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MISSION BRIEFS

STARFLEET ACADEMY
TALES FROM THE NEXT GENERATION ERA

MICHAEL DUXBURY
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STAR TREK ADVENTURES


STARFLEET ACADEMY
MISSION
BRIEFS

TALES FROM THE NEXT GENERATION ERA

082397
050670081302030806

01.00 INTRODUCTION 002


01.10 “APPLYING YOURSELF” 003
01.20 “FRESH MEAT” 004
01.30 “BEST OF THE BEST” 005
01.40 “THE MORNING AFTER” 006
01.50 “FIELD TRIP” 007
01.60 “WELCOME PARTY” 008
01.70 “TASTE OF COMMAND” 009
01.80 “THE BIG GAME” 010
01.90 “FINAL EXAMS” 011
01.100 “GRADUATION” 012

STARFLEET ACADEMY 001


CHAPTER
01.00 STARFLEET ACADEMY
INTRODUCTION
There is no better institution than Starfleet Academy to Each mission can work as a one-shot adventure, the
prepare officers for space exploration. The lessons in introduction of a new character to established crews, or a
this mission pack all revolve around the Academy’s San “flashback” to a veteran officer’s origin story. Alternatively,
Francisco headquarters during The Next Generation era. they can be run as a complete campaign for trainee officers.
Gamemasters could easily transport the action to any off- Playing each mission in sequence charts the full course
world Academy campus, any era of Starfleet’s existence, of lifepath character creation – from novice applicants
or perhaps even to the Klingon Defense Force’s military to completed main characters, ready to undertake a
indoctrination centers. conventional Star Trek Adventures campaign.

ELEMENTS OF A MISSION BRIEF


A mission brief contains several elements that collectively create a high-level outline for a Star Trek Adventures
mission. Each element may be modified as needed to suit the needs of your particular game and group of players. The
elements of a mission brief include:

§ Title: An evocative title for the mission.

§ Suggested Era of Play: The Star Trek time period in which the mission is recommended to be set (Enterprise era,
original series era, The Next Generation era, etc.).

§ Suggested Spotlight Role: The suggested focus player character role. This can be used to help you and your
players plan milestones and character arcs.

§ Synopsis: A high-level summary detailing key points such as location, antagonists, the overall plot, etc. The
synopsis generally explains how the story might relate to the player characters and provides the essential details
needed to start developing the story.

§ Opening Log Entry: A captain’s log or a personal log, usually written with the suggested spotlight role in mind.

§ Major Beats: Key scenes or encounters to include, with room left for you to bridge them as needed with material
unique to your cast of player characters and campaign events.

§ Minor Beats: Secondary plot elements or suggested subplots that you could weave into the mission as a side
scene or subplot.

§ Key Non-Player Characters: Brief descriptions of key NPCs, including the main antagonist(s). This element may
also suggest specific NPCs from the core rulebook to use or adapt. Note that any page references listed in this
document refer to the Starfleet-oriented Star Trek Adventures core rulebook.

§ Conclusion: The intended ending of the mission, with suggestions on how to adjust the conclusion if the players
move the story in unanticipated directions.

§ Adding This Mission to Your Campaign: Advice on how you might fit the mission into your ongoing campaign.

002 STAR TREK ADVENTURES


CHAPTER
01.10 “APPLYING YOURSELF”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Aspiring cadets

SYNOPSIS to the occasion. Unlike the other tests, each character faces
this one alone.

The group of prospective applicants undergo a series of tests


to assess their suitability for study at Starfleet Academy.
Though the dangers of the tests are only simulated, the
MINOR BEATS
pressure to succeed is real.
Because the main characters are in competition with

OPENING LOG ENTRY one another, they cannot spend Momentum without the
unanimous consent of other players. Will they help their
“My preliminary test scores have been rated high friends beat out their rivals, even if it risks sabotaging their
enough for me to attempt the Academy entrance own chances of passing the entrance exams?
exams! The competition is tough, and only a few
applicants are being accepted. But I’ll only be
satisfied if I’m top-of-the-class…” KEY NON-PLAYER CHARACTERS
CAPTAIN’S LOG Several other candidates are being tested at the same time
as the main characters: a smug Vulcan named Strood, a

