| Display a Printer Friendly Version Sculptor of the Mind [comments:(1),
views:(7251), rating:(7.0)] Author: Jeffrey W. Kramer Homepage: http://www.trekrpg.net/ System: Star Trek Type: Scenario Category: Science Fiction Requirements: New Players This adventure was written in part to give the First Officer, a player character, an opportunity to sit in the big chair, making command decisions and taking charge during a ship-to-ship confrontation. Thus, the setup for this adventure has Captain Potrikos absent, leaving major decisions during the Episode up to the First Officer.
INTRODUCTION
This Episode was written for the ST:TNG Series I
am currently Narrating. In that
Series, I started the Crew on the U.S.S. Discovery, the sample starship and Crew presented in the ST:TNG
RPG Core Game Book. I
have been basing much of the Series around elements of the Neutral Zone Campaign
presented in the Core Game Book and A Fragile Peace.
Over time some of the senior officers have been replaced with player
characters who have advanced in rank or transferred onboard, while others have
been replaced with NPCs I have created.
At this point in the Series, the only major senior officer left from the
Crew roster presented in the book is the commanding officer, Captain Ann
Potrikos.
This adventure was written in part to give the
First Officer, a player character, an opportunity to sit in the big chair,
making command decisions and taking charge during a ship-to-ship confrontation.
Thus, the setup for this adventure has Captain Potrikos absent, leaving
major decisions during the Episode up to the First Officer.
I should note that, as usually happens when one
actually runs an adventure, the players in my Series ended up making a great
many decisions I had not anticipated, thus taking the Episode in directions I
would not have imagined. I am sure any experienced Narrator can identify with this
experience!
With minimal rewrites, the Episode should play
fine in any campaign taking place near the Neutral Zone; if the Narrator is not
using the Neutral Zone Campaign Setting published by LUG, simply replace the
references to Psellus III with something more appropriate to your Series.
I suppose, with some alterations, this basic plot might also work
reasonably well in campaigns set near the Federation-Cardassian border,
exchanging the Romulan villains for Cardassians of equal rank.
The experiments of the Romulan doctor in this Episode would certainly be
the sort of research project that would interest the Obsidian Order.
If the Captain in your series is a player
character, ignore the elements of the set-up referring to the Captain being
absent; just let the Captain make the decisions forced upon the First Officer in
the scenario description. If the
player character Crewmembers in your campaign are lower-ranked officers, the
command decisions can be made by higher-ranked NPCs, either the First Officer
(playing it as written, but with an NPC in charge), or the Captain (ignoring the
absent-captain elements of the write-up).
However you play this, I hope you have fun with
it.
I welcome any comments, and particularly any
about how the Episode played with the Crew in your Series.
Feel free to contact me. I can take helpful criticism, but please be polite.
This Episode is dedicated to all the fine players
I have the honor of Narrating with.
Engage!
PREMISE
While the Captain is away, the First
Officer has command of the starship. The ship receives a
distress call from a penal colony. Arriving
there, they find a strange situation. Investigation reveals that many of the staff and prisoners
have been killed, many others subjected to experimental Romulan mind-control
procedures, while a few of the prisoners are struggling to avoid the controlled
staff/prisoners and the Romulans who are experimenting on them.
The Crew must figure out what is going on and avoid destruction by the
Romulans, who have a cloaked ship nearby and have observed the Crews arrival.
ACT 1: SETUP/INTRODUCTION
(Provide Handout 1 for First
Officer to read.)
SCENE 1: MESSAGE
IN A BOTTLE
The ship receives a message.
It is garbled and weak, the voice soft and hesitant.
The message says distress
.all Federation ships
..emergency
assistance
Dolak IV Colony
...attack
by
. forces
..
prisoners.....assistance needed
.
An Automatic Computer (Research) or Moderate (6)
World Knowledge (Neutral Zone) Skill Test indicates that Dolak IV is a
Federation penal colony on the very border of the Neutral Zone (see Planetary
Template: Dolak IV). It is an
automatic success (Astrogation or Computer) to realize the Dolak system is very
nearby
approximately 6 light years. A
Nebula-class cruiser (such as the U.S.S. Discovery)
is able to maintain Warp 9.2, which will get the ship to the Dolak system in
just over one day.
SUBPLOT/FORESHADOWING:
The mention of Dolak IV
rings a bell for one of the characters (pick one likely to be on the Away Team):
a former Academy classmate who left in shame went on to greater infamy
and ended up here. (Provide
that characters player with Handout #2.)
A Routine (4) Starship Systems (Communications)
Test reveals that the message was sent by a crude, relatively primitive subspace
carrier wave, moving at approximately Warp 5.5, meaning the message was sent
approximately one week ago.
A Routine (3) Law (Starfleet Regulations) Skill
Test reminds the First Officer of a General Order that gives requests for
emergency assistance very high priority. A Moderate (6) Administration (Starfleet) Test using the
ships computer will reveal that the Crews ship is the Starfleet vessel
currently nearest Dolak IV.
Presumably the First Officer will order the
Flight Control officer to set a course for Dolak IV.
SCENE 2: ARRIVAL
AT DOLAK IV
The trip to Dolak IV is uneventful.
A Routine (3) Starship Systems (Flight Control) Skill Test moves the
starship into the Dolak system, and eventually into standard orbit.
At this point, only a Nearly Impossible (15)
Starship Systems (Sensors) Skill Test will reveal the cloaked Romulan Dderidex-class
Warbird Shaazir cruising in the
Dolak system. The Romulans will
have detected the starships approach. Given
that the Shaazir is in fact across
the Neutral Zone, her commander, Commander Molak, is not in any hurry to give
away her presence. The Romulans
will observe, using passive scans, taking action only when necessary.
Sensor scans of the planet reveal nothing amiss.
If sensor scans are directed specifically toward the penal colony
(automatically identified by the power generator signatures), a Difficult (12)
Test will indicate anomalous readings. If
this is noted, an additional Moderate (7) Starship Systems (Sensors) Test will
reveal that the anomalies reflect some sort of sensor cloak, masking or
producing false readings, centered on one building.
(This building houses the infirmary and maximum security holding cells.
This is where the Romulans are running their experiment from, and where
they mostly stay. The cloak
prevents the Crew from transporting to/from the building; the Shaazir,
knowing the cloak settings, has no such problem.)
No transmissions are detected from the planet at
this time. A Routine (4) Starship
Systems (Sensors) scan of the colony compound shows several life forms and
indications of excavation consistent with mining.
If more detail is sought, a Moderate (8) Sensors Test reveals only 74
life signs; a Difficult (12) Test result will show all life signs to be human.
Leave it to the Crew to recognize this is many fewer than records
indicate should be on Dolak IV. Most
of the life signs come from the dormitories/cellblocks.
Sensor scans of the rest of the surface will
detect lots of life forms. A Routine (5) Skill Test will reveal one large
cluster of non-indigenous, humanoid life signatures approximately 2 kilometers
East of the penal colony compound; a Test result of Difficult (12) or better
will reveal these to be a mix of species, primarily human.
A separate Moderate (8) Skill Test will reveal smaller groups or
individual humanoids moving through the jungle in an area roughly circular
around the colony grounds.
Presumably the Crew will attempt to hail the
surface. After an unusual delay,
the colony will respond to the hail, with audio and visual feed.
A balding man with gray hair and yellowish skin will appear on screen.
He appears bored and a bit lethargic, speaking slowly (He speaks with a
voice like that of Eeyore, from Winnie the Pooh).
Elrod
Tain, Federation Correctional Authority. What
can we do for you?
Asked about the distress call, his responses are
rambling and repetitive, and continue to be lethargic.
Distress call?
No problems here. Status
normal. All normal
all ok
really fine.
And how are you? Dont
know about any distress call.maybe some of the inmates playing around
have to
have Warden Mulholland look into it
If the First Officer asks for permission to beam
down or send a landing party, Tain will say:
Must clear that with the
Warden.
If they ask to speak with Warden Mulholland, or
ask Tain to request permission to send people down, Tain will reply,
monotonously:
Let me go
check
see if he is busy
can talk
Ill go check.
No problem
no problems
dont know about any distress calls.
Either way, Tain will then cut off transmission.
Presumably Tains strange behavior will be
noted. A Routine Skill Test with an
appropriate skills, such as Medical Sciences (Psychology), will only note that
Tain appears somewhat mentally disorganized.
If the First Officer asked to speak with the
Warden, or asked Tain to speak with him, they will have a wait on their hands,
as the planet does not hail back. After
a minimum of three hails or 15 minutes, the colony will respond.
Onscreen will appear a blond man with short-cropped hair, icy blue eyes
and a thick, solid build, looking like an aging professional football player.
(His voice has an even-paced, monotonous quality to it)
Adrian Mulholland.
I am the warden of the Dolak IV Penal Colony.
Am I to understand you claim to have received a distress call from this
facility?
Mulholland will go on to assure the crew that no
distress call has been sent, and that the situation is normal.
If the ship insists on sending somebody down to the surface or meeting
with him, he gets a far-away, confused expression, then turns away, as if
looking at somebody off screen. He
then turns back to the screen, gives a vacant-looking smile, and says:
Fine, fine.
Give me a couple minutes to ready an escort and you can send down some
men. No weapons, though.
We are a penal colony, after all, and we cant risk any chance of the
inmates getting their hands on weapons.
A Routine (4) Law (Federation Law) or (5)
(Starfleet Regulations) Skill Test indicates that as Administrator of the
facility, Warden Mulholland is completely within his authority to set this
condition. Presumably the
First Officer will agree. Mulholland will then say
Give me a couple
minutes to prepare my staff, then we will send transporter coordinates.
He then disconnects, not waiting for a reply.
If the Crew asks about the low number of life
signs detected at the colony compound, Mulholland will flatly state that the
rest are in the mines. Asked more
detailed questions, he will seem a bit confused, finally say, lamely:
Uh, I suppose
something about the mines is blocking your scans.
Or maybe your sensors arent working well.
If
he is asked about the batch of life signs two km East of the colony compound,
Mulholland will appear somewhat agitated (blinking, opening and closing his
mouth), and his eyes will appear out of focus.
A moment later, Elrod Tain will enter the picture, whisper something to
the Warden, and step back out. Mulholland
will then smile widely and say
Well
I
suppose that is
something we
ought to talk
about.
He will then invite the starship to send down an
Away Team, taking a couple minutes to first prepare, as above.
Tain will then quickly step back into the picture and whisper a few
words. Mulholland will look
surprised, then quickly say:
Say
I dont
suppose you could send me the coordinates
of those
you know
those
(long
pause)
life signs?
Whether or not he is given the coordinates, he
will then immediately disconnect.
By now, the Crew should have be clear that the
colony staff is behaving strangely, and that something is up.
It is up to the First Officer to assemble
an away team, perhaps with input from the Crew.
If he decides to go down to the planet himself, and no player has her/his
character object, have the other players make Law (Starfleet Regulations) Skill
Test. A Routine (4) Test result
indicates that Crewmembers awareness that standard policy dictates the acting
commander should stay on the ship, given an unclear and possibly dangerous
situation on the planet. Command
and Security personnel should be the first ones asked to make this roll,
starting with the highest-ranked available; after that, other Bridge Crew should
be given the opportunity. The First
Officer can, of course, choose to ignore this directive, but if so, should be
penalized experience points or given negative Discipline Renown.
TROUBLESHOOTING
The Crew may send
the Away Team down to the area East of the compound, where Connor and his band
are hiding out, rather than to the penal compound.
If so, this will drastically alter much of what occurs during this
adventure. If this happens, refer
to Act 2, Scene 5, below, for descriptions of Connor and his men.
The Away Team will initially be met with caution, but once it is clear
they are there in response to the distress call, Connor and his men will fill
them in regarding the situation. Meanwhile,
The Shaazir will detect this beam-down and relay a brief, encoded
message to the penal colony compound, warning them. An appropriate Crewmember on the ship (Tactical or Mission
Ops, perhaps) will detect the transmission with a Routine (5) Shipboard Systems
(Communications) Skill Test. The
message will be incomprehensible and too brief to allow the position of the
Romulan ship to be pinpointed, but it should be enough to suggest the presence
of a cloaked ship in orbit around the planet.
