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STAR TREK: DISCOVERY (2256-2258)

CAMPAIGN GUIDE
TERMINAL MUH0142201[2]

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STAR TREK: DISCOVERY (2256-2258)


a
TECHNICAL SPECIFICATIONS MUH0142201[2]

CONTENTS
INTRODUCTION 002 CHAPTER 06.00 113
Introduction Starships and Vessels
00.00 .Make the Leap ���������������������������������������������������������������������� 002 06.10 F. ederation Starships �������������������������������������������������������������� 114
06.20 .Klingon Starships ������������������������������������������������������������������� 128
CHAPTER 01.00 007 06.30 .Other Starships ���������������������������������������������������������������������� 141

State of the Galaxy


01.10 . he 23rd Century ������������������������������������������������������������������� 008
T
CHAPTER 07.00 147
01.20 .The United Federation of Planets ������������������������������������������ 014 Gamemastering
01.30 .The Klingon Empire ��������������������������������������������������������������� 022 07.10 P. lanning Missions and Campaigns ��������������������������������������� 148
01.40 .The Romulan Star Empire ������������������������������������������������������ 031 07.20 .Planning Story Arcs and Milestones �������������������������������������� 154
01.50 .Other 23rd Century Factions ������������������������������������������������� 034 07.30 .Mission Briefs ������������������������������������������������������������������������ 157

CHAPTER 02.00 043 CHAPTER 08.00 171


The Federation-Klingon War Allies and Adversaries
02.10 .The Federation- Klingon War ������������������������������������������������� 044 08.10 . he Federation and Starfleet ������������������������������������������������� 172
T
08.20 .The Klingon Empire ��������������������������������������������������������������� 179
CHAPTER 03.00 055 08.30 .Other Allies and Adversaries ������������������������������������������������� 183
08.40 .Creatures................................................................................ 190
Post-War and The Red Angel
03.10 T. he Post-War Federation ������������������������������������������������������� 056
03.20 .The Post-War Klingon Empire ����������������������������������������������� 062
CHAPTER 09.00 193
03.30 .The Red Angel Crisis ������������������������������������������������������������� 064 Mini-Campaign
09.00 “Yet, Wonders in the Jaws of Defeat”.................................... 194
CHAPTER 04.00 079 09.10 “. A Bridge to Everywhere” ������������������������������������������������������ 196
09.20 .“Home and Hearth” ��������������������������������������������������������������� 206
The Terran Empire 09.30 .“One Step Beyond” ��������������������������������������������������������������� 214
04.10 A. Dark Reflection ������������������������������������������������������������������� 080
04.20 .Terran Weapons and Technology ������������������������������������������� 086
Index�������������������������������������������������������������������������������������������������� 224

CHAPTER 05.00 089


Player Options
05.10 N. ew Lifepath Options ������������������������������������������������������������ 090
05.20 .Science and Technology �������������������������������������������������������� 098
05.30 .Gear and Weapons ���������������������������������������������������������������� 107

CONTENTS
INTRODUCTION

MAKE THE LEAP


“Welcome to Discovery.”

- CAPTAIN GABRIEL LORCA

A NEW ERA BEGINS This guide provides you with a sandbox setting, one that can
Welcome to the Star Trek: Discovery (2256–2258) house nearly any story you wish to present in this era of play.
Campaign Guide, where you, the gamemaster or player of a Star Trek as an intellectual property can support virtually any
Star Trek Adventures mission or campaign, can learn more genre of story, and this guide carries on that tradition to your
about this era of play and get your fellow players involved roleplaying game experience. No matter what genre of story
in the events depicted in the first two seasons of Star Trek: you want to collaboratively tell with your group, whether it is
Discovery, including the dramatic Federation-Klingon War, wartime drama, political tension, mystery, horror, exploration,
the challenging post-war recovery efforts, and the search for romance, diplomatic intrigue, or some other, they can all fit
the mysterious Red Angel. within this era of play.

Within this guide, you’ll also discover a wealth of information In addition, the 3-part campaign provided in this guide
that builds on what’s found in the game’s core rulebooks and was designed to give you and your fellow players many
supplemental materials, which should help you plan and tell hours of great gaming experiences. The setting information,
evocative Star Trek stories with your group. mission briefs, and plot hooks woven throughout this guide

INTRODUCTION
002
should provide you with enough material to play dozens of
adventures or campaigns just within the period of 2256–
THE EVER-EXPANDING
2258, or even the decades prior to that span as well as the
STAR TREK CANON
few years after the first two seasons of Star Trek: Discovery
leading up to the beginning of the original series.
This campaign guide was developed and released
while Star Trek: Discovery was in active production.
As a result, the details contained within this guide
SUPPLEMENT regarding characters, locations, and situations
STRUCTURE may be contradicted or amended based on future
–– – episodes and seasons of the television series.

This Star Trek: Discovery (2256–2258) Campaign Guide While Star Trek canon consists only of what
provides detailed information you and your fellow players appears on screen, your group’s game canon
can use to tell amazing Star Trek-style stories in the time is what you choose to make it. Feel free to use
period depicted in and around the first two seasons of Star as much or as little of this campaign guide as you see fit, whether it
Trek: Discovery, specifically the years 2256–2258, though remains adherent to official Star Trek canon or not.
the campaign guide does include information that spans the
larger period of time in between Star Trek: Enterprise and the
original series.

CHAPTER 3: POST-WAR AND RED ANGEL


CHAPTER 1: STATE OF THE GALAXY
Lays out the events of 2258, where the Federation was
Provides a primer on the setting during the early and mid-
recovering and rebuilding from the war and also deeply
2200s, and provides detailed information on the status of the
involved in the hunt for the cause of seven strange red bursts
Federation, Klingon Empire, and other polities of this time
created by the Red Angel.
period. This chapter also includes a short timeline of key
events from 2256–2258.
CHAPTER 4: THE TERRAN EMPIRE
Briefly details the Terran Empire residing in the so-called
CHAPTER 2: THE FEDERATION-KLINGON WAR
Mirror universe and how a game group might fold the
Describes the events leading up to the war with the Klingons
alternate setting into their ongoing game. The chapter also
that sparked in 2256 and details the progress of the war
describes an array of weapons and technology found only in
through 2256 and 2257. Suggestions are provided throughout
the Terran Empire’s parallel universe.
the chapter on how to get your crew involved in the war and
how the war may impact your crew of player characters.
CHAPTER 5: PLAYER OPTIONS
Presents new lifepath options, including five playable
YESTERDAY’S alien species (including Kelpiens and Saurians) as well as

ENTERPRISE several other player character options. This chapter also


provides information on the science and technology of this
While this campaign guide is rooted in the early era of play, along with a selection of new options for gear
to mid-2200s, and specifically oriented toward and weapons.
the years 2256–2258, much of its contents can
be ported to other Star Trek eras of play with little CHAPTER 6: STARSHIPS AND VESSELS
difficulty. The setting information can be used in Arms gamemasters and players with detailed information
games set in the Star Trek: Enterprise or original and statistics for 10 new Starfleet and 11 new Klingon
series era, while the starships, weapons, and spaceframes, ready to be adapted for use as your crew’s
technologies detailed herein could be found and “hero” ship in your campaign. This chapter also provides
used in any era of play, from 2151 to 3189 and the insights into Federation and Klingon starship design
years in between. Likewise, the information on the philosophies of this era, as well as a selection of vessels from
Terran Empire parallel universe could find use in other polities.
any era of play.
CHAPTER 7: GAMEMASTERING
If an item of equipment, a technological or Provides you with advice and inspiration for planning and
scientific advance, or piece of information should running adventures and campaigns during the Federation-
be unavailable in a certain era, you’ll find a note Klingon War, the post-war period, and the overall period of
within the text or in a sidebar like this one. time spanning the late 2100s and early to mid-2200s. This
chapter also provides twelve mission briefs (eight Federation
focused and four Klingon focused), spread across the years

CHAPTER 00.00
003
2256–2258, designed as detailed outlines you can customize their characters, in your very own Star Trek-style episode or
and use as missions in your campaigns. ongoing series set during the time period depicted in the first
two seasons of Star Trek: Discovery.
CHAPTER 8: ALLIES AND ADVERSARIES
Presents many non-player characters (NPCs) you can use Gamemasters and players are encouraged to use as much
to support the player characters during missions, or to act or as little of this campaign guide as you desire for the needs
as adversaries during combat encounters and dramatic of your group and campaign. Feel free to use or adjust the
scenes while gaming in this era of play. These NPCs hail from setting details as desired, and use as much as or as
the Federation, the Klingon Empire, and a variety of other little of the 3-part campaign as you see
polities. This chapter closes with statistics and information fit. You could even use the details
on a pair of creatures that may prove to be interesting provided on the Terran
challenges for your player characters. Empire as a one-time
experience
CHAPTER 9: MINI-CAMPAIGN
Provides a 3-part campaign titled “Yet, Wonders in the Jaws
of Defeat” that can be used to challenge a crew of player
characters through an amazing adventure that can be woven
through the events depicted in the first two seasons of Star
Trek: Discovery. The three adventures also provide guidance
on adapting them for use in other Star Trek eras of play and
with various types of crews.

USING THIS GUIDE


–– –
With this campaign guide and a Star Trek Adventures
core rulebook of your choice, you can plan unique Star
Trek stories and situations, create interesting and cunning
allies and adversaries for your group, and collaboratively
tell dramatic and engaging stories with your players and

USING THIS GUIDE FOR


NON-STARFLEET CAMPAIGNS

While this guide was written with the assumption that the majority of Federation and main characters in their own right. Entire
gaming groups will be playing Starfleet crews, you can use the contents campaigns could be crafted from the Klingon point of
of this guide to run adventures and campaigns featuring non-Starfleet view before, during, and after the war. Select or build your
crews as diverse as the Star Trek setting. Starfleet collectively is a tiny House, follow the unifying call of T’Kuvma, and tlhingan
organization compared to the hundreds of other vessels and starships maH taHjaj (Remain Klingon)!
plying the space lanes of the era, and the Galaxy is big enough for all of
them to have their stories told around the game table. INDEPENDENT CAMPAIGNS
Using a core rulebook of your choice and the optional
Review the following guidance when using this guide with a non-Starfleet character roles detailed in the Player’s Guide, you and
crew, and be sure to get your group’s consent before running this type your fellow players have the opportunity to create and
of campaign. Additional guidance on planning and running non-Starfleet play virtually any type of non-Starfleet / non-Klingon
campaigns in this era of play can be found in Chapter 7. character depicted in the Star Trek setting. This provides
an opportunity to emulate Harcourt Fenton Mudd and
KLINGON CAMPAIGNS find ways to survive and thrive during this dramatic era
Pair up this campaign guide with The Klingon Empire core rulebook of play, whether you’re an independent merchant crew
and pummel the Federation to its knees! While such a game would be a struggling to make ends meet, a mercenary band willing
significant departure from the tone of a traditional Star Trek series, the first to work for either side for the right price, or something
two seasons of Discovery show the Klingons as significant adversaries to the else entirely unique.

INTRODUCTION
004
ESSENTIAL VIEWING

Unlike most Star Trek series, Star Trek: Discovery presents a serialized
during the course of your adventures, story, where characters, situations, and events build upon each other
or drop your player characters into the alternate episode after episode. Because of this focus on sequential storytelling,
universe and set an entire campaign within it. it is difficult to cherry-pick specific episodes to watch without watching
everything to understand the fuller context in which events occur.
Every character role, from commanding officer to counselor,
can find things to do in this era of play. Commanding officers With that being said, if you are a casual fan curious about the series,
will find their tactical expertise regularly put to the test during or a gamer pressed for time who wants to get a feel for the overall
the war, and their diplomatic skills challenged during the tone and style of this exciting period of Star Trek lore, consider
post-war recovery. Engineers and scientists will be kept busy watching the episodes detailed below, grouped into two categories
discovering and researching scientific concepts and strange depending on which period of time suits your needs.
anomalies. Security personnel will be regularly engaged
in battle and in providing protection to those in need from THE FEDERATION-KLINGON WAR (2256–2257)
hidden dangers and ruthless adversaries. Conn officers will § “The Vulcan Hello”
have to keep a steady hand on the helm to maneuver in § “Battle at the Binary Stars”
battle. Medical personnel, meanwhile, will have to endeavor § “Into the Forest I Go”
to keep their crewmates and allies healthy throughout the § “The War Without, The War Within”
war. No matter the composition of your crew of player § “Will You Take My Hand?”
characters, everyone will have plenty to contribute.
POST-WAR / RED ANGEL (2258)
§ “Brother”
It is a period of great danger, but also one of amazing
§ “New Eden”
discoveries. There are heroes and villains on all sides;
§ “An Obol for Charon”
countless souls seek their true calling. Discover adventure.
§ “The Sound of Thunder”
Discover courage. Discover your destiny.
§ “Project Daedalus”
§ “Such Sweet Sorrow”
Now, gather your players, your dice and other gaming gear,
and your favorite snacks. Let’s fly!

CHAPTER 00.00
005
STATE OF THE GALAXY
006
CHAPTER 01.00

STATE OF THE
GALAXY

01.10 The 23rd Century. . . . . . . . . . . . . . . . . . . . . . . . . . 008


01.20 The United Federation of Planets. . . . . . . . . . . 014
01.30 The Klingon Empire. . . . . . . . . . . . . . . . . . . . . . . . 022
01.40 The Romulan Star Empire . . . . . . . . . . . . . . . . . . 031
01.50 Other 23rd Century Factions . . . . . . . . . . . . . . . 034

CHAPTER 01.00
007
CHAPTER 01.10

STATE OF THE GALAXY

THE 23RD CENTURY


“We come in peace; that's why we're here. Isn't that the whole idea of Starfleet?”

- COMMANDER MICHAEL BURNHAM

As I continue my work as a historian assigned to the Starfleet sneaking in no matter how much I try to push them aside. It’s
Archive Museum, analyzing the data (official logs, personal been said, “A mystery is irresistible.” I suppose I must agree.
logs, interviews, and other content) revolving around the
appearance of U.S.S. Discovery and her crew, I find the vast In order to therefore indulge my own curiosity, I’ve pieced
and overarching project to be entirely overwhelming. In idle together the key events that culminated in the arrival of the
moments, I wonder more and more frequently about the data to the present. Much of the information was classified
origin of all of this information, and how the ship and crew and buried for so long that by the time we gained access to
came to be here. it, no one really thought much about it. As a researcher, I’m
always delighted to find discarded information that no one
Every researcher knows that the ship was brought from the else considers to be important. Putting things into context
past by the crew of U.S.S. Discovery, which was previously and carefully analyzing and outlining… this is what I excel at.
thought to have been destroyed. But it seems very few
individuals have really considered analyzing the full course of My fervent hope is to provide knowledge hand-in-hand with
events that led to their arrival here in the 32nd century. context. Without knowledge, we cannot learn from the past.
Without context, we cannot interpret what we learn in any
And why would they? The task before us is immense. We meaningful way.
have all of their data to go though, not to mention the
100,000 years of data on a multitude of galactic civilizations So, I have pieced together both knowledge and context to
gathered from the ancient Sphere Discovery encountered. the best of my ability. I’m not even sure when or if I will share
The analysis will continue on through the next several this with others; no one has asked me to do this, but I’ve
centuries, should the Federation hold together that long. We always been more inclined to pursue forgiveness rather than
continue to develop algorithms to sort it, to categorize it in ask for permission. Perhaps no one else will be interested in
ways that might make sense to us. But even then, there is no this. Or perhaps this will be filed away, forgotten, discarded.
substitute for individual researchers parsing the data, thinking Perhaps it will be reviewed and analyzed by a future historian,
about what it means, letting it sink into our subconscious who will make their own determination as to its effectiveness.
minds while we eat breakfast or take a sonic shower. Perhaps the very act of recording this is enough.

There is more than enough data to keep many people Much of the information surrounding the Sphere data is
occupied for many years. Why, then, would anyone delve into connected to a Starfleet officer named Michael Burnham.
how the data came to be, how it came to us, how we became Official Federation reports suggested she perished during
the stewards of something so valuable and important? the recorded destruction of U.S.S. Discovery in 2258, but as
we now know, Michael Burnham guided Discovery into the
Perhaps other researchers don’t think about these things, but future, and along with her the Sphere data that we now study.
I do. Even when I try not to, the thoughts intrude upon me,
Many events are tied to Burnham’s adoptive family and
also to her biological mother, Doctor Gabrielle Burnham. I
have created a chronology based on my findings. It is as
accurate as I can make it, but as every historian knows, that
is no guarantee. I have also included my own thoughts and
feelings regarding my findings, so that my interpretation of
events can be clarified from the absolute truth of the facts. It
is my own acknowledgement that we are fallible beings, and
we do what we can with what we have.

THE 23RD CENTURY


008
wedge between the newly allied Federation species, but they
A ROCKY START: did so in secret. It was incredibly rare for Federation ships
FROM KLINGON FIRST to encounter any actual Romulans for decades, due to the
Romulan gift for subterfuge.
CONTACT TO 2256
––– Andorians and Vulcans continued to have an adversarial
relationship, as the Vulcans considered Andorians to be
While most of the space-faring species were already familiar
primitive, warlike, and duplicitous. The Andorians insisted
with the Klingon Empire, the Klingons had not been seen
the Vulcans were not trustworthy, and with good reason, as
for almost 100 years, and not at all by Humans. It is well
in 2152 the Vulcan monastery at P’Jem was revealed to be a
documented that Jonathan Archer was the first Human to
listening post constructed to spy on Andorians.
make first contact with the Klingons during the Broken Bow
Incident, when a Klingon ship crash-landed on Earth in 2151.
The Tellarites also had a history of violence with the Andorians,
This proved to be a challenging introduction for humanity,
although it only took a year for the two to achieve peaceful
though Archer and his crew performed admirably. Their
relations. Both species have always delighted in conflict and
actions helped pave the way for the eventual founding of the
are always ready for a good argument. One would think that
United Federation of Planets, at the end of 2161.
conflict usually arises between species that are diametrically
opposed; in my experience, it is just as common for species
The early months and years of the Federation began with a
to disagree who have much in common. Especially when
period of expansion and exploration, like wide-eyed children
Tellarites are involved, as they’re always ready to argue with
truly seeing the stars for the first time, never wanting to
anyone about anything. It seems an inefficient way to run a
close their eyes for fear the wonder would be lost. More
society, but they’ve somehow made it work.
worlds joined, others signed trade agreements, while others
watched and waited to see what happened next.
With all that said, it’s obvious that the Federation continued
to have growing pains even decades after its founding.
Despite the general optimism of the early UFP, tensions
The Tellarites and Andorians continued to argue about
were high. The Earth-Romulan War from 2156­–2160 started
trade routes, often strenuously. The Andorians and
because of increasing Romulan discomfort with the 100-year
Vulcans continued their mutual distrust. No one trusted the
old Vulcan/Human alliance, especially as Vulcans and Humans
Romulans, and the Klingons were an additional, shadowy
continued to make new relationships with neighboring worlds
threat. The Ba’ul had recently achieved warp drive, but their
and species. The Romulans used drone ships to impersonate
xenophobia ensured tense encounters whenever a Starfleet
other vessels in the hopes that distrust would grow among
vessel would encounter them. Change is always difficult
these new allies. After the end of the war, the Romulans
no matter how positive it might ultimately prove to be, and
continued to take advantage of any opportunities to drive a
progress is often stubbornly slow.

EARLY FEDERATION CAMPAIGNS


Gamemasters setting campaigns in the 2161–2191 no longer be required, and a changing of the guard from MACO to Starfleet
range could consider the state of Starfleet as security would occur during this time frame.
it shifts focus from war with the Romulans to
robust exploration, and could also keep in mind Gamemasters starting campaigns post–2239 would likely not have as much
the various tensions that exist among Federation infighting and mistrust within the Federation. Possibilities include accidental
member planets. Individuals eager to participate encounters with the xenophobic Ba’ul (who would be very secretive about
in the Federation’s goals of scientific progress and what’s occurring on Kaminar), the development and testing of Doctor Richard
exploration would have a much more positive view Daystrom’s new duotronic computer (invented in 2243) which represented a
than anyone else. More military-minded officers vast leap in computing power, or a play-through of a campaign set adjacent to
would know that the Romulans would be looking the massacre in 2246 (where half the population of Tarsus IV was murdered).
to exploit any opportunity that might sow discord Section 31 is also operating and aware of the Klingons’ possession of time
among Federation members, and those actions crystals, and believes a temporal arms race is in the making. It is likely that
would likely be covert in nature. The Military Section 31 officers are secretly aboard many ships post-2239, especially ships
Assault Command Officers (MACO), commonly that are technologically advanced, although Section 31 officers could also
seen among pre-Federation Starfleet ships, would appear prior to that date.