MAJOR BEATS bullish Bajoran named Razen, and a boastful Human named
Vivienne from a long line of Starfleet officers. Each is a
Minor NPC (page 304) and competes ferociously with the
YOU MAY START… NOW main characters.
If the main characters aren’t already acquainted, they can
meet and befriend each other before the first test. The
invigilators explain the Academy is only accepting as many
students as there are players – and there are plenty of NPCs
CONCLUSION
competing for their spaces! The first tests involve solving a
series of mathematical queries at a computer station. This is Characters who succeed in most of their tests or otherwise
a great opportunity to teach the basic rules to people who distinguish themselves from NPC rivals are invited to attend
haven’t played before. Starfleet Academy. Unsuccessful characters can reapply next
year. There’s no shame in this – many prestigious Starfleet
SECRET TESTING officers failed their first entrance exam – but in the meantime,
The applicants are under constant supervision by examiners, commiserations are in order.
and not all tests are announced. Between computer trials, the
examiners deliberately provoke conflict between candidates
– rearranging schedules, stealing personal effects, planting ADDING THIS MISSION TO YOUR CAMPAIGN
an argumentative stooge – to see how they react. Do the
characters continue to embody the values of Starfleet If playing all Academy missions as a campaign, characters introduced
under pressure? in this mission should only complete Steps 1 to 3 of lifepath character
creation beforehand – Species, Environment, and Upbringing.
THE DREADED PSYCH EVAL After the mission, characters accepted into the Academy gain the
The final exam confronts each character with their greatest Untapped Potential talent (page 118) and a value that reflects their
fear, as determined by their psychological profile. This trial inexperience. Players of unsuccessful characters should generate
may involve a manufactured accident, feigned injury, or a different character to play, who joins the group at induction.
holodeck simulation and often challenges the value each
character gained from their Environment, inviting them to rise

STARFLEET ACADEMY 003


CHAPTER
01.20 “FRESH MEAT”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: New cadets

SYNOPSIS attempt to destroy the transporter computer. If intercepted


by the characters, they escalate to violence at the
slightest provocation.
The cadets arrive on campus for induction, choose their
first classes, and meet their roommates. But one of these
roommates is not who they appear to be and resorts to
desperate action to cover their tracks.
MINOR BEATS

OPENING LOG ENTRY Other characters’ roommates may not be as disturbed


as Kel, but that doesn’t make living with them any easier.
“It’s such a rush to be here on the Academy The mundane trials of sharing a living space with another
campus. I can’t wait to see who I’m bunking with person can be used as a red herring to distract from Kel’s
and take the first steps of my Starfleet career!” crisis or a counterpoint of light relief. Alternatively, you
could tease upcoming missions by having some characters

CAPTAIN’S LOG draw the attention of Red Squad or the Academy’s parrises
squares team.

MAJOR BEATS
KEY NON-PLAYER CHARACTERS
HI! MY NAME IS…
Over a hectic first week, the new cadets tour the campus, Kel Vh’echonach, in their post-accident hyper-impulsive
choose classes, and settle into their accommodations. form, uses the Starfleet Security Officer profile (page 314)
One of the characters bunks with a cadet named Kel, a with the Andorian trait. Other Minor NPCs (page 304) may
charismatic Andorian who was allegedly the highest scorer appear as rival cadets when required.
in this year’s entrance exams. Their lifestyle soon starts to
grate, as they return home at late hours, refuse to tidy their
living space, and buzz with constant nervous energy.
CONCLUSION
GETTING TO KNOW YOU
In the weeks that follow, Kel only maintains the minimum It is possible to reintegrate both halves of Kel’s personality
acceptable level of academic performance by copying into one body, though it is much easier if Kel collaborates
the characters’ coursework and stealing test answers. It’s with the process. After that, the Academy will have to decide
increasingly hard to believe they were a successful Starfleet on an appropriate punishment for the cadet.
candidate. Researching their background reveals Kel was
involved in a transporter malfunction when they beamed
down to the Academy on their first day but appeared to
be uninjured and claimed to feel fine. The truth is that only
ADDING THIS MISSION TO YOUR CAMPAIGN
the “id” part of Kel’s personality materialized, their most By the end of induction, cadets are committed to the Command
impulsive and passionate instincts. Kel’s more rational and Track (Command and Conn), Operations Track (Security and
conscientious persona is still stored within the transporter Engineering), or Sciences Track (Science and Medicine). If continuing
computer and has yet to reappear. an Academy campaign, characters increase both disciplines of
their chosen track by 1 and choose an attribute to increase by 1.
TO BE AND NOT TO BE Remember that Untapped Potential prevents attributes from rising
Kel is too unstable to reason with and fears being replaced above 11 or disciplines above 4.
by “the other Kel.” When they learn of the remaining
aspects of their personality, they interpret it as a threat and

