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views:(5835), rating:(3.9)] Author: Sham Homepage: http://www.roleplaying.co.za System: Star Trek Type: Scenario Category: Science Fiction Requirements: Suitable as a once-off adventure, but also adaptable to almost any Star Trek (or other scifi) game.
It is 2155, and Earth's third warp 5 vessel, the Challenger NX-03, has just been launched to join Archer's Enterprise NX-01 and Hernandez's Columbia NX-02 in exploring the vastness of space for humanity. This immediately becomes an interesting voyage, as the Challenger makes first contact with not just one, but two alien races at the same time. Each group has its own agenda and its own capabilities, and the crew from Earth will have to complete their mission of exploration without having either alien faction take advantage of them.
Three-sided Coin
A scenario for the Star Trek: The Next Generation roleplaying game, by Sham.
Synopsis
It is 2155, and Earth\'s third warp 5 vessel, the Challenger NX-03, has just been launched to join Archer\'s Enterprise NX-01 and Hernandez\'s Columbia NX-02 in exploring the vastness of space for humanity. This immediately becomes an interesting voyage, as the Challenger makes first contact with not just one, but two alien races at the same time. Each group has its own agenda and its own capabilities, and the crew from Earth will have to complete their mission of exploration without having either alien faction take advantage of them.
Introduction
This adventure was written for the ST:Enterprise era, although it could conceivably be modified for any setting. Similarly, the ship described below is the Challenger NX-03, sister ship of Enterprise and Columbia, but it can easily be replaced by just about any ship of any sort. This is primarily a diplomatic, first-contact style mission, so good roleplaying will be far more important than the weapons and technology that the crew have at their disposal. I have also included an appendix full of the characters I originally used to run this episode, in case you\'d prefer to run this as a once-off game with only pregenerated characters. The game is suitable for any normal-sized roleplaying group, however only 6 pregenerated characters are included.
From the GM\'s point of view, this episode is meant to be incredibly fluid and improvised, so that the players and the two sets of aliens can easily adjust their behaviour to follow each other. In theory, this will make for a more natural and realistic encounter (and indeed, my initial play-test did work that way). However, be warned that this means that you, the GM, have to really keep on your toes (and indeed, my initial play-test did leave me a whimpering wreck of nerves). It also means that I haven\'t written too much below; just enough to give an idea of how each group is likely to behave, rather than any specific scripting.
Scene 0 - Launch, etc.
If you are launching the Challenger on its first mission, and if time allows, you may wish to give the crew a chance to familiarise themselves with their new home. I recommend spending the first couple minutes describing the ship\'s launch ceremony (consult ENT:\"Broken Bow\" for technical reference). You might have Archer, T\'pal or somebody else from Enterprise there for the ceremony, just to give the player\'s a sense of setting. After that, if you\'re really keen to kill more time, have the ship suffer technical glitches, forcing the crew to crawl through the most obscure nooks and crannies to try and fix it all.
However, unless you have a specific reason to stretch this scene out, I recommend that you keep it short: This is basically just the teaser scene, before the introductory credits roll.
\"It\'s been a loooong tiiiiime....\"
Scene 1 - Encounter
By now, Challenger has been cruising uneventfully for a while. After all, Enterprise, Columbia and all the older, less-advanced Earth ships have already seen most of what there is to see within a dozen parsecs of Earth. Give the crew a sense of boring monotany. Every time they make a scan or check their systems (and see to it that they do several things like this), let them know just how often they\'ve already done all of this over the last few months, and how little there is left for them to do for now. Don\'t worry if the players start acting bored and fidgetty. That\'s the point of this setup. It should put them in the right state of mind to really appreciate what comes next.
They are approaching the L5-AA23 system, a place that even the Vulcans haven\'t gotten around to visiting yet. Long-range scans suggest that the second planet in the system (L5-AA23 II) is probably a minshara-class planet, and Challenger has been asked to confirm this. As they near the system, the sensors pick up two other ships approaching the same system, from two different directions. All three eventually stop near the planet (which turns out to be a lovely emerald-green minshara) and assume similar orbits.
The Twidi ship will respond to hails (though they will wait until everyone is in orbit before hailing Challenger, if the crew have not already hailed them first) and they will exchange basic greetings (giving the universal translator a chance to work out their language). They will also explain that this planet is part of the Twidi Empire (a lie. There is no such state and they have never even been to this system before), but that the humans are welcome to take some scans, visit the surface briefly and then move along. What they really want is a chance to appraise the Earth ship and see if it can be captured in one way or another.