CHAPTER 01.10
009
In 2236, the Burnham family was stationed on the Human-
Vulcan science outpost Doctari Alpha, when Michael was
10 years old. The Klingons attacked the outpost in search
of a Klingon time crystal that Section 31 acquired through
illicit means for the project called “Daedalus.” The Burnhams
created an advanced space suit that, with the crystal, could
be used for time travel. Doctari Alpha was located near Alpha
Lupi, and the star’s energy was used to charge the time
crystal. Gabrielle Burnham, Michael’s mother, took the suit
and escaped 950 years into the future, and was presumed
dead for approximately 20 years. Michael’s father was killed
in the attack.

Vulcan Ambassador Sarek and his Human wife Amanda


Grayson, parents of renowned Starfleet officer (and, later,
ambassador) Spock, adopted Michael. Michael then began
attending the Vulcan Learning Center. Not long after (2236,
precise date unknown) Vulcan logic extremists bombed the
VLC. As the extremists were concerned with Vulcan purity,
and since Michael was fully Human and Spock was half-
Human, it is likely that Michael and Spock were both targets
of this attack.

Michael was clinically dead for three minutes, and was


revived when Sarek mind melded with her and gave her part
of his katra, creating an unbreakable bond between them.
I suppose this is a bit like quantum entanglement, where
distance is not a factor in terms of telepathic communication.
Perhaps someone with more knowledge of Vulcan physiology
and mental abilities can clarify this in the future, as the
Vulcans are a famously private people and have managed to keep a good number of secrets about themselves from the
rest of the galactic community for centuries.

According to logs from Michael Burnham’s brother Spock,


USING SECTION 31 the so-called Red Angel (Gabrielle Burnham) also appeared
to Spock for the first time around this date, after Michael had
Gamemasters might consider a mission aboard a science vessel, run away from her new home on Vulcan. As Spock was a
or adjacent to one, at Doctari Alpha to study the impending child at the time, he did not log this information officially until
supernova in 2236, and players might also encounter a Klingon he was serving on U.S.S. Enterprise as science officer.
vessel after their attack on the station. As Section 31 was also
keeping a close eye on Doctari Alpha, there could also be a In 2239, a Kelpien named Saru managed to contact
technologically advanced Section 31 ship nearby, disguised as a Starfleet using stolen Ba’ul technology. This is notable as
small planetary body. Kaminar is home to both the Kelpiens, who at the time
were a pre-warp society, and the Ba’ul, a technologically
The supernova could put a scientific crew in grave danger, should advanced society. Lieutenant Phillipa Georgiou, who was
something go wrong aboard the vessel, and the massive amounts then serving on U.S.S. Archimedes, made contact with
of radiation could allow certain things to be seen that Section 31 Saru. The Federation attempted to make first contact
would rather not be discovered. with the Ba’ul high council; however, as the Ba’ul are
isolationists, these overtures were subsequently (and as I
Further, Section 31 was certainly involved in more than just understand it, strenuously) rejected.
pilfering one time crystal from the Klingons. If they’d risk an
interstellar incident simply to “keep pace” in an imagined temporal At first Starfleet did not want to allow Saru to leave his
arms race, what other actions might they have taken that would home planet, but Lt. Georgiou managed to convince them,
anger other galactic powers, or even members of the Federation? under the condition that Saru never return to Kaminar. Saru
agreed to these terms and did not return to Kaminar for
almost 20 years, at which point first contact procedures
were followed with the Kelpiens.

THE 23RD CENTURY


010
In 2243, Doctor Richard Daystrom invented the duotronic A NOTE ABOUT WARP DRIVE
computer, a technology used extensively on Constitution-
class ships. Daystrom won the Nobel and Zee-Magnees Gamemasters running games set in the Alpha Quadrant should be
prizes for the technology. aware that from 2161–2256, high speed warp drive was relatively
new. The Vulcans achieved warp 7 by 2151 and the Klingons
The worst crime in Federation history occurred in 2246, achieved warp 6 in this same time frame. By 2161, the Federation
when Governor Kodos of Tarsus IV executed 4,000 had the capability of reaching warp 7 and began the process
colonists. Tarsus IV was experiencing a food crisis caused of decommissioning the older NX series ships. Gamemasters
by a form of fungus that would have resulted in mass wishing to take advantage of full warp capability, thus opening up
starvation. Kodos chose the colonists based on his personal a greater part of the Galaxy to explore, may consider setting their
eugenic theory, which sounds like madness, but one has to campaigns in the latter part of this time period.
be mad to murder thousands of innocents. Kodos’s actions
were not just horrific, but premature, as a supply ship
arrived shortly after, which would have saved the colonists.
Kodos was known as “Kodos the Executioner” and was In 2249, Michael Burnham became the first Human to
presumed dead after the discovery of what was thought to ever graduate from the Vulcan Science Academy. She
be his burned body on Tarsus IV. The most notable survivor was assigned to U.S.S. Shenzhou after she was unable to
of this tragedy was James T. Kirk, who was approximately gain entrance to the Vulcan Expeditionary Group, a Vulcan
thirteen years old at the time. Then-Captain Kirk learned organization roughly analogous to Starfleet.
Kodos was still very much alive on Planet Q 20 years later.
The Red Angel (Gabrielle Burnham) appeared to Spock for
The last Federation-Klingon battle before the Battle at the a second time in the 2250s (precise year unknown). Spock
Binary Stars was the Battle of Donatu V, fought during the mind melded with her on a remote unnamed ice planet and
Federation-Klingon cold war in the Beta Quadrant. The learned that all of civilization was in danger from the artificial
battle was inconclusive and that region of space had been a intelligence known as Control.
source of dispute between the Federation and the Klingons
ever since first contact. All of these events led up to the Battle at the Binary Stars.

CHAPTER 01.10
011
TIMELINE OF KEY EVENTS

2053 Soldiers and civilians take refuge in a church 2256 (May 11, Stardate 1207.3) Battle of the Binary
during World War III, which was brought to the planet Stars – The Klingon leader T’Kuvma damages an interstellar
Terralysium by the Red Angel (Gabrielle Burnham). relay on the Federation-Klingon border to provoke a conflict.
U.S.S. Shenzhou investigates and first officer Michael
2063 Zefram Cochrane creates Earth’s first warp- Burnham accidentally kills the Klingon Torchbearer Rejac. In
capable ship and Vulcans make first contact with humanity. an attempt to capture T’Kuvma, Captain Georgiou is killed
and Burnham kills T’Kuvma.
2151 Enterprise NX-01 is launched, the first Earth
ship capable of warp 5. The crew, under Captain Jonathan 2256 (June, one month after the Battle of the Binary
Archer, makes first contact with the Klingons. Stars) A transporter accident during an ion storm brings the
mirror universe Captain Gabriel Lorca into the prime universe.
2156 The Earth-Romulan War begins. Soon after, U.S.S. Buran is boarded by Klingons and Lorca
sets the Buran to self-destruct before escaping.
2160 The Battle of Cheron ends the Earth-Romulan
War, with Earth victorious and the Romulan Empire suffering 2256 (November, six months after the Battle of the
a humiliating defeat. Binary Stars) U.S.S. Discovery intercepts Michael Burnham’s
prison transport while it is en route to Tellun, a Federation
2161 The United Federation of Planets is founded. prison colony. U.S.S. Glenn suffers a catastrophic basidiosac
rupture, and Discovery destroys it to keep the technology
2236 Klingons attack Vulcan/Human research from the Klingons. Discovery makes its first long-range spore
outpost Doctari Alpha to retrieve a stolen time crystal from jump and successfully defends Corvan II, a dilithium mining
the Burnhams, who were working on the Section 31 project colony, from the Klingons.
“Daedalus.” The Klingons are unsuccessful as Gabrielle
Burnham escapes 950 years into the future with the Red 2257 The Red Angel (Gabrielle Burnham) appears to
Angel suit. Spock for a second time. Spock mind melds with her on a
remote unnamed ice planet and learns that the Red Angel is
2236 The orphaned Michael Burnham is adopted Human and that all of civilization is in danger.
by Vulcan Ambassador Sarek and his wife Amanda Grayson
and attends the Vulcan Learning Center (VLC). Soon after, the 2257 (Stardate 1308.9) Discovery visits Pahvo,
VLC is attacked by Vulcan logic extremists, a terrorist group hoping to use the planet’s natural crystalline transmitters
fighting to maintain Vulcan purity. The Red Angel (Gabrielle to detect the Klingons’ cloaked ships. This effort fails, so
Burnham) contacts Spock for the first time. Burnham and Lt. Ash Tyler plant sensors on the Klingon
Sarcophagus ship to help them decode the cloaking
2239 Saru contacts Starfleet using Ba’ul technology, technology. Discovery then makes 133 rapid jumps to
and is retrieved by Lieutenant Phillipa Georgiou of U.S.S. gather data. The 134th jump lands U.S.S. Discovery in the
Archimedes. The Federation makes first contact with the Terran universe, trading places with I.S.S. Discovery. I.S.S.
Ba’ul and is rejected. Discovery is destroyed shortly after its arrival in the prime
universe.
2243 Federation Doctor Richard Daystrom invents
the duotronic computer. 2257 In the Terran universe, Terrans order Michael
Burnham to Harlak to attack a Klingon stronghold and kill the
2245 The inconclusive Battle of Donatu V is fought Fire Wolf (later identified as mirror Voq), who is the head of
during the Federation-Klingon cold war. the resistance against the Terran Empire. Michael warns the
resistance of the impending attack, but Emperor Georgiou
2246 Governor Kodos of Tarsus IV orders 4,000 razes the planet before they can escape.
colonists to be put to death, in order to spare them of
starvation. This incident was considered the worst crime in 2257 (Stardate 1834.2) Still in the Terran universe,
Federation history. Earth forces discovered a body assumed Discovery’s crew learns that the Emperor’s palace ship, I.S.S.
to be Kodos, but Captain Kirk learned Kodos was alive on Charon, is directly connected to the mycelial network and is
Planet Q 20 years later. damaging it. Discovery destroys Charon and returns to the

THE 23RD CENTURY


012
prime universe, but they arrive nine months after they left. Pike’s visit in 2254. The Talosians cure Spock of a mental
Starbase 1 is seized by Klingon House D’Gor. imbalance that resulted in Spock experiencing the past,
present, and future simultaneously.
2257 The Federation-Klingon War ends. L’Rell
becomes High Chancellor of the Klingon Empire. 2257 Control works through Lt. Commander Airiam
to gather the Sphere data it requires to gain sentience;
2257 (Nine months after stardate 1834.2) The Discovery security officer Commander Nhan kills Airiam
Federation logs seven mysterious bursts of red light. Captain before that can happen.
Christopher Pike temporarily takes command of Discovery to
investigate, while Enterprise NCC-1701 undergoes repairs. 2257 Discovery captures the Red Angel (Doctor
Gabrielle Burnham) on Essof IV by killing Michael Burnham
2257 (Stardate 1025.19) Discovery tracks the first (who is subsequently revived). Doctor Burnham says the suit
red burst signal to an interstellar asteroid that contains the is permanently anchored 950 years in the future. She and the
wreckage of U.S.S. Hiawatha, assumed to be lost 10 months suit are then separately pulled back to that time. Section 31
prior. Engineer Jett Reno and several crew members she kept officer Leland is taken over by the Control AI.
alive are rescued.
2257 (Stardate 1048.66) The fourth signal is located
2257 (Stardate 1027.32) Discovery tracks the second above the Klingon planet Boreth, the site of a Klingon
red burst to the planet Terralysium, home of a pre-warp monastery dedicated to the worship of Kahless. The monks
society that the Red Angel (Gabrielle Burnham) rescued there are also the keepers of time crystals. Pike obtains
from Earth in 2053 during World War III. Discovery removes a time crystal from Tenavik, son of none, the child of the
radioactive debris that would have resulted in a nuclear Klingons L’Rell and Voq/Ash Tyler.
winter and the death of the planet’s inhabitants.

2257 (Stardate 1834.2512) Discovery is pulled out


of warp by a large Sphere estimated to be at least 100,000
years old. The Sphere transmits all of its data to Discovery
and then “dies.” The Sphere also triggers Vahar’ai in Saru, a
natural process where a Kelpien loses their fear ganglia.

2257 (Stardate 1035.86) Discovery tracks the third


red burst to Kaminar, home of the technologically advanced
Ba’ul and the pre-warp Kelpiens. The Federation makes first
contact with the Kelpiens and Saru triggers Vahar’ai for all
Kelpiens, ending the Ba’ul’s control over them. 2258 (Stardate 1050.8) The fifth signal appears
over Xahea, while Discovery’s crew builds a new Red Angel
2257 Captain Pike and Section 31 officer Ash Tyler suit for Michael. The Xahean queen Me Hani Ika Hali Ka
take a probe into a temporal anomaly. The probe is strangely Po modifies her dilithium incubator technology to power
upgraded in the anomaly and ages 500 years before the new suit’s time crystal, but the process will destroy the
attacking them. This is possibly their first encounter with the crystal, and Michael will never be able to return.
Section 31 artificial intelligence known as Control – albeit a
28th century version. At this time, Lt. Commander Airiam’s 2258 Michael uses her suit to create the five
cybernetic parts are infected by the future AI, but Discovery’s previous signals in the past. She sends a sixth signal so
crew is unaware of this – and that the contemporary Control Discovery will be able to follow her into the future.
can now access her compromised systems.
2258 (Stardate 1201.7) The seventh signal appears
2257 (Stardate 1532.9) A personal log from in the Beta Quadrant, 124 days after Discovery travels to the
Christopher Pike notes that Michael is searching for her future. This signal was a message from Michael to Spock to
brother Spock. Michael brings Spock to Talos IV, a planet the inform him of her safe arrival in the future.
Federation has prohibited anyone from visiting since Captain

CHAPTER 01.10
013
CHAPTER 01.20

STATE OF THE GALAXY


THE UNITED FEDERATION
OF PLANETS
“Giving up our values in the name of security is to lose the battle in advance.”

- CAPTAIN CHRISTOPHER PIKE

to witness the best humanity had to offer: a combination of


THE FORMATIVE curiosity and recklessness seemingly unique among species.
YEARS It’s little wonder that the Vulcans did their best to slow
–– – humanity down, although it’s easy to counsel patience when
your lifespan is double that of Humans.
Much has occurred since 2063 when Zefram Cochrane
rocketed into space in the Phoenix, Earth’s first warp- Earth was still suffering the effects of World War III, which
capable spacecraft (if you can even call it that; it’s more had only ended a decade prior. Most major cities had been
accurate to describe it as a moving junkyard of spare parts destroyed, nuclear fallout was rampant, and hundreds of
that somehow didn’t blow up immediately upon take-off). It millions of people had died. Humanity has never been the
was almost poetic justice that the Vulcans would be the first sort to sit back and slow down, so after Cochrane’s historic
flight, many scientists and engineers took up the mantle of
constructing new craft capable of spaceflight, even while
others focused their efforts on rebuilding Earth.

This led to construction beginning on the Moon and Mars for


new colonies, followed by the first missions beyond Earth’s
system, heading toward nearby locations such as Alpha
Centauri (“nearby” being relative when you’re speaking in
galactic terms). Other species might have stuck closer to home
and attempted to rebuild, but Humans have a long tradition
of exploring, whether it be to the tops of their mountains or to
the bottom of their oceans. Space was just the newest (and,
perhaps, final) frontier, and Humans were going to explore it,
despite the few resources they had available at the time.

As expected, Humans encountered other species quickly, and


while they were still recovering from the war that decimated
their own planet, they still managed to bring their warlike ways
along with them. One of their earliest encounters was with
the Kzinti, who fought them in four wars before eventually
achieving peaceful relations. I’m not sure what they thought
about the catlike aliens, but I don’t think Humans ever thought
they’d meet aliens who could (and would) eat them.

Since humanity was obviously in desperate need of resources


to rebuild their war-torn world, the construction of warp-
capable merchant ships was the next obvious priority. Trade
increased exponentially over the next decades as Humans
took their own place in the stars.

THE UNITED FEDERATION OF PLANETS


014
CAMPAIGN CHALLENGES
The galactic community is large, and Humans of excruciating details, everyday folks wouldn’t have necessarily come in contact
this time period are ill-equipped to encounter most with each other yet, and there are always pockets of individuals on every
of it. Dipping back into past history for an early member world who never wanted their planet to become a Federation member
skirmish with the Kzinti or even first contact with in the first place.
them could be a fun campaign. If you’d like to do
something a bit more intense, have the Kzinti eat a Visiting remote Vulcan villages or Andorian scientific facilities would be an
redshirt. For that matter, Klingons in this time period interesting encounter that would allow players to exercise diplomacy and trade
were known to occasionally consume the bodies on a small scale. The warlike Andorians would have high security and would
of their fallen enemies (such as Captain Georgiou), likely accuse Humans of spying or trying to gain some kind of advantage, while
which should add an extra undercurrent of danger Vulcans would feel secure in their own superiority and would try to redirect
to any encounters with them. Humans away from their more advanced developments, treating them more
as disobedient toddlers (at best) than as equals. At worst, they would view
Encounters with the founding Federation member Humans as a primitive threat that had no business being part of the spacefaring
species would also still be tense, all the way up to community, and would see them as a threat to Vulcan purity and ideals. At the
the early 23rd century. The alliance is still new to very least, the Vulcan logic extremists should offer multiple opportunities to
everyone, and while diplomats handled a lot of the explore the darker side of Vulcan culture.

The foundation for the Federation was laid after the Xindi war of the war, and the fact that a Starfleet officer was blamed by
2153 and the Babel Crisis of 2154. In the latter, Romulans sent some for starting the conflict did not help matters.
drone ships to attack various Andorian and Tellarite vessels,
in order to disrupt trade talks between the two groups. Their Eventually the Federation prevailed and the Klingons
actions spurred the creation of a loose alliance led by Starfleet’s retreated back to their space, but this led to more fracturing
Captain Jonathan Archer of the Enterprise NX-01. This among member species, who had also experienced great
resulted in the realization that the Romulans were behind the losses, and this would spur a renewed wave of fear and
attacks, and had developed drone vessels that were capable distrust of the Klingons. Who could know if the Klingons
of “impersonating” a wide variety of vessels. This temporary intended to attack again? As L’Rell was a new and untested
alliance led to a coalition of planets, which formed in early 2155. leader, could she be trusted?
Earth, Vulcan, Tellar, and Andoria officially founded the United
Federation of Planets (UFP) in 2161. Captain Archer continued From the perspective of the average Federation citizen, it
to be instrumental in the Federation’s early years, eventually seemed like the Federation had antagonized the Klingons.
becoming Federation ambassador to Andoria in 2169 and later The Vulcans believed this to be due to Humans’ warlike
serving as Federation president from 2184 to 2192. proclivities, the Andorians were angry that no one had
consulted them about this ahead of time, and the Tellarites
The Federation continued to grow and expand, and with it the wanted to endlessly debate the merits and consequences of
general attitude of Humans. Humans were still a bit primitive what had occurred. Federation citizens were gripped in fear,
and warlike, but were also adept problem-solvers, eager to because if this could happen with the Klingons, what about
make new relationships and establish trade. There was a large the Romulans? Peace had never seemed quite so fragile.
increase in the number of scientists and engineers training
on this new technology on Earth so they too could become
STARFLEET
explorers, but various military powers were concerned that
humanity would be outmatched by other species (and this
–––
would prove to be very accurate). The fact that humanity did
not possess the best in technology and weaponry forced Starfleet began as a United Earth agency in 2130, primarily
humanity to become more diplomatic while they did their best concerned with space exploration and the advancement of
to catch up with their new galactic neighbors. knowledge about the Galaxy and its inhabitants. Early missions
were often staffed by Starfleet officers as well as Military
The war with the Klingons represented a new turning point, Assault Command Operations (MACO) forces, although MACO
uniting the Federation once again against a common enemy. officers were not considered to be part of Starfleet. The MACO
At the start of the conflict, Federation members rallied organization was disbanded after the founding of the United
against this common threat; however, as the war continued, Federation of Planets in 2161, widely considered an important
the Federation fared badly as it lost approximately a third of step in moving Starfleet from being perceived as a military
its fleet. This led to anger and questioning about the start of organization to that of a more diplomatic and exploratory force.

