Академический Документы
Профессиональный Документы
Культура Документы
Adventures Playtest 1
The Rescue at Xerxes 4 is the first adventure in the Star Trek Adventures Living Campaign playtest series.
This adventure is meant to be played by a Gamemaster (GM) and 3-7 player characters, using the pregenerated characters provided.
To run this adventure, the GM needs to be familiar with the adventure itself, the Star Trek Adventure
playtest rules, and the pre-generated characters.
For this play test, you will need:
At least 2 Twenty sided dice (D20) per player
A set of chips or tokens for Determination
A set of chips or tokens for Threat
Synopsis
The player characters are newly deployed crew heading toward Narendra Station on a shuttle for
assignment to their various vessels. During the trip, they receive a distress call from a science outpost on
a planet thats been struck by a highly irradiated ion storm. The shuttle crash-landed on the surface and
the crew was attacked by primitive hostile humanoid creatures wielding clubs and rocks.
After dealing with the primitives, the crew can make the journey from the crash site to the science
outpost, overcoming various obstacles along the way. At the science outpost, the crew learns that the
members of the science team have been exposed to environmental effects that cause them to devolve
into Neanderthal creatures.
The crew must rescue the remaining scientists, find the parts needed to repair the shuttle, and decide
on whether to risk remaining on the planet to gather the flora that could be used to treat a terrible
disease. They must also use their social skills to convince the remaining scientists to accompany them off
the planet.
Back at the shuttle it is a race against time, the elements, and the devolved scientists to repair the
damage and escape before the ion storm destroys all life.
The GM begins this adventure with two points of Threat for every player character in the group.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
Currently, four of these Neanderthal creatures are attacking. Three throw rocks and carry clubs, while a
fourth also carries a Type 1 phaser. A profile for these creatures is presented below.
The purpose of this encounter is to acclimate the player characters (and yourself) to the combat system.
The environment for this scene contains three zones: inside the shuttle, near the shuttle, and the woods
a short distance away from the shuttle.
The shuttle is damaged and cannot be used offensively or defensively, except as cover taking cover
behind part of the shuttle provides Heavy Cover, granting 4[CD] of Cover Soak. The crew cannot, for
example, enter the shuttle and close the hatch to afford complete protection. Characters in the woods a
short distance from the shuttle have Light Cover from the concealing foliage, granting 2[CD] of Cover
Soak.
Any player characters who were battered and bruised by the shuttle crash (from a Complication) start
the fight with three less Stress than normal.
GM Guidance: As noted, this is an opportunity for the players to try out the combat rules. This shouldnt
be a particularly challenging battle, and you shouldnt spend more than four or five Threat on the fight in
total uses of Threat here should be more to illustrate what the GM can do rather than to make the
fight difficult. Remember that Trooper NPCs cannot spend more than one Threat to avoid suffering an
Injury, so they should be taken out swiftly. Once each of the player characters has taken a turn, check to
see if the players understand how things work, and if they do, have the remaining Neanderthals retreat
into the woods.
Neanderthals [Trooper NPC]
These primitive humanoids are clad in the ragged remains of uniforms and clothing that would be worn
by a Federation science team.
Attributes
Bravery
9
Control
6
Empathy
8
Presence
7
Reason
5
Resilience
10
Conn
0
Engineering
0
Security
1
Science
0
Medicine
0
Soak: 0
Weapons:
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
Special Rules
Aggressive and Fearful: The Neanderthals only ever attack to kill they dont have sufficient
self-control to try and stun or disable.
Phaser: A Neanderthal with a Phaser cannot use it under normal circumstances, as they do not
understand how the weapon works. However, the GM may spend two Threat at the start of a
Neanderthals action to allow it to fire the Phaser once, set to stun. If it fails to hit with this
attack and scores a Complication, itll hit one of the other Neanderthals instead. Once the
Phaser has been fired in this way, it cannot be used again during that scene, as the power cell is
depleted.
Resolution
The combat is not meant to be deadly. After the mechanics of combat are clear to the player characters,
have the remaining Neanderthals flee into the surrounding area. At the end of the fight, the player
characters have the chance to take a breather, recovering all their lost Stress. Any Injured characters can
be patched up enough to get them moving (requiring an Empathy + Medicine Task with a Difficulty of 1
for each Injured character), but a Complication on this Task means that characters injuries will have a
lingering effect, adding +1 to the Difficulty of any Tasks they attempt until they receive proper
treatment.