The Keng-Tang ignore all hails (the Twidi will not immediately admit that they are also being ignored), but will eventually send out a broadcast to both other ships, consisting solely of visuals (in fact, mostly just pictograms layed over a picture of L5-AA23 II), indicating that all three ships should travel to a point on the planet below. Given the sheer size of the Keng-Tang ship, it should seem unlikely to the crew that they intend to land the whole thing there, and the sensors will indeed confirm that the Keng-Tang transporters appear to be sending something down to the target area.
Should the crew be indecisive, the Twidi captain will hail them to suggest they jointly go down to investigate. Otherwise, the Twidi will simply follow the crew down.
Scene 2 - Conference
Here\'s the part I can\'t really prescribe to you. The Keng-Tang will be extremely difficult to talk to, passing on only telepathic mental images. The Twidi will be more chatty, but only so they can size up their prey.
Exactly what anyone does will depend on what everyone else does, meaning the crew will influence the situation quite far beyond what you might have expected. However, there are two basic principles to remember that will help you work out what to do.
First, remember that whenever the players do anything, both alien groups will react somehow. That\'s pretty obvious, and I\'m sure you can work it out. But! Remember also that everytime the one alien group does something, the other will also react to this. So you need to be able to think for two separate NPC groups, and you\'ll have to listen to yourself, for a change, just as much as you\'d normally listen to the players.
Secondly, you can\'t decide anything for the aliens without understanding their motivations. The appendices will elaborate on this a bit more, but for the purposes of this scene, I will summarise it thusly:
The Twidi want shiny new technology, and while they\'d prefer to just talk it out of you, they\'re not above trying to steal it.
The Keng-Tang are looking to spread their species with distant colonies among strange creatures. Step one in this plan is to identify threats, especially from other sentients.
Only the Earthlings are really interested in making friends and learning new stuff, though once the Twidi learn this, they are likely to play along.
Scene 3 - Chases
Scene 2 could go on forever, if everyone just talked and talked. And while there could be many outcomes to it, I feel the most likely is a ship chase of some sort. Perhaps somebody threatened the Keng-Tang, and now they\'re retaliating. Perhaps the Twidi stole something valuable, and now they\'re trying to run away with it. However things got that way, I think a good climax for this episode would be a dramatic chase scene. (In my playtest, for example, the Twidi got bored of trying to understand the Keng-Tang, and while the Earthlings were concentrating on this, they snuck into their shuttlepod and tried to steal it). Obviously, it loses some of the drama for the crew if they\'re neither chasing nor being chased, but they could always try to intervene on either side (or both sides, if they\'re careful), if the Keng-Tang and Twidi fall out with each other.
Obviously, the specifics of this scene will depend on how the previous scene went.
Conclusion
The episode ends when the chase scene ends. The three ships (or whatever remains of them) go their separate ways to take stock of what they\'ve gained: new technology, new knowledge, new friends or new damage and casualties.
The Challenger\'s crew can call it a success if the GM (on behalf on Starfleet) declares that they handled the first contact as well as they could, all things considered. As a bonus, if they are then still free to explore L5-AA23 in greater detail, they are free to do so. Considering they\'re on a mission of exploration, this would be a very good thing.
Award experience and renown as appropriate.
Appendix 1 - The Twidi
The Twidi homeworld (Twida) was abandoned a century ago, shortly before its star went nova. Since then, the surviving Twidi have been scouring the Alpha Quadrant for new homes. Some have founded small, frail colonies on worlds nobody else wanted. Others have been destroyed by pirates, xenophobes in systems they have visited, or just plain bad luck. And some, such as the crew of this vessel, have taken all this bad luck rather poorly, choosing to prey on the rest of the galaxy, living as nomads, con artists and pirates, taking what they can and giving as little in return as possible. Every Twidi, from every vessel or colony, has learnt the importance of saving what they have, and unnecessary waste is a punishable crime to them. Out of necessity, they have formed a distinct rank hierarchy on their ships, but as most Twidi have grown up knowing nothing else, it is generally tolerated, and inter-rank disputes seldom arise.