CHAPTER 01.20
015
Infighting was common in the beginning stages of Starfleet,
SECTION 31
as Humans struggled to balance the need for military
might against the need to be seen as an advanced species
–––
capable of diplomacy and peaceful relations with others.
Human history was not of much help in this regard, but Section 31 was a division of Starfleet intelligence that
there were always groups of individuals working hard to protected the security interests of Earth. The true date of its
change the perception of humanity and who fought against formation is unknown, but it likely formed around the same
falling into well-earned Human stereotypes. Humanity was time that Starfleet was created, meaning it predated even the
a fractious species and their past was filled with conquerors founding of the Federation. The name for Section 31 originated
and cruelty. Peace on Earth itself was still fairly new; how with Article 14, Section 31 of the original United Earth Starfleet
could Starfleet move past those differences and present a Charter. This charter made allowances for certain rule changes
united front to other species? during times of extraordinary threat, but in practice the
organization always operated with wide latitude.
Unfortunately for humanity, while they had not been aware
of the existence of other species, those other species had Parallels could be drawn between Section 31 and the
definitely seen what humanity had been doing for the past Romulan Tal Shiar, or later between Section 31 and the
few centuries. Despite Humans’ terrible and well-earned Cardassian Obsidian Order; however, it seems that Starfleet
reputation, Starfleet continued to grow as more and more was ignorant of (or turned a blind eye to) Section 31’s tactics,
scientists and explorers joined their ranks. Diplomacy was and while knowledge of the organization itself was fairly
preferred over firefights, and weapons were mainly used widespread among high-ranking Starfleet personnel, their
defensively, although given Human history many species actions were tightly guarded secrets. Section 31 usually
found that difficult to believe at first. operated completely outside of Starfleet’s jurisdiction,
possibly as a protective measure so that Starfleet could
Common early tasks for Starfleet vessels included monitoring publicly disavow any knowledge of their activities.
the Romulan border established after the Romulan War, keeping
a presence near the Federation’s Klingon border after the Section 31 also often possessed more advanced
Federation-Klingon War, stellar mapping, and the continued technology than the rest of Starfleet. Their communicators
development and improvement of interstellar warp engines. were combined with their Starfleet badge at least a century
before combadges became standard Starfleet equipment.
Decades of rebuilding trust did eventually pay off. Starfleet
vessels began regularly transporting ambassadors to various It was Section 31 that discovered the Klingons were
functions and often hosted ambassadorial events on larger researching time travel, and Project Daedalus was created
vessels. They also regularly engaged in first contact with as a direct result, as they believed the Federation and
new species while they began their explorations of deep Klingons were in a temporal arms race. The former Section
space, and larger vessels enabled crews to explore for longer 31 headquarters, located in an abandoned penal colony/
periods of time, sometimes for years. space station, employed defensive measures that were not
used by the rest of Starfleet, including blackout mines and
After Richard Daystrom invented the duotronic computer blade mines of unknown alien origin. This headquarters
in 2243, Starfleet moved quickly to get this technology out also hosted a data center that was controlled (and later
into the fleet. For top-of-the-line ships like U.S.S. Enterprise contaminated) by the Control artificial intelligence, which
NCC-1701, five-year deep space exploratory missions went rogue after infecting that location in 2257. The AI
became routine operating procedure. shut off life support in the headquarters, killing all staff
members stationed there, and used holographic projections
After 2257, Starfleet entered a long period of rebuilding, to pose as key personnel. The crew of U.S.S. Discovery
which continued into the early 24th century. At first, top-of- subsequently destroyed the headquarters.
the-line and experimental ships were kept well away from
dangerous areas of space, and older ships were retrofitted Section 31 was known to operate well into the 24th century,
with newer warp engines and upgraded weapons systems but whether it still continues to this day, in the 32nd century,
instead of building new ships from scratch. After the Treaty of remains unknown. If they do still exist, that’s exactly the way
Organia, which started the process of long-term peace with they’d prefer it.
the Klingons, the Federation was much better positioned and
in full recovery mode. Newer ships became commonplace,
and after the Khitomer Accords in 2293, Klingons finally
became full allies to the Federation. Humans and Klingons
both sought out opportunities to understand each other,
although some Klingon Houses continued in their distrust of
Starfleet and Humans well into the 24th century.

THE UNITED FEDERATION OF PLANETS


016
FEDERATION
COLONIES
–––

ALPHA CENTAURI
One of the earliest Earth colonies, Alpha Centauri was
colonized in the 21st century. Zefram Cochrane, Federation
hero, moved to this system sometime after 2069, and was
the most famous person to ever reside there. The University
of Alpha Centauri was founded sometime in the 23rd century,
precise date unknown. Statues of Zefram Cochrane still
abound, although most have fallen into disrepair. Cochrane’s
influence can still be felt today, as the University of Alpha
Centauri is well known for its subspace physics degree
program, created in his honor.

In the game: Characters from this colony tend to be


inventors, pilots, and explorers with a thirst for knowledge
(and imbibing, due to cultural habits picked up from their
local hero). Sample values include A Need to Know the
Unknowable, A Need to Do the Undoable, and Reverence
for Ancient Art (which often manifests in the form of popular
music from 20th century Earth).

CORVAN II
A planetoid in the Corvan system (Beta Quadrant), Corvan everyone, so it wasn’t unusual for people to create their
II was the site of a strategically important mining colony own family units regardless of bloodline. Sample values
that produced 40 percent of the Federation’s dilithium in the include True Family is Chosen, Understands Machines
mid-23rd century. In 2256, a Starfleet blockade protected Better than People, and Always Prepared, Always Vigilant.
the colony during the Federation-Klingon War. The Klingons
attacked the colony’s blockade approximately six months KELFOUR VI
into the war, and 200 colonists were killed. U.S.S. Discovery A Federation planet with a colony of 11,000 people in the
was able to make a long-distance jump using their spore Kelfour system (Beta Quadrant). On stardate 4789.6, during
drive to save the colonists and destroyed several Klingon the Federation-Klingon War, a Klingon attack force fired
ships in the process. hypothermic charges at the planet which burned off the
atmosphere, instantly killing every single person on the surface.
As the largest supplier of dilithium in the Federation, Corvan
II was a colony of high strategic value during this timeframe. In the game: While the colony was destroyed during the
Not only did the Federation go to extreme lengths to protect war, not everyone who called Kelfour VI home was lost in
it, but other societies with matter/anti-matter warp reactors, the attack. Many who grew up there enlisted in Starfleet,
like the Klingon Empire and the Gorn Hegemony, saw it as and were away from the colony at the time of the attack. As
a highly valuable asset. Even worse, societies with quantum a result, officers who hailed from this colony can often seem
singularity warp reactors, like the Romulan Star Empire, cold and distant. They had to hear about the death of their
viewed its destruction as a debilitating blow against a rival loved ones and the loss of their home via the Federation’s
galactic power. Although no one heard from the Romulans news services, and were unable to come to the colony’s
in almost a century, there were rumors of a secret group aid. Sample values for characters hailing from Kelfour VI
known as the Zhat Vash that went to any lengths to protect are Constant Vigilance, Never Get Too Far from Home, and
Romulan interests. Were they to learn the strategic value of Don’t Turn Your Back on the Ones You Love.
Corvan II, the entire Federation could have been in danger.
OPHIUCUS SYSTEM
In the game: Growing up on Corvan II would be a An inhabited planetary system, with Earth colonies on
generally harsh environment. Mining was extremely Ophiucus III and VI, which were stationed along trade
dangerous and accidents were common. However, Corvan routes. During the Federation-Klingon War, U.S.S.
II was also known for a tight-knit community structure and Discovery successfully defended an attack on the system
creative solutions to difficult problems. Life was hard for by Klingon warships.

CHAPTER 01.20
017
Ophiucus III and VI are solar neighbors, both frontier another Federation-Klingon War break out. Given the lack
worlds formed around mining, trade, and business, both of planetary resources, and the potential that millions (if
populations largely male by a wide margin. However, the not billions) of tribbles still inhabit the planet, successfully
differences between them could not be starker, and their establishing a colony would prove exceedingly difficult.
rivalry could not be more intense. People from Ophiucus Doubly so if the Klingons got wind of it and sent a team to
III are outgoing, congenial, and happy to make trade ensure that the plan failed.
agreements that those from Ophiucus VI would deem
unacceptable, under the auspices that it’s better to lose a TELLUN
little profit now if you make a long-term ally in the process. A Federation-controlled prison colony in the Alpha
By contrast, Ophiucus VI’s inhabitants, while not outwardly Quadrant where prisoners worked to mine dilithium. It was
hostile, feel there is no need for more long-term allies common for Andorians to comprise half of the prison’s
when they already have the Federation. And so they are guard staff. In 2256, a dilithium pocket went piezoelectric,
rarely concerned with more than the bottom line, and will vaporizing 50 miners.
happily walk away from a deal they feel isn’t worth their
time. As these are two large colonies so focused on trade, While Tellun was made up of the incarcerated and the
so physically close together, starship traffic is at an all-time security teams overseeing their labor, it was a Federation
high. If anything were to happen to disrupt this center of prison first and foremost. The prisoners were treated
Federation commerce – or worse, cause the two colonies to humanely and with respect, with an eye toward reform and
advance from rivalry to hostility – the impact on supply lines education, to prepare them to re-enter Federation society
across the Federation would be severe. at the completion of their sentences. Despite this, some
prisoners preferred to be free sooner rather than later. And
In the game: It would be a grave social error to mistake an as Tellun was also a dilithium mine, those in search of raw,
inhabitant of Ophiucus III for Ophiucus VI. Sample values unrefined dilithium were known to make deals with inmates.
for an inhabitant of Ophiucus III could include Everyone’s Multiple escape attempts were assisted by outside forces
a Potential Friend and Ally, Respect for All Cultures, or who were promised detailed schematics of the facility in
Hospitality Becomes Diplomacy. In contrast, an inhabitant return, but these attempts ended in failure.
of Ophiucus VI might have sample values such as Get
the Most for Your Money (or Trade), Winning Is in Fact In the game: Tellun repelled multiple incursion attempts
Everything, and Social Niceties Are Weakness. from pirates. On the plus side, Tellun is very good at
helping those who stayed there get their life back in order.
PRAGINE 63 This, coupled with the frequent sieges laid to the mine,
A Federation planet on the border of Klingon space. The led to previous inhabitants being somewhat unflappable.
Calations, Pragine 63’s native population, suffered hardship Sample values for characters from Tellun include Pressure
and famine in the 23rd century, to the extent that starvation Makes Diamonds, Mistakes Lead to Growth, and Everyone
was imminent. The Federation assigned U.S.S. Cabot to Deserves a Second Chance.
assist without drawing the attention of the nearby Klingon
Empire. Aboard the Cabot, Edward Larkin genetically
engineered tribbles by increasing their rate of reproduction,
FEDERATION AND
hoping to turn them into a food source. Unfortunately, OTHER WORLDS
they escaped to the surface of Pragine 63 and completely –––
overwhelmed the planet’s resources, forcing the population
to evacuate.
EARTH
Earth is a Class-M planet in the Alpha Quadrant, and is
No longer habitable due to the excessive tribble population,
also the location of the main headquarters of the United
Pragine 63 remained a strategically important location for
Federation of Planets (UFP) and Starfleet, which predated
both the Federation and the Klingon Empire. If the tribbles
the formation of the UFP by approximately 30 years. In
consumed as much of the planet’s resources as projections
2063, Zefram Cochrane invented warp drive on Earth and
showed, food should be in short supply and there may be
flew humanity’s first warp-capable ship, which led to first
a massive die-off. Were that the case, if the Federation
contact with the Vulcans. Earth was unified in 2150 under
could re-establish a colony and return the Calations to
the United Earth Government. It was a founding member
their home it would also gain a vital strategic foothold, and
of the Coalition of Planets in 2155, which predated the
a base from which to launch forward operations should
UFP. Earth became a founding member of the UFP in 2161.
Starfleet Academy was officially incorporated into the UFP
the same year, for training of Starfleet officers, with the
motto “Ex Astris, Scientia.”

THE UNITED FEDERATION OF PLANETS


018
KAMINAR CHRONICLE OF
Kaminar is the fourth planet in the Kaminar system and a THE PRIESTESS
Class-M world. Kaminar is unusual as for many years it (ORIGIN: KAMINAR, TRANSLATED)
was home to two species of vastly different technological
development: the warp-capable and technologically
SIRANNA, 2257
advanced Ba’ul, and the pre-warp Kelpiens. The species
So much has changed in so short a time. My brother Saru, long thought
map of Kaminar is also unusual as there are only predators
lost, culled, or worse, returned. The Great Balance, which has guided
or prey, in contrast to Earth’s species that exist as part of
Kelpiens through all of written record, was revealed to be a lie. Vahar’ai is
food chains, and the Kelpiens historically became predatory
not the end, but a new beginning. A rebirth. I have since traveled the stars,
after reaching a state of maturity known as Vahar’ai. The
even piloted a Ba’ul spacecraft! I became a priestess to seek the truth, and
Ba’ul used their technological advancements to change
most importantly, to help guide my people to that truth. They need guidance
this relationship and managed to keep the Kelpiens pre-
now more than ever... in search of a new balance. I only hope I am up to
Vahar’ai for centuries, creating a society where Kelpiens
the task. If my brother were here, he would say he believed in me. Even if I
ritualistically sacrificed themselves to the Ba’ul before
doubt my own capabilities, I will put my faith in him. For you, Saru, I will try.
reaching Vahar’ai. Before Commander Saru triggered
Vahar’ai for all Kelpiens simultaneously, he described
Kelpiens as peaceful people living in harmony with their
planet, and there was no hunger or poverty among his
people, despite them being routinely culled by the Ba’ul.
CRYSTALLINE KINDRED
PAHVO
Pahvo is a heavily forested planet with two moons located
in the Pahvo system in the Beta Quadrant. Pahvo is unique CAL-MIRRAN COOPERATIVE, SENATE MEETING NOTES
in that most features on the planet (trees, rocks, other planet The Cal-Mirran fleet in the Shackleton Expanse has detected a resonance
life) vibrate with a specific tone, forming a kind of music that emanating from deep space – it’s a request to visit and commune with
was broadcast out into space by a singular, large, natural a planet, which the senders call Pahvo. This signal could only have
crystalline transmitter. been generated by a crystalline structure, and it seems the Pahvans
share the peaceful values of the Cal-Mirran people. Our scientists are
The planet was thought to be uninhabited until 2257. working on utilizing Cal-Mirra’s ancient spires to send a response, but,
U.S.S. Discovery sent a landing party to the planet to try in the meantime, the Senate has approved three Prism-class ships be
and use the crystalline transmitter to broadcast a modified dispatched to make contact.
electromagnetic signal that would possibly enable Starfleet
The Cooperative hopes this may initiate a new harmonious alliance.
to detect cloaked Klingon ships. However, the team
unexpectedly encountered non-corporeal sentient life, the
Pahvans, and made first contact with them. The Pahvans
favored peace over everything else, including individual free
will. They had the ability to influence and direct a person’s
thoughts and actions, although the extent of this ability was
not studied in detail.

TALOS IV
Talos IV is an inhabited Class-M planet in the Talos system
(Alpha Quadrant), home to the Talosians, a sentient
telepathic species of humanoids. Notable features include
the Talosian singing plant. Talos IV nearly destroyed
itself in a nuclear war thousands of years ago. Today,
though the planet has somewhat recovered, only a small
population remains.

The Talosians created a false distress call to lure Captain


Pike to the planet in 2254, in order to provide a suitable
companion for a human planetary resident known only as
Vina. She was the only survivor of the S.S. Columbia, which
crashed on the planet in 2236.

In 2257, Michael Burnham brought her brother Spock to


Talos IV to treat him for a medical condition where Spock

CHAPTER 01.20
019
experienced the past, present, and future simultaneously. At
PRIVATE JOURNAL, VINA the time, the Talosians had created a false image of a black
hole to conceal their world.

TALOS IV (2257, EXACT DATE NOT RECORDED) Talos IV remains under Starfleet General Order Seven, which
“What a blessing it was to see Christopher again. What a blessing it states that no vessel may ever visit the planet, even if that
was just to talk to anyone who isn’t a Talosian. Sometimes I would vessel is experiencing a state of emergency. Travel within the
love to be back among my own kind. Back among the living. But I Talos system is also prohibited by Starfleet.
can’t. I won’t. I could never.
TERRALYSIUM
Talos IV is a beautiful prison. I condemned myself to live out my days Terralysium is a Class-M planet in the Beta Quadrant. The
here, in a simulated body, going through the motions of a simulated life… planet is surrounded by a ring system made of radioactive
because I couldn’t bear the thought of returning to the real world as the debris. The planet was visited by U.S.S. Discovery in 2257,
real me. Was that foolish? Vain? A last attempt to find peace from a heart when a landing party visited the town of New Eden. The
crushed by trauma? It can be all of those at once, and probably is. planet had approximately 11,000 inhabitants at that time,
and believed that Earth had been destroyed and that they
Christopher knew, and he understood. It’s not just that he’s any were the only survivors of World War III. The original settlers
Human, or any Human man, he’s that Human man. That kind, and the church of New Eden were transported from Earth to
compassionate one with the boyish sparkle in his eyes. The one that Terralysium in 2053 by the “Red Angel,” Gabrielle Burnham.
restored the heart of a wounded, lonely old woman. Sometimes I The civilization remained pre-warp and had created a religion
wonder if I would have felt this way about any Human man who came centering around the Red Angel that borrowed from multiple
here. In my heart I know I wouldn’t have. Earth faiths and religious traditions.

If fate is truly kind, perhaps our paths will cross yet again. But would
that fate be kind to him? I suppose sometimes even fate is in the eye
of the beholder.”

THE UNITED FEDERATION OF PLANETS


020
PERSONAL TESTAMENT,
JACOB OF NEW EDEN

TERRALYSIUM, UNDATED
(FEDERATION YEAR 2257)
“Do you know what it’s like to live an entire
lifetime believing in something, to have it finally
confirmed, and then not be able to tell anyone?
Not your family, who kept the faith for so long, not
your friends, not even the All-Mother? And yet I
do not find it a burden. Knowing the truth could
never be anything but a gift. Pike said he was
sure we’d meet again. I hope he was right. I have
so many questions to ask, and there’s so much I Syrrannites also did not accept the presence of non-
want to know. Until then, I’ll keep my eyes on the Vulcans on their homeworld, and it is widely believed the
stars. And wonder.” Syrrannites were predecessors to the later Vulcan logic
extremist movement of the 23rd century and the Vulcan
isolationist movement in the 24th century.

VULCAN XAHEA
Vulcan is a Class-M world in the Alpha Quadrant located Xahea is a Class-M world populated by the Xaheans, a
in the Vulcan system. It was a founding member of the warp-capable civilization that lives in natural harmony
Coalition of Planets in 2155 and a founding member of with the planet. The planet has rich natural deposits of
the United Federation of Planets in 2161. It is located dilithium. The princess of Xahea, Me Hani Ika Hali Ka Po
approximately 16 light-years from Earth and is characterized (known colloquially as Po), invented a dilithium incubator
by a thin atmosphere and a mostly desert climate with many that could recrystallize dilithium to make it useful again
active volcanoes and lava fields. The planet is divided into after it had been broken down. Po was crowned queen of
provinces and districts and the Vulcan people are widely Xahea in 2257, and in cooperation with the crew of U.S.S.
renowned for their adherence to logic. Discovery, modified her dilithium incubator to harness the
power of dark energy in order to charge the time crystal in
Like most societies, the Vulcan people are not a monolith. In the newly-created Red Angel suit.
the 22nd century, a group of Vulcans known as Syrrannites
spoke out against what they saw as a corruption of the After providing critical support to Enterprise and Discovery
teachings of the philosopher Surak. The group was pacifist during the battle with the Control AI, Po gradually settled
in nature, but spoke out against the deceptions of the into her reign as queen. Under her leadership, Xahea
Vulcan High Council, most notably the use of the Vulcan provided invaluable technical expertise to the Federation
monastery at P’Jem to spy on the people of Andoria. The during the post-war recovery.

HER SERENE HIGHNESS,


QUEEN ME HANI IKA HALI KA PO, XAHEA, 2258

DAILY RECORD 327


I don’t see why I have to keep making these daily Unless they can help my attempts to replicate spumoni… waaaaait,
records. Can’t someone else do this? Either I’m a wait wait wait. If I’m only getting goo, but my small particle dispersion
monarch with absolute power or I’m not. I really don’t in hydrogenated carbohydrates models are accurate (and of course
understand how I can both rule this planet and yet also they are), what I’m missing is air. The ice cream Tilly gave me must
have to follow a ridiculously complicated schedule laid have been… thirty percent air? Forty? So if the suspension is kept in
out for me by others. I’m always meeting with dignitaries, constant motion during the freezing process… I need to get to my lab.
or a Federation ambassador, or a Klingon envoy, or a No, I will not record the next nine daily entries. Who do you think you
representative from the Orion Syndicate. They all want are, the queen? Watch your tongue, sarcasm’s still illegal.
my dilithium incubator, but they’re not going to get it.

CHAPTER 01.20
021
CHAPTER 01.30

STATE OF THE GALAXY

THE KLINGON EMPIRE


“We do not desire to know you. But you will know our Great Houses,
standing as one under Kahless, reborn in me, T’Kuvma.”

- T’KUVMA

ADDITIONAL KLINGON LORE called “peaceful” Starfleet as a threat to their interests, the
Empire was divided at the dawn of the 23rd century. By the
If you are playing or running a Klingon-focused game and/or are using time the Beacon of Kahless was activated, the Great Houses
The Klingon Empire core rulebook in your game, use this chapter to had spent so much time feuding with each other that Klingon
supplement the Klingon lore found in that book. The contents of this society was in danger of collapsing.
chapter mesh with the lore chapters in the Klingon core, providing you
with a more complete account of Klingon history, politics, society, and The war not only revitalized the Empire economically but
more, by adding the Klingon details revealed in the first two seasons gave them a shared purpose once again. No longer content
of Star Trek: Discovery. to waste their time on vendettas, the Klingons united under a
new Council with L’Rell becoming the new High Chancellor.
Though the war with the Federation was brief, it was
devastating for the Federation and would go on to impose an
uneasy peace between the two powers that would flare up
several times throughout the coming decades.