About the time Connors men have filled in the rough details of what
happened, a bunch of the nanite-programmed guards will attack.
They will attempt to subdue and take captives, including some Away Team
members, if possible. The Narrator
will have to decide at what point, and in what manner, Commander Molak decides
to intervene directly.
SCENE 3: WELCOME
TO THE COLONY
Read the following description:
The Away Team
materializes in on open area, near some small sheds and several larger, very
plain concrete buildings. Five
Human males stand spaced around the landing area, dressed gray uniforms.
At their belts they carry stun rods and Type I phasers; some also carry
tricorders. The largest of the men
steps forward. He is a tall,
overweight man with crewcut black hair and small, close-set eyes.
He moves toward you slowly, his face betraying no emotion.
In a deep, flat voice he introduces himself.
Im Ray Crier, the Head
Guard. The Warden asked me to bring
you to him.
If the Crew specifically asks, note that they see
nobody around except for Crier and the other four guards.
The men with tricorders scan for weapons; if any
are found, they confiscate them. If any crewmen try to scan the area with tricorders or
similar equipment, Crier will also have the equipment confiscated.
Sorry, security reasons. is all he says.
Once the scan is complete, Ray gestures for the Away Team to follow him.
He leads them into the lobby of a three-story
building (reception/office/communications building).
In the center of the
room is a holographic display of the Penal Colony; cutaways show views of the
mineshafts as well. The UFP seal
decorates one wall. A few well-used
chairs are spaced around, and some tools indicate some sort of construction or
repair work may be occurring or planned in the building.
Otherwise the room is nondescript.
A Routine (5) Security (Law Enforcement) Skill
Test will suggest it is not very secure for some of the tools present (laser
cutters, etc) to be sitting about unsupervised, as is apparently the case.
Crier leads the Away Team to a door, says In here and
follows after them; the four guards remain outside.
Mulholland stands as the Away Team members enter.
A Routine (4) Search Test shows that his movements are somewhat shaky; he
continues to speak in a monotone. The
room is well decorated, with a star map of the Dolak system on one wall and a
couple of nice chairs sitting in front of the Wardens wide desk. A door opens across in the wall opposite of where the Away
Team and Crier enter, while a tapestry again depicting the UPC seal hangs across
the back wall. The room is fairly
crowded with the Away Team and Crier all inside.
If somebody moves to closely examine or touch the tapestry, or attempts
to lean against it, Muholland will actually show a bit of emotion, and will say Hey!
Dont touch
valuable
uh, in my family a long time.
Mulholland will deny any problems on Dolak IV and
will also deny awareness of any distress call and suggest there must be a
mistake, or perhaps a hoax. If asked about mutiny, rebellion, escapes, etc., he will deny
any such. However, if the
life signs in the jungle were mentioned either now or before the Away Team
beamed down, he will state that a group of prisoners did escape earlier today
while on their way to a mining detail.
He will say, somewhat lamely, he was embarrassed to admit this at first. He will state that his men are rounding the prisoners up,
have already recaptured most of them and that the problem is expected to be
under control shortly. He will
graciously refuse any offer of assistance, and if pressed, will state firmly
that this is a local matter, under Penal authority, not Starfleet. A Routine (3) Law (Federation or Starfleet Regulations) Skill
Test confirms that Warden Mulholland has the authority to refuse Starfleet
assistance in such matters, though that would be an unusual course of action.
At that moment, the door across from where the
Team entered opens. Read the
following description:
In stumbles a Human
male wearing dirty white clothing and a lab coat.
He has short, unkempt white hair and several days beard growth, and is
bleeding from scratches on his forehead and temples; he also has blood on his
fingernails, suggesting his injuries are self-inflicted.
He has a wide-eyed, crazed expression.
At first he makes speaking movements, but no sounds.
Then, with apparent difficulty, he speaks, as his eyes roll back.
(hoarse voice, halting and stammering) Horrible...stop
them
experiments
then, much louder, Romulans!
Mulholland mumbles Dr.
Crane has not been well lately, as the haggard-looking man keels over.
At that moment, two guards appear in the doorway he ran through, stunrods
in hand. At that same instant, the tapestry fades out with a slight
hum. Most of the back wall is
missing; holoemitters are visible along the edges of the wall. Standing behind the open wall are four more guards, with
phasers drawn and pointed at members of the away crew, and behind them stand two
uniformed Romulans, with disruptors raised and readied, but not aimed.
If any member of the Away team moves a hand
toward his/her combadge, the guards will fire (Heavy Stun, 6+4d6 damage) at that
individual only. If not, Crier will
move among the Away Team, taking their combadges.
Once he has them all, he will toss them in a corner of the room, adjust
the setting on his phaser, and vaporize them. He will look the highest-ranking
officer in the eye, pause and say You are all Cardassian spies
amazing
what they can do with surgical alteration these days.
Mulholland stands with a blank stare.
It is possible a total melee might break out at
this point. If it does, the Away
Team will most probably lose, as they are badly outnumbered and unarmed.
The guards and the Romulans will use weapons on Heavy Stun settings
(setting 3). They will stop shooting once all Away Team members have
either surrendered or been stunned. Should
some of the Away Team members escape, have them pursued a bit by guards, then
found by some of Connors men who have been watching the colony compound, as
noted in Act 2, Scene 1, below. Scenes
3 and 5 of Act 2 will then unfold pretty much as presented.
For dramatic purposes, it works best if some of the away team is
captured, so Act 2, Scene 4 (below) can be played out and the captives rescued
by their companions in Act 3.
If the melee does break out, have a missed shot
go astray and strike Mulholland. He will fall to his knees, showing more emotion than before,
muttering "Get away
escape while you can
Emma...my God, Emma
oh,
no," before passing out. This
abrupt change in Mulhollands demeanor may clue the players in that
stun-setting energy weapons disrupt the controlling nanites.
The Away Team will probably have the good idea of
attempting to wrestle away the guards weapons.
If they manage to do so, they will find that the weapons will not work
for them. The guards weapons are
keyed to function only for specific users, via sensor devices in the grips, to
prevent prisoners from grabbing and using them. A Routine (4) Security
(Law Enforcement) Skill Test will remind a surprised character this is fairly
standard procedure for penal settings. The
Romulans weapons are not protected in this manner, but the Away Team will
have to fight through the guards to get to the Romulans, and the Romulans will
naturally act to prevent this.
Assuming the whole Away Team is not already
stunned, Crier will direct other Away Team members to carry their stunned
companions. He will direct them
outside, toward a long, broad two-story building (the medical and maximum
security facilities). If all Away
Team members either escaped or were stunned, the stunned captives will be
carried by the guards.
ACT 2: CAPTIVITY,
CLUES AND ESCAPES
SCENE 1: RESCUE
As the Away Team captives are being
dragged/marched across the compound, beam weapons are fired from the foliage at
the edges of the compound. The
Romulans will dive back into the lobby for cover, while the guards will drop any
characters they are carrying to fall prone or seek cover, then open fire.
The Narrator may wish to have one or more of the guards be hit and
stunned, to demonstrate how their behavior changes and they seem more aware of
what is wrong with their situation, as described above.
Once attacked, the guards will pay more attention
to the attackers than the Away Team, giving some Away Team members a chance to
escape. Characters who were not
stunned can choose to just flee. Klingons
and any characters with positive Vitality edges who were stunned can make a
Fitness Test; a result of 5 or better means the character awakens enough to
attempt to flee. Any fleeing
character who wants to carry one of his unconscious companions needs to make an
Athletics (Lifting) Skill Test; characters who were not stunned need only a
Routine (4) Test result, while those who have just recovered from being stunned
need a Challenging (10) result. As
noted above, it is probably best if at least a couple of the characters remain
captives, for purposes of playing out Scene 4, below.
If it looks like everybody will escape, have the guards attempt to stun
some of the fleeing captives, concentrating fire on those carrying companions in
favor of those running on their own, and targeting Humans over non-humans.
Some characters may be reluctant to flee, leaving
their companions behind; if the character has an appropriate Disadvantage, such
as some Codes of Honor (Defender or Klingon, for example), this may be very good
role-playing. However (again, for dramatic purposes) it is preferable that
at least a few of the Away Team members escape.
The unseen, would-be rescuers hiding in the brush will attempt to get
conscious characters to flee, saying Come on
we can save them later!
or such. Alternately, the Narrator
may decide that when the guards scatter at the first attack, they drag some of
the stunned, higher-ranked Away Team members (preferably Humans) with them to
the medical/security compound, such that they are at this moment beyond rescue.
Characters who refuse to flee and try again later under those
circumstances probably deserve to be stunned and captured again.
Once in the jungle, the rescued Away Team members
are met by four ragtag-looking individuals carrying an assortment of phaser
rifles and pistols.
Three men and a
woman, all Human, they look tired and dirty, and their exposed skin areas are a
mess of welts, cuts, rashes, boils and sores; one man has one arm in a sling,
and the hand of that arm is swollen and an angry reddish-purple color.
You must be the Starfleet
officers come to save us, the woman chuckles, showing a gap indicating a
missing front upper tooth. She has
short hair and smooth, dark skin, marked by cuts and bruises; one eye is swollen
near-shut. "Cmon,"
she says, "lets go before they send more zombies after us!
If the Away Team members ask for weapons, one of
the men hands them a survival knife; the woman mutters Not enough to go
around as is.
If the characters introduce themselves,
their rescuers give their names. The
woman says, I am Lana Grayson. These
guys are Joe, Wilson and Toad. Asked
much else, she will say Wait 'tll we get back to base camp.
Therell be time for questions then.
SCENE 2: STATIC
On the starship, the First Officer and any Crew
there will probably be awaiting word from the Away Team.
With a Routine (4) Shipboard Systems (Communications) Skill Test the
character stationed at Mission Ops or Communications will pick up low-powered
transmission that was obviously not intended to travel far and sounds like
subspace disturbance, but which clearly came from the planet.
Hailing Dolak IV, the Crew will get a delayed response from the
still-lethargic Elrod Tain.
Just checking the subspace radio.
That message you said
from here
testing.
You know?
Asked what he was transmitting, Tain says:
Just noise
to see if you
received it.
He will then disconnect, and will not respond to
further hails.
A Moderate (7) Communications Test will
reveal an indeterminate something fishy about the transmission.
A Challenging (11) Shipboard Systems (Communication) or Moderate (8)
Espionage (Covert Communications) Skill Test will reveal a brief, coded message
hidden in the transmission; due to the brevity of the message, breaking the code
will require a Nearly Impossible (15) Espionage (Cryptography) Skill Test.
Even if the Crew cannot decode the message, finding it should further
confirm something fishy is up at Dolak IV.
(The message was sent to inform the Shaazir
of the situation with the Away Team; if necessary, the Narrator can make up a
brief, appropriate message to convey the necessary information.)
SCENE 3: JUNGLE
ACTION
Read the following description to the players:
The travel through
the jungle is long, slow and torturous. The
air is humid and buzzing with insects. So
far as you can tell, the dominant life forms on this planet appear to be spiky
vines and biting flies. You quickly
learn to avoid brushing against wet, fuzzy-looking leaves which hang down from
many trees, as the apparent fuzz turns out to be wicked, fine barbs which tear
skin easily and leave a burning rash. Insects
swarm to each cut and sore that opens. You
notice that for the most part your rescuers seem to ignore the bugs, perhaps
stung too often to notice at this point.
The Away Team members each need to make a
Moderate (6) Planetary Survival (Jungle) Skill Test.
Those succeeding receive only a variety of annoying cuts, scrapes, insect
bites and rashes, but no significant wounds.
Characters who fail take 1d4+1 points of damage during the travel.