Physically, they are basically humanoid, slightly shorter than the average Earthling, and endowed with prodigious noses. They dress in flowing white robes, giving them a falsely spiritual look, and they carry cloth bags across their chests to carry their tools. They are armed with cordite-propelled slug throwers, which to the unwary might look like relatively harmless staves, about 1.5 meter long, and covered in ornate carvings. They also carry a smaller version, a 30cm-long rod, in their tool pouches.
Twidi Leader - Tormorrel C\'n\'Bargh
Fitness 2
Vitality +1
Coordination 2
Intellect 3
Perception +1
Presence 2
Empathy +1
Willpower +1
Resistance: 3
Courage: 3
Administration (Starship Administration) 2 (3)
Command (Starship Command) 3 (4)
Culture (Tellarite) 2 (3)
Engineering, Material (Personal Equipment) 1 (2)
Engineering, Systems (Medical Equipment) 2 (2)
(Environmental Systems) (3)
History (Twidi) 1 (4)
Language (Twidi) (3)
Personal Equipment (Tricorder) 1 (2)
Persuasion (Debate) 2 (3)
(Storytelling) (3)
Planetary Tactics (Guerrilla Warfare) 2 (3)
Planetside Survival (Ocean) 1 (2)
Projectile Weaponry (Twidi Staff) 2 (3)
(Twidi Rod) (3)
Sciences, Space (Astrophysics) 2 (3)
(Stellar Cartography) (4)
Shipboard Systems (Tractor Beam) 2 (3)
(Sensors) (3)
Starship Tactics (Pirate) 2 (4)
Vehicle Operations (Shuttlecraft) 1 (2)
Captain C\'n\'Bargh has been leading this Twidi ship for several years now, having taken command when the previous captain was killed in a botched raid. He has lead the ship well enough so far, as he knows his own limits and easily accepts the help of his crew. As captain, he has also been given the responsibility for maintaining the Twidi oral history, going back to their earliest days of space flight, before they had to evacuate Twida. He has taken to this task with gusto, and if he were to die, a great deal of Twidi history would be forgotten, as Twidi custom demands that these stories be memorised, never recorded in any other medium.
---
Typical Twidi
Fitness 3
Strength +1
Vitality +1
Coordination 2
Dexterity +1
Reaction -1
Intellect 2
Presence 2
Culture (Twidi) 1 (2)
Engineering, Systems (Security) 2 (3)
(Environmental Systems) (3)
History (Twidi) 1 (2)
Language (Twidi) (2)
Personal Equipment (Tricorder) 1 (2)
Planetside Survival (Ocean) 2 (3)
Pojectile Weaponry (Twidi Staff) 3 (4)
(Twidi Rod) (4)
Sciences, Space (Stellar Cartography) 1 (3)
Security (Security Systems) 2 (3)
Starship Tactics (Planetary Support) 1 (2)
(Cardassian) (2)
Stealth (Stealthy Movement) 1 (2)
Unarmed Combat (Boxing) 2 (3)
Vehidlce Operations (Shuttlecraft) 2 (3)
---
Twidi Slugthrower Staff
Range: 10 / 15 / 100 / 250
Size: 1.5m long, 10cm diameter
Mass: 5kg
Ammo: 20
Damage: 2d+2
---
Twidi Slugthrower Rod
Range: 10 / 15 / 80 / 150
Size: 30m long, 5cm diameter
Mass: 1.5kg
Ammo: 5
Damage: 2d+2
---
Twidi Raider
Hull Systems
Size: 4
Length: 200.6m
Beam: 55.5m
Height: 46.1m
Decks: 9
Mass: 95,000 tonnes
Structural Points: 60
Resistance: 2
Operations Systems
Crew: 99 (4 power/round)
Computers: 3 (3 power/round)
Tractor Beam: 1 aft dorsal (2 power/rating used/round)
Propulsion and Power Systems
Warp System: 2.5 / 3.0 / 4.0 (6 hours) - Eugene Scale, as it appears in the ST:TNG core book (2 power/warp factor/round)
Impulse System: .2c / .5c (2 / 5 power/round)
Power: 30
Sensor Systems
Long-range Sensors: +1 / 6 light-years (6 power/round)
Lateral Sensors: +1 / 1 light-year (4 power/round)
Navigational Sensors: +0 (5 power/round)
Sensor Skill: 6
Weapons Systems
Fusion Torpedoes: (4 power/round)
Number: 7
Launchers: 1 forward
Spread: 1 every 2nd round
Arc: Forward, but self-guided
Range: 10 / 40,000 / 150,000 / 300,000
Accuracy: 6 / 7 / 8 / 11
Damage: 15
Weapons Skill: 5
Defensive Systems
Klingon Shields:
Protection: 20/35 (5 power/round)
Auxilary Spacecraft Systems
2 x shuttlepods, both of different designs
The Twidi don\'t put as much stock by their ships as they do by the individual systems they carry, so they don\'t bother to name their ships. This one has been particularly successful at salvaging parts of other ships, and virtually none of it is of Twidi origin anymore. The entire aft end comes from a Klingon D-5 they found adrift. Other parts are Andorian, Cardassian, Gorn... Not to mention a hundred designs that even the Twidi aren\'t entirely sure about anymore. Challenger\'s crew might miss this big mix, except that the forward section of an old Earth ship (a DY-100 class sub-warp generation ship) has been attached to the bow. Being habitual conservers, the Twidi will avoid ship-to-ship combat, unless they feel they can take an easy, cheap victory.