Any foes who have been killed or knocked unconscious can be examined more carefully. Given the tools
at hand it is a Reason + Sciences or Reason + Medicine Task with a Difficulty of 2 to learn that these
creatures have the genetic makeup of humans, but something has caused their genes to revert to that of
their evolutionary ancestors.
An examination of the shuttle reveals that it can be fixed without much problem, but a few new parts
are needed to make those repairs. The science outpost on Xerxes 4 would have all the parts needed. The
science station can be seen on a rocky bluff a few kilometers in the distance.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
the group: anyone who rolls an Effect (a 5 or 6) has been exposed to poison, and starts to sicken.
Characters who have a Resilience of 9 or higher may re-roll this die.
A sickened character adds +1 to the Difficulty of any Tasks they attempt until the poison has been
treated, and the GM may cause them to worsen as a Complication on any Task the sickened character
attempts, adding an extra +1 to the Difficulty of the characters Tasks for each time their condition
worsens. If the Difficulty would increase beyond +3, then the character falls unconscious.
GM Guidance: The first introduction to Obstacles, which are a way for a single problem to require
protracted effort to overcome. Remember that the Difficulty of Tasks to overcome an Obstacle are
reduced by achieving Breakthroughs, and that a particularly successful roll can cause more than one
Breakthrough at once, allowing this Obstacle to be completed in only two Tasks if the characters push for
it but it could take much longer. The pressure of a limited number of attempts also adds some extra
tension.
Hazards: Primitive Fears
As the crew continues their march toward the science outpost, the devolutionary effects of the planet
begin to affect them. If the crew managed to crash land closer to the science station at the start of
Scene 1, ignore this Challenge.
The strong winds caused by the ion storm and the strangeness of the landscape begin to play tricks on
your mind. Flashes at the corners of your eyes hint at lurking terrors hiding in the cracks in the ground.
Are the wind-whipped plants moving on their own, approaching you. The occasional gnawed carcass of a
dead animal suggests that a large predator may be in the area. Soon, you find your heart racing and your
breathing heavy.
The dangers the crew imagine are (mostly) imaginary, caused by the triggering of their more primitive
instincts. To maintain composure, each crew member must attempt a Bravery + Command Task with a
Difficulty of 2, to maintain their composure.
Success means that character remains calm, and Momentum can be used to immediately assist other
crew members in holding their composure as well. If any crew member succeeds, their nerve breaks and
they become increasingly wary and fearful of their surroundings. Each character whose nerve has
broken in this manner increases the Complication Range of all Tasks they attempt for the remainder of
the adventure: now, any d20 that rolls a 19 or a 20 will cause a Complication, instead of just a 20.
GM Guidance: These Tasks are purely to avoid suffering an ongoing penalty, rather than to achieve
anything. Momentum gained here should be saved, particularly to help those player characters who
arent so strong-willed. In this way, its useful for the group to determine the order in which the
characters attempt this Task, and how they use the resources available to them those less likely to
succeed will require more dice to increase their odds of success, while those with better chances might be
better at generating Momentum that the rest of the group can benefit from.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
Scene 3: Devolution
When the player characters arrive at the station, read:
The science station is intact, but heavy damage is evident along the structures exterior: mostly dents
and punctures mar the surface, but a few areas of phaser fire are evident as well.
Inside the outpost, the place has been trashed. From the living quarters to the kitchen to the
laboratories, it is obvious someone or something wrecked the place without regard. All communication
devices have been smashed.
As you are ready to give up on your search for life, you find one last storage area with the door closed
and locked. You hear a voice from inside.
The lock is a simple one, easily bypassed, requiring a Reason + Engineering or Reason + Security Task
with a Difficulty of 0 that is, characters can succeed automatically without rolling dice, though they
may still roll if they wish to generate some extra Momentum (at the risk of Complications). When the
crew opens the door, continue:
On a cot at the back of the storage area sits a middle-aged human woman. She cradles in her arms a
human male. It is hard to tell his age because of his strange appearance. His sweat-soaked face is
covered with hair, and even as they watch, the ridges of his eyebrows twitch and pulse, as if changing in
sporadic fits.
When you enter, the woman looks up at you, her eyes unfocused and filled with tears. Its too late.
They are all gone, and Jasper is She cannot finish her thought through her sobbing.
The woman is Dr. Heidi Schipp, the Federation scientist leading this science team. When the crew can
calm her which doesnt require a Task, just a little time she can supply the following information:
The science team of 13 members has been here for just over a year. They have been examining
the unique flora and fauna of this planet to see if it offered any scientific or medical uses.