004 STAR TREK ADVENTURES


CHAPTER
01.30 “BEST OF THE BEST”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Command track cadets

SYNOPSIS CRISIS OF CONSCIENCE


As the power outage is blamed on Changeling saboteurs,
The cadets are invited to join the elite Red Squad and the characters may feel compelled to report the truth to a
become unwitting participants in a Starfleet coup d’état. (This senior officer. Any whistleblowers are quickly tracked down
mission is concurrent with the Deep Space Nine episodes by Starfleet officers in league with the conspiracy, who frame
“Homefront” and “Paradise Lost”.) them as Changeling agents. Though the coup is eventually
thwarted by Captain Sisko, testimony delivered by the main

OPENING LOG ENTRY characters could determine which conspirators are held to
account and which traitors manage to escape justice.
“Cadet’s log, stardate 49479.8. Our grades and
tutor recommendations have qualified us to join
Red Squad! As the Academy’s best and brightest, MINOR BEATS
we’ll receive specialist training and be deployed
If any main characters decline to join Red Squad or wash
on special assignments. If the rumors are true, and
out from the corps, they may be the only people the squad
Changelings were responsible for bombing the
characters can confide in. Senior Starfleet personnel
recent Federation-Romulan conference here on are implicated in the plot, and the constant threat of
Earth, we’ll need every edge we can get.” Changeling infiltration has everyone jumping at ghosts.

CAPTAIN’S LOG What do the characters do when there’s no one they trust?

KEY NON-PLAYER CHARACTERS


MAJOR BEATS Red Squad members include Tim Watters (their
unofficial leader), Karen Farris (his loyal second), and
HAZING Riley Sheppard (point-man on the DPO mission). All
New Red Squad members must balance tough new training use the Starfleet Security Officer profile (page 314).
regimens alongside regular classes. Anyone struggling
with this physical burden is pressured by elder Red Squad
members to drop out. Those who stay are rewarded with
CONCLUSION
their first secret mission, though as junior personnel, their However complicit the cadets were in Starfleet’s attempted
briefing covers only a fraction of the mission’s scope. coup, subsequent court martials find them only guilty of
Their assignment will not be recorded nor acknowledged, following orders. The characters may stay in Red Squad for
and discussing it with those outside the Squad is the rest of their fresher’s year, but by the time they return
explicitly forbidden. from their sophomore cadet cruise, the senior members of
Red Squad have eployed to the U.S.S. Valiant. The Squad’s
THE MISSION junior members, including the main characters, are returned
After assembling in the Academy courtyard and being to regular assignments.
transported aboard the U.S.S. Lakota to receive mission
equipment, the Squad is transported to the Division of
Planetary Operations (DPO) in Lisbon. The characters
ADDING THIS MISSION TO YOUR CAMPAIGN
Red Squad, and the Changeling threat, are specific to The Next
are ordered to stand guard while senior Squad members
Generation era. If adapting to a different time scale, the character’s
meet with a DPO officer and are escorted into the site’s
elite corps may be dispatched on deniable operations by Section 31,
computer control center. A short while later, a total power
the Zhat Vash, or another conspiracy operating within the Federation.
outage spreads across the site, across Europe, and across
If continuing an Academy campaign, characters increase one
the world. As Red Squad celebrates, the main characters
attribute and one discipline by 1 at the end of the mission.
realize they are complicit in something much bigger
than themselves.

STARFLEET ACADEMY 005


CHAPTER
01.40 “THE MORNING AFTER”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Science track cadets

SYNOPSIS during the process. Or the characters could find a doctor


they trust and cover-up Vermila’s sickness after the fact.