At one point, you and
your newfound friends are walking across a fallen tree that bridges a patch of
mud looking suspiciously like quicksand. You
notice your new companions watching the mud carefully. (Wait
to see if the characters ask before continuing.) Watch
out for any movement," the man with his arm in a sling says.
Mud vipers. One bites
you, youll be dead before you know you were bit.
Call for each character to make a Search Skill
Test, modified by Perception and Alertness, difficulty Routine (5).
Direct the following statement to those who succeed on this Skill Test:
Out of the corner of
your eye, you see some movement from above, gliding down toward the woman, Lana:
a black, multi-legged creature with bright red spots, about the size of a rat,
dangling on a piece of glistening silk.
If a character raises an alarm, one of the men
will fire at the creature, or the PCs can attack it.
Any hit with a weapon will destroy it, but Difficulty is +3 due to the
creatures small size. Surprise lost, the creature will attempt to flee.
The woman looks
at the creature as it (is sucked quickly into the mud, if it was hit, or
climbs back up its silk, if allowed to escape).
"Firespider," one of the men mutters.
Another adds One of those things bites you, its venom makes your
blood boil inside you. Lana
turns and nods acknowledgment at (whoever raised the alarm and killed the
spider). Thanks.
I owe you one.
SCENE 4: ROMULAN
HOSPITALITY
Any Away Team members captured in Act 1, Scene 3
who did not escape in Act 2, Scene 1 will be placed in detention cells.
Humans will be kept in a separate cell from any non-human captives. The characters will awaken in a cell, looking through a force
field at two of the penal colony guards, who stand a few feet away and stare
into the cell, silently and with blank expressions.
Shortly after all captives awaken, four Romulans
will enter the cellblock; describe as follows:
The first two wear
the typical uniforms of low-ranked Romulan officers; they nudge aside the
guards, who stand back without a word. Next comes a tall, very attractive Romulan woman wearing a
different uniform (Routine (4) Culture (Romulan) Skill Test to identify a
sub-commanders uniform); she gazes at you with cool contempt.
Last is a strikingly strange figure, a tall, abnormally thin Romulan with
unkempt, gray-white hair. He wears
a white surgeons coat over a tight-fitting black bodysuit of some
armored-looking material. At his
belt you note several devices and an insignia of some sort (Moderate (7) Culture
(Romulan) Test to identify the Tal
Shiar emblem). His
gaze is curious, and much more unsettling than that of the female officer.
A moment later, Warden Mulholland wanders in behind the strange Romulan,
his movements somewhat jerky.
The tall male Romulan
glides to within a half-inch of the security field and looks closely at (the
highest-ranking Human captive). After a pause he says (in a
cool, deep voice, slowly and evenly) (Rank), I trust you were
not severely injured. No head
injury, I hope? No lasting
headache? Nausea, blurred
vision? Standing back, he
smiles. "I forget myself. I am Dr. Tolias. Accompanying
me is the charming Subcommander TMei." The woman grimaces as he
gestures toward her. He then turns
briefly toward the other two Romulans who are standing at attention.
And these are
well, they dont matter.
And you
you are my guests
unexpected guests, but one has to make the
best of surprises, I suppose.
The tall male Romulan continues:
I suppose you are
wondering what is going on here, yes? Or have you guessed? If
so, please, tell me. Let me hear
what you have figured out. Demonstrate
the famed Starfleet reasoning abilities.
If the Away Team members reply. Dr. Tolias will
respond in a condescending manner, though complimenting any astute observations.
He will then go on to explain his plot, clarifying points the players
have not figured out yet. You can
use the included soliloquies, or ad-lib his dialogue to play off the Away
Teams comments, mentioning the following points along the way.
-
Dr.
Tolias is experimenting with using nanites to alter a persons neural
connections; nano-neuroreprogramming, as he calls it.
Theoretically, restructuring neural pathways will allow one to
change or implant to specification a subjects memories, personality
patterns or behavioral subroutines.
-
After
several years, further progress on the project required field testing.
Sadly, available captive humans were
tampered with to a point
that they were not good experimental subjects.
Fresh subjects were necessary.
Thus, Dolak IV. Convenient of the Federation to put so many
interesting, unwanted individuals in such easy reach of the Romulan Star
Empire.
-
His
work has focused on controlling humans, a topic of great interest to the Tal Shiar. Implanted
in another race, the nanites will simply destroy the brain.
Not that some races, like Klingons, have much to lose.
But once I have perfected this procedure, I have plans to expand my
research into other species. I
am very interested in seeing what neural restructuring does to Betazoid psionic
abilities, Dr. Tolias says, with a wistful, faraway look.
-
In
only a few days, he has managed to gain remarkable control over the
surviving members of the penal colony staff and several prisoners.
Some you see here
others are out hunting for those who
escaped my grasp, including your companions.
The non-humans
those who are not lurking in the jungle like
vermin
were eliminated. They
were irrelevant to my experiments.
-
He
goes on to admit that his results are only preliminary
an Alpha
version, if you will, which is probably why the penal colonys
physician, Dr. Crane, was somehow able to over-ride the nanite reprogramming
and warn the Away Team. He will
also admit that the implanted behavior patterns are not entirely
naturalistic, gesturing toward the confused-looking Mulholland (who
has developed nervous tics) and the dazed-looking guards.
He confides that reprogrammed subjects also suffer some
impairment to coordination and intellect
but for a trial run, the results
are acceptable. Quite remarkable, all things considered.
-
Tolias
also notes Sadly, the subjects will die soon. The reprogramming
is not stable, and their neural structures will eventually break down. This
will take anywhere from a few days to perhaps several weeks for those with
less pervasive reprogramming.
Finally, he says,
I am just about
finished with my work here, and we will be leaving soon.
We cannot leave any survivors behind
my activities here must remain a
secret for now. But the
Subcommander has suggested we see what sorts of interesting information I can
get from you. Of course I agreed.
She and her superior have been so helpful to me.
And besides, he says, leering at the female Romulan, one
should try to never disappoint a
woman of such beauty and poise. She
stands dispassionately as he grins widely, then turns to the guards, pointing at
the highest- ranked human prisoner. Bring
this one to my laboratory.
Turning back, Dr. Tolias addresses the captives.
I expect you are
planning to try to rush my guards and escape.
If you do
He pauses, then pushes a button on an instrument
on his belt. Two more Romulans
enter, dragging two disheveled-looking women behind them, then point their
disruptors at the women.
Well, if you do,
Warden Mulhollands wife and this other young woman will suffer a great
deal
while you watch. Please, do
be civilized about this. (Have
each PC make two Search Skill Tests; on Moderate (6) results, they notice Dr.
Tolias hand move toward another instrument on his belt and Mulholland,
apparently forgotten at the back of the room, briefly grit his teeth and clench
his fists in anger at Tolias words.)
Dr. Tolias then falls back near the door,
Subcommander TMei in front of him. The two Romulans aim their weapons toward the cell as one of
the human guards deactivates the force field and another moves in to put cuffs
on the selected Crewmember. If the
Away Team members do try to fight, Dr. Tolias will use his belt controls to
inflict horrible pain on the two women via the nanites in their system while
ordering them to attack the Away Team. At
the same time, the controlled guards and the Romulans will use their weapons (on
Heavy Stun) to subdue the Away Team. While
not overwhelming, the odds are against the Crew, and in all likelihood the end
result will be that the chosen character will be taken away while his companions
remain incarcerated and perhaps stunned.
SCENE 5: ALLIES
Read the following description, directing it to
the Away Team members that escaped the penal colony compound.
Ad lib to provide extra details and respond to the Away Teams
questions and statements.
After the long,
unpleasant trek through the jungle, you and your rescuers come to the side of a
short, squat mountain with a cave opening into it, the entrance partly hidden by
large, vine-encrusted boulders. The woman, Lana, makes some bird calls; after a moment, two
sentries step from behind the boulders, waving you all forward with one hand,
each brandishing a stripped-down phaser in his other hand.
Lana instructs the guards, Keep
watch for zombies, and takes a portable light from one of them. She then starts into the cave, gesturing for you to follow.
Wilson, Toad and Joe fall in behind you.
You follow a rough,
natural passage. It is the first
place you have been since leaving the compound that is not teeming with plant
and animal life, and a quick glance confirms that the passage has been swept
with energy weapon fire. After a
couple minutes the winding, descending passage opens into a large cave, lit by
several portable lanterns. Several
people are busy with various tasks; a couple others, obviously wounded or ill,
are lying down. These people have
very little gear, including only a few weapons, a mix of Federation and Romulan
arms. Three men approach as Lana
enters the cave. She says, I
bring visitors. We ended up rescuing our rescuers.
The first is a tall
human with unruly, bright red hair and several days of beard growth.
He also suffers from an angry red rash on both hands and the left side of
his face. He looks you over carefully but quickly, his quick, green
eyes showing intelligence. (The
player who received Handout #2, if present, will recognize his old associate,
Daniel Connor).
Standing next to the
redhead is a tall, burly Orion with dark green skin and long, black hair worn in
a long braid. His long, droopy
mustache is also braided, and you notice ornate tattoos all over his muscular
arms, which are bare, the arms of his shirt torn off.
He is carrying a batleth in one hand. Behind
the Orion stands a small, nervous-looking man with wispy, thinning blond hair.
The redhead says, I
am Dan Connor. I guess Im the
leader of this bunch. This is Kroog
- he gestures toward the Orion - "and this is our celebrity,
Tomar Tulik." (Give all players an appropriate Culture Skill Test, as
detailed on below, to know about him.) "I
am assuming you have a starship orbiting this planet, and since you are out
here, I am assuming you have no way to contact them right now.
Unfortunately, neither do we. Our
first base camp got raided days ago, and we lost the transmission equipment Lana
and I were able to rig up.
Connor will answer questions as best he can; he
wants help and to be helpful and is not the least bit evasive.
He will detail how he and several of the other prisoners escaped when the
Romulans showed up and started rounding everybody else up 9 days ago.
Asked how he and his companions have managed to stay alive and avoid
recapture for the past 9 days, he will smile and respond:
Well, there are a
lot of thieves, poachers and smugglers here, and the security is not very tight
as far as people coming and going. Theres really nowhere to go, after all.
Over time, some of us have learned our way around the area within a few
miles of the compound. Most of the guards knew, and Im sure Warden Mulholland did
too, but they really didnt care so long as nobody got hurt too badly or
caused any trouble. It also
probably helped that Kroog here used to bring back interesting flowers for the
Warden to give to his wife.
Connor will also provide the following
information, on his own or in response to questions:
-
Connor
knows the Romulans put something inside the captives to control their minds,
and that a phaser on stun setting will temporarily disrupt this control.
Zombies is the name Lana coined for the controlled men, but
Connor notes that many of these people were friends, and even the guards
were mostly good enough sorts, just doing their jobs.
-
He
also knows that the Romulans do not venture out into the jungle since losing
several men on their first raid, but for the past several days, they have
been sending out heavily armored and armed, mind-controlled guards on
raiding parties. Connor and his
crew have had to change base camps two times to avoid capture.
-
The
controlled people are slower than usual and not very smart, but more
violent. Even when heavily
stunned, whatever controls them eventually reasserts control.
Captured raiders have been stripped of weapons and left to be
recovered by their companions, as their armor has tracking devices in it.
-
The
Romulans seem interested only in humans.
Scouts sent to watch the compound observed mass execution of
non-human prisoners.
-
Asked
how many people are still captive, Connor says:
Dozens. Too many.
Nobody deserves what is being done to them.
Several friends of mine are still there, and so is somebody very
special to me
He pauses, with a faraway look.
Asked about this, he smiles. Despite
prison regulations, they couldnt keep the women and men apart, any better
than they could keep us in the compound - not that I think the guards really
tried that hard. Happy
prisoners are easier to deal with, and nobody really wants hassles this far
out in the middle of nowhere. Asked
about his special person, Connor
will whisper, Natalie
Natalie Wu, with another faraway look.
-
Connor
will note that even though he and some of his companions were familiar with
the jungle, his band is in very bad shape at this point.