The ion storm has been ravaging the planet for over a week, and something about it has caused
the living inhabitants to go through a process of devolution.
Some of the science workers were more susceptible to the effects, changing almost immediately
into Neanderthal versions of themselves. Others took longer, but still transformed. She has held
out the longest, but she is still starting to feel the effects on her mind.
Just before the ion storm struck, they had made a breakthrough in their research, discovering that
a combination of some of the genetic material from the flora and fauna could be useful in the
treatment of, and possible a cure for, Irumodic Syndrome.
Her assistant and lover, Dr. Jasper Conrad, was beaten severely by the transformed scientists. Not
only is he suffering from terrible wounds, he is now also transforming into a Neanderthal creature.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
Healing
Though it has been ransacked, the outpost still has useful medical facilities, allowing injured and
poisoned characters to be treated properly. A character suffering lingering injuries from the fight with
the Neanderthals, or from crossing the ravine, or who was poisoned by the plants in the forest, can have
their ailments healed. An Empathy + Medicine Task with a Difficulty of 1 is sufficient to treat injuries,
while treating a case of poisoning requires a Reason + Medicine Tasks with a Difficulty of 1, +1 for each
time the poisoning has worsened.
Jaspers injuries can also be healed by the characters, though Heidis mind is changing to a more
primitive state, making her unhelpful in this process. Healing Jaspers injuries requires minor surgery,
which can be performed with a Control + Medicine Task with a Difficulty of 2.
A search of the laboratory areas reveals notes relevant to two different issues: the research for the
Irumodic Syndrome treatment, and the observations and theories on the devolutionary transformations.
Dr. Schipp refuses to leave with the player characters until they collect specimens as potential
treatments for Irumodic Syndrome, and until they find a way to reverse the devolution in Jasper Conrad.
Attempting to persuade her to leave is a difficult prospect: A Difficulty 5 Persuasion Task is required if
the crew havent performed either of the activities she wants completed. Completing one of those
activities reduces this Difficulty to 3, while completing both reduces the Difficulty to 0. Other social
conflict methods intimidation, deception, and so forth can be attempted to try and reduce the
Difficulty of this further, though shell respond poorly to intimidation (shes already terrified and
devolving, and more fear may just make her incoherent rather than compliant), and is single-minded at
this point.
GM Guidance: Heres a chance to try out the Social Conflict rules, if the players are inclined to push Dr.
Schipp to leave with her work incomplete. The basic Difficulty listed above is for straightforward
persuasion, with deception, intimidation, negotiation, and evidence used to shift the context to try and
make things easier. Once a Persuasion Task has been attempted, another cannot be attempted without
changing the context. Intimidation makes a situation hostile if it wasnt already, but it can be effective in
the right situations. Deception is tricky, but can be effective if a character is sufficiently convincing or is
careful about the lies they tell. Negotiation involves offering something in return for compliance.
Evidence involves finding something to prove why someone should comply or agree. Individually or in
conjunction with one another, theyre powerful tools. Importantly, each of those tools requires roleplay
to function a player cant simply say I deceive them and gain an effect.
Options
At this point, the characters have a variety of options:
Escape: The main objective should be to collect the parts needed to repair the shuttle and escape
the planet before being transformed.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
Irumodic Syndrome: Based on Dr. Schipps knowledge and notes, she believes that 3 species
native to this planet have genetic potential to treat the disease. But if un-devolved specimens are
not found and removed from the planet soon, the cure will be lost.
Devolution: Dr. Schipp made some initial notes on potential cures for the devolution process itself.
Finding this would be much more difficult, especially within the time frame that the devolution
might affect everyone on the planet. However, doing so would save Jasper and possibly the other
scientists who have already transformed.
Each of these options is covered in more detail below. Note that they are not mutually exclusive, and
the characters may attempt to do all three simultaneously by splitting their efforts.
During these scenes, it is likely that the crew encounters one or more Neanderthals in the area. Use
the statistics from the first encounter to add them to proceedings and add extra conflict to the scene.
Adding a Neanderthal to a situation requires that the GM spend one point of Threat at the start of the
round. The presence of Neanderthals doesnt prevent characters from continuing with their other
activities one character may spend their turn salvaging parts to repair the shuttle while another
fends off an attack.
Plot Complications
To add some of the moral and ethical complexity to the game that makes Star Trek Adventures what it
is, consider adding these two plot complications to the situation:
1. One of the characters has a loved one who is in the early stages of Irumodic Syndrome. Finding even a
treatment, not be mention a cure, for the disease would potentially eliminate pain and suffering for
hundreds of thousands of people.