Appendix 2 - The Keng-Tang
The Keng-Tang (not really what they call themselves; try hurling a solid glass ball at a thin sheet of iron to get a better idea of what it should sound like) originally come from a world in the Gamma Quadrant. Think of them as giant, space-faring ants, and you should get a good picture of their culture. Being telepathic, they\'ve had a lot of trouble understanding all the humanoids they\'ve encountered, who seldom seem able to understand them in any detail, let alone reply. Even telepathic humanoids have difficulty understanding them, as the Keng-Tang mind is simply so alien. Communication with them, by any means, is likely to be slow and painful, for both sides. The role of this ship (the name of which translates into English as something like \"The one that is that one\") is to scout ahead for the original colony, basically serving as a pathfinder, so that when they return with their report, a flood of new colonies can be unleashed along the corridor they have explored. That\'s not too different to what the human ships are doing (or what the Federation will eventually start to do), except that the Keng-Tang are only interested in the New Worlds, not the New Life or New Civilisations.
Physically, they are large insectoids, covered entirely in a matt black exoskeleton, not entirely different in form to Earth ants, about 2m long and 1.75m tall. Their two forward limbs end in crab-like pincers, which they can use to manipulate things, though more crudely than opposeable thumbs could. The Keng-Tang share an automatic telepathic link with each other, so long as they remain within 10m of each other. Although not quite as all-consuming as the Borg Collective, this does give them a hive mind of sorts, particularly when they are confined to their vessel. As such, they have no need for an individual leader, and the group can make joint decisions in a relatively short time. They are able to communicate with each other at great distances (for example, between the ship and the planet\'s surface), but this requires an intentional effort.
For equipment, they rely on their ship\'s advanced transporter systems to send them what they need instantaneously, for which purpose they all carry control units on bands around their forelimbs. Once they no longer need anything, it is transported back to the ship\'s hold. In the unlikely event that a used item cannot be transported, it will simply be abandoned. Every single item of Keng-Tang equipment is painted matt black. They like it.
---
Typical Keng-Tang
Fitness 2
Strength +1
Vitality +2
Coordination 2
Intellect 2
Logic +1
Perception -1*
Presence 2
Psi 4
Range +2
* For every additional Keng-Tang within 10m of this one, add +1 Perception, as they can all see what the others are seeing.
Command (Starship Command) 3 (4)
Energy Weapon (Laser Rifle) 2 (3)
Engineering, Material (Mechanical) 2 (3)
(Structural) (3)
Engineering, Propulsion (Warp Drive) 2 (3)
Engineering, Systems (Transporter/Replication Systems) 2 (3)
Language (Keng-Tang) (3)
Planetary Tactics (Small-Unit) 2 (3)
Projective Telepathy (2)
Shipboard Systems (Flight Control) 2 (3)
(Sensors) (3)
(Tactical) (3)
(Transporter) (3)
Starship Tactics (Keng-Tang) 2 (3)
Strategic Operations (Frontier) 2 (3)
---
Keng-Tang Laser Rifle
Range: 5 / 30 / 160 / 300
Size: 40cm long, 1.5l in volume
Mass: 1.5kg
Charges: 150
Damage: 2d
Special: A hit to the eyes with a laser shot does extra bilinding damage. If the target has some sort of blast visor on, roll vs. Fit+Vit. A failed roll means the target suffers temporary blindness. If the target has no defence against the laser, a hit to the eyes will automatically result in permanent blindness.