"Aside from those the Romulans and the 'zombies' have killed
or taken, weve lost two to mud vipers, one to a firespider, and eleven to
God-knows-what types of poisons and diseases."
He gestures to a pale man lying on the floor, moaning occasionally.
Taylar, the Bajoran over there, got spiked by a tree scorpion.
He is feverish and all swollen up, and we have zero for medical
supplies, not much more for food. There
is damn little out here we can eat.
Tulik chimes in: Were reduced to eating bugs and worms, and
even most of them are poisonous.
This
situation obviously gives a medical officer something to keep busy.
Taylar and two others are Incapacitated, requiring a Difficult (13)
First Aid or Medical Sciences Test to diagnose and treat; several others are
Injured or Wounded (Moderate (7) and Challenging (10) to diagnose/treat).
Lana, Connor and Kroog are suffering from lesser degrees of injury, as
noted below, and could also benefit from medical assistance.
Successful
Medical Science Skill Tests will reduce an injury level by one level; further
treatment will require more extensive medical care and facilities.
Once Connor has had a chance to fill in the Away
Team and they have had time to ask questions, move on to the following:
Suddenly you hear the
sounds of energy weapon fire echoing down the passageway you entered thorough.
Everybody in the cave scrambles to prepare weapons, pick up equipment or
see to the wounded. Connor draws
his phaser, then runs to a table and picks up a chaka
in his other hand. (If there is an Andorian and/or a Klingon in the Away Team,
he will hand the chaka to the
Andorian and/or order Kroog to hand over the batleth to the Klingon. He
says, One of the guards kept these in his quarters until we took them on
our way out. Theyll probably do
more good in your hands than ours.
A man comes sprinting
down into the cave. You recognize
him as one of the two sentries you encountered coming in.
Zombies! Lots of them! he
pants. We can hold them off
for a time, but eventually theyll bring up riot grenades, or just overwhelm
us with numbers, and then weve had it. And
I overheard one of them transmitting our location back to the compound.
Connor pauses,
silently, and looks around, first at his people, who are all watching him, then
at you, finally focusing his gaze on the highest-ranking member of the Away
Team.
This is the Away Teams chance to state their
ideas and possibly take command of the situation.
Connor will listen to their ideas, but will caution against fighting the
controlled guards, instead suggesting his plan (as described immediately below).
If the Team leader presses for everybody fighting here, roll an Opposed
Skill Test of Command (Combat Leadership) between Connor and the Team leader.
If the team leader wins this Test, Connor and his followers will go along
with the Away Teams plan; if Connor wins, he and his crew will favor his
idea, but of course the player characters are free to do as they choose.
If the Away Team offers no guidance, or asks him what he thinks, read the
following:
We cant just
break camp. We have too many
wounded, and any wounded we leave behind, or any non-humans captured, will be
killed.
He points to the sentry and another man, picking up a disruptor rifle
from a table and tossing it to the second man.
You two are in charge here. Fend
them off for as long as you can. Dont
try to repel or defeat them, just hold them off.
I am going to try to change the odds.
Looking first at Kroog,
then the Away Team, he continues. Theres another way out of here. While their heavy forces are diverted here, we can get back
to the compound to try to get a message back to your ship and free whoever we
can. This will probably be our best
chance to free your friends. (This assumes some Away Team members were
captured). Looking at his men
again, he asks, Whos with me?
Lana and Kroog
immediately move forward. After a
pause, Tomar Tulik says, Me too, I guess.
The Orion throws his head back and gives a hearty laugh.
The mouse has found his roar!
Hah! Putting his arm around the small man, he says, Look on
the bright side. If you are
captured, maybe your Ferengi friends can ransom for your freedom!
If Connor is in charge, he will look to the Away
Team leader and say, Lets go. Otherwise, he will quickly suggest Wed better get
going. The men I leave here wont
be able to hold them off long.
TROUBLESHOOTING
It is possible that some
of the Away Team members may decide to stay at Connors base camp with the
wounded. This is particularly
likely for Medical Officers with Hippocratic Oath, or possibly characters with
the Code of Honor: Defender Disadvantage. If
so, during Act 3, jump cut during some other scenes to ad-lib some combat at the
base camp, giving characters there a chance
to show their mettle. A brave showing under such circumstances may earn a character
appropriate Renown, or perhaps a Commendation or Courage Point, at the
Narrators option.
It is also possible the
starship will get involved at this point. If
the First Officer specifically ordered the Crew on the ship to monitor
transmissions on Dolak IV, a Moderate (8) Shipboard Systems (Communications)
Skill Test will pick up a transmission between nanite-controlled guards and the
penal colony compound. If orders to
monitor such communications were not specified, Mission Ops or another
appropriate officer will notice the transmission with a Difficult (11) Skill
Test. The transmission is as
follows:
GUARD:
"Um
we have found them.
The prisoners. They are 2 kilometers west of your location
at my
coordinates
a cave in that low, fat mountain."
ELROD TAIN (still
sounding like Eeyore): "Okay
neat
good work.
Really good. (Long pause). Um
we
will send more men there to help you."
Then several other
transmissions will be sent to and acknowledged by some of the guards patrolling
the jungle surrounding the penal compound.
The First Officer
may also decide to have the ship intervene at this point.
Ad lib such actions as you see fit.
For example, if a security detail is beamed down to the planet, the Away
Team and Connors crew may assault and defeat guards at the base camp, which
will result in a larger force raiding the penal compound to free the captives
there. If the starship takes any
direct action against he penal compound itself, including transporting security
teams there, Commander Molak will decloak the Shaazir
and attack the ship; otherwise, he will continue to wait.
ACT 3: FIGHTING
BACK
SCENE 1: AN
APPOINTMENT WITH THE DOCTOR
Read the following to the Crewmember who was
taken from the holding cell during Act 2, Scene 4.
You are fastened to a
metal table that is rotated to a near-vertical position.
You can wiggle your hands and feet, but your arms, legs and torso are
immobilized, and your head is held tightly against the table by restraints.
The room is extremely dark, except for a bright light shining down over
the table. Here and there in the
darkness you see electronic equipment lights, and just on the edge of the edge
you see a metal stand holding many shining, sharp-looking instruments.
The only other people in the room are the two Romulans, Dr. Tolias and
Subcommander TMei.
The Romulan doctor
moves close and places his hand on your face, positioning his fingers at
different spots in a familiar manner
what he is doing resembles demonstrations
of the Vulcan mind meld technique you have observed during your years of
training and service. He
closes his eyes, then opens them slowly as a smile spreads across his face. Ah,
he sighs at last. There.
Now lets see what you have on your mind.
You suddenly feel the presence of another mind - his - intruding on
yours.
Per page 98 of the ST:TNG RPG Core Game Book,
the Crew member can resist Psi powers by attempting an Opposed Test each round,
using either Mind Shield or Presence against Dr. Tolias psionic skills.
In this case, he will be attempting to use Mind Control and Receptive
Telepathy, alternating these to force answers from the Crewman and determine
their truth. Dr. Toliass Skill
Tests will be at 1 Difficulty due to his touching his target.
In the case of Mind Control, the Crewmans Willpower edge will modify
his Opposed Test. Tolias asks many
questions, included some suggested by Sub-commander TMei.
Examples include:
-
Who are the Captain, First
Officer and department heads on board the starship?
-
Where is the Captain?
What is the reason for her briefing at the Starbase?
-
What are the ships current
and recent missions?
After a very long time of
this, Dr. Tolias pulls his hand away and gets a distant look for a moment.
He then smiles again, and says. Now,
to double-check We fall back on older - and some believe more reliable -
methods. He picks up a
hypospray from among the instruments and administers an injection to your neck.
You quickly start to feel disoriented, having difficulty focusing.
Then he picks up another instrument and starts waving it in front of your
eyes, droning. Yessss
jussssssttt wwaaaatchhhh
thhaaatt... From your
training, you realize he is attempting to hypnotize you, and you are finding it
difficult to resist.
Call for Opposed Test of Tolias Behavior
Modification (Hypnosis) Skill vs. the characters Intellect or Presence
(whichever is higher), modified by Perception or Willpower.
If Tolias wins, the character will know only that he does not recall what
happened for a while; if the character wins, Tolias eventually gives up and
moves on to his next procedure.
The overhead light
goes off, and the room is much darker. Your point of view changes as the table you are strapped to
moves into a reclining position. Tolias
steps near; you see he is wearing some sort of headgear with a viewing
instrument over one eye, and a light that shines into your face. He sets up some equipment around your head, humming as he
places each piece. Finally he steps
back; without the light directly in your face, you can see him grinning.
It is not a pleasant sight. And
now the fun begins, he says. In
your peripheral vision, you see two long, sharp-looking instruments move toward
the sides of your head. Suddenly
you feel excruciating pain.
Call for a Test against either Behavior
Modification (Resistance) or the characters Presence, either modified by
Willpower. Have the character
record the result, which will be important later, in Scene 4a. (Unknown to
the character, at least at this point, Tolias is injecting his nanites and doing
some very selective reprogramming, planning to use the character to disrupt the
ship later, when the Shaa/zir attacks).
SCENE 2: MORE
JUNGLE ACTION
Direct this to the Away Team members who are with
Connor and his men.
Connor and his crew
direct you to a narrow, winding passageway at the rear of their cave encampment.
It eventually opens off to the south of where you entered the cave. You can hear sounds of fighting off in that direction.
Connor points ahead, waving you all forward.
Kroog and Lana start to move off ahead.
(They will take point unless the Away Team leader is in charge and directs
otherwise; Connor will point out that Lana and Kroog know the jungle better than
anybody.) At times they move far enough ahead that you
cant see them. As you move into
the jungle, the vines and thorns and bugs again tear and bite at you, but now
that you have a goal in mind, they seem like more an annoyance than a major
threat.
If an Away Team member is at point, have that
character make a Search Skill Test, Difficulty Moderate (3) to see two of the
nanite-controlled guards approaching, wearing heavy armor and carrying phaser
rifles. Roll an Opposed Test of the
guards Search vs. the point characters Stealth Skill to see whether either
side is caught off guard. Play
out the encounter with these guards, alternating with the encounter below.
If no player character is at point, just read the following.
Suddenly you hear the sound of phaser fire
ahead, where Kroog and Lana went.
At the same time the point men are attacked, call
for the other Away Team members to make a Search Skill Test.
On a Routine (4) or better result, they see movement out of the corner of
their eye; two more guards, wearing heavy armor and carrying phaser rifles.
Roll an Opposed Test as noted above to determine whether the guards see
the Away Team members, Connor, or Tomar Tulik.
The guards will fight to the best of their
ability. Wise characters will attempt to use trees and foliage as
cover; the guards will attempt this once they are fired upon.
Attacks against a target hiding behind a tree are at +2 Difficulty, and
the tree counts as 10 points of armor; a bush provides only two points of armor,
but adds +2 Difficulty for visual cover. The
guards will start out using weapons on heavy stun, but will switch to higher
settings if necessary (for example, to blast through a tree a character is using
for cover). Switching weapon settings and firing in the same phase results in
multiple action penalties of +1 Difficulty to the attack that phase. Tomar Tulik will initially dive for cover when fighting
breaks out, but will later pop up from behind cover to fire at the guards if
necessary. His weapon is a Romulan
disruptor set at setting 3 (Light Thermal, doing 10+2d6); he will be first
amazed - then appalled - if he hits anybody.
If no Away Team members are with Kroog and
Lana, it plays out that Kroog was temporarily disarmed and ended up taking out
one guard with a sharp tree limb, and that Lana was stunned during the fighting.
Kroog can help with the other fight if necessary.
Lana is groggy and encourages the others to go on ahead, saying she will
catch up later. Assuming he
survives the encounter, Tomar Tulik refuses to leave her and offers to support
her as everybody moves on. Connor cautions going on quickly, noting The
noise may draw more company. We
have to move now.
SCENE 3: TRANSMISSION
INTERCEPTED
Onboard the ship, a Routine (3) Shipboard Systems
(Communications) Skill Test will detect another static-like, low-power
transmission from the prison colony compound to space.