The characters ring in their sophomore year at a riotous


party. When one of the cadets falls deathly ill, they must
race to save her, ideally without torpedoing their own
MINOR BEATS
Starfleet careers. Even at a social get-together, the cadets are hard-pressed
to forget the ongoing tension between the Federation and

OPENING LOG ENTRY Klingon Empire and the lurking threat of the Dominion.
Gamemasters can foreshadow upcoming missions as
“Cadet’s log, stardate 49703.6. Fresher’s year is cadets trade rumors at the party and remind the players how
over, and sophomore year has begun. A group of unity against the Dominion may be imperiled by diplomatic
complications with the Cancri.
old friends is hosting a party tonight; with all the
stresses of academic study and looming war, I can
think of no better way to start the semester.”
KEY NON-PLAYER CHARACTERS
CAPTAIN’S LOG
Ochre and Vermila are the first Cancri ever admitted to

MAJOR BEATS Starfleet Academy. While Ochre is humbled by the faith his
people have placed in him, Vermila feels suffocated by the
weight of expectations and is desperate for escapism. Both
DRINKING GAMES use the profiles of Starfleet Science Officers (page 315) with
The party starts off fun! The characters catch up after their the Cancri Trait.
summer break, play stupid games, and maybe flirt with
other cadets. Someone is passing around Romulan ale, a
notoriously strong beverage that is illegal in the Federation.
After an hour, things take a turn for the worse.
CONCLUSION
NEEDLE SCRATCH If Vermila’s indiscretions are discovered, her people’s
Vermila, an impressionable Cancri cadet, abruptly collapses conservative elders demand she washes out of the Academy,
unconscious. Romulan ale apparently has a disastrous effect and diplomatic relations with the Federation cool significantly.
on Cancri biology, and she requires immediate medical aid. This is still a better option than a young woman tragically
Despite the urgency, her brother Ochre begs the cadets not losing her life or ending the careers of other Starfleet cadets
to contact medical authorities. If Vermila was discovered to along with her. But if the characters find a way to save her
have taken illegal substances, or expelled from the Academy, and keep her secret, they’ll have made a friend for life.
the precarious diplomatic relations between the Federation
and Cancri would be at stake. Ochre is unwilling to gamble
his people’s future on doctor-patient confidentiality and urges
ADDING THIS MISSION TO YOUR CAMPAIGN
the cadets to think of their own careers. This adventure tests how the characters rank their priorities – career
ambitions, loyalty to friends, obedience to Starfleet protocols, and
PARTY’S OVER commitment to the Federation’s diplomatic mission. If continuing
The cadets could help Vermila by raiding the medical an Academy campaign, characters should end the mission by
faculty for tools they need for an impromptu gastric suction choosing 1 new value representing their principal motivation and
procedure (Cancri have multiple stomachs, so this is even gain 1 new focus.
harder than it sounds). Sneaking Vermila into Starfleet
Medical is risky but decreases the risk of complications

006 STAR TREK ADVENTURES


CHAPTER
01.50 “FIELD TRIP”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Operations track cadets

SYNOPSIS MINOR BEATS


A practical assignment to a frontier outpost turns deadly While the cadets’ priority is to escape, any intel or sensitive
when it is unexpectedly attacked by Klingons. equipment they carry back with them could be vital to the
ongoing war effort. Lingering to recover this material is in

OPENING LOG ENTRY direct defiance of orders, though, and exposes the cadets to
the threat of capture or death.
“Cadet’s log, stardate 49960.5. For our second
year “cadet cruise,” we have been dispatched
to Epsilon Outpost 1 in the Archanis Sector to KEY NON-PLAYER CHARACTERS
learn from Starfleet officers on active duty.
Given the outpost’s proximity to the Klingon
Lieutenant Quiste is the outpost’s diligent Xarantine
border, the assignment should pose no shortage
commander, an alien with yellow-and-brown mottled skin.
of challenges.”
She uses the profile of a Starfleet Science Officer (page 315)

CAPTAIN’S LOG with the Xarantine Trait and prioritizes getting the cadets
to safety. In contrast, the attacking Klingon Warriors (page
317) show little regard for the cadets’ youth and will happily

MAJOR BEATS “reward” them with an honorable death in combat if given


the opportunity.