THE EMPIRE
RESURGENT LIFE IN THE 23RD
–– –
CENTURY EMPIRE
The Klingons were a divided people at the close of the 22nd –––
century. Their culture was changing from within and without
as a series of military setbacks, devastating plagues, and Klingon society at the close of the 22nd century struggled to
constant conflict between their Great Houses kept them from identify what it meant to be Klingon. The Augment Crisis and
unifying as they had in ages past. Where once the Klingons warfare between the Great Houses had changed their society
were a rising power in the Galaxy, they had become known to the core, with Klingons forced to embrace new ideas and
to be a nuisance and regarded as nothing more than a beliefs and seeing the resurgence of old beliefs that had
collection of well-armed pirates and raiders. The Klingons become ignored by most. This slowed the expansion of the
of this time also grappled with a sense of having lost their Empire’s frontiers, but did not do much to dull the Empire’s
identity as a people. A genetic plague had left large portions lethality. The few powers that tried to take advantage of the
of their people mutated and no longer appearing as their Klingons’ strife brutally learned the folly of their actions.
ancestors did. Further, their Great Houses were focused
more on achieving power and wealth for themselves rather Klingon society started to put an increased emphasis on
than following the unifying teachings of Kahless. the old ways. Though Klingons always strived to follow the
teachings of Kahless, their society had built itself around the
This changed with the lead-up to the Federation-Klingon bedrock of other warp-capable civilizations and focused on
War. The two powers had fought conflicts before, though science, engineering, and medicine. As the Klingons entered
they had never engaged in full-scale warfare. The closest the the 22nd century, their people felt like their culture was
two polities had come to open conflict with each other was stagnating and they were losing themselves to the corruption
during the formation of the Federation when the Klingon High of so-called decadent living. As more Klingons eschewed
Council placed bounties on Earth vessels and captains over lives as merchants and lawyers and embraced more martial
perceived slights to the Empire’s honor. Though the Empire roles, the Klingons became feared for their ferociousness but
was wary of the nascent Federation and could see the so- had seemingly little to offer the rest of the Galaxy.

THE KLINGON EMPIRE


022
THE AUGMENT CRISIS AND Despite some Klingons’ feelings on the QuchHa’, they were
THE QUCHHA’ not a small section of their society. By the time the plague was
By the 22nd century, the Empire started to face resistance cured, tens of millions of Klingons, from the lowliest castes to
to its expansion that it had not encountered before. With the members of the Great Houses themselves, were afflicted. The
rise of Earth as a major power in the Galaxy and increased Augment Crisis forced Klingon society, which had already been
conflicts with their neighbors threatening the stability of struggling to find its identity, to re-examine its core beliefs and
the Klingons, the Empire was desperate for any advantage seek a new path. With millions of Klingons now considered
that might restore their belief in their invincibility. As more pariahs by their fellow warriors, Klingon society turned inward
Klingons chose the path of the warrior over other fields, their as it reflected on what it truly meant to be Klingon.
people struggled to match the scientific breakthroughs of the
Humans, Vulcans, and Romulans. When the High Council It was during this period that the High Council fractured and
discovered the existence of genetically-modified Humans fell apart. Though the High Council existed as the functional
who were superior to Klingons, they realized they were facing government of the Klingons and Qo’noS continued as the
a genetic arms race they were not prepared to win. Empire’s capitol, the Great Houses turned upon each other
until the Klingons were no longer a united people. The Great
The High Council commanded a research group under the Houses banded together to repel threats such as the Breen
guidance of the great Klingon scientist Antaak to uncover and the Romulans, but served their own interests. The
a means of applying the Augment technology developed Klingons were not engaged in civil war during this era but
by Earth to their own warriors. Antaak’s initial research were in danger of dissolving as an Empire and becoming a
showed promise, but testing on live subjects resulted in the series of feudal territories devoted to their Great Houses.
recipients’ features radically changing and their nervous Each Great House rallied the smaller Houses to their cause,
systems collapsing under the strain. When the virus mutated make alliances with other Houses against their rivals, and
and became airborne, millions of Klingons were exposed and built up their personal fleets to protect their interests. The
underwent the same changes. Referred to as the QuchHa’, Great Houses of this era occasionally sold their services to
these Klingons had physical features more similar to Humans those outside of the Empire, but, to the other powers of the
and as such they were considered “impure” by the rest of Beta Quadrant, the Empire’s space became too dangerous
Klingon society. for merchant ships to enter. Powers like the Romulans and

CHAPTER 01.30
023
the Tholians were content to leave the Klingons be and the Empire, and the future of the Alpha and Beta Quadrants,
hoped the Empire’s imminent collapse would remove the changed forever.
threat from their borders.
His name was T’Kuvma, and he lit the torch that would set
During this period, Klingon culture underwent massive the Galaxy aflame.
upheavals. For generations the Klingons did not consider
themselves a superstitious people, but as Klingons turned
inward to rediscover who they were old cults emerged from
within Klingon society. These cults were dedicated to ancient
T'KUVMA'S
Klingon beliefs and sought to reinvigorate their people by CALL TO ARMS
showing them proper dedication to the old ways. Warrior –––
lodges were soon found in every Klingon settlement, where
warriors could undergo fasting rituals in sweat lodges in order
Born into a family descended from the Klingon caste
to experience visions of their future. The Chol Ak’voh, an
responsible for preparing the dead, T’Kuvma’s father died
ancient religious order dedicated toward the preservation of
in combat when T’Kuvma was young. With the loss of his
the dead, started accumulating followers again. Their belief in
father, his family’s fortunes fell and they lost their status as
Klingon spiritualism was emboldened when they discovered
a Great House. T’Kuvma was forced to live on his father’s
an ancient Klingon funeral barge that the leader of their order,
ancient vessel, the Sarcophagus, and played with children
T’Kuvma, converted into his flagship.
who viewed T’Kuvma’s father as a failure for being unable
to keep their family safe. Life was hard on board the
It was not just spiritually that Klingon culture began to
Sarcophagus, though T’Kuvma vowed that one day he would
change. Desperate for a means to undo the changes brought
not only restore his House but his people. T’Kuvma saw the
about by the Augment Crisis, the QuchHa’ began to seek
endless conflicts of his people as a betrayal of Kahless’s
out ways to cure their condition that were considered
teachings and nothing more than a distraction from what he
radical, even dangerous to their well-being. Klingons had
saw to be the true enemy of his people: the Federation.
experimented with body modification technology before
but dismissed it as being a crutch for those warriors who
T'Kuvma spent the next 20 years traveling the Empire and
were not strong enough to depend upon themselves. Now
communing with his people. He saw the bodies of the
Klingons resorted to laboratories hidden on distant outposts
Empire's warriors lie abandoned in the streets of its colonies
to attempt to change those affected back to their normal
with no one to honor them or prepare their journey into the
selves. For the most part, these measures were either
next world. He saw Klingons kill each other over meaningless
unsuccessful or successes were tempered by side effects
perceived threats while merchant vessels from the Federation
such as madness, degeneration of faculties, or complete
attempted to win over the Klingons. He believed the
genetic collapse.
Federation would tell every culture they encountered that
they "come in peace," but he believed he could see the
Klingon fashions also changed sharply during this time. As
threat behind their façade. He did not want to see his people
each Great House developed their own cultures, Klingons
consumed by pointless conflict, but instead focused on a
used their clothing and how they carried themselves as a
crusade that would take the Galaxy by storm and herald the
means of expressing themselves. Members of the Chol Ak’voh
final victory of the children of Kahless over their foes.
wore funeral garb as part of their daily lives, while those
Klingons who served aboard raiding vessels wore clothes
T’Kuvma’s teachings spread throughout the Empire. He
practical to life on a warship. Some Klingons wore targ furs on
assembled a small crew of like-minded engineers, warriors,
their shoulders as they went about their daily life, while others
and mystics. They repaired the Sarcophagus and turned it
preferred sleek, reinforced atmospheric suits fashioned from
into a ferocious warship whose hull was studded with the
the finest materials. The way a Klingon styled their hair, wore
coffins of fallen Klingon warriors. T’Kuvma’s teachings drew
their clothes, and even the symbols on their armor helped
to him some of the brightest minds in the Empire, who gave
them express their identity and also indicated which faction or
T’Kuvma access to technology such as cloaking screens
Great House a Klingon supported. As the feuding between the
and interstellar communication beacons. It was the latter
Houses reached its peak, it was not uncommon for Klingon
of these advancements that would allow T’Kuvma to repair
birds-of-prey to fight each other in deep space and for deadly
an ancient relic of the Klingon Empire that he discovered
brawls to occur on Orion trading posts as the Klingon people
spinning out just beyond the rim of the Qo’noS system.
continued to tear each other apart.

The ancient communication satellite known as the Beacon of


All of this changed with the lighting of the Beacon of Kahless
Kahless had become enshrined as an important part of Klingon
and the warrior who set it all in motion. It was in a distant
mythology. Said to contain at its core ash from Kahless’s
corner of the Empire between binary stars that the fate of
funeral fire, the beacon was assembled in the early days of the

THE KLINGON EMPIRE


024
Klingons’ journey into space as a means to summon their fleet themselves removed from their posts, bird-of-prey captains
to defend Qo’noS from invaders such as the Hur’q. Though found themselves challenged by their seconds, and even
it had been abandoned for centuries, T’Kuvma repaired the laborers were dismissed from their jobs for fear that they may
beacon and waited for the right time to activate it in order to still carry the virus and would taint the rest of Klingon society.
pull the Empire together. The Sarcophagus waited on the edge The QuchHa’ found themselves on the outside of the society
of Klingon space until T’Kuvma claimed to receive a vision from they had contributed to for their entire lives but they knew
Kahless himself to activate it. they had not done anything wrong.

T’Kuvma sabotaged a Federation communication beacon Over the coming decades, the QuchHa’ did their best to
to lure the crew of U.S.S. Shenzhou into a trap. Though try to reassimilate back into society. A great many served
T’Kuvma lost his life in the ensuing Battle of the Binary in the Imperial Fleet and served as soldiers of the Empire
Stars, the battle set off a chain of events that led to the where they served honorably and bravely. The Great Houses
Empire’s restoration. Drawn by the beacon after detecting employed the QuchHa’ in their conflict with each other,
a massive photonic flare on the edge of Klingon space, though they separated the QuchHa’ from other Klingons by
a number of Klingon vessels belonging to different deploying them in their own regiments and starships. It was
Great Houses converged and engaged the forces of the during the Federation-Klingon War that the fortunes of the
Federation. Though the Federation managed to destroy a QuchHa’ finally started to improve.
few Imperial vessels, the Klingons were victorious. Through
this victory, they found a common cause to unite once Though Klingon engineers and scientists had done their
more: the complete destruction of the Federation. best to find ways to reverse the effects of the Augment
Crisis, the QuchHa’ passed on their changed DNA to
their children. As millions of Klingons were affected, their
THE QUCHHA' families continued to raise their children according to
AND THE EMPIRE Klingon beliefs and these QuchHa’ became fervent patriots
–– – who believed in the superiority of the Empire. As the
Federation-Klingon War dragged on, these QuchHa’ not
only proved they were still worthy of their honor but slowly
Klingons pride themselves in their traditions and draw
started to convince the rest of Klingon society of their
strength from them. Though Klingons embrace advances in
worth as well. Soon Klingon generals would try to recruit
technology when it makes them more effective warriors, they
QuchHa’ regiments into their fleets and QuchHa’ rose to
look to the past with the hope that the old ways will one day
command mixed regiments of Klingons.
return and restore their Empire to the golden age worthy of
Kahless. The Augment Crisis would drastically change the
By the close of the 23rd century, the QuchHa’ would make
Empire to the point that it had to grapple with not only the
up the bulk of the Klingon Defense Force. Their pride in the
existential question of what being a proper Klingon meant
Empire and their increased confidence (believed to be a
but what the future of their species would entail.
residual side effect of the Augment virus) led to the QuchHa’
gaining positions on the High Council and seeing their voices
The QuchHa’ were those Klingons who had been affected
being the loudest in the call for war against the Federation
by the Augment Crisis. Those affected had their DNA
and the continued expansion of the Empire. It was by the end
changed, which affected their physical appearance so that
of the 23rd century that Klingon scientists would finally solve
they no longer resembled their fellow Klingons but looked
the solution of the Augment Crisis and begin to offer the
more similar to Humans. Within a few days, those Klingons
QuchHa’ the chance to restore themselves to their original
affected lost their cranial ridges and their sharp teeth dulled
Klingon forms. Though some among the QuchHa’ refused to
to more rounded edges. Though the QuchHa’ argued
take the procedure (as they believed they were just as pure
that only their appearances had changed and their hearts
Klingon as their fellows), the vast majority of them underwent
remained proper Klingons, the rest of Klingon society was
the procedure until the QuchHa’ became a small minority
shocked by what had happened. Overnight their neighbors
within the Empire’s borders.
and siblings had changed form to resemble one of the
Empire’s enemies, and to the traditionalists of the Empire this
change was unacceptable. To the victims of the Augment THE CHOL AK'VOH
Crisis, their lives may have been saved by Antaak’s vaccine –––
but their problems would only grow in the coming decades.

In Klingon mythology, it is believed that honorable warriors


At first the QuchHa’ were ostracized from Klingon society.
who have died a worthy death are permitted to enter Sto-
They had not broken any laws nor acted dishonorably but
Vo-Kor to enjoy a paradise of feasting and joyous combat
to the Klingons they could not make themselves believe
with friends and family. For the majority of Klingons, this
that they were proper Klingons anymore. Officials found
guiding principle affects their daily life and determines every

CHAPTER 01.30
025
aspect of their lives. To the Klingons, they believe that they cast out from their families for perceived defects such as
killed their gods long ago because they were more trouble albinism; Voq, T’Kuvma’s Torchbearer who ignited the great
than they were worth and were always interfering in the lives beacon, was one such individual.
of the Klingons.
Though they rose to prominence during the war, the
The Chol Ak’voh believe it is their duty to ensure that as Chol Ak’voh would slowly lose their influence over the
many Klingons as possible who have earned the right to an coming years until they were just another religious order
honorable death are allowed to have one. When a Klingon operating within the Empire. The House of Kol was known
falls to Gre’thor it is considered a time of great sadness, for to attack their vessels on sight and Kol himself claimed
that is a soul that will not be reunited with their families in the Sarcophagus as his own personal flagship until its
the next life. Believing that all Klingon souls will be needed destruction during the war. By the 24th century they had
for a great conflict to come in the afterlife someday, the temples across Qo’noS and scattered across the Empire
Chol Ak’voh make it their duty to make sure each Klingon is but no longer possessed the strength they once did. It is
properly honored for their deeds and receives a fitting end. rumored that the Chol Ak’voh possessed a secret fleet
To this end, the Chol Ak’voh are willing to engage aging somewhere in the Galaxy where they wait until the day
or ill Klingons in honor duels to provide the Klingon with a when the Empire threatens to collapse once more and the
chance to earn their right to enter Sto-Vo-Kor. They also guiding light of their ancestors is needed to restore the
take it upon themselves to purge dishonorable or cowardly Klingons to the path of victory against their enemies.
Klingons from the land of the living so that their actions do
not corrupt others and drag honorable Klingons down into
NEW TECHNOLOGY
Gre’thor to burn with them.
–––
The Chol Ak’voh are immediately recognizable within the
Empire. Followers of their faith often dress in traditional The Klingons have been a warp-faring civilization for
Klingon funeral garb. These striking and dramatic outfits centuries, but technologically they had stagnated for
often incorporate metal ribbed tunics, dramatic collars centuries despite the Empire’s aggressive expansion
around their necks, and jewelry inscribed with their campaign. By the 22nd century, Klingons started to turn
deeds so that if their bodies were discovered everyone away from scientific research in favor of pursuing the beliefs
would know whose body lies there and how they should of their ancestors. As more Klingons came of age and chose
be honored. The same style also applies to Chol Ak’voh to follow the path of the warrior, there remained few who
weaponry and starships. Their weapons are often forged could advance their knowledge of medicine and science.
in the ancient way, drawing upon blades and armor When the Augmentation Crisis occurred, the Klingon people
reminiscent of the ancient Klingon warriors who fought and struggled with the loss of their cultural identity and sought to
died at Kahless’s command. What is even more striking is regain their perceived lost honor by devoting themselves to
their flagship; the Chol Ak’voh honor their dead by carrying being the greatest warriors they could be.
them into combat with them. The vessel known as the
Sarcophagus is lined with the burial coffins of members That is not to say that the Klingons lacked ingenuity or
of their order who died honorably. The duty of a Klingon that they had fallen far behind their rivals. Though more
warrior does not fade even in death, however, so after they Klingons were choosing the path of the warrior than in
die the warrior’s body is enshrined in an armored coffin and ages past, the Klingons of the 23rd century still possessed
placed on the outer hull of their vessels to provide extra technology that put them far ahead of their rivals. Klingon
protection in space. starships possess superior armaments, thick armor,
and stealth capabilities, and with the discovery of the
The Chol Ak’voh are also distinctive in how they incorporate stealth screen technology they were capable of shielding
funeral rites during their daily lives. They embrace periods themselves from Federation sensors. Though their cloaking
of mourning longer than even more traditional Klingon technology was far behind the Romulans of this era, it
sects and routinely partake in special prayers and services was still potent enough to allow the Klingons to catch
honoring those who have passed on. Most Klingons find Federation fleets by surprise and enable them to bypass
them peculiar, and some Great Houses have barred the defensive positions on the Federation’s border and strike at
cult from operating in sectors they control. As the Empire the heart of their territory.
continued to feud with itself more Klingons felt disillusioned
with the Empire’s state of affairs and sought out the cult in Klingon technology advanced considerably during this
order to find some sense of belonging and purpose. The period. Klingon exploration into genetic manipulation came to
Great Houses’ feuds had also left a generation of orphans the forefront as a means to help “restore” the purity of their
scattered across the Empire, and on board the Sarcophagus species while a brief look into harnessing the time crystals
and other vessels belonging to the cult they found a home. native to Boreth was considered by the Federation before the
They were also known to take in those who had been Klingons managed to halt its development.

THE KLINGON EMPIRE


026
THE CHOH’A’
The development of the choH’a’ greatly influenced the
ability of the Klingons to spy on their rivals. Klingons
had experimented with genetic manipulation technology
for centuries and couriers working for the High Council
often had sensitive information stored in their DNA.
When the Augment Crisis caused rampant discord and
chaos throughout the Empire, the Klingons devoted their
efforts toward trying to find a way to reverse the changes.
Scientists in the employ of the High Council worked
tirelessly and in secret where they could ignore decrees
from past High Council declarations on preserving the
purity and sanctity of the Klingon body. One Great House,
the House of Mo’Kai, made a breakthrough in manipulating
the Klingon genome that had an unexpected side effect
for their research. They discovered that they could reverse
the effects of the Augment Virus, but only if they used the
cellular structure and memory engrams of another being in
the process.

It was believed by House Mo’Kai and those Klingons who


knew about the process that the majority of Klingons would
refuse to trade another individual’s life so that theirs might be
made more comfortable. It was considered dishonorable if
the donors were not willing. The process was not abandoned,
however, as scientists discovered that while this technology
was deemed egregiously dishonorable, it had too many
potential uses to ignore.