---
Keng-Tang Explorer (\"The one that is that one\")
Hull Systems
Size: 8
Length: 403m
Beam: 145.5m
Height: 145.5m
Decks: 18
Mass: 2,000,000 tonnes
Structural Points: 160
Resistance: 4
Operations Systems
Crew: 700 (6 power/round)
Computers: 4 (4 power/round)
Transporters: 12 personnel, 12 cargo (12 power/round)
Propulsion and Power Systems
Warp System: 2.0 / 2.4 / 3.2 (48 hours) - Eugene Scale, as it appears in the ST:TNG core book (2 power/warp factor/round)
Impulse System: .2c / .4c (2 / 4 power/round)
Power: 50
Sensor Systems
Long-range Sensors: +1 / 6 light-years (6 power/round)
Lateral Sensors: +1 / 3 light-year (5 power/round)
Navigational Sensors: +1 (5 power/round)
Sensor Skill: 5
Weapons Systems
Laser Cannons: (5 power/round)
Range: 10 / 10,000 / 30,000 / 100,000
Arc: All
Accuracy: 6 / 7 / 9 / 12
Damage: 4
Weapons Skill: 5
Launched in the Gamma Quadrant some 500 years ago, this big black hulk is fully self-supporting. It resembles a jagged and bulbous squid, with four long \'arms\' protruding out the front, carrying both sensors and weapons. Although tough, it has no kind of shields. Its four warp nacelles (one layed across the hull behind each \'arm\') are usually operated in alternating pairs, allowing the ship to sustain its highest warp for long periods. It is worth noting that its laser cannons will have no effect on the Twidi vessel\'s shields, meaning they will have to resort to ramming and boarding parties, should a fight break out between the two. They can, however, pierce Challenger\'s hull polarisation. While the Keng-Tang won\'t go looking for trouble, they will show no mercy in defending themselves.
Appendix 3 - Challenger NX-03
I\'ve tried to bend the TNG ship rules to describe an NX, but I don\'t think it would be particularly realistic if you put one of these up against a Galaxy-class ship. The Galaxy would obviously win a straight-up fight, but I suspect Challenger, with these stats, would last a little longer than it really ought to be able to. Unfortunately, I didn\'t get a chance to playtest any sort of detailed ship combat. Feel free to modify it as you please.
Class and type: NX-class exploration/experimental vessel
Commissioning Date: 23 July 2155
Commanding Officer: Captain Jeffrey Hunter
Hull Systems
Size: 4
Length: 225m
Beam: 135.8m
Height: 33.3m
Decks: 7
Mass: 80,000 tonnes
Structural Points: 50
Resistance: 1
Operations Systems
Crew / Passengers: 87 / 20 (4 power/round)
Computers: 1 (1 power/round)
Transporters: 1 cargo (1 power/round)
Grappler System: 1 ventral - treat as power rating 1 tractor beam (2 power/round)
Propulsion and Power Systems
Warp System: 3.0 / 3.5 / 5.0 (4 hours) - Old Cochrane Scale, i.e. what the crew will know about
2.69 / 3.09 / 4.26 (4 hours) - New Eugene Scale, as it appears in the ST:TNG core book (2 power/new warp factor/round)
Impulse System: .25c / .35c (2 / 3 power/round)
Power: 45
Sensor Systems
Long-range Sensors: +1 / 5 light-years (6 power/round)
Lateral Sensors: +1 / 1 light-year (4 power/round)
Navigational Sensors: +0 (5 power/round)
Sensor Skill: 4
Weapons Systems
Phase Cannons: (10 power/round)
Range: 10 / 20,000 / 50,000 / 150,000
Arc: All
Accuracy: 5 / 6 / 8 / 12
Damage: 8
Photonic Torpedoes: (5 power/round)
Number: 20
Launchers: 2 forward
Spread: 1
Arc: Forward, but self-guided
Range: 10 / 20,000 / 50,000 / 150,000
Accuracy: 4 / 6 / 8 / 12
Damage: 10
Spatial Torpedoes: (5 power/round)
Number: 40
Launchers: 2 forward, 2 aft
Spread: 1
Arc: Forward or aft, but self-guided
Range: 15 / 30,000 / 80,000 / 250,000
Accuracy: 6 / 7 / 8 / 10
Damage: 5
Weapons Skill: 4
Defensive Systems
Polarised Hull Plating:
Protection: 10/15 (5 power/round)
Auxilary Spacecraft Systems
2 x \"Type 0\" shuttlepods (use Type 15 stats, but with more space inside for up to 6 passengers, no shields and no weaponry)
Appendix 4 - Challenger\'s Crew
Presented in order of highest to lowest rank, more or less. These characters include the Captain, science officer, chief engineer, doctor, chief munitions officer and the security & survival specialist. I have left out the helmsman, communications officer and anyone else who simply wouldn\'t fit into a first contact away team. Edit as necessary.
