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STAR TREK ADVENTURES CHAPTER 01.00 BYTHE JONATHAN PRIZE M. THOMPSON

082397 050670081302030806

01.10 INTRODUCTION 002

01.20 ACT 1: ENTER THE ORIONS 003

01.30 ACT 2: THE ARRIVE 011

01.40 ACT 3: PROTECTING THE ARTIFACT 015 Sample01.50 CONCLUSION 018 file

THE PRIZE 1 CHAPTER 01.10 THE PRIZE INTRODUCTION

SYNOPSIS be used in hand weapons, giving ground teams a distinct advantage over native populations and Federation personnel.

The Player Characters are engaged in a routine follow-up on The native inhabitants are a group of reptile beings who live in Federation science teams throughout the area known as the huts in the swamps, use knives and spears, and hunt for fish. Tironian Star Cluster, on the edge of the Alpha Quadrant, just They have several religious beliefs, one of which is that the area outside of the Federation borders toward Galactic Center. the archaeological team is digging is where their old gods live. During the trip, the characters receive a coded message from The archaeological team has managed to keep them away by the science station at Epsilon Alpha III, informing them of an doing things that do not draw attention to the dig site. This is not imminent discovery. a concern of the Federation adversaries that are coming to the planet, as they have no qualms about disrupting the lives of the Epsilon Alpha III has two continents, both swampy and local inhabitants to get their hands on the artifact. The Federation arid. The mission is to aid a Federation archaeological team also believes that the local inhabitants should rediscover the team on the verge of making a huge discovery, in the ruins technology on their own, rather than be advanced artificially. of the advanced civilization that once lived on the planet. The ship has arrived in order to protect the science team, It is the job of the away team to secure the artifact, to keep as rumors abound of other governments sending people the agents of the Federation adversaries away from it, and to determine what is so important on this planet. The ship to avoid doing anything that violates the Prime Directive. arrives, and the away team is called down to the planet by In the end, the crew must either decide to bring the local the chief archaeologist. The science team has found an lifeforms into the conflict, in violation of the Prime Directive, energy source more powerful than anything known to current or settle the matter some other way. The adversaries of the Federation science. Federation will not hesitate to sell other secrets to the locals to get possession of the land that houses the artifact and the Scans of the planet show a strange plasma storm forming ancient city. This allows the adventure to conclude either as a near the landing site. To complicate matters, the native battle between the Federation and everyone else, a series of inhabitants are a primitive, tribal band of upright reptile- negotiations with their adversaries, or the Player Characters like creatures. Previous scans indicate that an advanced allying themselves with the local inhabitants. The goal is for species once lived here, and Federation archaeologists have the Federation team to leave the area with the artifact, or discovered something they need to be removed from the destroy the artifact, without causing a diplomatic incident. planet’s surface. There are just two problems with this – one is that agents of two Federation adversaries have gotten wind of this artifact and are also after it, so it needs to be secured DIRECTIVES to protect it from them. The other problem is the native primitive lifeforms on the planet. So far, the archaeological team has been careful not to violate the Prime Directive, but In addition to the Prime Directive, the Directives for this with the Federation’s adversaries being near that seems a lot mission are to: more difficult. § Obtain the artifact from the scientists and return it to The artifact is an energy source that would extend the usage for study of any object needing a power pack, from force fields to phasers. The bunker that is being excavated has been here § Do not allow any other power to obtain the artifact, even Samplefor over a thousand years. It is important that the Federation if it means destroying thefile artifact team prevent this object from falling into the hands of the adversaries of the Federation; it would give them a new The Gamemaster begins this mission with 2 points of Threat tactical advantage. If the device is ever miniaturized it could for each Player Character in the group.

2 STAR TREK ADVENTURES ADAPTING THIS MISSION TO OTHER ERAS

The Enterprise Era: During the Star Trek: Enterprise era, things The Original Series: During the Original Series era, the Federation are not quite as nailed down as they would be after the formation was getting to know its neighbors. They already had run-ins with of the Federation. During this era of play it is recommended that the , the , the Tholians, the , and others. Ferengi be replaced by . While their interactions with most of these was very limited, they still know of their existence. During this era of play it is recommended that the Ferengi be replaced by Gorn and/or Klingons.