While this process necessitated the sacrifice of a Klingon


in order to restore another Klingon to their original state,
House Mo’Kai discovered that the process was not limited
to members of their own species and that they could
transform an individual to appear like another species. The
recipient of the transfer would find their body changed to
become almost identical to the donor species and would
even gain their memories in the process. Although the the Klingons themselves did
technique of implanting of a cover persona proved to have not understand completely, as
unpredictable results, the advances in genetic engineering the crystals lattices became unstable
achieved while developing the choH’a’ procedure proved outside the fourth dimension. The
useful in reversing the effects of the Augment Virus. Klingons experimented briefly with time
crystals but the High Council banned their use
As for the research into undoing the effects of the as they were considered to be a weapon
Augment Crisis, while the choH’a’ process did not offer an that was too dangerous to let others wield.
acceptable solution to restoring Klingons, it did help pave
the way for genetic manipulation and cosmetic surgery The time crystals could be weaponized to unleash
that helped many Klingons return to what they felt was devastation upon the time stream, and when one time crystal
their proper state. was stolen from the monastery on Boreth the Klingons sent a
fleet to destroy the outpost the crystal was located on. Time
TIME CRYSTALS crystals are guarded by the Timekeepers, a subsect of the
The second technology that the Empire struggled to Followers of Kahless sect of monks. The Timekeepers are
keep secret during this period was the existence of time said to be enigmatic and strange Klingons whose physical
crystals, or poH qut. These crystals could be harnessed appearances are dramatically changed by the effects of the
to manipulate temporal energies and enabled beings to crystals and who some claim are simultaneously ageless and
transfer themselves forward or backward through time via doomed to die before their time.
specialized suits or small devices capable of channeling
their energies. The time crystals were a technology that

CHAPTER 01.30
027
STARBASE OURS HOUSES OF THE
EMPIRE
CALL-AND-RESPONSE VICTORY SONG, –––
KLINGON HOUSE D’GHOR

CALLER: As the Empire entered the 23rd century, the Great Houses
Do you see our flame-writ crest? of Klingon society were like kingdoms unto themselves. The
Can you hear the victory roar? High Council was torn apart by almost a century of feuds and
relentless internal warfare that prevented the Klingons from
RESPONSE: unifying against anything but the most egregious of threats.
We see it – Starfleet Starbase One Some Great Houses wanted to eradicate their rivals and
Jewel around the neck of Earth replace them with ones more subservient to their Houses.
How did three hundred Klingon heroes Others wanted to re-establish the position of the Klingon
Storm a city in the sky? Emperor and rule over the Empire as Kahless did in the days
D’Ghor! D’Ghor! Tell us your secrets! of old. As the years went on, each Great House seemed to
The tale of taking Starfleet’s heart rise and fall according to the complex structure of alliances
made with their rivals within the Empire, though a few of the
CALLER: Great Houses came close to finally subjugating their rivals
Infiltrators cut their shields once and for all.
Explosions bled the power dry
Eighty-thousand p’taqs crying The outbreak of the war brought the Great Houses together
Disgrace of capture we bestowed once more and re-established the sovereignty of the High
Orion pirates paid us well Council. Under the leadership of High Chancellor Kol,
Who can say where they are now? and later, High Chancellor L’rell, the High Council rebuilt
We have our city in the sky the Klingon Defense Force, re-established control over all
The first of many more to fall colonies within Klingon territory, and expanded the Empire’s
borders by more than 20 percent. The new High Council also
RESPONSE: worked to end the conflicts between the Great Houses by
D’Ghor! D’Ghor! Let Starfleet tremble! providing them with new technology and ships so that each
Starbase Ours forever more! Great House could better serve the Empire’s agenda rather
than their own.

Six of the Great Houses of the 23rd century are


discussed below.

D’GHOR
Of all the Great Houses who fought in the war, the House
of D’Ghor earned the most glory for their contributions to
the war effort. Their ships were among the first to arrive
at the Battle at the Binary Stars and the bulk of their fleet
aided in the seizure of Starbase 1, which was one of the
main Federation bases during the war. The House of D’Ghor
served honorably and ferociously on every battlefield of the
war, and they were welcomed onto the High Council. The
House’s fortunes would wither going into the 24th century
until they were accused of using dishonorable means to
sabotage their rivals and were formally disbanded.

GE’RRA
Many considered the House of Ge’rra to be a poor House
whose territories were unimpressive, but the truth was they
spent the majority of their wealth on their fleet. Though few
in number, ships belonging to House Ge’rra often featured
the finest technology and weapons in the Empire. Their ships
were at the forefront of the invasion into Federation space,
and though they suffered heavy losses, the honor and glory

THE KLINGON EMPIRE


028
their House earned made their crews highly sought after
by Klingon Defense Force commanders. They were one
THE EXILED
of the few Great Houses allowed priority access to the D7 HOUSES
battlecruiser once Imperial stockyards started production. –––
KOR While the 24 Great Houses of the Klingon Empire were
If one were to sum up the House of Kor, it would be to say
responsible for uniting the Empire during this period, there
that they were not just ambitious but that they were clever
are dozens of families and hundreds of Houses across
enough to back it up. Kol spent years studying his opponents
Klingon society. All families and Houses follow bloodlines
and learning their weaknesses. Realizing that the Klingons
dating back centuries, though it is not unheard of for a
were wasting their potential and could be a mighty force
new House to emerge thanks to the heroic actions of their
once more, he set his plans in motion to take leadership of
ancestors. It is also not unheard of for a House to lose
the House fleets by seizing advanced technology from his
its status within Klingon society due to dishonorable and
enemies and using it to bring other Houses into alliance
traitorous actions. These Houses are stripped of their lands
with his. After Kol took control, he led the war effort with the
and warships and their members forced to live their lives
Federation up until his death.
on the outside of Klingon society. While some of these
Houses managed to restore their lost honor and regained
MO’KAI their positions within the Empire, the majority were doomed
Enigmatic, mysterious, and often thought of as treacherous,
to being forgotten by history. Their members became little
the warriors of House Mo’Kai are considered little more than
more than outlaws or worse, forced to seek a living among
marauders at worst and duplicitous at best. The leaders
other species.
of House Mo’Kai leveraged this reputation to confound
their enemies and to avoid being attacked directly by their
The Federation-Klingon War was an opportunity too
rival Great Houses. Their scientists were at the forefront
good for these exiles to pass on. Some went on to earn
of genetic research within the Empire, which they used to
distinction and restored their lost honor, while others used
develop the choH’a’ process for creating agents who could
the opportunity to engage in wholesale piracy and raiding of
infiltrate the Federation. They trained most of the Empire’s
worlds. Three exiled Houses are detailed below.
best commandos and would go on to hold a seat on the High
Council into the 24th century.
PER’LOQ
Once renowned lawyers whose family was at the forefront of
MOGH Klingon legal reform going back centuries, their patriarch was
Of all the Great Houses of the era, the House of Mogh is
accused of sabotaging cases so that off-worlders profited off
renowned for being one of the most honorable in the Empire.
of Klingon labor. The House denied doing anything wrong,
The House of Mogh believed that there was nothing more
and although most of their remaining family members died in
important than truth and equality before the law and donated
the conflict, the last regained her honor at the Battle of Jusha
generously toward funding the education of many lawyers
and was permitted to join House Mogh.
and scholars in the Empire. To their rivals they were always
known to show courtesy and honor on the battlefield, and it
JAR’DOK
is said when Kol managed to recruit their House to his side,
Jar’dok’s downfall came from trying to overthrow House
he knew that they were one of the few Great Houses who
Kol and claim their place in the Empire. Forced to flee their
would keep their word and not betray him to their advantage.
worlds, House Jar’dok ships were frequently seen bartering
their services for the Orion Syndicate. Jar’dok himself was
T’KUVMA killed at the Battle of Deep Space 3 by Captain Sh’ren of
Though not a Great House, the House of T’Kuvma was
U.S.S. Columbia.
known for giving shelter to those Klingons who had
been cast out by society. They welcomed orphans, the
GRELL
discommended, and those exiles who could no longer
This House was exiled for conducting dangerous
serve their Houses anymore. T’Kuvma himself preached
experiments that the Klingon High Council considered on par
the superiority of Klingon beliefs and was known to incite
with the Augment Crisis. Refusing to abandon their research
his followers into a frenzy with his passionate speeches.
into biogenic weapons and temporal manipulation, House
Though T’Kuvma would perish just before the war, his name
Grell chose to take their fleet and fly deep into the galactic
was shouted as a battle cry by the Klingons as they fought
frontier. Operating out of a new world, House Grell used
their way into Federation territories.
the war to cover their activities and raid outposts for rare
materials so they could continue their research. The fate of
House Grell after the conflict ended remains unknown.

CHAPTER 01.30
029
invest heavily in modernizing their homeworld. By the close
23RD CENTURY of the 23rd century, Qo’noS was once again the central
KLINGON WORLDS pillar of Klingon society.

AND LOCATIONS
–– – BORETH
Cloaked in mystery, Boreth is a world that possesses a
resource unlike any other. It is said that before Kahless the
The Empire is vast, and as the Great Houses feuded with each Unforgettable died, he pointed to the heavens and declared
other, the control of several colonies and outposts shifted hands he would emerge from a point of light seated there. When
steadily until the new Klingon government was able to restore Klingon explorers discovered a star with a planet in the
order and stability throughout their territories after the conflict area where Kahless pointed, they built a monastery there.
ended. But an Empire so vast possesses many secrets that To most Klingons in the Empire, Boreth was a spiritual site
the Federation and other interested parties would do anything where pilgrims would come to try and experience visions
to learn, and although the Klingons themselves lost much of of Kahless and of their future. In truth, Boreth sat upon a
the true knowledge of their domain in the infighting of the 23rd repository of rare time crystals that could allow a user to
century, this knowledge would not remain secret for long. manipulate time. These crystals were rare and decayed
unpredictably upon being removed from their environment.
QO’NOS The Klingons sensed how dangerous they could be. They
Qo’noS remained the capitol of the Klingon Empire established a religious order known as the Timekeepers to
throughout the 23rd century, but its importance to the watch over the caves where these crystals were located.
Klingons diminished in the era when the Great Houses were The Empire established an extensive defense network
fighting among themselves. Despite its efforts to quarantine around the planet to keep them safe. Most Klingons
individuals who suffered from the Augment Virus, it still saw these weapon installations and shield generators as
affected large portions of their population, and the sudden essential to protecting the site where Kahless would one
existence of the QuchHa’ compelled some Great Houses day emerge, but to the High Council it was necessary to
to abandon Qo’noS in favor of their colonies. Though the take steps to protect the crystals from being stolen.
Imperial bureaucracy kept the Empire functioning, Qo’noS
was at the risk of becoming nothing more than a historical HONOR’S END
relic until the war began. Klingons from across the Empire A world under the protection of House Mo’Kai, Honor’s
arrived in droves to take part in the war effort. Thanks to End is where Klingon Intelligence trains its operatives and
their newfound unity, and with a strong chancellor at the commandos. Its real name lost to history, Honor’s End is
helm, the resurging often a death sentence for most of those sent to train there,
Empire would as its deadly environment and the brutal training regimen of
Klingon Intelligence means that potential candidates have a
low survival rate. Honor’s End is protected by a secret fleet
utilizing stealth screens of such sophistication they put the
House of Kor’s technology to shame. The warriors protecting
the world will give their lives gladly to keep the planet’s
existence secret. Honor’s End is also said to contain the
Imperial Intelligence Archive, which houses every secret that
the Empire has ever learned or struggled to keep secret.

ZETH’LOR
Once a low-level outpost established in the 22nd century,
Zeth’lor was a haven for Klingon pirates and exiles to gather
in to trade slaves, illegal goods, and weapons far from the
prying eyes of the High Council. It was also used as a place
for Klingon officials and members of Klingon Intelligence to
conduct business with the Orions and Romulans without
rousing too much suspicion. With the outbreak of the war,
Zeth’lor’s seasoned crews became invaluable members
of the Klingon war effort. The outpost would not survive
the war, as a Federation raiding party led by the Andorian
captain Vr’ler bombarded the outpost from orbit until it slid
into the ocean. Rumors persist that the access codes used
by the Federation ships were given to them by traitors within
the Empire, but no survivors remained to confirm this story.

THE KLINGON EMPIRE


030
CHAPTER 01.40

STATE OF THE GALAXY

THE ROMULAN
STAR EMPIRE
“From what I’ve heard about these Romulans, they mean business.”

- CAPTAIN JONATHAN ARCHER

ISOLATIONIST ROMULANS AS ANTAGONISTS


ADVERSARIES DURING THIS TIME PERIOD
–– – The Romulans make for compelling villains and there may be some
who wish to incorporate them more during their campaign. This
chapter summarizes Romulan activities from the 2150s to the 2250s.
Good morning, Admiral Patar. This briefing has been culled
During this timeframe, the Romulans are isolationists who prefer to
together thanks to Control’s most recent conclusions
stay within the confines of their empire.
regarding data gained from operatives currently operating
within Romulan territory, intercepted briefs between
While no major conflicts occurred between the Romulans and the
Romulan agents Section 31 knows to be operating
Federation or the Klingon Empire during the mid-2200s, there was
within the Federation and other sectors of the Galaxy,
still plenty of opportunity for stories involving the Romulans. Tal
and information gained from defectors to Starfleet. This
Shiar spies operated in the Alpha Quadrant and smuggled covert
information will be scrubbed of key details before being
information back to Romulus. Undercover raids carried out by
sent to Starfleet Command as a briefing coming from the
mercenaries hired by the Romulans and even strategic strikes carried
Tactical Analysis Division.
out by cloaked warbirds eliminated threats to the Empire’s borders.
Civilizations descended from the Romulans and existing in the Alpha
The Romulan Star Empire is currently in a state of isolation
Quadrant were observed by the Romulans and would frequently be
from the rest of the Galaxy that is not within its considerable
used as covert bases from which Romulans could seek shelter.
borders. The reason for the Romulans engaging in isolation
is due to several key issues which will be identified shortly;
As the Romulan Senate saw the rise and fall of new senators and
what Control has concluded from its analysis is that while
new governments came to power, it was decided that the Romulans
the Romulans may not be actively engaged with the
would start to end their isolationism and renew more solid diplomatic
Alpha Quadrant, they are far from idle. In fact, it appears
relations with the rest of the Galaxy. The Romulan Empire would
the Romulans are using this isolationism to secure their
return to its militant isolationism following the Tomed Incident and the
borders and to advance their technology to a level that
resulting Treaty of Algernon in 2311.
will challenge the Federation and may require more direct
intervention from Section 31.

CHAPTER 01.40
031
the Andorians, Vulcans, and Tellarites, the Humans were able
THE FIRST ROMULAN to expose a Romulan plot to use drone ships to incite unrest
ISOLATION PERIOD TO between these species, which led to the forming of the
Coalition of Planets. In 2156, the Romulans formally declared
THE EARTH-ROMULAN war by invading Coalition territories.
WAR
–– – The war between the Romulans and the Federation was
brutal for both sides. The Romulans endeavored to keep
their identities secret, so they employed mercenary armies
The Romulan Empire has engaged in periods of isolation in
to engage in ground battles and only communicated with
the past. Not long after they arrived in the Romulus system,
Coalition diplomats via subspace radio. The Romulans
the Romulans knew that they were vulnerable to the many
possessed more advanced vessels than their Vulcan
predatory empires of the era. Orion pirates, the Hur’q, and
counterparts, but the Humans surprised the Romulans with
other empires threatened the security of their new homeworld.
their ingenuity, bravery, and daring. Both sides took heavy
While the Romulan fleet was formidable, they realized that in
losses until the Romulans suffered such a devastating defeat
order to ensure the peace and security of their homeworld
of their armada that they were forced to withdraw into their
they had to take steps to make sure that they could control
borders once more. Coalition forces were jubilant in their
the actions of others. This began the plan of slowly infiltrating
celebrations but were too exhausted to press the advantage
foreign governments and taking steps to guide their actions
into Romulan territory.
so that they were in conflict with each other too much to dare
invading Romulus. The next step was trickier, which was to
hide the existence of the Romulans from the rest of the Galaxy. THE ROMULAN
This was a step that was so monumentally challenging that
GOVERNMENT
the best the Romulans could do was to try and hide their true
identity from other civilizations.
–––
The Romulans hid their existence from others by using The Romulans have closed their borders to outsiders. The
intermediaries, holographic filters, and even body- few diplomatic embassies that the Romulans have allowed
encompassing encounter suits. While they engaged in to remain open are to maintain peace with their neighbors.
trade with other species, they took care that no one knew The Romulans have largely withdrawn from the Alpha
the true location of the Romulan homeworld. Romulan
trade goods were scrubbed of any identifying evidence of
where they came from. Those who got too close to the true
identity of the Romulans were eliminated quietly. Thanks to
the development of cloaking technology, the Romulan fleet
ambushed fleets many times their size that threatened their
borders. The Romulans’ use of cloaked minefields allowed
them to annex territory at a frightening pace. The only force
set to oppose the Romulans’ expansion was the Klingon
Empire, whose superior warships managed to allow them to
resist Romulan aggression.

The expansion of the Romulan Star Empire accelerated until


formal contact was made between the Humans and the
Romulans in 2152 when the NX-01 Enterprise encountered a
planet the Empire had recently annexed and had surrounded
by cloaked mines. In truth, the Romulans had been aware
of humanity for quite some time. Tal Shiar operatives within
the Vulcan government knew of Earth’s emergence onto
the galactic scene and were wary about how far they had
developed in such a short time. The Human tendency to
unite other species together in alliances and their ability
to solve crises that plagued other worlds troubled the
Romulans, who feared it was only a matter of time before
Humans consolidated all of their gains into a power that
could threaten the safety of the Romulans. Despite several
efforts to manipulate Starfleet and cause discord between

THE ROMULAN STAR EMPIRE


032
Quadrant in order to focus on their own affairs. The Star
Empire’s humiliating defeat at the hands of Earth and its
allies left them vulnerable to attacks from numerous other
powers in the Galaxy. The Klingons, despite not being
unified before their conflict with the Federation, raided the
Star Empire indiscriminately. Even species such as the Gorn
and the Tholians took this as an opportunity to expand their
borders and seize worlds or merchant vessels from the
Romulans. Realizing they needed to put an end to these
threats to their sovereignty decisively, what remained of
the Romulan fleets inflicted massive damage upon those
DELIVER THE D7 PLANS
that encroached upon their territory and then fortified their
borders with cloaked disruptor turrets and mines. Since few
ENCRYPTED MESSAGE FROM ROMULAN ADMIRAL UTON TO
species were willing to encroach upon Romulan territory
KLINGON CHANCELLOR L’RELL
and were willing to keep the spoils they had gained, they
The time has come to pay your dues, Chancellor. As you are aware,
were content to let the Romulan Star Empire govern itself.
the Romulan military gave T’Kuvma one of our cloaking devices in
exchange for a future favor of equal value. Now that the Klingon
For the Romulans, they used this opportunity to shift their
Great Houses have united, the new D7 represents a synergy of
society. The proconsul was removed from power and
Klingon design knowledge. The Romulan military is very interested
several senators lost their positions (and lives) in the ensuing
in this formidable vessel. We are calling in our favor: deliver a
shakeup. The Romulans rebuilt their fleet and developed new
copy of the D7 plans to Subcommander Rochek at the enclosed
technologies once thought only theoretical. These ranged
coordinates precisely 56 hours from now. Fail to appear, or speak of
from improved cloaking devices to more powerful plasma
this arrangement to anyone, and we will allow it to leak that the self-
torpedoes and warbirds powered by quantum singularity
proclaimed Klingon messiah used alien technology to fuel his “Remain
engines that provided them with superior power to Federation
Klingon” campaign.
vessels. The Tal Shiar continued to conduct operations both
internally and abroad as they attempted to not only neutralize
The D7 truly is a handsome vessel. My compliments to your design teams.
threats to the Empire, but also to ensure the Romulans
remained a formidable mystery to their enemies.

CHAPTER 01.40
033
CHAPTER 01.50

STATE OF THE GALAXY

OTHER 23RD
CENTURY FACTIONS
“Starfleet arrogance. Have you ever bothered to look out of your spaceships down at the little guys below?”