Captain Jeffrey Hunter
Age: 37
Race: Human
Department: Command
Resistance: 2
Courage: 5
Fitness 2
Coordination 2
Intellect 3
Presence 3
Psi 0
Skills:
Administration (Starship Administration) 2 (3)
Artistic Expression (Poetry) 1 (2)
Athletics (Chess) 2 (3)
(Racquetball) (3)
Command (Starship Command) 3 (4)
Computer (Research) 1 (2)
Culture (Human) 2 (3)
(Vulcan) (3)
(Andorian) (3)
Diplomacy (Commercial Treaties) 1 (2)
Energy Weapon (Phaser) 1 (3)
History (Human) 1 (2)
(Vulcan) (2)
Language (English) (3)
(Vulcan) (1)
Law (Starfleet Regulations) 2 (4)
Personal Equipment (Communicator) 1 (3)
(Tricorder) (2)
Planetside Survival (Desert) 1 (2)
Sciences, Social (Geography) 1 (2)
Starship Tactics (Planetary Support Tactics) 2 (3)
Shipboard Systems (Flight Control) 2 (4)
(Sensors) (3)
Vehicle Operations (Shuttlecraft) 2 (3)
World Knowledge (Earth) (3)
Renown 59
Aggression: -5 Discipline: +23 Initiative: +9
Openness: +3 Skill: +20
Details:
The son of a diplomat engaged at the Vulcan embassy on Earth, Jeffrey Hunter developed a keen interest in alien culture. After studying under a Vulcan tutor for several years, he was considered ideal command material for the fledgling Starfleet. It was decided that he was too well qualified not to be given his own ship, but not experienced enough to take command of the Enterprise, and instead he was assigned a two-year tour aboard the older starship, Horatio, serving as chief helmsman. This did not help Hunter\'s friendly rivalry with Captain Archer, who did get the Enterprise, but their separation has dulled their contest. This may, however, be reversed now that Hunter has a ship of his own.
He has spent his time since leaving the Horatio on Earth, studying further and he has also started work on a manual for Starfleet command staff, basing it on the exploits of the Enterprise thus far, as well as on established Vulcan protocols. He plans to use his upcoming tour aboard Challenger to test the validity of his writings.
---
Lieutenant Commander Curt Forlee
Age: 31
Race: Human
Department: Science
Resistance: 2
Courage: 5
Fitness 2
Endurance +1
Coordination 2
Intellect 3
Logic +1
Presence 2
Psi 0
Skills:
Artistic Expression (Banjo) 1 (2)
Athletics (Running) 2 (3)
Culture (Human) 2 (3)
Energy Weapon (Phaser) 1 (2)
Engineering, Theoretical (Cybernetics) 1 (2)
History (Human) 1 (2)
Language (English) (3)
Law (Starfleet Regulations) 1 (2)
Planetside Survival (Mountain) 1 (2)
Sciences, Planetary (Oceanography) 1 (2)
Sciences, Physical (Chemistry) 3 (5)
(Mathematics) (4)
Sciences, Social (Paleoanthropology) 2 (3)
(Xenoanthropology) (3)
Shipboard Systems (Sensors) 2 (3)
(Transporter) (3)
World Knowledge (Earth) (2)
Renown 42
Aggression: +8 Discipline: -2 Initiative: +7
Openness: +7 Skill: +8
Details:
Curt Arthur Wilson Forlee was born to a long line of academics and had all the natural talent to follow the family tradition, but rather than study further after finishing school, he joined Starfleet as a junior research technician. He has since risen through the ranks and continues to run his own research in a wide variety of fields.