If the first transmission was intercepted in Act 2, Scene 2, having a
second transmission will make analysis of the transmissions easier.
Determining that there is a message hidden behind the static requires a
Challenging (9) Shipboard Systems (Communications) or Routine (5) Espionage
(Covert Communications) Skill Test at this point.
Translating the message still requires a Difficult (13) Espionage
(Cryptography) Skill Test. Success
with this Skill Test provides the following:
"Subcommander
TMei to Imperial Starship Shaazir.
We are preparing to depart, and to leave a surprise for the Federation
vessel. We will be ready at my next
transmission. TMei out."
The penal colony does not respond to hails
from the starship.
SCENE 4: THE
CAVALRY ARRIVES
This scene is presented as a series of jump-cuts,
occurring immediately following each other and alternating between the captured
Away Team members in their cells and their would-be rescuers storming the penal
colony compound. The sub-scenes are
listed as 4a, b, c, etc., and should be presented in order, unless the Crew does
something to disrupt that order (which, of course, role players have a habit of
doing).
Note that Dr. Tolias and Subcommander
TMei will be aware as the rescue party approaches the penal compound, due to
the cloaked remote drones he has patrolling with the nano-controlled guards and
around the compound (see Tolias writeup below for details).
Since they want the rescue
attempt to succeed, they will use this information to stage events (Scenes 4c
and 4e) so that the rescuers apparently interrupt the planned execution of the
Away Team prisoners.
4a: Cellblock
Two of the reprogrammed guards stand at
attention, watching the Away Team members in their cell(s).
They stand aside as two Romulans enter, dragging between them the
character who was interrogated by Dr. Tolias.
The Romulans hand the prisoner to one of the guards and ready their
weapons as the other guard deactivates the security force field.
The character is tossed into the cell, the security field reactivated. The Romulans leave and the guards take their position again,
staring blankly into the cell.
The character returned to the cell is
groggy and sweaty, and has a horrible headache but no obvious injuries.
He recalls being interrogated via psionics and subjected to hypnosis, but
what else he recalls really depends on the results of the Behavior Modification
(Resistance) or Presence + Willpower Test he made at the end of Scene 1.
If the characters Test result was 10 or better, give the characters
player Handout 3a (see Handouts section).
In this case, his recollections may clue him or his companions in that he
may have been reprogrammed. If the
check Test was less than 10, he will only recall torturous pain; give the player
Handout 3b.
(Dr. Tolias injected the character with
nanites and did some quick, very selective programming.
He plans for the character to end up back on his ship, where his
programming will kick in and cause him to disrupt things when the Shaazir
attacks, hopefully giving the Romulans an extra element of surprise and a
decisive edge in destroying the Crews ship, thus insuring no witnesses are
alive to report on his experiments and the Romulan attack on Dolak IV.)
4b: Outside
The Away Team members with Connors team watch
at the edge of the jungle and observe the compound.
They see three Romulans guarding the entrance to the maximum
security/infirmary building (which Connor will identify); from there, the
Romulans have a clear line of sight to the entrances of every other building on
the compound. Connor attempts a
tricorder scan and notes that the security/infirmary building is shielded with
some sort of sensor-cloaking technology. Asked
about other buildings, he will note several life signs in the
cellblock/dormitory buildings and a few in the administration building, where
the communication equipment is located. Asked,
he will note other highlights, including sheds where supplies are located, the
large warehouse-like building housing the mine entrance, and the bunker-style
building housing the compounds power systems (which he says are protected by
good security systems).
If the Away Team members do not suggest a route
of approach, Connor asks the Team leader if s/he thinks they should try to sneak
up or take out the guards from the edge of the jungle, then move up.
He notes that taking them out from here with energy weapons will be
noisy, but that sneaking across the open grounds will leave them exposed to the
Romulans fire if they are seen. He
and his followers will go along with any reasonable plan.
4c: Cellblock
Read the following:
Subcommander
TMei stalks in, followed by two male Romulans, the pair that brought (the
Crewmember) back to the cell. She
glares at you all through the security field.
I think we have all the information we are likely to need from
you, and we have run out of time for Dr. Tolias little experiments.
That means you and the prisoners here have all become
very
expendable. She smiles just a
bit, then taps one of the dazed-looking human guards.
You. When I count to
three, open the field. She
then moves back, to near the door, drawing her disruptor pistol.
"You," she says to the other guard and the Romulans, "Ready
your weapons. Aim
she
begins, as they draw their weapons and point them at the cell.
4d: Outside
If the Away Team and Connors team decide to
attack from a distance, they are out of range for a Type I phaser, at Long for
at Type 2 phaser or a disruptor, and at Extreme Medium range for a phaser rifle.
The noise will readily alert the Romulans in the buildings of what is
happening. If they decide to sneak
up, doing an Opposed Test of the attackers Sneak Skill vs. the Romulans
Intellect. The Away Team is at a
disadvantage due to limited cover; apply 2 to their Test Result unless they
offer a plan that would reasonably nullify that disadvantage (Narrators
judgment).
Either way, play out the conflict.
If the good guys manage to take out the Romulan sentries quietly, make a
note to remind you to reward them appropriately at the end of the Episode
(perhaps giving them a level in the Stealth Skill), but then have another
Romulan wander around the corner of the building or from one of the cellblock
buildings. He will fire a weapon and raise the alarm, thereby
interrupting the imminent execution of the Away Team members inside the
infirmary/maximum security building.
4e: Cellblock
Read the following:
As the Romulans are
taking aim and the human guard prepares to open the security field, you all
suddenly hear weapon fire from somewhere outside.
The Romulans hear it too, and stop to look around, though the humans
continue to focus on you, apparently either not noticing or not caring about
what happens outside the scope of their orders.
Subcommander TMei points to the Romulans.
You come with me.
We will take care of them later.
She directs the humans to keep watch on you, then she and the two
Romulans file out.
If either now, or looking back later, an
Away Team member thinks to ask how surprised the Romulans seemed to be, allow
Skill Tests against any of the following: Artistic
Expression (Acting), Medical Science (Psychology) and Search.
A Moderate 8 result in any of these, or two Routine (4) Test results,
will indicate that though TMei acted surprised, she was not very convincing.
This might suggest to the Crew that the Romulans intended for the Away
Team to escape back to the starship.
SCENE 5: ANOTHER
TRANSMISSION
Onboard the ship, a Routine (3) Shipboard Systems
(Communications) Skill Test will detect yet another transmission from Dolak IV.
If the covert message has not yet been discovered, but both other
transmissions have been intercepted, comparison of the transmissions will reveal
the secret message with either a Moderate (7) Shipboard Systems (Communications)
or Routine (3) Espionage (Covert Communications) Skill Test.
These difficulties will be Challenging (9) and Routine (5) if only one of
the previous transmissions was intercepted.
If all three transmissions have been intercepted, a Challenging (9)
Cryptography Skill Test will translate the message.
It reads:
Subcommander TMei
to Imperial Starship Shaazir.
All is ready and the compound is under attack.
Please move into position and prepare to transport nine personnel plus
equipment and medical samples. TMei
out.
At this point, Commander Molak will move
the Shaazir into standard orbit.
Unless the Crew have come up with some remarkably good idea, the Romulan
warship will still be undetectable at this point.
SCENE 6: REUNITED
Much of what happens in this scene, and the order
in which it unfolds, will depend on the characters choices.
If the rescuers split up, so as to try to simultaneously free the
captured Away Team members and other prisoners, send a message to the ship,
etc., you may have to jump-cut around between these various actions.
The Narrator should not play out any events where none of the Crew are
present: just decide what happens,
as you deem dramatically appropriate, and report the results to the Crew
accordingly. Use the following as
guidelines for such actions:
- Cellblocks/Dormitories:
Two reprogrammed guards with stunrods and Type 2 phasers stand guard
in each of these two large, long buildings, each one just inside the
entrances on each end of the building.
The guards will seek to subdue intruders.
Several human prisoners are locked down in each building.
Some are not in great shape, but all will gladly fight if given
weapons and most will fight barehanded rather than await Romulan
mind-control experiments.
- Power Systems:
Entry into this small, bunker-like building will require a
Challenging (10) Security Systems Skill Test.
Shutting off power to all systems, or destroying them, will leave
only emergency lighting in all buildings other than the infirmary/maximum
security; that building has a separate back-up power generator.
However, shutting off main power to that building will temporarily
disrupt systems, including the security force field.
If this happens, jump-cut to the Away Team members in the cellblock
and note that the lights flicker a bit.
Ask for Search Skill Tests, or Intellect + Perception Tests.
Characters receiving a Test result of 4 or better will notice that
the security field is down for just a moment.
Allow those who notice this a Test vs. Dodge or Coordination,
modified by Reaction; characters who roll 5 or better on that Test will be
able to dive through before the force field reactivates.
If this happens, play out the conflict with the reprogrammed guards. The guards weapons are set on Setting 2 (medium stun).
Disabling the security field from outside requires a Routine (3)
Security (Security Systems) Skill Test.
- Administration Building:
By the time any characters get there, all areas of this building
except the Communications Center will be vacant.
If the characters rush there, they will meet a Romulan coming out of
the building, otherwise, they may notice him trying to sneak over to the
infirmary/maximum security building. Either
way, he will attempt to avoid notice, as he just wants to get out of there
after relaying Sub-commander TMeis last message to the Shaazir.
He does not want to fight, but will shoot to kill (disruptor setting
3) if forced to fight. Elrod
Tain waits at the Communications Center with a Type I phaser (set on medium
stun) ready to attack any intruders.
- Infirmary/Maximum Security: The Romulans are barricaded in the infirmary upstairs,
awaiting the Shaazir.
If they are attacked, jump-cut to Scene 7 and have the Shaazir
arrive to transport them out.
The Romulans have left a cruel surprise downstairs, outside the maximum
security cells, to be encountered by whoever gets there first (the rescuers,
or the escaping Away Team members if the power in the cells went out). Ray
Crier, Warden Mulholland, Mulhollands wife Emma and Dan Connors lover
Natalie are all waiting, nanite-controlled and ready to fight.
All carry Type I phasers, set on medium stun.
If Connor confronts this scene, he will shout, Natalie!
Oh, no! No, not this!
Horrified, he is unable to attack for two rounds; she will attempt to shoot
him. A hit sufficient to
stun any of the nanite-controlled Humans will knock them into a coma; if
shot, Mulholland or Crier will say Thank you before passing
out, while Natalie will mouth Connor before falling
unconscious. If he encounters
her only when she is unconscious, he will be struck speechless with grief
for a time, after which hot rage will visibly simmer within him.
SCENE 7: RED
ALERT!
Having moved into position, the Shaazir
will decloak and attempt to beam up the Romulans on Dolak IV.
While the Warbird is decloaking, the Crew will have normal chances to
detect it and attack before it can raise shields. A Challenging (11) Starship Systems (Sensors) Skill Test will
allow an attack at +3 Difficulty before the Shaazir
finishes decloaking. Unless the
Crews ship moves closer, all combat will take place at Short range
(Difficulty Routine (4)). Note also
the relative Sizes of the two ships. For
example, Shaazir (Size 10) would
have +3 Difficulty to hit a Nebula-class
ship like the Discovery (Size 7),
while the Discovery would have 3
Difficulty to hit the Shaazir.
The Shaazir will also be
immobile until it has finished transporting (-2 Difficulty to be hit after the
initial round when it decloaks). Also
apply bonus or penalty dice to the Tactical Officers attack rolls based on
the sensor lock, as detailed on p. 148 of the ST:TNG Core Game Book.
Bonuses for Command Skill do not apply during these initial rounds, as
the Shaazir is not actually
engaging in combat at this point.
As soon as possible, the Shaazir
will activate her forward shields and take one round to transport the Romulans
from Dolak IV. During this time she
will not attack, but will hold attacks in case her opponent notices the aft
shields are down and tries to take advantage of this.