WATCH AND LEARN


The cadets arrive at Epsilon Outpost 1 to learn on the job
about crewing a Starfleet facility. The outpost’s purpose is
CONCLUSION
to collect sensor data, both readings from nearby celestial
phenomena, and Klingon communications traffic. While The cadets cannot prevent the rest of the Archanis sector
learning how the sensors operate, the cadets could intercept from falling to the Klingons. However, if they meaningfully
Klingon transmissions, which suggests a campaign to contributed to Epsilon Outpost 1’s defense, it holds on until
conquer the long-relinquished Archanis Sector is imminent. a ceasefire is declared a month later, saving the lives of its
operating staff.
THE RATTLED SABER
Soon after, the Klingon Chancellor Gowron announces that in
10 days, the Klingons will retake the sector and destroy any
remaining Federation facilities. This will surely include Epsilon ADDING THIS MISSION TO YOUR CAMPAIGN
Outpost 1. The base commander schedules evacuation
for the cadets but wants help in the meantime preparing If running this mission at a time of peace with the Klingon Empire,
the outpost – setting up defenses, disassembling sensitive substitute them with another enemy on the frontier, such as Romulans,
equipment, and gathering information about the Klingon Cardassians, Borg, or Jem’Hadar.
attack plan.
The crucible of combat is a better teacher than any classroom. At the
CATCHING THE WORM end of the mission, each character chooses an attribute to increase by
Well before the 10-day deadline expires, the outpost 1, a discipline to increase by 1, and a new focus for their character.
is attacked by impatient Klingon raiders. The cadets’
emergency evacuation will involve trading fire with Klingon
raiders, activating the defenses they prepared, and piloting
their escape craft to safety.

STARFLEET ACADEMY 007


CHAPTER
01.60 “WELCOME PARTY”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Command track cadets

SYNOPSIS MINOR BEATS


The cadets play host to a Romulan exchange student at Tironn and the cadets are both pawns of intergalactic
Starfleet Academy, who wastes little time getting into trouble. diplomacy. The Romulans are cautiously cooperating with
Starfleet against Dominion expansionism, but pro-Dominion

OPENING LOG ENTRY factions in the Romulan Senate are agitating for a non-
aggression pact. The cadets will feel pressure from above to
“Cadet’s log, stardate 50533.7. In the spirit of make sure Tironn fits in… and may even be asked to spy on
diplomatic cooperation, Starfleet Academy’s their supposed guest.

exchange program is accepting its first student


from the Romulan Astrophysical Academy. It’s our
job to make sure our guest Tironn has everything KEY NON-PLAYER CHARACTERS
he needs to settle in.”

CAPTAIN’S LOG Tironn is a brilliant student whose intentions are persistently


misinterpreted. His nervousness is mistaken for aloofness,
his genius for smugness, and his curiosity for attempted

MAJOR BEATS espionage. Use the Romulan Uhlan profile (page 320) with a
Science score of 4.

DOWN TO EARTH
The cadets welcome their new “friend” to Starfleet Academy,
showing him around the campus. Tironn is tireless and
CONCLUSION
inquisitive, sincerely committed to learning more about his
hosts. He is much more guarded about his own personal If the cadets helped Tironn, and he returns home to Romulus
history– which is perhaps not surprising for a child of the as scheduled, he is sure to climb the ranks of the Empire’s
Romulan Star Empire. hierarchy. Who knows when it might be useful in the future to
have friends in high places?
ACCUSATIONS REFUTED
Some of the other cadets openly mistrust their Romulan
guest. Events come to a head when Tironn is accused of
snooping and stealing, with some even proclaiming him an ADDING THIS MISSION TO YOUR CAMPAIGN
agent of Romulan intelligence (the Tal Shiar). Tironn bitterly
If the campaign is set in a time of heightened tensions with the
denies the accusations, with an exaggerated emotional
Romulan Empire, substitute Tironn with a student from the Vulcan
appeal that makes him look more guilty. If the cadets believe
Science Academy, Klingon military indoctrination centers, or another
Tironn, they could demonstrate his innocence by advocating
alien school.
on his behalf.

ACCUSATIONS ACCEPTED Cultural exchange provides cadets with a fresh perspective and
Sometime later, the inevitable occurs. Tironn is indeed unusual abilities Starfleet Academy would not teach them. If
contacted by the Tal Shiar and instructed to steal intelligence continuing an Academy campaign, each cadet ends the mission by
from the Academy. If the characters have earned Tironn’s choosing a new talent and increasing a discipline by 1.
trust, he comes clean to them– he is devastated and has
no wish to betray his hosts but fears retaliation against
his family back home if he does not comply. Can the
characters find a way to save Tironn from his dilemma?