- HARCOURT FENTON MUDD

Orions. This is unacceptable to the Orions but even more so


FACTIONS IN for the Syndicate, who have thrived as the Alpha Quadrant’s
greatest criminal network for centuries.
THIS ERA
–– – The Syndicate has its spies within the Federation, but their
greatest effort to halt the rise of the new power bloc ended
In addition to the Klingon Empire and the Romulan Star in the Week of Missing Stars. Within the span of one stellar
Empire, several other polities and factions were often week, several high-ranking Federation officials, diplomats,
adversaries to the Federation during this time period. This and Starfleet officers on dozens of worlds were arrested
report briefly illuminates several of these factions. by Starfleet Intelligence. More than a dozen more seemed
to disappear entirely. This massive shake-up of Orion
ORIONS AND THE ORION operations was extolled by Federation brass as a critical
SYNDICATE deathblow to the network with the hope that it would leave
The Orion Syndicate has been destroyed. Shattered by the Syndicate in pieces.
the rising Federation and unable to prevent it from unifying
systems across the quadrant, the Orion Syndicate has been In actuality, the Syndicate had been aware that the
brought to heel for good and the Orion traders operate a Federation was moving in on their operations and had
solely legitimate and legal enterprise that they regulate for planned accordingly. Syndicate operatives considered
honesty and fairness in all of their trade deals. too traitorous, or inefficient, or who had just angered the
wrong Syndicate boss were put in place a year before
This is a lie, of course. The Syndicate is stronger than ever, they were apprehended by the Federation. Others were
but it does not do them any good to have the truth get out eliminated so that it looked like the Syndicate was
to the public. tearing itself apart. The Federation got the victory over
the Syndicate that it always wanted and then turned its
The rise of the Federation proved to be problematic for the attention back toward the Klingons and the Romulans
Orions. For the Orion merchants and the royal family, the while the Syndicate resumed its activities even farther from
Federation proved to be profitable for their legitimate trade the prying eyes of Federation authorities.
as well as a means to halt the expansion of the Klingon
Great Houses. Earth and its allies were seen as essential During the early 23rd century, the Syndicate continued
in halting the spread of the Romulans as well, and since to engage in the activities it always had. The Syndicate
the Romulans have remained behind their borders for most facilitated the trade of illicit good and contraband
of the 23rd century, the Orions have been able to breathe throughout the Alpha Quadrant, and was known to supply
easier without threat of being conquered. arms and ships to both sides of conflicts. During the war
between the Federation and the Klingons, the Syndicate
But the Federation is a growing power, and with every treaty was paid by each side for intelligence on the other, and it’s
they attempt to force on the Alpha Quadrant the other rumored that certain members of the Starfleet Admiralty set
powers start to grow wary of them and their interference in aside their scruples and paid the Syndicate handsomely
other planets’ affairs. Federation vessels now demand the for information that saved a colony from attack or paid a
right to inspect vessels travelling into their systems, and as local Syndicate leader to protect Federation starports from
the Federation expands, planets are doing away with their Klingon Intelligence agents.
forms of capitalism that have brought great profit to the

OTHER 23RD CENTURY FACTIONS


034
For the Orion monarchy, the Federation-Klingon War offered a the Orions’ attitude was to see what happened next and to
wealth of trade opportunities for their legitimate businesses as trade with whomever was left standing.
well as breathing room from the Klingons. The Great Houses
of the Klingon Empire had engaged in unauthorized raiding The Orion traders were also forced to find new ports to trade
for years within Orion territory and frequently made sorties out their wares after the closure of the Romulan frontier and
of the Badlands. The Great Houses claimed that they were the civilization’s self-imposed isolation. The Orions prized
seeking vengeance for the actions of Orion pirates. While some themselves on owning a monopoly on trading goods such
of these reprisals did occur after an Orion pirate attack, many as Romulan ale and artwork throughout the Alpha Quadrant.
of the raids that were carried out (particularly by the Houses of Since the Romulans’ withdrawal from the galactic stage,
Duras and Kor) were more opportunistic. The Orion fleet was several Orion traders have been forced to find new trading
fitted more for conducting extended trade missions than being partners and exotic goods to trade. That is not to say that
able to go toe-to-toe with aggressive Klingon warships. Romulan goods cannot be found; several Romulan traders
have been known to travel beyond the Empire’s borders to
With the outbreak of hostilities with the Federation, the trade with Orions in order to bring coveted Alpha Quadrant
Klingons shifted their focus from the Orions toward Federation goods back to the Star Empire.
territories. This gave the Orions not just a chance to fortify their
frontier but also to make trade deals with the Great Houses VULCAN LOGIC
that curried favor between the Orions and the Empire. The EXTREMISTS
Orions made sure to keep their trade deals with the Klingons To the Vulcan people, the pursuit of logic dominates their
secret (so that they could also engage in selling goods to everyday lives. Trained from a young age to refine their
the Federation) and used the profits gleaned from the war to thoughts and control their emotions, the Vulcan pursuit
purchase weapons technology from the Klingons and warp of logic has had incalculable impacts upon not just their
reactors from the Federation. As profit flowed into Orion society but on how the Vulcan people deal with outsiders.
coffers, they were content to sit back and watch the two great For most Vulcans logic comes easily, and they are able
powers exhaust themselves in conflict. Some Orion families to regulate their emotions and conduct themselves in the
hoped the Federation would prevail over the Klingons, as they most prudent and calculated fashions. Some Vulcans
found the Federation to be more equitable trade partners, but struggle with their emotions and must resort to specialized

CHAPTER 01.50
035
training, medications, or potentially face exile if they are members of the movement who cannot stand the chaos of
unable to bring their emotions under control or, in what is other species and their beliefs on their homeworld, they have
considered abhorrent to most Vulcans, decide to embrace established hidden temples in Vulcan’s deserts where they
their emotions. debate the purity of Vulcan logic and strategize on how best
to get their message to the public. While not every member
Since the Vulcans started traveling the stars, they have of their movement is an advocate for violence, some believe
encountered species and cultures that, from their perspective, that they have reached a point where their words are unable
do not put in the work or training to control their emotions. to slow the decline of Vulcan culture, and without further
The Vulcans do their best to tolerate the emotions of these intervention Vulcan will lose its identity forever.
species, as the teachings of Surak teach that the Vulcans
can only control their own emotions and not others. Despite While the Vulcan Separatist Movement existed for decades,
Surak’s teachings, there is a small segment of Vulcan society it occasionally felt compelled to act violently in order to
that not only looks down upon the emotions of other species pursue its goals. Members of the movement bombed
but has come to reject the influence they believe they are the Vulcan Learning Center in an attempt to kill Michael
starting to have on Vulcans themselves. Calling themselves the Burnham, the adopted Human child of Sarek, a high-
Vulcan Separatist Movement, they believe that Vulcan should ranking Vulcan ambassador. This move to violence was
not only withdraw from the Federation but close their borders hardly new, as the separatist movement had attempted
to outsiders entirely in order to preserve the sanctity of logic. several assassinations over the years of vocal supporters
of Vulcan integration with the Federation and other worlds,
While debates between the Vulcan Separatist Movement and but recently the separatists have come into advanced
their opponents continue quietly within Vulcan philosophy technology that has enabled them to proceed with
circles, a small but growing contingent within the Separatist larger demonstrations of their power. A later attempt on
Movement has started to embrace a more aggressive Ambassador Sarek’s life was carried out by a separatist
means of getting their beliefs across to their fellow Vulcans. who had been given access to technology enabling him to
Believing that Vulcan culture will be destroyed by the chaos turn his blood into a potent explosive.
of other species’ beliefs, this group has taken it upon
themselves to try and preserve Vulcan society or die trying. Many sought to manipulate the Vulcan Separatist
Their conclusions about the superiority of Vulcan logic may Movement for their own means. Unknown to the Vulcan
seem strange and abhorrent to others, but to the extremists High Command or Starfleet, Tal Shiar operatives of the
they are incapable of caring what other species think. As Romulan Star Empire have been active on Vulcan for years.
logic dictates to them, if they are content on their own and They attempted to influence the Vulcans into engaging
believe outsiders will ruin their way of life then they simply in civil war and militant isolationism as far back as the
must be left alone. The separatists were known for quoting 22nd century, but were unsuccessful in preventing the
one of T’Plana-Hath’s sayings as a central core of their belief: Vulcans from joining the Federation. With the Vulcans now
“If tea leaves are added to water, then it is no longer just functioning as an integral part of Federation politics, the
water and it is very difficult to restore it to its natural state Romulans pursued many avenues of disruption within their
once again.” homeworld. By supplying the separatists with advanced
technology, timetables of Vulcan officials opposed to the
While Vulcan’s security forces do their best to find out who separatist movement, and other information, the Tal Shiar
among their people is a member of this extremist group, the believed that the separatists had a low chance of actually
truth is that it is difficult to tell. Being adept at the skills of succeeding in their goals, but if the Tal Shiar can maximize
debate and philosophy, a member of the group is capable of any disruption within the Vulcan government, they will
preaching their viewpoints to a crowd of listeners while also pursue the chance to do so.
leaving room for them to explain away what they are doing.
Proving membership in the sect can only be conclusively KLINGON INTELLIGENCE
proved if the Vulcan in question freely admits to being a The Klingons take their honor quite seriously. To impugn
member; for a civilization based around logic, many Vulcans another Klingon’s honor is to invite death, and for a Klingon
will refuse to answer the question or find ways around to act dishonorably would shock and offend their fellows
answering it, rather than give an answer that may lead to to the point that they would exile them from their society
their dismissal from their posts or imprisonment. or kill them on the spot. But the Klingons are practical in
all things, including war, and would never deny themselves
The movement itself is organized into small cells that operate an advantage or allow their opponents to gain the upper
out of hidden bases scattered across Vulcan. Some of hand. While the Klingons would deny that they have their
these safehouses are in Vulcan’s major cities where they own intelligence-gathering organization, the truth is that not
can masquerade as philosophy schools where members only do they employ one both on and off the battlefield, but
of the movement can keep a watchful eye out for those Klingon intelligence is far more dangerous than what other
who sympathize with their beliefs. For the more militant polities give them credit for.

OTHER 23RD CENTURY FACTIONS


036
Before the war and the internal conflicts of the 23rd century, When the High Council fractured, these operatives also
the High Council employed their own agents who reported divided in their loyalties. Most members of Klingon
directly to them. These agents had free rein to move about Intelligence chose to ally themselves with Great Houses who
the Empire and to undertake actions in its name in order to offered them wealth and power, but a few put the safety of
protect it from outsiders. The High Council was even known to the Empire above personal gain and continued to operate on
issue pardons to agents who operated on their behalf and had the Empire’s behalf. These agents spent their time fending
compromised their honor as they believed that for the Empire off operations from Romulans and Orions but used the chaos
to survive, they had to do what must be done. Unwilling to of the era to their advantage. If Klingon Intelligence needed
train these agents on Qo’noS, Klingon Intelligence transferred to eliminate a target or hijack a shipment, it could operate
potential candidates to a base on the far side of the Empire’s under the guise of a rogue Klingon raiding vessel committing
territory known only as IK-1. To the operatives trained there, it random attacks.
had another, much colder name: Honor’s End.
When the Klingons finally united again during the
Training at Honor’s End was intentionally brutal and deadly. It Federation-Klingon War, Klingon Intelligence was more
was so common for candidates to die during training that each important than ever. The House of Kor saw the importance
class of candidates often had only a few survivors. To make an of a strong covert ops agency operating on behalf of the
effective agent of the council, these operatives had to not only Empire and threw its resources behind rebuilding their
be great warriors but also had to be resourceful and clever. intelligence-gathering agency, equipping it with the latest
Training included engineering classes to modify other species’ advancements known to Klingons. The creation of the
equipment, chemistry courses to teach an operative how to choH’a’, double agents whose DNA was fused with other
not only identify poisons but also expertly administer them to species, was a new, experimental process that many in
others, and the most efficient ways to sabotage warp reactors High Command had not even known about. House Mo’Kai
and destroy starships even at the cost of the operative’s used their advances in the arts of genetic manipulation
life. The Klingons’ understanding of chemistry and genetic to create agents who were virtually indistinguishable from
manipulation allowed them to hide codes within their own DNA other species. It is unknown how many of the choH’a’
structures as well as how to hide information directly within were involved in the war, but it is known that the Klingon
their bloodstreams until it could be extracted later. Torchbearer Voq was the test candidate for the process.

CHAPTER 01.50
037
When the war ended, Klingon Intelligence’s duties were NEW EDENITES
more important than ever. The Empire had fought a bloody Natural survivors who are devout in their praise of the Red
campaign against Starfleet and though they reached a Angel, the people of New Eden managed to survive not just
peace agreement with the Federation, the High Council being deposited on a world more than 50,000 light-years from
was emboldened by their victories. The Klingon fighting Earth – 150 years’ travel at maximum warp – but also the final
spirit had been stoked and their honor restored, which days of Earth’s World War III. Possessing little more than what
meant that a new era of expansion for the Empire was they had on hand at the time of their relocation and the limited
nigh. Klingon Intelligence used the resources they had supplies within the church they were seeking shelter in, the New
gained in the war to continue their infiltration of Federation Edenites managed to thrive on their new world. Over 11,000
colonies and other species’ planets. Klingon operatives strong by the year 2257, the New Edenites are united by their
poisoned crops, assassinated diplomats, and sabotaged belief in the great angel that saved them from the destruction of
warp reactors all for the glory of the Empire. The Klingons the First Earth and placed them in a land for them to prosper.
of Honor’s End believed strongly that their honor was not
lost by their actions, only in their failure, and were willing to In truth, the people of New Eden are descended from the
die in the name of the Empire. Since another war between inhabitants of Richmond, Indiana which was facing atomic
the Federation and the Klingons seemed inevitable, the annihilation in the closing days of WWIII. These First Saved,
High Council knew it was more important to make sure they as the New Edenites refer to them, were drawn from those
could get as much information about their opponents as living in the neighborhoods around East Fork Presbyterian
possible, so that when they next struck, they could deliver a Church. The being that saved them, known to the crew of
crippling and fatal blow to their enemies. U.S.S. Discovery as the Red Angel, managed to transport
the building and the survivors within into the Beta Quadrant
where they settled on a new world. On Earth it was presumed
they were killed by nuclear weaponry, a fact that was hard to
disprove considering the devastation that affected Indiana.

The people of New Eden faced several harsh realities when


they emerged from the building that would later become
known as the White Church. They were unprepared for having
to start completely over in a new environment. Though New
Eden’s climate was temperate, it still was rough on those who
had no shelter outside of the church. The church itself had no
access to natural gas or electricity and could only function as
shelter against the weather. The New Edenites were thankful
for the supplies that the church had stockpiled in its basement
for help with natural disasters and in preparation of the end
of WWIII, but these supplies were being depleted quickly.
Fortunately, those that would become the New Edenites
were hard working and industrious and set out to rebuild
their society as best they could. Within a year, they built new
shelters and cultivated the lands nearby for crops.

The New Edenites were not just united by their struggle but
also in their faith. Grateful to the being that saved them from
certain demise, the New Edenites took the faiths of the First
Saved and merged their common teachings together. The
First Saved were a mixture of Christian, Muslim, Buddhist,
Jewish, and pagan faiths. While it was difficult to merge
the diverging faiths, the new religion did its best to allow
families to worship in an inclusive way that focuses on living
a good life and being mindful of making the best of what they
consider to be a new chance for mankind.

That is not to say there is no conflict among the settlements


on New Eden. While mostly peaceful, the formation of a
new religion created some dissent. The vast majority of New
Edenites have put their faith in the Red Angel and focused
on merging their individual faiths into one church, but smaller

OTHER 23RD CENTURY FACTIONS


038
dogmatic arguments occur from time to time. Within the first in particular, found the conflict to be profitable. The Federation,
fifty years of life on New Eden this new religion threatened to still training its ground assault forces and lacking experts in
tear itself apart while the survivors desperately focused on boarding parties for ship-to-ship combat, managed to secure
survival, but with the appointment of the position of the All- the services of several Nausicaan families who supplied
Mother, the church managed to merge the many faiths and assault troops during the height of the Federation-Klingon War.
teachings of the inhabitants of New Eden into one faith. The Klingons publicly decried the use of hiring other species to
do their fighting for them, but several Houses paid Nausicaans
There are those who still stand apart from the church. Some and other species to either refuse any offers of employment
are descended from scientists and doctors who did not put from the Federation or to motivate them to conduct brazen
much faith in religion and who sought a natural explanation acts of piracy in Federation territories in order to divert
for how they arrived on their new world. Others were devout Starfleet’s attention.
in their original faiths and did not favor a merging of their
religions as they believed it would corrupt their own beliefs. CARDASSIAN REPUBLIC
As the New Edenites slowly expand across their new world, The Cardassian First Republic was in decline. For centuries,
these members of the “old ways” either practice their faiths they managed to keep their society of artists and scholars
privately, or develop small communities of their own. thriving, but setbacks politically and economically dealt
several blows that the First Republic found itself unable to
recover from. Once known as a civilization of explorers and
OTHER FACTIONS
–– – scholars, there was a rising tide of unrest on Cardassia Prime
driven by extreme poverty and austerity. This unrest resulted
in the outbreak of several armed conflicts on Cardassia as
During the period of the Federation-Klingon War, several well as several failed wars against the Tholians, the Breen,
factions rose to great fame or notoriety throughout the Alpha and Klingon raiders. Several of the largest Cardassian cities
and Beta Quadrants. These groups were either new to the were devastated and whole generations of Cardassian
Federation or had recently risen through the ranks to become youths starved in the streets while the Cardassian Republic
major players in the era’s politics. For some factions, their struggled to feed and clothe their people.
fortunes would only continue to rise and their homeworlds
would gain respect and influence on the galactic stage. As the Cardassian people starved and struggled, several
military leaders took a stance against their government. A
ARMS SUPPLIERS, GUN few Legates loudly espoused beliefs that the military should
RUNNERS, AND PIRATES be put in charge until the current financial crisis was over.
The war between the Federation and the Klingons was one The Cardassian Orders were able to put down civil unrest,
of the largest conflicts seen since the Earth-Romulan War address environmental disasters, and keep the peace much
and the Promellian-Menthar War. Since the Federation’s more efficiently than the Republic’s forces could, and for
inception, it did its best to halt or at least mitigate conflict many Cardassians, they were seen as a welcome change
between major powers to varying degrees of success. When of pace. Some believed that it was only a matter of time
full-scale war erupted between the two largest powers of the before the Republic surrendered the last of its authority to
time, it was inevitable that those who profit from war would the military. As history shows, the Republic rebuilt itself into a
emerge to profit from the conflict. Union, and began a series of waves of conquest from its own
homeworld out into neighboring systems, all in the name of
While the Orions and their Syndicate were one of the best procuring more resources for Cardassia.
known and largest suppliers of arms in the Galaxy, there
were dozens of weapons merchants throughout the quadrant The Cardassians of this time came from a heritage of
willing to answer the call for weapons, components, and dreamers and philosophers whose artwork stresses
ships. Some were merchants with well-known reputations, imagination, benevolence, and the fairness of justice.
while others were opportunistic pirates who raided shipping Cardassian literature of the time, just as it does in later
convoys and attempted to sell the goods they pirated to centuries, focused on family and duty but also on fairness,
the highest bidder (often, the same individuals they stole compromise, and working for the greater good of all
from). Piracy was also on the rise as the patrol ships that the Cardassia. The Hebitian dynasty burial vaults were said to
Federation and Klingons employed were now commandeered be beautiful archaeological finds that were renowned across
for the war effort. The lack of border security meant that the Galaxy until starving Cardassians looted them and sold
those who possessed a fast enough ship were able to slip the treasures found within to other worlds in order to procure
through border patrols and contested territories without enough money to feed their families. As more Cardassians
much threat of being stopped and boarded. lost their homes and found their planet devastated by
conflict, their art and philosophy turned from the individual
Several species took advantage of the conflict to barter their to the state and focused more on how duty means
services as mercenaries and armed guards. The Nausicaans, subservience to those in charge rather than on individuality.

CHAPTER 01.50
039
CYBERNETICALLY permission of the individual. Other species, such as the
AUGMENTED BEINGS Klingons or Romulans, refused to allow augmentations
Medical technology expanded in this period, and thanks to the beyond only the most basic needed to keep the individual
work of Federation scientists, the Bynars, and several other alive. The Bynars were a species whose use of cybernetics
species, many individuals received fully functional implants spread across their entire species, as they received extensive
that replaced missing limbs and organs. For some individuals, augmentations to their nervous systems soon after birth.
the need for these replacements went much further and more More unscrupulous characters underwent augmentation in
extensive replacements and augmentations of their body were order to gain hidden weaponry or to have covert equipment
needed. Although rare, it was not unheard of to encounter installed into their bodies. It was rumored that out on the
individuals who underwent extensive cybernetic augmentations rim of Federation space, slave forces of cybernetically
that gave them an artificial or “robotic” appearance. lobotomized individuals were forced to carry out the
commands of their masters without a shred of free will.
For most of these individuals, these steps were taken in
order to save their lives. The process was not without its KELPIENS AND THE BA’UL
drawbacks. Although some cybernetics enable the individual A pair of species living together on the planet Kaminar,
to possess enhanced strength and durability, there were the two species have not always experienced peaceful
still issues with bridging the divide between the machinery coexistence. Centuries ago, the Kelpiens were an aggressive
in their bodies and their nervous systems. Some individuals species who, after undergoing the second stage of their life
had to manually catalog their experiences and memories cycle (known as the Vahar’ai), threatened to wipe out the
after augmentation, and due to data limits some were forced Ba’ul entirely. The Ba’ul, who were a peaceful species who
to make artificial libraries in which to store their information. excelled technologically, managed to overcome the Kelpiens
Other individuals had to take a series of injections to prevent in their conflict and imposed upon them a new belief
their bodies from rejecting their new implants, which made system known as the Great Balance. The Great Balance
them dependent upon certain medications to survive. was designed to make the Kelpiens think they were always
a subservient species to the Ba’ul and that they were prey
The Federation typically only resorted to cybernetic species who, upon undergoing the Vahar’ai, must be wiped
augmentation as a last resort, and even then only with the out for the good of everyone on Kaminar. Thanks to the

OTHER 23RD CENTURY FACTIONS


040
THE KELPIENS their outposts destroyed only for the Tholians to withdraw if
WANT TO FLY the Federation sends a large fleet to secure the colony.

