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Introduction

Introduction

INTRODUCTION

Hello there! My name is ELH (or EGMH if you prefer) and I’m excited to bring you another mission compendium. This particular set of missions has been designed specifically around a K-class Space Station, Deep Space 24, in the year 2269 and beyond. It also involves a unique species: The Ceratodraco. It is my hope that by providing these missions to you that your and your group will have plenty of material for a TOS-Era Starbase campaign.

The Enterprise under Captain James T. Kirk is but a year away from completing its Five-Year Mission. The Ceratodraco have recently joined the Federation with full member status. The Alpha and Beta Quadrants are at peace. However, there are those that would seek to destabilize the relationship between the and the Federation. It’s up to the crew of Deep Space 24 to hold the line and prevent an all-out war!

This book provides you, the Gamemaster (GM) or Player of Adventures, the means to take the reigns of Deep Space 24. Within are three full-length missions for use with the Star Trek Adventures roleplaying game. Each mission has been designed to provide at least 3-4 hours of gameplay for the average group of GM and Players. They are perfect for brand new campaigns, especially those seeking a different type of Star Trek Adventures experience and/or wanting to start in the TOS-era.

HOW TO USE THIS BOOK If the Shoe Fits Each Mission is designed to follow from one to another, meaning it’s highly recommended that An importance conference of Ambassadors you play them in sequential order to fully from the Empire, the Federation, and appreciate and understand the storyline behind the Hegemony is taking place on Deep them. None of the missions require and Space 24. All seems to be going well until the encyclopedic understanding of the Star Trek Gorn Ambassador turns up dead. And to make universe, and all of them have been designed to things even worse: all signs point to the killer stand independent of any episodes or movie in being from the Federation. It’s up to the crew of the . While these missions were DS24 to solve this murder mystery before written for a specific era and location in mind, conflict breaks out! they can be adapted for other eras and other Mirage locations with a little work on the GM’s side of things. GMs are also encouraged to modify any of the contents within if they believe it would New holographic technology is being tested on better suit their table experience. DS24. All seems well until some of the crew begin acting oddly, as if they are being mind- Deep Space 24 & The Ceratodraco controlled. This turns into a race against time to find the problem with the new technology Before beginning any mission briefing, this before the entire station succumbs to this particular section details everything you’ll need effect! to know about Deep Space 24 and the SampleCeratodraco. This section is intended for file Gamemasters Only, but it’s not like I can stop you if you’re a Player.

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Payback

It’s a quiet day for the crew of DS24. Or, it is until a Klingon battlegroup suddenly decloaks and begins attacking the station. They believe DS24 to be the hub of a shadow network that has been interfering in Klingon affairs. The very same shadow network responsible for the events of If the Shoe Fits and Mirage. The crew must fight for their lives while trying to deescalate the situation and bring a stop to this shadow network.

Sample file

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DEEP SPACE 24 & THE For GM purposes, you can find large maps that CERATODRACO break down each deck here on Cygnus-X1. You can also use the following (brief) listing to help This section gives Gamemasters an overview of figure out hotspots for your players. Deep Space 24 and the species known as Ceratodraco. Taking descriptions and data • Deck 1: Ops presented here can be a great way to spruce up • Deck 5: Lounge technobabble, maps, monologues, and so forth. • Decks 6-7: Guest Suites As with all content provided in this book, you • Deck 8: Auditorium/Function Area are encouraged to modify elements to better • Deck 9: Station Manager’s Office & suit your own game. Conference Room Deep Space 24 • Decks 10-12: Officer Quarters • Decks 13-15: Crew Quarters Deep Space 24 is a K-Class Station found near • Deck 16: Promenade, Sports Facilities, the Cestus System in the Beta Quadrant. This and Restaurants puts the station in a strategic position near both • Deck 18: Sickbay the Klingon Empire and the Gorn Hegemony. • Deck 19: Crew Quarters It’s not uncommon to see traders of all sorts • Deck 20: Main Engineering passing through DS24 on their way to/from the • Deck 21: Security & Holding Cells Empire or Hegemony. That means the station is • Deck 26: Science Labs also an important trading hub. • Deck 37: Shuttlebay DS24 uses the following stats: The K-class station in general is an all-purpose design that entered into production in the late Deep Space 24 2230s. They’re primarily used for civilian roles Systems such as supply depots, repair facilities, and Comms Engines Structure 8 8 9 planetary bases. typically uses the K- Computers Sensors Weapons class as a Starbase in a temporary fashion while 7 7 6 a Watchtower-class station is being built, but