2. While checking the records of the science outpost staff, a character learns that one of the scientists at
the outpost was a former mentor named Dr. Helena Burlette. Dr. Burlette was instrumental in helping
that character during a rough spot in his or her life. Dr. Burlette has transformed and will be lost forever
without a way to reverse the devolution.
These complications can be used to drive roleplaying. Mechanically, they can be used in the same ways
that Values are used: providing bonus Momentum when accomplishing Tasks, or adding Complications
when the relationship is strained by taking actions that would harm the relationship.
GM Guidance: Heres where we start putting it all together Challenges, Obstacles, combat, hazards,
and the other parts of the game weve already introduced. The traditional notion of dont split the
party doesnt apply here the group can split off to do different things, relying on their communicators
to keep in contact, and the GM should ensure that everyone gets a chance to do different things, moving
from player character to player character to see what each is doing. Using the turn order for combat for
everyone can be helpful here: everyone gets to perform one Task each round, and once everyone has had
a turn, start again. This also helps integrate any wandering Neanderthals into the scene smoothly just
add their turns to each round. Judicious use of Threat here can push up the tension and pile on extra
pressure.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
Option 1: Escape
To leave the planet, the characters must find replacement parts for the shuttle in the science outpost.
The damage in the outpost is significant, but many salvageable parts are available. Finding these parts is
an Obstacle with a Progress of 13 and a Magnitude of 3, with a Difficulty of 4 for each Task to overcome
it.
The default Task for this is Reason + Engineering, but there are other possibilities for this. Reason +
Conn is a good alternative covering knowledge of propulsion and power systems, as is Control + Science.
Other ideas may occur to the player characters, and any reasonable suggestions should be fine so long
as the players can make a decent case for them. Medicine may help with pulling parts from medical
equipment, or Security for salvaging components from defensive systems.
Complications on these Tasks may result in power surges, which inflict 3[CD] Stun damage to the
character performing the Task, and an additional 2[CD] Stun damage to anyone assisting them.
GM Guidance: This is a straightforward activity to perform but the potential threat of attack while its
happening ups the tension and the difficulty, by splitting the characters attention between salvaging the
parts they need and defending themselves. If the group have split up to handle multiple activities, this
may become even more pressing.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
during Hazards: Primitive Fears, removes the penalty imposed there), and begins to return to
themselves, though this restoration will take hours, maybe even days (Complications may increase how
long this takes). Cured Neanderthals cease their hostile behavior, becoming docile and compliant,
though still unable to understand more than simple commands (Complications may result in the cured
being rendered unconscious instead, or the cure having some other behavioral effect). Regardless, the
cure isnt permanent itll hold back the effects of the phenomenon for a few days at most, and confers
no long-term immunity, and anyone cured should be removed from the planet soon to avoid devolving
again.
GM Guidance: This takes place mostly within a single lab within the station, where the potential for
attack is relatively low they only have a limited number of ways in, which can be defended by a
crewmate if needed. However, the Tasks themselves are difficult, which may require some help or plenty
of bonus d20s, and the potential usefulness of multiple subjects to study may make capturing a stunned
Neanderthal a valuable course of action.
Control
10
Empathy
7
Presence
9
Reason
7
Resilience
13
Conn
--
Engineering
--
Security
3
Melee 2
Science
--
Medicine
--
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
Combat
Stress: 16
Soak: 3
Weapons:
Special Rules
Inured to Fear
Inured to Pain
The Xerxes panther is cunning enough to go for weakened creatures first, killing them and dragging
them to safety to consume at a leisurely pace.
GM Guidance: This scene is the easiest to skip, and its effects can be moved into the final scene instead,
to ramp up the tension for the climactic scene. Or, it can be ignored entirely if the player characters have
taken a beating in the previous scene, giving them a chance to catch their breath.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
GM Guidance: Another a little of everything scene, with a mixture of technical and tactical activities,
that helps keep combat and non-combat characters alike engaged. Most importantly here, because this
is the end of the adventure, there should be nothing stopping you from burning through all your Threat
to keep the pressure up to the very last moment. Try to spend at least one or two points each round, and
aim to keep the fighting going on until the characters are aboard the shuttle.
Conclusion
Once the shuttle has escaped the atmosphere of Xerxes 4, the crew can call for assistance and limp
onward toward Narendra Station.
TM & CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.