The Tholians maintain embassies on several worlds outside


BA’UL TRANSMISSION TO STARFLEET of their territories, though these embassies only continue to
When Starfleet helped the Kelpiens evolve, we promote the enigmatic and strange nature of their species.
were certain they would seek revenge on us. The Tholian need for a much higher external temperature
Some tried. Most have expressed interest in than other species means they must live within carefully
learning to coexist without culling. We do not trust constructed life support chambers. The Tholians themselves
them. But we are listening. care little for the art and philosophies of other species
and believe that their civilization is superior. The fact that
They have offered to help rebuild the stronghold Tholian silk, which is a natural by-product of their species,
that sustains us. In exchange, they want to learn is highly prized by other species gives them a trade good
to fly Ba’ul ships, but their bodies cannot survive that is universally prized without requiring the Assembly to
immersion in our vital fluid. Thus, our ships require relinquish command over territory or essential assets.
modification, and we lack resources, thanks to
your meddling. Send a Starfleet crew at once to The Tholians used the Federation-Klingon War as an
re-engineer our fighters for Kelpien pilots. opportunity to expand their borders without drawing too
You ignited this new balance – you are responsible much attention to themselves. Seeing an opportunity to
for facilitating it. annex systems they considered valuable, Tholian ships
deployed their tractor webs around several valuable asteroids
and moons known to contain essential ores and dilithium.
Although the Federation and Klingons have reached a peace
efforts of the crew of U.S.S. Discovery, the truth of the Great agreement between their two civilizations, the Tholians
Balance was exposed and both the Kelpiens and the Ba’ul became entrenched in the systems they claimed and refused
moved toward living in harmony with each other. to relinquish control of them.

Before the discovery of the truth behind the Great Balance, XAHEANS
the Kelpiens lived a simple existence in balance with their The Xahean civilization was regarded as having little to offer
ecosystem. They were taught to fear the Ba’ul and their others due to the minimal amount of resources remaining
technology and learned to stay away from borders dotted on their world. Born to a planet that only possessed small
by the Ba’ul’s pylons or risk being destroyed. For the Ba’ul, supplies of rare minerals and dilithium, and possessing
they enjoyed an isolationist existence. Keeping control of resource-poor asteroid belts, the Xaheans are a hard-working
their homeworld from a large underwater colony, the Ba’ul people who have managed to achieve much despite their lack
had begun exploring space when they made contact with of resources. One of the few resources that Xahea possesses
U.S.S. Archimedes. After an initial exchange of weapons is dilithium, but it was of a poor quality that was not in high
fire, the Ba’ul convinced the Federation to leave them alone, demand by most spacefaring powers. With the development
which the Federation honored. Only one being from Kaminar, of a dilithium incubator by the Xahean royal family, the
Saru, took the opportunity to leave his homeworld and joined Xaheans managed to refine and restore dilithium into a purer
Starfleet. Once they discovered the truth about the Kelpiens and more reusable state. This discovery helped bring Xahea
and Vahar’ai, more Kelpiens petitioned Starfleet for the into the spotlight in galactic politics, and where they were once
opportunity to leave their homeworld and travel the Galaxy. snubbed before by the Federation and the Klingons, they soon
The Ba’ul preferred to remain isolated from other species, found their scientific resources in high demand.
although they were not opposed to one day beginning an
exchange of technology with the Federation and, perhaps, The Xaheans possess numerous physical advantages, such
see Kaminar join the Federation. as the ability to shroud themselves and an innate ability to
manipulate technology from a distance. More and more
THOLIANS Xaheans have found work off-world, and small colonies of
The Tholian Assembly is as ageless and unknowable as it Xaheans can be found on several Federation worlds. Some
has always been. The Tholians undergo decades of quiet Xaheans tried to send credits back to their families on their
isolation before emerging to expand their territories, often homeworld, but as the royal family of Xahea continued to
under the auspices of seeking to secure their borders develop new technologies, a few technology firms in the
against outsiders or to procure needed resources. The Federation have taken an interest in helping the Xaheans
Tholian Assembly refuses to allow itself to become stuck despite the planet not being a formal member of the
in protracted warfare and prefers to engage in short, brutal Federation. Some Xaheans believed this made their culture
conflicts in order to achieve its goals. It is not unheard of for corrupt and decadent, but other Xaheans were grateful for
a colony to come under attack by Tholian vessels and see the chance to build up their world.

CHAPTER 01.50
041
THE FEDERATION-KLINGON WAR
042
CHAPTER 02.00

THE FEDERATION-
KLINGON WAR

02.10 The Federation-Klingon War. . . . . . . . . . . . . . . . 044

CHAPTER 02.00
043
CHAPTER 02.10

THE FEDERATION-KLINGON WAR

THE FEDERATION-
KLINGON WAR
“There will be time to grieve. This is not that time.”

- CAPTAIN GABRIEL LORCA

BACKGROUND TO THE KLINGON-


THE CONFLICT FEDERATION COLD
–– – WAR
History is tricky business. Most often written by the victors.
–––
Sometimes rewritten by future generations making the
The strained relationship between the Klingons and the United
unpalatable less so. Occasionally new knowledge comes to
Federation of Planets preceded the Federation’s founding.
light, forcing us to re-examine events from a different point
While the Klingon Empire certainly butted forehead ridges
of view. Often it’s buried, in the hope that one’s descendants
with the Andorians, Tellarites, and Vulcans, it was Humans
won’t stumble on terrible secrets of the past. Worse yet, it’s
who managed to find themselves as a perpetual rock in the
forgotten or lost entirely and future generations are robbed
Klingons’ heavy boots. From their first interaction in Broken
without knowing it. There is no greater example of this
Bow, Oklahoma, relations were sour. Things got even chillier
happening than the bloody conflagration that briefly melted
once the Federation formed. The Klingons looked on with
the cold war between the United Federation of Planets and
derision as disparate species joined together around a unified
the Klingon Empire.
government, willingly. Why would they do that? While the
Federation was expanding its influence among the stars,
While the Federation and the Klingons spent most of the
solidifying with each passing cycle, the Klingons found
22nd century barking at each other from across their
themselves separated and squabbling amongst their many
borders and occasionally bloodying each other’s noses,
Houses. Not a species to sit idly by while they feel their empire
there was a nearly two-year period marred by open and
is threatened, the Klingons did what Klingons do best.
deadly conflict. Starting with the Battle at the Binary Stars
in 2256 and ending with the ascent of L’Rell to Klingon
They began raids to terrify colonists and destabilize the
Chancellor in 2257, the war saw the bloodiest battles the
Federation’s side of their shared borders. Swift to strike and
Federation would experience until the Dominion War in
even quicker to disappear, these terror raids became the
the 2370s. While there were heavy losses incurred on both
stuff of every Federation citizen’s nightmare. One particular
sides, this was a period where the Federation had its back
terror raid, on Doctari Alpha, set events in motion that would
to the wall. In the face of utter dominance by the Klingons,
culminate with a mutiny, a murder, and the loss of at least
the still-nascent Federation’s ideals were continually put to
seven Federation vessels and over 8,000 souls.
the test. Could cooperation, diplomacy, and science-first
exploration stand up to an empire whose core competency
was conquering?
JONATHAN ARCHER
This was a time of tooth and nail. Of claw and bone. Heroes
AND BROKEN BOW
were forged in the fires of this crucible and the wounds incurred
on both sides of the war bled for years to come. While their
–––
relationship barometer remained fixed on “tense,” the threat
While the Klingons had interactions with many species that
of the Dominion would eventually force both sides to face the
predated the Federation none was so formative in their
truth: They are mightier when they stand together as allies.
attitudes going forward than their initial brush with humanity.
In a completely unrelated mission to uncover treachery by a
But we’re not talking about the future. This is history.

THE FEDERATION-KLINGON WAR


044
species known as the Suliban, who were bent on throwing
the Klingons into a civil war, the Klingon Chancellor ordered
KLINGON TERROR
one of his warriors to obtain evidence of said treachery. This RAIDS
led to first contact with Humans on Earth, a protectorate –––
of Vulcan. The Klingon courier ship crashed on Earth in
Broken Bow, Oklahoma. Jonathan Archer, captain of the first Before the war began in earnest, there was tension across
Enterprise and eventually one of the earliest presidents of the both sides. The Klingon Empire felt the Federation was
Federation, was charged with transporting the courier and spreading too close to their territory. The Federation saw it
the evidence back to Qo’noS. With the evidence in hand, the as expanding their network, bringing more and more planets
civil war was prevented, and the Klingons had a new player in into the fold as well as colonizing new planets and placing
galactic politics they had to keep their eyes on. scientific outposts on an even greater number of worlds. As
a deterrent, the Klingons executed what were dubbed by
Jonathan Archer would again make a splash in Klingon the Federation as “terror raids” across multiple outposts and
history as a virulent flu cut a swath through the Empire colonies along the borders of their territory. While most of the
after numerous failed attempts at augmenting Klingons. greater and lesser Houses participated in these raids, it was
Archer and the Denobulan Doctor Phlox helped develop House Antaak and House D’Ghor who perfected them.
a retrovirus that would alter the course of Klingon history
forever. While they managed to cure the flu, any Klingon These raids took many forms, depending on which House
that contracted it and took the cure lost their cranial ridges. was executing them. House D’Ghor was content to carpet
This gave rise to classism in Klingon culture. Those with bomb entire landscapes, both urban and wilderness,
ridges, the HemQuch, and those without, the QuchHa’. For destroying cities and obliterating natural resources. House
a century after, there were disputes over how “Klingon” Antaak usually took a more measured approach, targeting
these QuchHa’ really were. Some Klingons believed them logistically strategic outposts and colonies. While they were
to be equals. Others felt they were tainted by Human DNA. the most well-known for these raids, D’Ghor and Antaak were
During this time, the QuchHa’ were often relegated to the hardly responsible for all of them, or even the most significant
homeworld and kept out of sight until they were sent to the among them. House Mo’Kai used devious tactics such as
front lines in the late 23rd century. poisoning water sources or disrupting supply chains to starve

CHAPTER 02.10
045
out entire colonies, often forcing them to willingly uproot
DOCTARI ALPHA
themselves. No House utilized the same tactics as another,
but the targets were all a common type: isolated colonies or
–––
starbases, places outside of the larger Federation framework.
While there may be no Klingon songs or even detailed
Federation logs about the raid on Doctari Alpha, it is one
Past eras of people might describe these frontier colonies
of the most significant moments leading up to the war. In
as the “Wild West” of space, but that would be reductive
fact, one could draw a straight line from it to the events of
to the struggles these colonists faced. The Klingons’
the Battle at the Binary Stars, all centered on one person –
expansionist mindset and nebulous ideas about borders
Michael Burnham. But it was not D’Ghor or Antaak that was
made these prime targets for conquering. But not every
responsible for this raid. It was the high-minded scientists
terror raid was about deterrence or border disputes. Some
of House Konjah. This wasn’t a typical terror raid, although
had a much more acute agenda.
it was staged to be that way. The Klingons were tracking a
time crystal stolen from their sacred temple on Boreth, and
Many Starfleet officers come from planets and systems that
Doctari Alpha was secretly the site of a Section 31 research
were the victims of these raids. There’s a large possibility that
endeavor called Project Daedalus.
many of these officers held grudges against the Klingons,
despite the Federation’s much more liberal and accepting
Michael Burnham’s mother, Dr. Gabrielle Burnham, and her
posture. For even more officers during this era, these attacks
father, Mike Burnham, were responsible for researching the
were happening on the frontier. Many of the most prominent
stolen Klingon time crystal and were attempting to create a
figures in Starfleet and Federation history that we know from
wearable time travel device known later as the Red Angel
this era were coming of age during this tumultuous time. These
suit. The Klingons attacked, slaying Mike Burnham, and
raids, whether experienced directly or existentially, were crucial
made their way toward the lab where the time crystal was
in forming the mindsets of officers willing to do anything in
housed. Dr. Gabrielle Burnham hid her daughter away, and
their power to win the war. Even if it cost them dearly.
then attempted to use the Red Angel suit to travel an hour
back in time to prevent the attack. Instead, she was flung into
an uncertain and terrifying future. To Michael, it was as if both
her parents were slain. She would carry this wound with her,
and, while official logs may say differently, it’s hard to believe
it didn’t have had a profound influence on her actions during
the Battle at the Binary Stars.

STARFLEET VALEDICTORIAN
GRADUATION SPEECH

CADET PHILIPPA GEORGIOU Diplomacy. We will surely encounter others who do not
Uncertainty, unknowns, and quite possibly the great undiscovered ascribe to our ideals, or even defy them outright. From
country await all of us. I do not say this to instill fear. My fellow graduates, cadet to captain, it rests on us to carry the banner
we are a generation born into an age where our possibilities and potential of the Federation into those dark spaces to create a
are infinite, but, as we look out to the stars, we see forces rising in light. “We come in peace” is much more than an empty
defiance of that. Those who cling to the wounds of the past that would platitude. It is a promise that reflects back that infinite
cut off our future. The Federation has grown and expanded beyond the potential if we lay our arms aside and join hands. Our
wildest dreams of its founders. Every day we bring more species and best years are ahead of us, despite the doomsaying
civilizations under a banner of united strength and prosperity. Each whispers of the war hawks and those with a vested
other’s strength and uniqueness become woven into the grand tapestry interest in discord.
we see today, with each fiber bringing its own culture, technology, and
perspective that ultimately strengthens the whole. And as we grow, we Our roots run deep, our tree reaches ever further into
push at the limits of known space. the heavens, and as we branch out and grow, there
will be times when we question those small moments
As we press bravely into the unknown, we must never forget or abandon that brought us here. When that happens, look to the
the ideals instilled upon us here at Starfleet Academy. Bravery. Tenacity. officer to your right. Then to your left. Do not be afraid
to reach out. The best way to know yourself is to know
others. And never forget: We are explorers. We are
peacemakers. We are Starfleet.

THE FEDERATION-KLINGON WAR


046
ROLEPLAYING IN THE
COLD WAR
Starfleet was not designed as an engine of war, but internal strife within the Federation. Is the Admiralty aligned in their response to
it can bare its teeth when it needs to. Most officers the Klingon threat?
during this time would have some small familiarity
with Klingon customs and culture, but only what There could be bad actors within the Federation, stoking the fires of war, hoping
was outlined in reports and logs. The cold war to capitalize on the ensuing chaos. The feeling evoked should be one of never
between the two species has kept diplomatic having quite the resources or time to do everything. Preventing one raid opens
contact at a minimum. There should be nowhere a window to two more. This is not to say that it should feel punitive when the
the Federation is subject to more surprise than crew makes choices, but it should illuminate the backpedaling the Federation
in the sphere of technology. While the Federation constantly found themselves doing during this period.
has certainly encountered cloaking technology
before, they had not experienced it being used as a Crews during this time would hardly be considered green, but this is the first
weapon against them on such a mass scale. true war Starfleet and the Federation had fought since its founding. War with
the Romulan Empire was what drew the Federation together initially, but this
For gamemasters wanting to set campaigns during war threatens to rip it apart, planet by planet and system by system. Because
this time, they will find it an era rife with paranoia, Starfleet positioned its mission as primarily one of diplomacy, science, and
intrigue, and a bubbling undercurrent of violence. exploration, when the dogs of war began to bark suddenly these explorers had
Rumors swirl at the edge of Federation space of to undergo the same changes their ships did. They became soldiers almost
dark wings descending on colonies and laying overnight. The Klingons, however, were well seasoned as warriors, having cut
waste to them. With even science vessels being their teeth on centuries of infighting for dominance. This was a foe the Federation
refitted and equipped for war, it’s also a time of was vastly underequipped to face head on. But they didn’t know that yet.

strange anomaly at the center. When Commander Burnham


THE THAW went to investigate, she encountered Rejac, the Klingon
–– – Torchbearer of House T’Kuvma.

While the Federation achieved their goals through peaceful The brief conflict with Commander Burnham ended in Rejac’s
expansionism, the Klingons saw this as just a glad-handed death, acknowledged by the Klingons as the first to fall in
way to rob species of their culture and heritage. To assimilate the conflict. While Rejac’s death was technically an accident,
was the highest ideal and the Klingons would not abide, T’Kuvma wasted no time in using him as a martyr to drive his
especially those who followed T’Kuvma. While small point home. Commander Burnham returned with a wild plan
skirmishes and minor conflicts abounded, two events led to to give the Klingons a “Vulcan hello,” an aggressive opening
the bloodbath that followed. Both events centered around salvo meant to demonstrate strength and engender respect.
the choices made by Commander Michael Burnham who, by When Captain Georgiou refused, Commander Burnham
the end, would become Starfleet’s first mutineer and whose mutinied and attempted to fire on the Klingon ship. She was
choices would eventually lead her right back to where it all stopped just before the order was fulfilled and Georgiou was
began, the Ship of the Dead. left to pick up the pieces.

THE BATTLE AT THE


BINARY STARS
THE BEACON
–– – If the beacon was the flint, the Battle at the Binary Stars was the
tinder that set the Alpha and Beta Quadrants on fire. Captain
Phillipa Georgiou tried to undo the damage that Michael
In 2256, U.S.S. Shenzhou answered a distress call from
Burnham (now relieved of her command) had done by killing the
a damaged relay and went to make repairs, a seemingly
Torchbearer. But this was a conflict already long brewing, and
routine job that turned out to be anything but. The relay was
none of the actions taken this day could have prevented the
destroyed by T’Kuvma in a ploy to lure Starfleet ships to
unstoppable juggernaut of war from pressing forward.
the region so he could spark a conflict that would unite the
Great Houses under a single banner. When Shenzhou arrived,
Meanwhile, T’Kuvma was convincing the leaders of the other
the crew found the relay scattered, a cloud of debris with a
Great Houses that victory over the Federation was assured.

CHAPTER 02.10
047
As Federation reinforcements warped in, the Klingons Antaak would best suit stories centered on valorous crews.
responded in kind. Not by warping in, but revealing that Their tactics are straightforward and incredibly effective. They
they had superior numbers there all along, under the guise tend to rely on overwhelming force and numbers. From direct
of cloaking technology. The Klingons opened fire on the ship-to-ship conflict to a down and dirty bat’leth fight, these
eleven Federation vessels that engaged. While both sides soldiers are excellent foes, especially in service of someone
incurred heavy losses, it was the Federation that barely with grander designs.
limped away from this conflict, a battle that would set the
stage for the war to come. D’GHOR
Where Antaak focused on strength and discipline, Klingons
of House D’Ghor saw honor only in victory… and it didn’t
matter how you got there. As long as you win, you tell the
THE GREAT HOUSES
–– – tale. These Klingons were the primary perpetrators of the
terror raids against Federation colonies. No tactic is too
underhanded for them. They’re even willing to sacrifice entire
Leading up to the open conflict with the Federation, the Great
vessels and their crews if it ensures victory. Indiscriminate
Houses, while united in their common goal of conquering
in their life taking, they see any Federation citizen as a foe
expansionism, were beset with petty squabbles and granular
worth crushing.
cultural differences that kept them from truly uniting. Twenty-
four Great Houses and a handful of smaller ones were
Never trust an escape pod from House D’Ghor. The kindest
involved in the war. Below are some of the key players, what
thing you could find is an active photon torpedo payload.
they were doing during the war, and how a gamemaster
Crews that catch the attention of House D’Ghor are in for
might use them in opposition against a Starfleet crew.
a rough day. They are relentless in their pursuits, unafraid
to go deep into Federation territory, and will utilize tactics
Federation officers wouldn’t even think to use.
USING THIS INFORMATION
IN YOUR CAMPAIGN KONJAH
While all Klingons share a certain affinity for battle, not all
Great Houses come from warrior castes or nobles. The
Klingons of House Konjah were the premier scientists and
The information in this section can
educators. Most of the instructors that taught the cadets in
be combined with the lore in The
the Klingon Defense Force hail from House Konjah. While
Klingon Empire core rulebook to
they did not perfect Klingon cloaking technology, it was
give you and your players a deeper
scientists from this House who pioneered it in the field. Exiles
understanding of the history of the
from this House found their way to House T’Kuvma, lending
time and how some of the Great
their support and technological acumen, and providing
Houses operated. Feel free to use
cloaking technology to T’Kuvma and the Ship of the Dead.
this to enhance your existing Klingon
campaigns, or to run new ones
Stories centered around scientifically-minded crews could
based in this dramatic time period.
find themselves going toe-to-toe with House Konjah. With
How will your players’ Houses and
their focus on technology and science, they could act as
characters fare during their version
rivals in research projects, or uneasy allies if their interests
of the Federation-Klingon War?
aligned. While honor in the eyes of the Empire is important,
they value scientific advancement above all else. They’re the
most willing to bend the rules to pursue their own goals.