After reading reports sent back by Enterprise and Columbia, he requested a chance to serve on a starship, to give him a closer look at the universe beyond Earth. He was a little surprised, however, to be made chief science officer of the brand new Challenger. Some might find the prospect daunting, but Forlee has shown nothing but optimism, even pride. He has the skills nobody else does, so why wouldn\'t he be ideal for the mission?
---
Subcommander Ateren
Age: 59
Race: Vulcan
Department: Engineering
Resistance: 2
Courage: 3
Fitness 2
Strength +1
Coordination 2
Intellect 3
Logic +1
Presence 2
Psi 1
Range -1
Skills:
Athletics (Lifting) 1 (2)
Computer (Modelling) 2 (3)
Culture (Vulcan) 2 (3)
Energy Weapon (Phaser) 1 (2)
Engineering, Theoretical (Warp Theory) 3 (5)
(Subspace Field Geometry) (4)
Engineering, Propulsion (Fusion) 2 (3)
(Warp Drive) (4)
History (Vulcan) 1 (2)
(Human) (2)
Language (Vulcan) (2)
(English) (2)
Law (Starfleet Regulations) 2 (3)
Personal Equipment (Environmental Suit) 1 (2)
(Engineering Tricorder) (2)
Planetside Survival (Mountain) 1 (2)
Sciences, Physical (Physics) 3 (4)
Sciences, Space (Astrogation) 1 (2)
Shipboard Systems (Transporter) 2 (3)
(Sensors) (3)
Unarmed Combat (Vulcan Nerve Pinch) 2 (3)
Vehicle Operations (Shuttlecraft) 1 (2)
(Ground Vehicles) (2)
World Knowledge (Vulcan) (2)
Renown 33
Aggression: -8 Discipline: 10 Initiative: -3
Openness: 0 Skill: 12
Details:
After a typical Vulcan upbringing, the inquisitive Ateren joined the Vulcan Science Academy, where he studied Theoretical Propulsion Engineering, and later spent many years lecturing in the same field. In order to expand his horizons and gain practical experience, he eventually joined a Vulcan survey vessel, the Vaankara, and quickly became the ship\'s chief engineer.
He then volunteered for an officer exchange program, and was assigned to the new Challenger to share his vast practical and theoretical knowledge with her crew. In spite of his old age (by human standards), he is still virile and active, or at least as virile and active as any Vulcan gets.
---
Doctor (Lieutenant) Denis Pew
Age: 30
Race: Human
Department: Medical
Resistance: 2
Courage: 5
Fitness 2
Coordination 3
Intellect 3
Presence 2
Willpower +1
Psi 0
Skills:
Artistic Expression (Scriptwriter) 1 (2)
Athletics (Soccer) 2 (3)
(Chess) (3)
Charm (Seduction) 1 (2)
Computer (Computer Simulation/Modelling) 1 (2)
Culture (Human) 2 (3)
First Aid (Wound/Combat Trauma) 2 (3)
History (Human) 1 (2)
(Luna) (2)
Language (English) (4)
Personal Equipment (Medical Tricorder) 2 (3)
Planetside Survival (Lunar) 1 (2)
Sciences, Life (Zoology) 2 (3)
Sciences, Medical (Forensics) 3 (4)
(General Surgery) (3)
Shipboard Systems (Medical Systems) 2 (3)
Streetwise (Locate Contraband) 1 (2)
Vehicle Operations (Shuttlecraft) 1 (2)
World Knowledge (Luna) (3)
Renown 16
Aggression: -1 Discipline: 0 Initiative: 6
Openness: 5 Skill: 4
Details:
The early years of colonization on Earth\'s moon were dangerous and the young Denis Pew\'s parents were among those lost in one of the more severe accidents. Moving from foster home to foster home, Denis was able to use the chaos of the mining colony to live almost entirely independently, befriending miners, starship crews and, most importantly, the colony\'s doctor, who tutored Denis privately, as well as funding his return to Earth to study medicine.
When Starfleet was formed, Denis was hired as a consultant for his experience with off-world medicine and life in general. He has now been assigned the position of chief medical officer on the Challenger. Although not likely to discuss himself very often, his natural curiosity often leads him to introduce himself to strangers that seem interesting. This has given him a reputation for friendliness among his Star Fleet colleagues.
