Dependency: All neural parasites within a colony are dependent upon their mother creature.
When the mother creature dies, her progeny die.

The PCs are held to a moral standard and must decide what to do with the mother creature.

• Op�on 1: Destroy the Mother Creature. This will free the infested but could be considered an act of
genocide as the neural parasites are sen�ent beings and likely the last of their species.
• Op�on 2: Accept the Mother Creature’s Offer: This goes against every Federa�on principle. To subjugate
an enemy in exchange for peace is too high a price.
• Op�on 3: Imprison the Mother Creature in the hopes of finding a way for the parasi�c beings to coexist
with, rather than subjugate, their hosts’ consciousness. However, it will be likely to be impossible to fully
root out the parasi�c infiltra�on already underway and the mother creature’s children may never stop
trying to free her.

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