Departments there are a few K-Class stations that have Command Security Science become fully-interred Starbases of their own. 4 3 1 Modularity is the K-Class’ main selling point. Up Conn Engineering Medicine to five arms (two minimum) can support 2 2 3 additional docking points as well as modular Scale: Resistance: Power: : towers. These modules can range from storage 5 5 13 12 bays, laboratories, commercial space, offices, Phaser Banks (Energy, Medium, 9 CD, Versatile 2) Fast Targeting Systems and so on. Each residential tower can Docking Capacity accommodate up to 100 guests, and the station Repair Crews itself can be run with as few as twenty staff. Sturdy Construction Despite this modularity, however, K-class Secondary Reactors stations typically lack offensive weaponry and

Samplerely on starships for any prolongedfile defense. The Some of the above Talents are found in the shielding on a K-class is usually minimal and Command Division supplement on page 95.

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designed to ward against radiation and similar goring charge with their horns. They will rush stellar phenomena. headlong into battle and engage their opponent Optional Attachment: U.S.S. Anubis in melee combat as quick as possible. The second is their natural armor. They rely on it to protect them from harm, ranging from blades The U.S.S. Anubis, a Hermes-class (Found in the to actual energy weapons. In this manner, they Command Division Supplement), can be are especially resilient and deadly at close attached to Deep Space 24 if you deem it range. However, that is not to say they are necessary for your Players to have the means to incapable of fighting at range, merely that they leave the station aside from Executive-class prefer to be up close and personal. shuttles (which are basically TOS-Era Runabouts and use the stats for a Captain’s Yacht). Overall, they are not unlike Klingons that have Specifically, the Anubis has the Scientific and embraced the more “civilized” side of being a Survey Operations Mission Profile and the warrior. It should be noted that while the two Advanced Sensors Suites Talent. species may share different viewpoints on the Ceratodraco finer points of honor and combat, they can agree on one thing: It is a good day to die. The Ceratodraco are a warp-capable humanoid species from the planet Cerata. They gained Federation member status as of 2269. In terms of physiology, all Ceratodraco possess imposing horns, scaling along the arms and legs, and a tail. The latter is used primarily for balance, and allows them to run at great speeds, not unlike the raptors of Earth, without fear of losing balance. Their other features, along with their culture, cement them as an honorable, noble, warrior-like species.

Even to this day on their homeworld, it is not uncommon for young Ceratodraco to become a Squire to an older Knight. There is great importance placed upon values such as chivalry and respect. This can become a point of contention among those Ceratodraco in Starfleet and their peers, especially if the individual in question has their honor insulted or if a lower-ranking member they are responsible for is mistreated. In such an instance, it is not uncommon for a Ceratodraco

to demand a non-lethal trial by combat. Art by Greenmarine

SampleCombat involving Ceratodracos tends to revolve EXAMPLE VALUE: Honor in allfile things and around two main principles. The first is their Respect to those who deserve it

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ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence

TRAIT: Ceratodraco. Humanoid in design, Ceratodraco tend to stand taller than most Humans. Their horns and scaling come in a variety of colors. Their tails range in size from baseball bats to thrice that in both length and circumference. Ceratodraco are expectantly heavy compared to other species. Most of that weight is in their scaling, tail, and steel-like muscles. Their hearing is slightly better than a Human's, and their eyes allow them to see in low light conditions. Talents

DESIGNED TO SURVIVE Thanks to their sturdy construction and scaling, Ceratodraco are hard to injure. The character gains +2 Resistance to all attacks.