CHAPTER 01.20 THE PRIZE ACT 1: ENTER THE ORIONS

PRELUDE CAPTAIN’S LOG

A survey discovered the ruins of a technologically advanced 48574.8 civilization on one of the continents on the planet Epsilon Alpha III. The ruins are centuries old, and most of the We have arrived in the Epsilon Alpha system, and in orbit of the buildings have fallen into disrepair, fallen over, or been planet is an raider. From a badly-distorted coded message we reclaimed by the swamp. It was sheer luck that an unmanned received from the project’s chief archeologist, Commander Tavek, survey mission discovered a power source emanating from it appears that the Orions are here for whatever secrets he has the planet, in the middle of what once must have been discovered on the planet below. It is true that the Orions have no a spectacular city. It also discovered that the planet was claim to this system, but they are not known for their capacity for inhabited by a pre-warp species, the descendants of the peaceful scientific progress. How did the Orions find out about this advanced civilization that was here previously, making this a thing, anyway? Hopefully we can negotiate with them before the delicate mission. world goes to hell.

The local inhabitants avoid the area of the dig, believing it to be an evil place. The archaeological team is careful not to do anything that would cause the inhabitants to be curious, but through the study of local legends, they have managed SCENE 1: ORBITING EPSILON ALPHA III to keep the tribes out of the dig site through a series of projected legends and folklore, reinforcing the idea that the place is haunted. They are also disguising things as best The archaeological science team has been studying what they can, but the major difference in species traits does not appears to be the only city left of the ancients of Epsilon allow forSample much in the way of personal disguises so they have Alpha III. The city sits in the middle of one of thefile continents in no direct contact. Thus, the science team uses holographic an area that is avoided by the native population of the planet. simulators to try to keep the native population at bay. There is only one mostly intact building, and it has a trove of

THE PRIZE 3 artifacts in it. The rest of the “city” is made up of about a few FEDERATION SCIENCE TEAM miles square, with most of the buildings being no more than partial ruins or the foundations. Beyond that is a forest, the only natural barrier between the tribe and the ruins. The team COMMANDER TAVEK has been here for several months, trying to get under the lab, Tavek hails from the colony world of X’Shim. He has to the bunker underneath, the source of the strange power always been interested in the study of history and he spent emanations. However, the science team had not been able to his childhood following in his father’s footsteps. In spite of find the location of the entrance to the underground bunker, his father’s wishes he knew that was the until today. The very day the Orions show up. That cannot be best school in the Federation, and that it would give him the a coincidence. chance to study archaeology and history on many worlds. He is interested in going anywhere there are ruins of an alien species so that he can study them and how they lived. When the assignment came to go to Epsilon Alpha III and figure out THE STARFLEET SCIENCE STATION what was buried in the ruins, he jumped at the chance. He has been leading this team for six months. He is on the verge The science station contains quarters for each member of the of entering the alien bunker, but is frustrated that the area is science team, two labs, a machine shop, and a common room now full of Orions and Ferengi. Even the petty squabbles of that contains a , a table, and an entertainment system. his team will have to wait until he removes the interlopers. A small landing pad sits next to it. The landing pad is capable He has waited years to be the lead on a team for a major of handling two shuttles side by side. Currently it has an older discovery, and has no plans on letting anyone interfere. utility shuttle sitting on the pad. (If you need statistics, use the entry from the core rulebook, page 235.) DR. SARAH MCCALL Dr. McCall is one of three civilians on the archaeological team assigned to Epsilon Alpha III. She is lax in discipline and not quite the “neat freak” the Starfleet personnel seem to be. There are signs of a large plasma storm that will hit the site She has been an archaeologist for nearly twenty years, and in the next 48 hours. According to the science team, these is feeling disheartened that she has not found the one thing storms happen infrequently, but there has been at least that would make her a household name. She heard about this one in the period of time since they have been on the dig. dig and applied for it, and after being accepted she started The holographic equipment is small and shielded so it can hoping it would be the one she was looking for. It is true that continue to do its job, plus the natives do not go out during she was accepted because she was one of only a handful these large storms, as they think they are the wrath of their of archaeologists willing to be assigned on a backwater god. So, the away team has a couple of options to reach the planet near enemy territory for months. After working several planet surface. months on the dig, she found her way into the service of the Orions due to the letter from her fiancé. He has been § They can take a shuttlecraft to the surface. The science taken captive by the Orions, who are blackmailing her for team has built a small landing port for supplies to be information about the dig and its results in exchange for brought down once a month. The protocol for a ship keeping her fiancé safe from harm. McCall has no love for the landing will be supplied to the pilot of the shuttle before Orions and is doing this solely because of the circumstances. leaving their ship. LIEUTENANT TARGGINCH § The away team can beam down to the dig site. The Lieutenant Targginch is in charge of the security of the lab coordinates are already available in the ship’s computer. and the dig site. He always seems to be on edge. However, A successful Reason + Science Task with a Difficulty he has become a bit lax in the last few weeks because of 1 will allow the away team to know that it will be nothing of significance ever happens. All he has been doing difficult to transport back to the ship as the storm gets lately is checking the perimeter to make sure the Alphans are closer, and nearly impossible when it’s directly over still staying away from the dig site. His nerves are getting to the dig site. A successful Reason + Engineering Task him, as he keeps thinking he hears things in the woods when with a Difficulty of 2 will allow the away team to know he goes out to check the equipment. He absolutely hates that they can take a series of pattern enhancers (core this place and feels that one of these days he is going to rulebook p. 199) with them to the surface to help boost encounter something nasty out there, that his natural Tellarite the signal so that they can beam back up to defenses will not be enough, and that will be the end of him. Samplethe ship. file