008 STAR TREK ADVENTURES


CHAPTER
01.70 “TASTE OF COMMAND”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Command track cadets

SYNOPSIS MINOR BEATS


The cadets’ training ship is sabotaged, turning a practice While the priority is getting the crew of the Republic home
assignment into a very real life-or-death situation. safe, the cadets might attempt to collect evidence of the
starship’s sabotage before it is destroyed by fire. If they

OPENING LOG ENTRY succeed, the evidence points to Changelings, who planted
explosives before the starship left port, which could help to
“Cadet’s log, stardate 51392.1. After two and a track down the infiltrators back on Earth.
half years of simulations and shadowing officers,
today we will finally get behind the controls of
a starship! Our mission is to take the U.S.S. KEY NON-PLAYER CHARACTERS
Republic on a tour of the solar system while
instructors rate our performance.”
Each cadet is supervised by a Starfleet Officer appropriate to

CAPTAIN’S LOG the station (pages 314-315). This includes the no-nonsense
Human pilot Hernandez at the conn; the imposing Bolian
Agrita at tactical ops; the exacting Vulcan Satura in main

MAJOR BEATS engineering; and the warmer Betazoid Curt in the science
division. Captain Khalil is in overall command, a stoic Human
veteran who is incapacitated by the first explosion.
SET SAIL
The Republic is an old Constitution-class starship, but its
computers have been updated in line with current Starfleet
standards. The cadets start by undertaking fairly routine
CONCLUSION
maneuvers, but the pressure of looming inspection probably
isn’t helping! When the ship is far from assistance, on the If the cadets make it back home, they will certainly earn a
outer edges of the system, a series of explosions rock commendation from their surviving instructors. There is
the ship. grave concern that even training ships are considered fair
game by the Dominion. Could an attack on the Academy
RED ALERT itself be next?
The first priority is sealing hull breaches, containing fires, and
rescuing trapped or injured crew. After that, a diligent security
sweep of the ship is necessary to check if any other bombs ADDING THIS MISSION TO YOUR CAMPAIGN
have been planted. Many of the ship’s supervising officers
are incapacitated, and communications are down. For now, The Changeling saboteurs could easily be replaced with other
the cadets must trust their own instincts. infiltrators appropriate to the era of play – choH’a’ Klingons, Tal Shiar
agents, “rogue” synthetics, etc.
LIMPING HOME
While help is on its way, the cadets will be rescued faster if If playing this mission as part of an Academy campaign, characters
they begin the return to Earth themselves. With the Republic who make it home after their harrowing ordeal choose an attribute to
so severely damaged, these maneuvers will be much slower increase by 1, a discipline to increase by 1, and a new focus.
and trickier. With so many crew critically injured, though,
getting home as quickly as possible is essential to prevent
the death toll from climbing higher.

STARFLEET ACADEMY 009


CHAPTER
01.80 “THE BIG GAME”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Operations track cadets

SYNOPSIS Alternatively, the cadets could play on regardless, hoping to


overcome this unfair advantage or at least play to a 2-2 tie.

The cadets are chosen to represent the Academy in


an arduous sports contest against Klingon athletes.
MINOR BEATS
OPENING LOG ENTRY Again, the specter of the Dominion War looms over even
“Cadet’s log, stardate 52019.4. The atmosphere this friendly sports contest, and the Klingons are critical
is electric as the campus prepares to host the allies of the Federation. The cadets are expected to behave
annual parrises squares “grudge match” between diplomatically towards their guests, even while “accidentally”
taking an ion mallet to the ribs. They may even be tempted
Starfleet Academy and the Qo’noS Conquerors.
to throw the match… though if the Conquerors realize
With the Academy’s A-team drafted for the front
they are being patronized in this way, it is interpreted as a
lines, it falls to us to represent our institution on
deadly insult.
the court.”

CAPTAIN’S LOG
KEY NON-PLAYER CHARACTERS
MAJOR BEATS The Qo’noS Conquerors use the profiles of Klingon Warriors
(page 317). Like the cadets, they are military academy
TRAINING MONTAGE students playing at an amateur level, not professional
Parrises squares is played on a court between two small athletes. Nonetheless, they thirst for glorious victory and
teams, with ramps sloping up to center court. Each team approach the contest with violent fervor.
uses ion mallets to blast balls into the opposing team’s
scoring area while defending against their opponents doing
the same. The main characters are selected to play because
many other final-year students have been drafted to fight in
CONCLUSION
the Dominion War. To prepare for the upcoming match, play a
practice quarter using the rules below. However heated the match gets, the ultimate purpose is to
foster camaraderie between the Klingons and their Academy
FIRST HALF hosts. The cadets should socialize with the Conquerors after
The match is resolved in four quarters, each resolved as the match to make sure there are no hard feelings. This may
competing extended tasks using a structured action order. involve a painful hangover the following morning.
Whichever team completes their task first scores the point
for that quarter. Characters may concentrate on offense
and completing their task or play defense by creating traits
ADDING THIS MISSION TO YOUR CAMPAIGN
that make it harder for the Klingons to counterattack. The Replace the Qo’noS Conquerors with a different parrises squares
Klingons, naturally, are aggressively offensive. team if playing in a time when diplomatic relations with the Klingons
are frosty.
SECOND HALF
After the second quarter, the Klingon performance If playing this mission as part of an Academy campaign, each
inexplicably improves. The cadets may detect symptoms of character ends the adventure by choosing an attribute to increase by
cordafin doping by their opponents, an illegal stimulant. If the 1 and gaining a new focus.
Klingons are called out on this, they respond with outrage
– the match could even degenerate into physical conflict.