Commander Molaks officers will attempt to intercept attacks which seek
to bypass the forward shields; in particular, they will attempt to destroy any
photon torpedoes which are launched (+9 Difficulty to hit a Size 1 target).
During this round, have the Crewmember manning
the Sensors make a Shipboard Systems (Sensors) Skill Test. A Routine (3) result
will show that two of the Warbirds transporters lock and activate, beaming
someone/thing aboard. A Routine (5)
Test result will reveal that only the forward shield of the Warbird is
raised. A Moderate (8) Shipboard
Systems (Tactical) Skill Test will allow the Tactical Officer to target a photon
torpedo to bypass the Shaazirs
shield. Doing this and attacking in
the same round will result in a +1 Difficulty to each Skill Test, per normal
multiple action penalties, unless the Tactical Officer has the Multitasking
Advantage.
On the next round (round 3), the Shaazir will activate full shields and start to move away, fighting
while dodging (see p. 142 of the Core Rule Book) but obviously attempting
to retreat. During this combat
round, modifiers for Command do apply (Opposed Starship Tactics Skill Test, the
Crews First Officer vs. Commander Molak).
On Round 4, the Shaazir
will attempt a steep dive and turn (Moderate (8) Difficulty) while continuing to
dodge and while engaging her cloaking device.
As usual, a Challenging (11) Shipboard Systems (Sensors) Skill Test will
be necessary to attack the Romulan vessel before it cloaks; success allows the
Tactical Officer to attack the unshielded Warbird at +3 difficulty. Even if this opportunity is missed, if the First Officer
succeeds in a Moderate (8) Starship
Tactics (Romulan) Skill Test, he will recognize the Shaazirs
maneuver and likely heading, allowing the Tactical Officer to attempt a
Difficult (13) Shipboard Systems (Tactical) Skill Test to launch a blind attack.
Note:
If the Away Team member who was reprogrammed by Dr. Tolias is already
onboard the ship at this time, he will attempt to sabotage the ship, as detailed
in Scene 9 below, at earliest opportunity during the battle.
After Round 4, barring exceptional
circumstances, the Crew will not know where the Romulans went, but Sensors will
not pick up any trace of a warp signature, suggesting the Warbird is still
around. This is in fact the case;
Commander Molak is simply waiting for a more opportune time to continue the
attack.
SCENE 8: THE
CALM BEFORE
This is something of a fill-in scene, taking care
of loose ends, bringing the Crew together again, and setting up the final
confrontation. Important points to address include the following:
-
The
reprogrammed prisoners and staff still need to be taken care of. Those who are still roaming around with weapons remain a
danger, while those who fell during the fighting are in grave medical
condition. Routine (5) Tests
using appropriate Skills (Personal Equipment (Medical Tricorder) and/or
Medical Science (General Medicine or Neurology)) will reveal that all of
them have suffered some degree of brain damage due to the nanites.
This is severe in some cases, and several individuals, including the
Warden, his wife, Elrod Tain, Ray Crier and Natalie Wu, remain comatose.
All require medical attention. Dan
Connor will demand to accompany Natalie if she is taken onboard the ship.
-
Connors
men back at the base camp (and any Away Team members who stayed with them)
still need rescuing.
-
Contacting
the ship will doubtless be a priority.
Presumably the Away Team and the Crew onboard the starship will fill
each other in on what happened while they were out of contact with each
other.
-
At
some point the Away Team will presumably transport back onboard their
starship. Some of Connors
men and/or the experimental subjects may also be brought on board.
- As soon as he is aboard the ship, the
Crewmember who has been subjected to Dr. Tolias reprogramming will seek
to send a message (via implanted transponder) that he is onboard ship.
Give that characters player Handout #4.
The transponder signal is very brief and low-powered.
It contains no language to decode, serving only to inform the Shaazir that their saboteur is onboard the ship. A Moderate (7)
Shipboard Systems (Communications) Skill Test will notice the signal and
pinpoint it as originating on the ship; a Test result of Challenging (9)
will pinpoint the location from which the signal originated.
Once the transponder is activated, the character will presumably go about
causing problems. Each time he
starts to disrupt a ship system, have him make a Presence Test, modified by
Willpower. On a
Challenging (9) result, he delays for 1-3 rounds, during which time he
appears dazed and confused, but will defend himself if attacked.
Have him make further checks to continue after such delays.
On a Difficult (14) Test, he will temporarily regain control of his
thoughts, enough to attempt to warn somebody what has happened to him; give
the player Handout #5 if this occurs. This
clarity of mind will last for 1 minute.
SCENE 9:
THE
STORM
Having received the signal from the reprogrammed
saboteur, Commander Molak will move the Shaazir
in to attack. An ideal opening for
him would be to attack while the Crews ship has shields down, perhaps while
transporting medical or security personnel down to Dolak IV to deal with the
situation there, or while they are bringing aboard reprogrammed individuals in
need of medical attention. By
timing his attack in this manner, Molak will neutralize the advantage the
Crews ship will have while the Warbird decloaks.
In any case, if the reprogrammed Crewmember is still active, play out an
exciting scene, with jump-cuts between starship combat and the running fight
between the unwilling saboteur and his Crewmates.
Molak will hail the Crews ship, offering the
choice of surrender or total destruction. It
is very unlikely any Starfleet officer will surrender his command, but this will
allow the Crew a chance to interact with their adversary.
Subcommander TMei will be seen on the view screen, behind the
Commander.
The Romulans hope having the reprogrammed officer
onboard disrupting systems will give them a decisive advantage.
If it turns out this is not the case, the Romulans will eventually break
off and leave. Commander
Molak will not like leaving a battle unfinished, but Dr. Tolias will demand that
his life and his experimental data not be placed at unnecessary risk.
"Better to let a few Federation survivors tell their tale
than risk losing information the Tal Shiar will find so vital" will be his stance.
Given his Obligation to the Tal
Shiar, Molak will reluctantly agree. Remember
that the Shaazir may have sustained damage in Scene 7, above, giving
Commander Molak further reason for caution.
If things go catastrophically badly for the
Crew, another Starfleet vessel can arrive to provide assistance, anything from a
lesser vessel to the famous U.S.S.
Enterprise. Commander Molak
will definitely retreat if the Crews ship receives reinforcements.
If the Narrator uses this option, some reason for the other vessels
arrival will have to be concocted, but this should not be too difficult, given
Starfleets wide-ranging interests; perhaps one of the Dolak IV prisoners was
suspected to have information useful to some other mission.
This last-minute rescue option should be kept in reserve until the Crew
has tried all available options, as it is much more satisfying for the Crew to
bail themselves out than to have somebody else save their skins.
The Narrator may always choose to have the other ship arrive later, to
help with repairs following the battle if necessary.
ACT 10: CONCLUSION
This act is another place to tie up loose
ends. Make sure the following
points are covered:
-
Many
of the people subjected to the Romulan mind-control experiments have
suffered severe brain damage that is likely to be irreparable.
These individuals will require long-term care, such as can best be
provided at a Starbase or Starfleet Medical facility. Unfortunately, those so harmed include the Warden and his
wife, Ray Crier, and Natalie Wu. Dolak
IVs chief physician, Dr. Crane, has also sustained neurological damage
but is in somewhat better condition; he was found in the planetside
infirmary and has regained consciousness occasionally.
-
Several
of the experimental subjects are found dead.
In some cases their brains have been surgically dissected, while in
others, the brains are absent, apparently taken aboard the Romulan vessel
for further study.
-
The
nanites can be removed from the reprogrammed Crewmember with a Moderate (7)
Medical Science (Neurosurgery or Microsurgery) Skill Test.
Due to the limited time he was subjected to the procedure, he will
have suffered no permanent damage, but counseling is recommended to help him
deal with his feelings about what happened, and any residual effects Dr.
Tolias tampering might otherwise have on his behavior patterns.
-
The
nanites themselves, whether left in their victims or removed, are degrading
rapidly and completely, such that detailed examination of their components
will not be possible. It is
probable Dr. Tolias programmed them with some sort of self-destruct function
to prevent his work from being examined by non-Romulans.
-
The
Romulan activities on Dolak IV, well beyond the Neutral Zone, will do
nothing to relax tensions between the Federation and the Romulan Star
Empire, but by themselves they will not lead to war, either, as neither side
is eager for all-out conflict.
SEQUELS
Dr. Tolias, Commander Molak and Subcommander
TMei may return to face the characters again.
Molak is a cunning opponent who could be encountered again and again.
Dr. Tolias, a Romulan psionic, Tal
Shiar operative, and mad scientist, could become a recurring villain of the
sort players love to hate. In
particular, the Crewmember who was subjected to his reprogramming will likely
have a grudge against the bad Doctor.
Dan Connor, Kroog, Lana Grayson and some of the
other prisoners may be offered pardons for their bravery in resisting the
Romulans. If this occurs, any or
all could be encountered again, as either allies or
opponents. Lana is
especially likely to get involved in further criminal activities, and may be
encountered during future adventures in exotic locales, such as Orion space or
Risa.
If Connor is freed, the Romulans will have a
minor but implacable new enemy. Natalie will remain comatose, her mind destroyed by Dr.
Tolias experiments. Connor will
seek assistance from others with grudges against the Romulans, trying to obtain
a ship and other resources necessary for him to take revenge.
He may gather around him other freed survivors of the Romulan action on
Dolak IV, either those who were subjected to experiments or others who lost
friends and loved ones to the Romulan actions.
Connor will direct his rage against the Star Empire in general, and the Shaazir
and Dr. Tolias specifically.
He may thus be encountered in the future,
as either an ally or a problem, somebody in need of assistance or somebody who
is disrupting efforts to deescalate tension between the Federation and the
Romulans. If the Narrator decides
to use Dan Connor in this role as a guest star in a future Episode, add the
following Disadvantages to his character sheet:
Dependent (Natalie), Intolerant (Romulans) and Species Enemy (Romulans).
Points for these Disadvantages may be balanced against increased Skills,
to make Connor a more formidable ally or opponent.
LANA
GRAYSON, Professional Thief
Lana is a smooth-skinned
human of African lineage, with short, kinky hair and a missing front upper
tooth, age late 30s. Currently she
also has several minor injuries, and an ugly, painful infection in one eye.
She is also a thief by trade. She
has low-level connections with the Orion Syndicate, but does not know any truly
important information and is not important enough for them to bother trying to
break her out of prison. She
specializes in jewel theft, but her impulsive nature has caused many other
thieves (who are by nature a cautious sort) to mistrust her.
She has been at Dolak IV quite some time and has settled into the mining
routine, even becoming something of a mechanic to service the mining machinery.
She has no intention of becoming anybodys experimental subject.
She has been valuable to Connors crew, both as a scout and also
because she was able to show them how to disconnect security features on
captured weapons.
ATTRIBUTES
Fitness 3
Coordination 3
Intellect 2
Perception +1
Presence 2
Willpower +1
Psi 0
SKILLS
Art Expression (Singing) 1(3)
Athletics (Climbing) 2(3)
Bargain (Bribery) 1(2)
Computer (Hacking) 1(2)
Culture (Human) 2(3)
(Ferengi) (3)
(Orion) (3)
Dodge 3
Energy Weapon (Phaser) 1(2)
Engineering, Material 1 (2)
(Mechanical) (3)
(Personal
Equipment) (2)
Fast Talk 2
History (Human) 1(2)
Intimidation (Bluster) 1(2)
Language (Fed Standard) 2
(Bajoran) 1
Merchant (Gems) 1(3)
Planetary Sci (Geology) 1(2)
(Minerology) 1(2)
Planet Survival (Forest) 1(2)
(Jungle) (3)
Primative Weapon (Knife) 1(2)
Search 2
Security (Security Systems) 2(3)
Sleight of Hand (Pick Pocket) 1(2)
Stealth (Movement) 2(3)
Streetwise (Orion Syndicate) 1(2)
World Knowledge (Earth) 1(2)
(Dolak IV) (2)
(Rigel System)
(2)
(Rigel II) (3)
ADVANTAGES/DISADVANTAGES
Contact (Orion Syndicate) (+1)
Greedy (-1)
Impulsive (-1)
Resolute (+3)
Courage:
5
Renown: 6
Aggression:
0 Discipline: -3
Initiative: 0 Openness:
0 Skill: 3
Resistance: 3
Wound Levels: 3/3/3/3/3/3/0
DANIEL
CONNOR, Convict Resistance Leader
Connor is a tall redhead with a
stocky, muscular build, unruly hair, several days beard growth and lively green
eyes. Currently his hands and one
side of his face are covered with an ugly red rash.