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Ensign Jean Hilkowitz
Age: 27
Race: Human
Department: Munitions
Resistance: 2
Courage: 5
Attributes:
Fitness 2
Strength +1
Coordination 3
Intellect 2
Presence 2
Willpower +1
Psi 0
Skills:
Administration (Logistics) 2 (3)
Artistic Expression (Cooking) 1 (2)
Athletics (Fencing) 2 (3)
Computer (Computer Simulation/Modelling) 1 (2)
Culture (Human) 2 (3)
Energy Weapon (Phaser) 1 (4)
Engineering, Material (Civil) 1 (2)
History (Human) 1 (2)
Language (English) (3)
Law (Starfleet Regulations) 1 (2)
Personal Equipment (Tricorder) 1 (2)
Planetside Survival (Ocean) 1 (2)
Primitive Weaponry (Rapier) 1 (2)
Sciences, Life (Botany) 1 (2)
Sciences, Medical (Toxicology) 1 (2)
Shipboard Systems (Tactical Systems) 2 (3)
Vehicle Operation (Shuttlecraft) 2 (3)
Unarmed Combat (Starfleet Martial Arts) 3 (4)
World Knowledge (Devidia II) 1 (2)
Renown 5
Aggression: +3 Discipline: 0 Initiative: +1
Openness: 0 Skill: +1
Details:
Half way through the 10-year voyage of one of Earth\'s first warp-capable colony ships, Jean Hilkowitz was born. The planet they arrived at was not the Earth-like paradise they had expected, but rather a world completely covered in ocean. The colonists decided to try anyway and set their ship down at the edge of the small polar ice cap, where they converted their prefabricated homes to float on pontoons. They survived on these for nearly five years, before an ever-dwindling population and the spreading of a mysterious disease forced the colonists to send for help from Earth.
Hilkowitz blamed Earth\'s scientists for sending her family to the wrong planet and has remained deeply suspicious of astronomy ever since. Nonetheless, she remained drawn to the stars and joined Star Fleet as soon as she was old enough. Her off world experience makes her ideal for exploration missions and her vigilance is ideally suited to her chosen career in Tactical Operations, so she has been assigned to the new Challenger.
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1st Rank Guardian Arbathil
Age: 36
Race: Andorian
Department: Munitions
Resistance: 4
Courage: 3
Attributes:
Fitness 3
Vitality +1
Coordination 2
Intellect 2
Logic -1
Perception +1
Presence 3
Psi 0
Skills:
Administration (Bureaucratic Manipulation) 1 (2)
Athletics (Climbing) 2 (3)
Computer (Programming) 1 (2)
Culture (Andorian) 2 (3)
Energy Weapon (Phaser) 2 (3)
Engineering, Systems (Security) 1 (2)
History (Andorian) 1 (2)
(Human) (2)
Language (Andorian) (2)
(English) (1)
Law (Andorian) 1 (2)
Personal Equipment (Communicator) 1 (2)
Planetside Survival (Jungle) 1 (3)
Primitive Weaponry (Knife) 2 (3)
Sciences, Social (Anthropology) 1 (2)
Security (Security Systems) 2 (3)
Shipboard Systems (Tactical) 1 (2)
Unarmed Combat (Wrestling) 2 (3)
Renown 9
Aggression: +2 Discipline: +3 Initiative: 0
Openness: -2 Skill: +2
Details:
Arbathil was born on an Andorian naval vessel and has spent the greater part of her life on board starships. Her career has been largely routine, but she rose to some renown when her ship was destroyed in an ion storm while she was on an away mission. Through strict discipline she and the small group she led, not only survived on the rough, uninhabited jungle planet for over a year, but thrived, building a well defended encampment and maintaining their communications equipment long enough for a passing ship to pick up their distress signal.
Through an officer exchange program, she has now been assigned to Challenger, as a security and survival specialist. There is a rumour within Starfleet that this was more because of an attempt to help the Andorians and Vulcans reconcile their differences (by having them interact on human ships and in human institutions) than because of any of Arbathil\'s own qualities. Whatever the truth, there are those within Starfleet willing to go out of their way to make the Andorian\'s stay a success and Arbathil is only pleased to take advantage of this.
In addition to performing her assigned duties, she is also to monitor her human crewmates and present a report to the Andorian Center for Sociological Studies on her return.
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