010 STAR TREK ADVENTURES


CHAPTER
01.90 “FINAL EXAMS”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Science track cadets

SYNOPSIS their performance in these final, desperate moments is the


true purpose of the test.

The cadets’ final year exams take on a decidedly militaristic


flavor to prepare them for deployment in the Dominion War.
MINOR BEATS
OPENING LOG ENTRY Instructors may choose to place cadets on opposite sides
“Cadet’s log, stardate 52513.0. The only thing of the battle to prepare them for combat against Changeling
standing between us and graduation from Starfleet imposters. Battling against an enemy well-appraised of your
Academy is our final test scores. This year, we will strengths and weaknesses presents the characters with an
additional layer of challenge.
be undertaking a practical exam in the form of an
elaborate combat simulation.”

CAPTAIN’S LOG KEY NON-PLAYER CHARACTERS

MAJOR BEATS The cadets are attacked by holodeck simulations of


Jem’Hadar Warriors (page 330), terrifying enemies they’ll
soon be facing for real on the frontlines. They uncloak and
REVISION attack without warning, show no hesitation or mercy, and
Academy instructors inform the cadets that they will be battle until the last of their number are slain.
fighting a holodeck battle scenario to demonstrate what they
have learned under pressure. Though the exact scenario is
tailored to suit the characters’ projected departments, the
key objective is to reinforce a besieged Starfleet outpost,
CONCLUSION
render medical aid, and evacuate the critically wounded. The
characters may replicate equipment in advance to suit what Assuming none of the cadets demonstrate they are a
they think they’ll need for the mission. threat to themselves or their allies on the battlefield, they
will receive a passing grade and graduate from Starfleet
RELIEF FORCE Academy. Characters who excel in the simulation or who
The cadets’ deployment is conducted under fire as a completed previous missions with distinction may be eligible
renewed enemy offensive crashes against the outpost for higher-class honors.
defenses. This is high-intensity combat – though the
holodeck will not permit living cadets to suffer serious injury,
safety protocols have been pushed beyond usual limits to
ADDING THIS MISSION TO YOUR CAMPAIGN
reconstruct battlefield conditions as faithfully as possible. The enemies in this combat simulation match whoever the Federation
The attack only relents when the cadets are safely inside the is currently warring with. Practical exams undertaken in periods of
Starfleet facility. peacetime may instead focus on disaster recovery, diplomatic crises,
or emergency evacuations.
LAST STAND
Shortly thereafter, the cadets are informed of a change
If playing this mission as part of an Academy campaign, it ends with
in mission parameters. The enemy has their position
the characters completing the final part of their lifepath… almost.
surrounded, and evacuation is impossible. Instead, they must
Each character chooses an attribute to increase by 1 and a discipline
hold off the enemy’s next big push and wait for additional
to increase by 1.
reinforcements. The battle that follows is even more
hopeless, pushing cadets to their absolute limits. Assessing

STARFLEET ACADEMY 011


CHAPTER
01.100 “GRADUATION”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Operations track cadets

SYNOPSIS preparing for another attack. Can the characters scramble


to the city’s orbit defense weaponry and eliminate the threat
before the second barrage begins?
The cadets’ official certification as Starfleet officers is
interrupted by an unprecedented attack on Starfleet
Academy itself.
MINOR BEATS
OPENING LOG ENTRY The speed of the attack, and the scale of the disaster,
“Cadet’s log, stardate 52661.7. After four years means it’s impossible for the characters to address every
of study, we are finally eligible to graduate as danger in the unfolding crisis. Gamemasters should force the
characters to make tough choices under pressure.
commissioned Starfleet officers. It’s a bittersweet
feeling– the end of one chapter and the start of
something new.”
KEY NON-PLAYER CHARACTERS
CAPTAIN’S LOG
Since the Breen’s goal is to wreak devastation, not conquer