For Connors back ground information, see Player Handout #1.
ATTRIBUTES
Fitness 4
Strength
+1
Coordination 2
Reaction
+2
Intellect 3
Presence 3
Willpower
+1
Psi 0
SKILLS
Administration (Logistics)
2(3)
(Merchant
Marine) (3)
Athletics (Running) 2(3)
Bargain (Haggling) 2(3)
Charm (Seduction) 1(3)
Command (Combat Leadership) 1(2)
Computer (Data Alteration/Hacking) 1(2)
(Programming)
(2)
Culture (Human) 2(3)
Dodge 2
Energy Weapon (Phaser) 1(2)
History (Federation) 1(2)
(Human) 1(2)
(Merchant
Marine) (2)
Language (Federation Standard) 3
(Ferengi)
1
(Orion)
1
Law (Starfleet Regs) 1(2)
(Merchant Marine
Regulations) (2)
Personal Equip. (Communicator) 2(3)
Planetary Sciences (Geology) 1(2)
Planetary Survival (Jungle) 1(2)
Physical Science (Chemistry) 1(2)
Ship Systems (Communications) 2(3)
System Engineer (Communications) 1(2)
Unarmed Combat (Starfleet Martial Arts)1(3)
Vehicle Op (Shuttle) 2(3)
World Knowledge (Earth) 1(2)
(Ferengi Space)
(2)
(Dolak IV)
(2)
ADVANTAGES/DISADVANTAGES
Alertness (+2)
Greedy (-1)
Quick Draw (+2)
Courage: 5
Renown: 25
Aggression:
5 Discipline: -10
Initiative: 5 Openness:
0 Skill: 5
Resistance: 4
Wound Levels: 4/4/4/4/4/4/0
KROOG
the Hunter, Smuggler and Poacher
Kroog the Orion has a burly
build, with huge, tattooed arms. His
skin is green, and he has a long, braided black mustache and black hair.
He wears a shirt with the arms torn off.
His voice is gruff. Kroog was imprisoned for poaching and smuggling
endangered species
ATTRIBUTES
Fitness 5
Vitality
+1
Coordination 3
Intellect 3
Perception
+1
Presence 2
Psi 0
SKILLS
Athletics (Swimming)
2(3)
Bargain (Bribery) 1(3)
Culture (Orion) 2(3)
Dodge 2
Energy Weapon (Disruptor) 2(3)
Fast Talk 1
First Aid (Wound/Combat) 1(2)
Language (Orion) 2
(Federation
Standard) 1
Merchant (Animals) 1(3)
Planet Survival (Jungle) 2(3)
(Desert)
(3)
Primitive Weapon (Knife) 2(3)
(Net)
(3)
Search 2
Space Sciences (Astrogation) 1(3)
Stealth (Hide) 2(3)
Streetwise (Orion Syndicate) 1(3)
Unarmed Combat (Wrestling) 2(3)
Vehicle Operation (Shuttlecraft) 1(3)
World Know (Orion Syndicate) 1(2)
(Dolak IV) (2)
ADVANTAGES/DISADVANTAGES
Alertness (+2)
Argumentative (-1)
Code of Honor (never be an informant) (-2)
High Pain Threshold (+2)
Sense of Direction (+1)
Courage: 3
Renown: 10
Aggression:
0 Discipline: 0
Initiative: 0 Openness:
-5 Skill: 5
Resistance: 6
Wound Levels: 6/6/6/6/6/6/0
TOMAR
TULIK, Former Ferengi Spy
Tulik is short, thin Centauran
with wispy blond hair and a soft voice. During combat, he is the consummate coward, cringing and
squealing if a shot nears him. He
was once a minor functionary in the Federation Economics Council, convicted of
economic espionage for passing economic information to the Ferengi in exchange
for banned Orion neuro-holo programs. He
can be played for somewhat comic effect. He will be recognized (from news reports) to anybody making a
Routine (5) Culture (Centauran or Federation) Skill Test.
ATTRIBUTES
Fitness 2
Coordination 2
Intellect 3
Presence 2
Psi 0
SKILLS
Administration (Bureaucrat) 2(3)
(Federation)
(3)
Computers (Hacking) 2(3)
(Programming)
(3)
Culture (Centauran) 2(3)
(Ferengi)
(3)
Engineer, Material (Mechanical) 1(2)
Espionage (Covert Communications) 2(3)
(Forgery)
(3)
Gaming (Poker) 1(2)
History (Centauran) 1(2)
Language (Centauran Prime) 2
(Federation
Standard) 2
Law (Commercial) 1(3)
Social Science (Economics) 1(2)
World Knowledge (Alpha Centauri) 1(2)
(Earth)
(2)
ADVANTAGES/DISADVANTAGES
Phobia (Minor, spiders) (-3)
Phobia (Minor, snakes) (-3)
Phobia (Severe, sight of own blood) (-5)
Courage: x
Renown: x
Aggression:
x Discipline: x
Initiative: x Openness:
x Skill: x
Resistance: 2
Wound Levels: 2/2/2/2/2/2/0
GENERIC DOLAK IV PRISONER
These are generic extras.
These stats will suffice for Joe, Wilson, Toad and any other prisoners
that might need stats during the course of the adventure. The Narrator can feel
free to diversify things by giving them generic names or a couple extra skills,
making some Andorians or Bolians, or even something exotic like a Bajoran or
Orion, and they can be of either gender, but essentially they are there to fill
the scenes. The Dolak IV Penal
Colony, being a mining colony, is a tough place, so these guys are a bit tougher
than usual. There are about 20
total. All are suffering from at
very least scratches, rashes, and unpleasant fungal/parasitical infestations,
and at Narrator option, some may be more severely injured.
ATTRIBUTES
Fitness 3
Coordination 2
Intellect 2
Presence 2
Psi 0
SKILLS (Relevant to the
Adventure)
Athletics (Run or Climb) 2(3)
Energy Weapon (Phaser/Disruptor) 1(2)
Language (Fed Standard) 1 or 2
(Other/Native)
0 or 1
Primitive Weapon (Club or Knife) 1(2)
Unarmed Combat (Any) 1(2)
Resistance:
3
Wound Levels: 3/3/3/3/3/3/0
RAY
CRIER,
Mind-Controlled Chief Guard
Crier is a
tall, heavy-set human with considerable girth and upper body strength.
His hair is short and black, and he has small, pig-like eyes.
Chief Crier is normally a better, more balanced man; his lowered
Reaction, Willpower and Intellect, as well as his Disadvantages, reflect his
suffering at the hands of the experimental Romulan nano-neural programming.
He has a somewhat dazed expression.
ATTRIBUTES
Fitness
4
Vitality
+1
Coordination 2
Reaction
-1
Intellect 1
Presence 2
Willpower
-1
Psi 0
SKILLS
Athletics (Lifting)
2(3)
Culture (Human) 2(3)
Energy Weapon (Phaser)
2(3)
(Phaser
Rifle) (3)
(Stun
Rod) (4)
History (Human) 1(2)
(Federation)
(2)
Language (Federation Standard)
2
Law (Federation Law) 1(2)
Personal Equipment (Tricorder)
1(2)
Search 2
Security (Security Systems)
2(3)
Social Science (Sociology)
1(2)
Systems Eng (Security)
1(2)
Unarmed Combat (Starfleet Martial Arts) 2(3)
Vehicle Op (Shuttle) 1(2)
World Know (Earth) 1(2)
(Dolak
IV) (2)
ADVANTAGES/DISADVANTAGES
Bloodlust (-2)
Impulsive (-1)
Resistance:
5
Wound Levels: 5/5/5/5/5/5/0
GENERIC
SECURITY GUARDS, Post Nano-Reprogramming
These are
generic human correctional guards. Reduce
Fitness and Vitality by 1 to reflect reprogrammed non-combatant NPCs such as
Elrod Tain, Emma Mulholland, or Connors lover, Natalie Wu. Under the effects of the Romulan nano-neuroprogramming, they
are unusually slow, aggressive and weak-minded.
When sent into the jungle to try to find escaped prisoners, the guards
will wear heavy security armor with full-face helms. The armor adds +3 Resistance vs. physical attacks and +2 vs.
Energy; the helmets incorporate Night Glasses technology (Price of Freedom,
pp. 104-105), as well as combadge functions.
ATTRIBUTES
Fitness 3
Vitality +1
Coordination 2
Reaction -1
Intellect 1
Presence 2
Willpower -1
Psi 0
SKILLS
(Relevant to this adventure)
Energy Weapon (Phaser) 2(3)
(Stunrod) (3)
Personal Equipment (Tricorder) 1(2)
Search 1
Security (Law Enforcement) 1(2)
Systems Engineering (Security) 1(2)
Unarmed Combat (Starfleet Martial Arts) 2(3)
Resistance:
4
Wound Levels: 4/4/4/4/4/4/0
DR.
TOLIAS, Tal Shiar
Mad Scientist
Dr. Tolias
is tall, cadaverously thin, and as unkempt-looking as one can imagine for a
Romulan. His hair is gray-white and
somewhat frizzy, not cut in the neat, helmet-like manner favored by Romulans;
imagine Christopher Lloyd portraying a Romulan and you have the image.
His speech is precise when he directs it at somebody, but he also
exhibits a tendency to mutter to himself, at which time he may ramble.
He tends to focus on only one thing at a time, but can focus on that goal
or subject with great intensity. Tolias
drive is to understand and be able to control others.
He is ruthless and not at all a nice person. He is constantly shadowed by two fully-cloaked Guard Drones (Price
of Freedom, p. 103) and has several cloaked Remote Drones (Price of
Freedom, p. 106), which he uses both to patrol the penal colony grounds and
to accompany the controlled guards, who he monitors via some of the devices on
his belt. Tolias is careful to
leave combat to underlings. He is
designed as a potential recurring villain.
ATTRIBUTES
Fitness 3
Strength +1
Coordination 3
Intellect 4
Perception
+1
Presence 3
Empathy -1
Psi 4
SKILLS
Artistic Expression (Painting) 1(3)
Behavior Modification (Brainwashing) 3(4)
Espionage (Cryptography) 2(3)
Persuasion (Debate) 1(2)
Computer (Research) 2(3)
Culture (Romulan) 2(3)
(Human) (3)
(Vulcan) (3)
Disguise (Vulcan) 1(2)
Energy Weapon (Disruptor) 1(2)
Gaming (3-D Chess) 1(5)
History (Romulan) 2(3)
Intimidation (Interrogation) 1(3)
Language (Romulan) 3
(Federation
Standard) 2
(Cardassian)
1
(Vulcan) 2
Life Sciences (Bioengineering) 4(5)
(Biotechnology)
(5)
Mind Control 5
Mind Shield 3
Medical Sciences (Neurology) 3(4)
(Psionics)
(4)
(Psychology)
(5)
(Neurosurgery)
(4)
Physical Sciences (Mathematics) 1(3)
Projective Telepathy 2
Receptive Telepathy 3
Social Sciences (Sociology) 2(3)
(Political
Science) (3)
Stealth (Movement) 1(2)
Systems Engineering (Robotics) 1(3)
(Nanotechnology)
(3)
World Knowledge (Romulus) 1(2)
ADVANTAGES/DISADVANTAGES
Ally (Tal Shiar Director) (+5)
Arrogant (-1)
Eidetic Memory (+3)
Multitasking (+2)
Obsessive Tendencies (-3)
Glory:
5
Renown: 30
Aggression:
0 Discipline: 5
Initiative: 5 Openness:
-5 Skill: 15
Resistance: 3
Wound Levels: 3/3/3/3/3/3/0
COMMANDER
MOLAK, Romulan
Captain
Commander
Molak is of smaller build and stature than the typical Romulan, but is
well-muscled and presents an image of strength despite his size. His eyes are piercing and active, but he always seems calm.