4 STAR TREK ADVENTURES COMMANDER TAVEK [MAJOR NPC]

TRAITS: Vulcan VALUES: § History Must be Preserved, Lest We See its Repetition ATTRIBUTES § My Father is Prominent in the Vulcan Science Academy § The Needs of the Many Outweigh the Needs of the Few CONTROL 12 FITNESS 10 PRESENCE 10 § Ambition is the Way to Destruction

DARING 09 INSIGHT 08 REASON 10 ATTACKS: § Vulcan Nerve Pinch (Melee, 4 , Intense, Size 1H, Non-lethal) DISCIPLINES § Phaser Type-1 (Ranged, 3 , Size 1Hz, Charge, Hidden 1) § COMMAND 04 SECURITY 01 SCIENCE 04 Escalation Phaser Type-2 (Ranged, 4 , Size 1H, Charge) SPECIAL RULES: CONN 02 ENGINEERING 03 MEDICINE 02 § Kolinahr (Talent): Reduce Difficulty of all tasks to resist coercion, mental intrusion, pain, and other mental attacks by 2. FOCUSES: Anthropology, Archaeology, Composure, Diplomacy, § Scientific Method: When Tavek assists in a Task related History, Sensor Operations to the scientific method, he may reroll his d20. § Teacher: When assisting a character using Science or STRESS: 11 RESISTANCE: 0 Command, Tavek may reroll his d20.

DR. SARAH MCCALL [NOTABLE NPC]

TRAITS: Human FOCUSES: Anthropology, Archery, Computers, Sensor Operation

ATTRIBUTES STRESS: 10 RESISTANCE: 0

CONTROL 10 FITNESS 09 PRESENCE 09 VALUE: Family is Not Something, It’s Everything

DARING 07 INSIGHT 09 REASON 10 ATTACKS: § Unarmed Strike (Melee, 2 , Knockdown, Size 1H, Non-lethal) DISCIPLINES § Phaser Type-1 (Ranged, 3 , Size 1H, Charge, Hidden 1) § COMMAND 02 SECURITY 01 SCIENCE 03 Escalation Phaser Type-2 (Ranged, 4 , Size 1H, Charge) SPECIAL RULE: CONN – ENGINEERING 02 MEDICINE 01 § Scientific Method: When McCall assists in a Task related to the scientific method, she may reroll her d20.

LIEUTENANT TARGGINCH [MINOR NPC]

TRAITS: Tellarite STRESS: 10 RESISTANCE: 0

ATTRIBUTES ATTACKS: § Unarmed Strike (Melee, 3 , Knockdown, Size 1H, Non-lethal) CONTROL 09 FITNESS 08 PRESENCE 08 § Phaser Type-1 (Ranged, 5 , Size 1H, Charge) § Escalation Phaser Type-3 (Ranged, 6 , Size 2H, DARING 09 INSIGHT 07 REASON 07 Accurate, Charge)

DISCIPLINES SPECIAL RULE: § COMMAND 02 SECURITY 02 SCIENCE 01 Wary: Whenever Tarrginch attempts a Task to notice or Sampledetect an enemy or hazard,file he may re-roll one d20. CONN – ENGINEERING 01 MEDICINE –

THE PRIZE 5