GORING CHARGE A Ceratodraco in motion stays in motion. The character gains a special attack that allows them to move up to one zone and attack a target at close range with their horns. This special attack has the same base damage as Unarmed Strike but with Vicious 1 instead of Non-Lethal

Sample file

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If THE SHOE FITS In addition, the Gorn were not known to the Federation until 2267. This means that NX-era Synopsis campaigns will need to use a different alien species as stand-ins for the Gorn. The Player Characters have just arrived at Deep Space 24 to be the station’s newest crew. As GM Sidebar they settle in, an important diplomatic This mission plays out like a murder-mystery, conference is set to take place. Ambassadors meaning that a slight adjustment in how you from the Federation, Klingon Empire, and Gorn run the mission is needed. Particularly, you’ll Hegemony have all journeyed here to DS24 to want to provide clues to the Players to keep discuss activity along the shared border them going, even if they completely fail their between the three entities. And to further this rolls and/or pursue the wrong angle. This can conference’s importance: This is the first time a mean changing what the clue is or where it’s Gorn Ambassador has ever stepped foot onto a found. Your main goal should be to keep the Federation Station. intrigue going without letting the Players spin While the Player Characters keep the their wheels. conference running smoothly, a wrench is thrown into their plans. Specifically, the Gorn Ambassador is found dead in their quarters. And if that wasn’t bad enough, all signs point to the killer being from the Federation. What follows is a race against time to uncover the truth before the Klingons and Gorn attack the station in retaliation! Directives

In addition to the Prime Directive, the Directives for this mission are:

• Do not give either the Gorn or the Klingons a cause for War • Ensure relations with the Gorn do not break down Adapting this Mission to other Eras Key to this mission is the political bickering and tension present between the three major powers. The Khitomer Accords are not signed until 2293, and even then, the Klingon Empire and the Federation are not truly “friends” until 2344 when the Enterprise-C is lost in the Battle of Narendra III. This means that campaigns set Samplein the TNG-era must adjust accordingly. file

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Act 1: New Arrivals a Klingon D7 Battle Cruiser and a Gorn Raider docked with the station. Scene 2: Change of Command

CAPTAIN’S LOG The previous Captain of the station, an by the name of Soth Th'rhoras, meets Captain’s Log, 5812.3 the Player Characters at the airlock and welcomes them aboard. He is happy to show I’m currently in route to Deep Space them around, but would prefer to handle the 24 along with my new Senior Staff. official change of command as soon as possible. The journey has given us some time That way more time can be devoted to to get to know one another, and I preparations for the conference that’s taking look forward to learning more about place in 40 hours. them as time permits. Th’rhoras does not envy the Player Characters However, it seems that very same for having to deal with such an affair in their time is at a premium. An important first week. The Klingon Ambassador, Uhall diplomatic conference is to take Ocech, has been nothing but trouble since her place on DS24 not two days after arrival. She’s demanded countless changes to our scheduled arrival. Starfleet both her accommodations and to the planned Command has made it abundantly proceedings, much to the chagrin of the clear that everything is to be done Federation Ambassador, a Caitian by the name to keep relations with both the of H’Nus. The Gorn Ambassador, Azsach, has Klingons and the Gorn from not left their ship yet but has signaled they are breaking down. ready for the conference and will be on time.

Once the change of command has taken place, Th’rhoras recommends that the Player Characters check in with Ambassador H’Nus and Scene 1: We re here now see what needs doing prior to the official ’ … conference start time. This scene starts off with the Player Characters Scene 3: Damn Klingons! a few hours prior to their arrival at DS24. This is a good opportunity for the crew to introduce It turns out Th’rhoras was drastically themselves and for some “feeler roleplay” underplaying how much of an annoyance between the Players. Ambassador Ocech has been thus far. H’Nus When it feels thematically appropriate, the immediately launches into a tirade about how Player Characters’ shuttle arrives within visual “nothing he does seems to please that woman!” range of Deep Space 24. In true Star Trek spirit, He also has a whole list of further “demands” the GM is encouraged to do a fly-by description that need doing prior to the conference. Said that shows off the station and where the Player list should be tailored to the Player Characters, Characters will be living their lives for the but in general covers the following areas: Sampleforeseeable future. Importantly, there is already file • Changing the ambient station temperature by +10 Kelvin

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