He is fanatically dedicated to serving the Star Empire and expanding its
holdings. At the same time he has
an unusual interest in his peoples cousins, the Vulcans, and has studied them
at length. He has long served on
Neutral Zone patrols, and knows the Zone better than he does the Romulan core
worlds at this point, though he maintains contacts among the Romulan Senate and
is skilled at negotiating those corridors of power.
Molak is built to be a potential recurring foe for the Crew.
His role in an Episode can be military, or something more exotic due to
pressure from the Tal Shiar, whom he
owes favors.
ATTRIBUTES
Fitness
3
Strength
+1
Coordination 3
Intellect 4
Perception
+2
Presence 4
Empathy
-2
Willpower
+1
Psi 0
SKILLS
Administration (Romulan Senate)
2(3)
(Starship)
(4)
Artistic Expression (Vulcan Lute)
1(3)
Command (Starship) 4(5)
Computer (Simulation/Modeling)
2(3)
Culture (Romulan) 2(4)
(Vulcan)
(3)
Dodge 3
Energy Weapon (Disruptor)
3(4)
History (Romulan)
1(3)
(Vulcan)
(2)
Intimidation (Awe) 2(3)
Language (Romulan) 3
(Fed
Standard) 2
(Vulcan)
2
Law (Rom/Fed Treaty) 1(3)
(Romulan)
(2)
Ship Systems (Command)
2(4)
(Flight
Control) (4)
(Tactical)
(3)
Space Sciences (Astrogation)
2(3)
Starship Tactics (Romulan)
3(4)
Strategic Operations (Neutral Zone)
3(4)
Systems Engineer (Flight)
2(3)
(Weapons)
(3)
Unarmed Combat (Romulan Navy Martial Arts)
2(3)
World Knowledge (Romulan) 2(3)
(Neutral
Zone) (4)
ADVANTAGES/DISADVANTAGES
Fanatic (-3)
Intolerant (Ferengi) (-2)
Obligation (Tal Shiar) (-2)
Multitasking (+2)
Strong Will (+2)
Tactical Genius (+3)
Glory:
4
Renown: 50
Aggression:
10 Discipline:
15 Initiative:
5 Openness:
-10 Skill:
10
Resistance: 3
Wound Levels: 3/3/3/3/3/3/0
SUBCOMMANDER
TMEI,
Molaks Second
Subcommander
TMei is tall, and a very attractive woman by most humanoid standards, despite
the typically severe Romulan haircut and unflattering uniform. Her family has a long history of service in the Romulan Navy,
and she is very dedicated to serving the Empire.
However, her deepest devotion is to her commander, Molak.
Her love is unrequited, and unspoken save in her poetry, but she would do
anything for him. For his part, he
pretends to be unaware of her feelings, regarding a relationship as
inappropriate given their relative rank/position and viewing her as too valuable
an assistant to lose to transfer. In this adventure, she will probably be encountered
planet-side, as she observes Dr. Tolias project; during the course of this,
her dislike for the Tal Shiar may
become apparent.
ATTRIBUTES
Fitness
3
Strength
+1
Coordination 3
Reaction
+1
Intellect 3
Presence 3
Psi 0
SKILLS
Administration (Logistics)
2(3)
Artistic Express (Poetry)
1(3)
Command (Combat Leader) 3(4)
Computer (Research) 2(3)
Culture (Romulan) 2(3)
Dodge 2
Energy Weapon (Disruptor)
3(4)
History (Romulan) 1(3)
(Vulcan)
(2)
Language (Romulan) 2
Life Sciences (Biology)
2(3)
Phys Sciences (Chemistry)
2(3)
Personal Equip (Tricorder) 2(3)
Shipboard Systems (Sensors)
2(4)
(Tactical)
(4)
Strategic Operations (Neutral Zone)
2(3)
World Knowledge (Remus)
1(2)
ADVANTAGES/DISADVANTAGES
Excellent Hearing (+2)
Fanatic (Commander Molak) (-3)
Intolerant (Tal Shiar) (-1)
Glory:
2
Renown: 50
Aggression:
10 Discipline:
15 Initiative:
5 Openness:
-10 Skill:
10
Resistance: 3
Wound Levels: 3/3/3/3/3/3/0
GENERIC
ROMULAN
These are
Romulan extras, to be used as necessary, either on Dolak IV or aboard the Shaa/zir.
ATTRIBUTES
Fitness
2
Strength
+1
Coordination 2
Intellect 2
Presence 2
Psi 0
SKILLS
(relevant to the adventure)
Energy Weapon (Disruptor)
2(3)
(Disruptor
Rifle) 2(3)
Personal Equipment (Miscellaneous)
1(2)
Shipboard Systems (Miscellaneous)
2(3)
Unarmed Combat (Romulan Navy Martial Arts) 1(2)
Resistance:
2
Wound Levels: 2/2/2/2/2/2/0
PLANETARY TEMPLATE:
Dolak IV
CLASS:
M
SYSTEM DATA: Dolak IV orbits
a yellow V-type (main sequence) star. It
has one satellite and is the
only class-M planet of the 7 planets orbiting Dolak. The Dolak System lies along the very edge of
the Federation border with the Romulan Neutral Zone.
GRAVITY: 1.1 G.
Dolak IV is slightly larger than Earth.
YEAR/DAY: 380/32
ATMOSPHERE: Nitrogen/Oxygen
HYDROSPHERE: 50%
CLIMATE: Subtropical
SAPIENT SPECIES: None
native; several Federation species and a few individuals from non-Federation
worlds (Orion League, mostly) are represented at the Dolak IV Penal Colony.
TECH CLASSIFICATION: Level 6 (Federation Standard), limited access and
resources
GOVERNMENT: Administered by
UFP Bureau of Colonizations Penal Division.
The current
Warden is Adrian Mulholland.
CULTURE: One continent
houses the Penal Colony, which houses 430 prisoners and a staff of 36
(Administrator and his wife, doctor, nurse, counselor, four technicians, two
mining supervisors,
and 25 guards). The Penal Colony is
a work site, with active mining. Prisoners
convicted of
political or military/security crimes (treason, terrorism) are not incarcerated
here, due to proximity
to the Neutral Zone. Prisoners
affiliated with the Orions are often placed here, however, because
the location is far enough outside the Orion sphere
to make rescue attempts unlikely. Convicts of
all genders are incarcerated here, but genders are segregated.
AFFILIATION: United
Federation of Planets
RESOURCES: Dolak IV has
moderate deposits of rare crystalline minerals, in amounts too small to really
attract commercial interests, but enough to keep the prisoners busy with
meaningful work.
Federation biological survey teams also occasionally come to study the diverse
natural life forms,
seeking possible medicinal substances among the various toxic plants and
animals.
PLACES OF NOTE: Dolak IV
Penal Colony. Another continent on
the other side of the planet houses
ancient mines apparently dug by an unknown space-faring race.
Federation archaeological teams
have thoroughly catalogued the site and found little of note, including an
astounding dearth of
artifacts.
SHIP FACILITIES: Shuttle/Cargo
Ship Landing Pad
OTHER DETAILS: The local
flora and fauna make Dolak IV extremely inhospitable to most species.
Federation
biological teams note a complex ecology based including a variety of smaller
predators, carnivorous plants, parasitical fungi, and unpleasant defensive
strategies, primarily spines, thorns, venom and toxic secretions.
One surveyor noted, with only minimal exaggeration, just about every
native life form is covered with spikes, or has a nasty bite, or both; those
which do not have these features are so toxic that they kill just about anything
that touches them.
Anybody spending much time outside the Penal Colony complex will likely soon
find herself covered with rashes, blisters and painful infestations, and some
creatures produce extremely virulent venom; the Dolaki mud viper is among the
most venomous creatures native to Federation space. Because of the local ecology, those designing the Penal
Colony saw no need for walls or complicated sensor arrays to prevent prisoners
from escaping. Their reasoning was
that any who left the compound would face such an inhospitable situation that
they would probably not get far, or would quickly recognize the error of their
ways and return.
Naturally, the native life forms offer very little Federation races could (or
would want to) consume as food. Attempts
to introduce crops have uniformly failed; food is provided by replication,
augmented by supplies delivered via Federation Merchant Marine twice a year.
CREW HANDOUTS
HANDOUT 1
U.S.S. DISCOVERY. FIRST
OFFICERS LOG: STARDATE 45745.2
Captain
Potrikos is at Starbase 39-Sierra, attending briefings on the Federations
ongoing diplomatic mission to Psellus III.
She is expected back in two days, until which time I am temporarily in
command of the Discovery as we
continue patrol along the Romulan Neutral Zone.
So far the Captains absence has been relatively uneventful.
HANDOUT 2
The name
Dolak IV rings some bells with you
and a few moments of thought reminds you of
somebody you have not heard about in a long time, or seen in an even longer
time.
Daniel
Connor was a classmate of yours at Starfleet Academy.
He was expelled during his second year due to chronic problems with
fighting and insubordination, and rumors also indicated some suspicion of
cheating on exams, though you are not sure if this was true.
Despite his roguish nature, you and Connor got along well enough, and you
tried to stay aware of what he was up to. From
the Academy, he ended up entering the Starfleet Merchant Marine and became a
quartermaster. He seemed to be
doing okay for a while, but then was convicted of smuggling Jillkan Sound Jewels
(illegal and highly addictive crystals that have hallucinogenic properties when
ingested). Last you heard, Connor
was sentenced to 20 years, and chose incarceration at the Dorak IV Penal Colony
so he could reduce his sentence by working as a miner.
You have heard nothing of him since.
That was two years ago.
HANDOUT 3a
You recall
being interrogated by the Romulan, Dr. Tolias, by means of psionic abilities,
drugs and hypnosis. You are unsure
at this point what, if anything, you told him, but you recall being asked about
sensitive information, including the ships missions, personnel and weapons
systems.
Then, you
recall intense pain in your temples, as sharp instruments dug in. Touching your head, you find no wounds, and you vaguely
recall being healed with a dermal regenerator.
Next you have fuzzy memories of Dr. Tolias talking to you in low, steady
tones
and you replying in kind, repeating what he told you.
You are unable to remember what he or you said
in your memory, you
cant make out the words
it all sounds like a dream.
You remember nothing else until just moments ago.
You have a horrible headache.
HANDOUT 3b
You recall
being interrogated by the Romulan, Dr. Tolias, by means of psionic abilities,
drugs and hypnosis. You are unsure
at this point what, if anything, you told him, but you recall being asked about
sensitive information, including the ships missions, personnel and weapons
systems.
After that,
all you recall is excruciating pain, including sharp objects digging into your
head. You must have passed out at
some point, because you remember nothing else until a few moments ago.
You feel awful after this torture, and you have a splitting headache.
HANDOUT 4
As soon as
you are back onboard the ship, you realize you have special duties to perform.
They are very important, and you are to be very careful, and not tell
anybody about them. First, you are
to quickly find a place to be by yourself.
Make an excuse, such as using the bathroom or going back to your quarters
to clean up. While alone, you are
to press a spot on your forearm where you realize a transponder has been
injected. Next, you are to do
whatever you can to disrupt things on the ship.
In order of priority, you are to attempt to disable weapons and/or
shields, damage the warp or impulse drives in engineering, and attack and
incapacitate senior crewmembers, including the commanding officer if possible.
You are to be as subtle about this as possible until the ship is
attacked, at which time you are to do your best to create as much chaos as
possible. From this point, inform
me of your actions by passing notes; I will respond by note as well.
HANDOUT 5
You are
suddenly aware that you have somehow been mind-controlled into trying to
sabotage the ship. You feel a duty
to warn somebody what has happened, so they can stop you, but you find yourself
unable to speak. What do you do?
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