MAJOR BEATS territory, they are unlikely to be encountered outside of their


spacecraft. To facilitate their approach, each ship has been
disguised as a Federation freighter. Use the rules for the
CEREMONY Intrepid class (page 246) outfitted for Tactical Operations
The lead-up to graduation is a watershed moment. If (page 251) as a basis.
graduating, the characters must rank their preferences of
which starship, starbase, or research facility to serve aboard
– they may cooperate to secure a placement at the same
place. Others may have chosen not to graduate, accepting
CONCLUSION
additional years of study in a specialist subject. Regardless,
whether to receive their commission or say goodbye to their It will take months to rebuild after the San Francisco attack.
friends, all characters will attend the ceremony. The newly promoted ensigns may aid in the reconstruction
or rush out to fight in the final battles of the Dominion War.
THE UNTHINKABLE If they survive these dark times, an extraordinary career in
At the height of the graduation ceremony, the Academy is Starfleet awaits them…
rocked by explosions. A streak of missiles, launched from
orbit by Breen starships now aligned with the Dominion, ADDING THIS MISSION TO YOUR CAMPAIGN
hammer into the city of San Francisco. The Academy, If playing in alternate time periods, the graduating cadets may be
Starfleet Headquarters, and even the neighboring Golden mobilized to a different crisis in the solar system – such as the Xindi
Gate Bridge are blasted to rubble by the bombardment. The attack of 2153, the aborted Klingon invasion of 2257, or the synthetic
best the characters can do is find cover and help others do attack on Mars in 2385.
the same.

If playing this mission as part of an Academy campaign, characters


WORTHY OF A STARFLEET OFFICER who survive increase an attribute by 1, increase a discipline by 1,
In the lull that follows, the characters have an opportunity to
gain a new focus, and gain a new value. They have now completed
spring into action. There are countless dead or wounded, not
all steps of lifepath character creation, and graduate as fully-fledged
to mention missing people trapped under wreckage. High-
Starfleet officers.
ranking Starfleet personnel require evacuation from the ruins
of headquarters. Worst of all, Breen ships are still in orbit and

012 STAR TREK ADVENTURES


ADD YEAR FIVE TO YOUR
ONGOING CAMPAIGN

Expand your Star Trek Adventures gaming experience with key content
pulled from the pages of the IDW YEAR FIVE comic series!
,
Modiphius s YEAR FIVE TIE-IN SUPPLEMENT provides playable character
species, non-player characters,
, starships, and more, all pulled from the
pages of IDW s blockbuster YEAR FIVE series.
,
Celebrate the final year of Star Trek s original five-year
mission and enhance your game with all-new content.

Available now in digital format at www.MODIPHIUS.net.

® TM & © 2023 CBS Studios Inc. © 2023 Paramount


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logos are trademarks of CBS Studios Inc.
All Rights Reserved.
MODIPHIUS.NET
STARTREK.COM
A FULL RANGE OF BOOKS AND ACCESSORIES
Starfleet edition core rulebook These are the Voyages, Missions Vol 1
The Klingon Empire core rulebook Strange New Worlds, Missions Vol 2
Starter Boxed Set Shackleton Expanse Campaign Guide
Tricorder Collector´s Edition Boxed Set The Klingon Empire Gamemaster Toolkit
The Command Division Supplement Starfleet Edition Gamemaster Screen
The Operations Division Supplement Command, Operations, & Sciences Dice Sets
The Sciences Division Supplement The Klingon Empire Dice Set
Alpha Quadrant Supplement Kirk´s Tunic Dice Set
Beta Quadrant Supplement Range of Miniature STLs
Gamma Quadrant Supplement Starfleet Geomorphic Map Tiles
Delta Quadrant Supplement Klingon Geomorphic Map Tiles
Player´s Guide Star Trek: Discovery (2256-2258) Campaign Guide
Gamemaster´s Guide Utopia Planitia Starfleet Sourcebook

And more to come!

AVAILABLE FROM MODIPHIUS.NET AND MODIPHIUS.US


OR VISIT YOUR FRIENDLY LOCAL GAME STORE
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