ANTAAK KOR
Klingons of House Antaak were born into a warrior caste. Descended from the Klingon Imperial Family, House Kor
While never enjoying the nobility of the other Great Houses, has always enjoyed the immense weight of privilege within
they were fearsome shock troopers, ready and willing to the Empire. Aristocratic and extremely aware of their
take the commands of their superior officers. They were place, they often snubbed their noses at lesser Houses.
unusually disciplined for Klingons, knowing their place in the Their leader at the time, Kol-Sha, and his Machiavellian
chain. Being on the front lines of the war, this House took the son Kol bought loyalty from the starving members of
heaviest losses during the conflict, but they also racked up House T’Kuvma and usurped the Ship of the Dead. Kol
the highest body count – a point of honor for their surviving went on to use this as the flagship of the Klingon Empire
warriors. Though diminished in strength after the war, they during the war, devastating Federation vessels until its
had no problem attracting new, highly competent, and destruction at the hands of U.S.S. Discovery at the Battle
bloodthirsty members. of Pahvo. With Kol’s death, the fragile unity the Klingons

THE FEDERATION-KLINGON WAR


048
enjoyed descended into jockeying for supremacy by House Mogh was less concerned with expansion during
seeing who could take the most Federation lives. The this time and was the bastion that kept the homeland safe.
House line ended with Kol-Sha’s death at the hands of While other Houses pursued their bloodsport, House Mogh
L’Rell, but their name still echoes through the halls of defended Qo’noS and kept the supply chains running behind
Klingon nobility as L’Rell fabricated a story that he died the lines. Any Federation incursions that made it past the
defending her. This allowed the House to save face but front were quickly, and judiciously, dealt with. Starfleet crews
also engendered loyalty to the new chancellor. that venture too deep into Klingon territory will surely face
this House, either in battle or in extended negotiations.
Stories can easily be centered around House Kor as an
antagonist. They hold the most sway until the Battle of
Pahvo, in which their standing greatly diminishes. Until then,
I WILL NOT BE
they command the mighty Ship of the Dead, a powerful foil
YOUR PLANETKILLER
for any Starfleet vessel. If House Antaak or D’Ghor are acting
out, it’s certainly with House Kor’s blessing.
CAPTAIN GAVAGH OF THE HOUSE OF MOGH TO
GENERAL PEL’DOQ
MOGH Outrageous! I have captained the Chut Bo’Degh for more years than
The legendary House of Mogh would later give rise to
you have chin whiskers, and if you think I’m going to order my crew
arguably one of the most well-known and respected Klingons
to drop a hypothermic charge on an unarmed Federation colony of
across Federation and Empire space: Worf, Son of Mogh.
civilians, you are clearly unfit to lead the forces of this Great House in
While it would lose its status in the mid 24th century, it
battle. The House of Mogh does not slaughter defenseless enemies,
enjoyed a place of rank and privilege during this time.
Pel’Doq. We prevail through noble combat or not at all.
Klingons of House Mogh were noble, known for their honor,
valor, and diplomatic acumen. Members of this House
Find another ship to do your coward-killing. Chut Bo’Degh refuses.
found prominence as politicians and lawmakers as often as
And while you’re at it, find a youth tutor to re-teach you our code of
warriors. They are responsible for taking many Starfleet lives
honor. Defeated gods, I’m too old for this.
throughout the war, but refused to participate in terror raids
against civilians, seeing it as dishonorable.

CHAPTER 02.10
049
CONCERNING
TERROR RAIDS

A MISSIVE FROM THE HONORABLE HEAD OF HOUSE MOGH


Honorable Warriors of House Mogh, protecting the borders of the
great Empire: envious whispers regarding the scurrilous antics of
Houses Antaak and D’Ghor have reached my ears. The smoke created
in the wake of these raids masks the honorless butchering of non-
combatants. There is no current to battle when wading in the blood
of innocents. Attacking civilian colonies and scientists with no regard
for how their labors could benefit the Empire if they were instead
conquered is a profoundly stupid tactic.

Make no mistake: despite their reliance on soft power, the Federation is


not as different from us as we may care to believe. They simply do not
embrace the base rage and strength they find when backed against a
wall. And killing those who would not fight merely makes you soft and
your bat’leth dull for when it really counts. I say this not to elevate these
Federation dogs, but to impress that any incursions into Mogh territory
will be met with a deafening war cry and a display of force. One such
that echoes throughout Federation space rattling their very foundations
and sending them back beyond their borders to lick their wounds.

If I hear one more report of my captains participating in such


terror raids, I make personal assurance that your grandchildren’s
grandchildren will come of age as Houseless exiles. Victory through
honor. Nothing less is acceptable.

MO’KAI warp core failing in the middle of a fight. Or discover the


A secretive and particularly vicious House, it was House murder of a senior officer during a key negotiation or tactical
Mo’Kai that developed the choH’a’ techniques used to situation. Industrial replicators would suddenly break down,
create experimental hybrid sleeper agents. While the test starving entire colonies. Mo’kai infiltrators can wreak havoc
case was largely seen as a failure and the metaphorical on crews, and keep them on their toes for weeks.
doors on this initiative were shuttered, there were rumors
that the practice continued in secret, even more shrouded in T’KUVMA
mystery than before. Many of the other Houses spit on those While not technically a Great House, it nonetheless had an
of House Mo’Kai, thinking their underhanded tactics to be outsized impact on the relationship between Klingons and
dishonorable. During the war, they were used as spies and the Federation and echoes through history as one of the
infiltrators, often laying traps for Federation officials while Klingons’ most important figures. T’Kuvma saw what he
posing as defectors. Their most prominent member, L’Rell, considered the taint of the Federation metastasizing too far
would eventually rise to power as High Chancellor through into Klingon space and decided that something must be
particularly devious methods. done. T’Kuvma was born into the once but no longer Great
House of Girjah, but later formed his own. Once known
House Mo’Kai was one of the primary Houses feeding for protecting the common folk and the unhoused, Girjah
members into Klingon Intelligence, later helping cement fell out of favor. But when his brothers and father passed,
L’Rell’s rise to power. They also specialized in taking T’Kuvma returned to the tradition of housing and protecting
“conquered peoples,” those planets and systems that those without a House to call their own and rebranded as
fell within the bounds of the Klingon Empire but were House T’Kuvma. A staunch traditionalist, T’Kuvma saw the
not Klingon, and subjecting them to mental conditioning Federation as the true threat to the Klingon way of life and
and extreme training. These conquered peoples quickly set about uniting the Great Houses in preparation for war.
disseminated among Federation worlds, creating havoc and
instability on such a scale as not to be noticed, but when House T’Kuvma is a House of exiles, open to all. This caused
taken as a whole had a truly devastating cumulative effect some consternation in some of the other more noble Houses,
on Federation readiness and morale. Crews would find their but T’Kuvma’s followers saw him as a messianic leader of

THE FEDERATION-KLINGON WAR


050
sorts and a cult of personality sprung up around him, giving Ship of the Dead, and seemingly U.S.S. Discovery, the
him more weight and authority than he otherwise might have war took a sharp turn. With the Klingons no longer united
been due. With his death, his House fell apart, the remnants under a common banner, the war became more about who
being incorporated into House Kor. could claim the most ground and win the most battles. The
Federation was placed in such a desperate bind that they
It’s less likely that Starfleet officers would come into contact nearly sacrificed their most sacred ideals to end the war.
with much of House T’Kuvma during the war, as they were
absorbed into House Kor after the Battle at the Binary Stars. THE FIRST SIX MONTHS
However, House T’Kuvma is an essential part of many Within the first six months, the Federation lost over 8,000
Klingons’ history. people. The Federation was on its heels at every turn. They
were outgunned, outmatched, and out-cloaked. There
was little they could do but slow the inevitable tide that
THE FEDERATION- was washing over them. It was all hands on deck. Science
vessels were re-fitted for war. Exploration was at a standstill.
KLINGON WAR
–– – And captains were given free rein to do what was necessary
to win. A very Klingon mindset, in retrospect.

The war raged for the better part of two years. For the most
This was a time for desperate gambits and derring-do.
part it was give and take, with the Klingons most often
Stories centered on impossible odds fit well within this
playing offense and the Federation trying to hold ground.
time period. It’s also a time when Starfleet was pursuing
The Klingons had a distinct advantage in their cloaking
many different technological paths in service of the war.
technology, which tipped many of the early skirmishes in
Explorers will find no purchase here. Known space is
their favor. That was until U.S.S. Discovery made full use
fraught and dangerous and unknown space even more so.
of its displacement-activated spore hub drive. Its ability
Klingon sleeper agents caused untold havoc during this
to transport anywhere instantaneously transformed this
time, while their unified armada and cloaking technology
science vessel into Starfleet’s greatest war asset. The Battle
decimated the Federation’s less underhanded tactics.
of Pahvo was a turning point. With the destruction of the

CHAPTER 02.10
051
CORVAN II potential, it became a potent weapon in the Federation’s
An early turning point in the war. It could have gone either arsenal. The spore drive enabled Discovery to be anywhere
way, but the dice rolled in the Federation’s favor this day. within an instant, traveling along the mycelial network to her
Corvan II was a Federation resource hub responsible for destination without delay.
mining a large percentage of the Federation’s dilithium
supplies. A small Klingon war party snuck past the blockade Utilizing her unique capabilities, Discovery was able to arrive
and began orbital bombardment. With no other ships at Corvan II without delay and repel the Klingon forces. After
within close proximity it looked as though the majority of this success, Discovery became the tip of the spear in the
the Federation fleet would be grounded. But there was war against the Klingons, with her unique capabilities being
something neither side could account for: U.S.S. Discovery the key to success in future engagements.
and her unique capabilities.
BATTLE OF PAHVO
THE D.A.S.H. DRIVE The Battle of Pahvo, however brief, signaled a sea change in
The displacement-activated spore hub drive. No one called the war. Officially it ended with the destruction of the most
it that. Colloquially it was dubbed “the spore drive,” and it is powerful ships on either side. Looking back, this was the
the most important piece of technology that Starfleet never moment that changed the tide for the Federation, even if it
disseminated to its fleet. Developed largely in secret between would take nine months of being pushed to the brink to do
U.S.S. Discovery and U.S.S. Glenn, upon unleashing its full it. When Kol arrived at Pahvo with the intent of destroying
the planet and the signal that drew him there, he was
immediately engaged by U.S.S. Discovery.
DECLASSIFIED LOG
Just as the Klingons engaged their cloak, a boarding party
from Discovery beamed aboard the Ship of the Dead.
LT. STEVE LEVY, STARDATE 59232.4 Starfleet officers placed sensors throughout the ship while
Yeah, okay… I don’t even know if I should be putting this into a Discovery made a series of jumps around the cloaked vessel,
log but… What if there was a warp drive, or something like it, that creating a mapping algorithm to penetrate the Klingon ship’s
could instantly put you anywhere in the Galaxy? Pretty wild, right? cloaking field. Once successful, Discovery fired on the Ship
Okay, so what if I told you that Starfleet developed one of these of the Dead, destroying the unshielded vessel. There’s no
things? And then what if I told you it actually worked and – we’re official Starfleet explanation as to why the wreckage of
still burning dilithium? I probably shouldn’t be recording this on Discovery was found there… or why she reappeared nine
a Federation computer. I’m already pretty paranoid. Nearly 100% months later.
sure I’m being watched. I saw a black badge the other day. I have
to send this to you in case anything happens to me. NINE MONTHS OF
BACKPEDALING
Anyway, this drive… it ran on mushrooms. Weird, right? Apparently, The darkest period of the war came in the nine months after
there’s this web of fungus that none of us can see, but stretches the Federation thought U.S.S. Discovery to be destroyed at
across all of known space. Honestly, the science is way beyond me the Battle of Pahvo. While there was some shred of truth to
but I just gotta wonder why wasn’t this technology disseminated this, that’s a story for another day. Today we talk about those
to the rest of the fleet? And look… I know I didn’t buy myself any battles that pushed the Federation to the brink of extinction.
credibility here with that whole “Wolf 359 was an inside job” phase, Battles that forced them to call into question the very values
but I promise this one is real. I corroborated Federation databases that set them apart from the conquering Klingon Empire. The
with a Cardassian data rod that held classified 23rd century following sections outline crucial conflicts the Federation
Starfleet files. The Ferengi who sold it to me assured me it wasn’t lost, badly. Over the course of these nine brutal and terrible
a fake. When I tell you this ship was incredible… Their crew was months the Federation was forced to cede ground to the
top notch. And get this… Spock? Like THE most famous Vulcan? Klingons, losing over twenty percent of Federation space and
Yeah… His human sis- most of their standing fleet.

*A KNOCKING IS HEARD ON THE RECORDING. THE VOICE U.S.S. HIAWATHA


RECORDING GETS MORE DISTANT.* An early victim of the conflict, Hiawatha was a medical
frigate, full of supplies and personnel, bound for Starbase
Can I help -- wait -- what’re you --
36. She was brutally attacked by Klingon birds-of-prey.
*A PHASER BLAST CAN BE HEARD BEFORE AN UNFAMILIAR VOICE Thought to be destroyed, she was written off as a loss,
CHIMES IN.* even after the survivors who escaped in pods made it back
to tell the tale. What was later uncovered by the crew of
Computer. Archive message: Command Code S31B-612. Maintain
U.S.S. Discovery, under the command of Captain Pike, was
classification until 32nd century. End of line.
that Hiawatha was not destroyed. Rather, it was hidden.
Whoever was helming it at the time managed to crash land

THE FEDERATION-KLINGON WAR


052
the medical frigate on the surface of an asteroid. While on board, and enough ships to hamper the Federation’s
most of the living crew escaped, engineer Jett Reno stayed ability to respond to future threats.
behind to tend to those too injured to move. She and the
remaining crew survived for ten months and eleven days House Mogh was less underhanded in their attack, and they
after the crash before they were rescued. paid dearly for it. While they used the disarray caused by
the attack from House Antaak, they did not utilize cloaking
KELFOUR VI technology to blow up Starbase 12. What started as a full
One of the most brutal and devastating attacks the Klingons frontal assault saw House Mogh’s forces crumble under the
perpetrated killed eleven thousand Federation citizens in desperate gambits of Federation personnel.
mere minutes. While the bulk of their forces were engaged
with a substantial chunk of the Federation armada, a NIVALLA, SEPTRA, IRIDIN
small Klingon fleet managed to slip past them and release The starbase attacks, while highly beneficial to the Klingon
hypothermic charges onto the surface of the planet. They war efforts, were used to draw attention from three border
ignited the atmosphere, creating a conflagration that would colonies that would be more valuable in the long run to the
consume the entire surface of the planet along with everyone Klingon Empire. It was a joint effort between the Klingons
and everything residing on it. of House Mo’Kai and Konjah, using the starbase attacks
as a distraction, to steal proprietary Federation technology
For the Klingons, this was a day that echoed in song. and ship designs from three research outposts. These
While some balked at the wanton murder of civilians, raids accomplished two things: giving the Klingons a
the vast majority of the Empire saw this victory as a true back door through many Federation defenses as well as
turning point in the war. They were already winning, but influencing the design of their future warships such as the
after Kelfour VI, Klingons believed absolute victory was D7. The scientists on these bases were not killed, but taken
absolutely attainable. to remote outposts where they conducted research and
labored for the Klingons of House Konjah under duress.
ASSAULT ON STARBASE 22
A particularly devious ploy by House D’Ghor saw to the STRANGE
destruction of Starbase 22, a strategic hold in the Beta REAPPEARANCES
Quadrant, with minimal losses on the Klingon side and The beginning of the end of the war started with the re-
resulting in a major blow to Starfleet’s armada. A cloaked emergence of two key figures: Discovery, and Philippa
House D’Ghor raider, helmed by a skeleton crew, tailed Georgiou. First, U.S.S. Discovery returned from the Terran
U.S.S. Saratoga as it docked with Starbase 22. In a reckless universe with an algorithm capable of breaking the Klingon
but ultimately effective suicide bombing, the crew of the cloaking field. Despite the solution to Klingon cloaking,
Klingon vessel ignited their antimatter supply. This resulted the Federation was still on its heels with fewer ships and
in the destruction of both their ship and everything within personnel. Backed against the wall, Starfleet made a decision
the blast radius, which included Starbase 22 and every ship that still haunts them. In an unprecedented move by the
docked or orbiting in the area. This was a brutal blow to Admiralty, the Terran Emperor Philippa Georgiou Augustus
Starfleet but barely a blip on the Klingons’ radar. Iaponius Centarius took the place of the dead Captain
Philippa Georgiou, with the use of a cover story. They saw
The Klingons of House D’Ghor still sing songs honoring the Terran emperor as an asset that could be utilized in
those who sacrificed their lives to take so, so many more. the war the Federation was still losing. She had beaten the
This action by House D’Ghor precipitated the competitive Klingons once; surely she could do it again, but this time
infighting between the various Great Houses, with all of them in service to Starfleet. What she proposed amounted to
jockeying to be the one who could claim the highest body genocide, but the Admiralty went along with it anyway.
count of Federation citizens.
STARBASE 1
STARBASES 19 AND 12 Even with the reappearance of U.S.S. Discovery, the
The assault on Starbase 22 would serve as a model for two tragedy that took place at Starbase 1 could not be
similar assaults carried out by House Antaak and House prevented. With the ever-escalating competition between
Mogh. These coordinated attacks left Starfleet divided, the Great Houses to take as many Federation lives as
hobbled, and unable to respond effectively to either. possible reaching a head, the poor souls of Starbase 1
were some of the last victims in that blood sport. By the
Not to be outdone by a devious and underhanded House like time Discovery arrived at Starbase 1 it was clear that House
D’Ghor, House Antaak struck with the overwhelming force D’Ghor had already claimed it. Over 80,000 Federation lives
they were known for. Instead of a single ship, they sent in an were lost that day, in a brutal fight that spanned both the
entire flight of birds-of-prey under cloak positioned in such a space outside the starbase and the corridors inside, which
way that their warp cores would create a devastating chain were painted with the blood of the fallen. This loss left the
reaction that obliterated Starbase 19, every Federation official Klingon armada with an opening: a direct path to Earth.

CHAPTER 02.10
053
ONGOING CAMPAIGNS DURING
THE WAR
While there were certainly victories the Federation during a losing battle, showing how the crew survived and what scars were
won during this time, those stories are best left left behind.
told by you. Many perished in the conflict, but
many also survived. Is your player character one Militant crews will find a comfortable home in this era as exploration and
of those survivors? Has your character carried scientific advancement were only done in direct service to Starfleet’s engine of
the wounds of the war with them into peacetime? war. This does not mean those crews can’t find purchase here, but they will be
What choices did your character have to make saddled with difficult choices when it comes to prioritizing Starfleet’s resources.
in order to ensure survival for them and/or their
crew? What sacrifices were they forced to endure? Those wanting to wade through rivers of blood could find some interesting stories
Were they a lone survivor or did they manage to told from the Klingon perspective, with themes focused on identity, colonization,
save many lives? These are all questions Starfleet and independence. A critical struggle for dominance runs the course of this
officers were forced to consider during this time, war, behind the Klingon borders. There are plenty of stories to be told of the
and yours is no different. skullduggery and bloody coups that happened beyond the view of the Federation.

Gamemasters can draw from both parts of this When shining a light on this era, remember that two unique perspectives are
period: a slow burn campaign that erupts as it at play. There were villains and heroes on both sides, depending on who you
goes on is best placed during the cold war. But ask. But for those firmly planting their flag with the Federation, this is a time of
a gamemaster who wants to throw their crews to paranoia, desperation, and valor. The crews and stories told during this time
the proverbial wolves could start an adventure should reflect those concepts.

EXPLOSIVE ASCENTS
With the Klingon armada in striking range of Earth, Starfleet
RETURN TO COLD
leadership had some hard choices to make. Georgiou WAR
proposed a solution most heinous… but effective. On the –––
surface the plan was to jump into the center of Qo’noS, the
Klingon homeworld, to map it in preparation for a last-ditch With the return of U.S.S. Discovery and the subsequent
assault from the Federation in the hope of drawing off the ascension of L’Rell, the hostilities between the two galactic
Klingon forces. In reality, what was planned was much, powers cooled once again as everyone returned to lick their
much worse. Emperor Georgiou was actually planning to wounds and bark at each other across tenebrous borders.
detonate a hydro bomb within a subterranean volcano. This With an even greater threat looming on the horizon, there
would effectively cause an extinction level event on the was even a brief period of tenuous cooperation between the
planet, crippling and demoralizing the Klingons. Klingon Empire and the Federation. Klingon fleet support
was integral in the Federation’s fight against the artificial
The crew of U.S.S. Discovery, upon realizing the true nature intelligence known as Control. After this brief moment of
of their mission, worked to prevent Georgiou from enacting cooperation, the two factions found their way to an uneasy
her plan. Unfortunately, it was too late to prevent the bomb peace with the two not having much contact while they both
from being placed, but Admiral Cornwell saw the light and rebuilt their fleets.
could not bring herself to order the detonation. Commander
Burnham proposed an alternate solution, one that would REBUILDING THE
end the war and ensure an ally would be embedded within FEDERATION
the Klingon leadership. The detonator was given to L’Rell After being on the losing end of the war for no small amount
of House Mo’Kai. She effectively blackmailed the entirety of time the Federation was forced to divide its attention
of the Great Houses into recognizing her as supreme between rebuilding what the Klingons had destroyed and
chancellor of the Klingon Empire. She used her newfound reintegrating populaces displaced or conquered by the
authority to halt the assault on Earth and the Federation, Klingon invaders. Their fleet was the main focus. How
effectively ending the war. could they protect their people without a proper fleet?
While Captain Pike and Lieutenant Spock continued their
adventures aboard Enterprise, the rest of Starfleet focused
on rebuilding, sending aid to planets, and rehoming refugees.

THE FEDERATION-KLINGON WAR


054
CHAPTER 03.00

POST-WAR AND
THE RED ANGEL

03.10 The Post-War Federation. . . . . . . . . . . . . . . . . . . 056


03.20 The Post-War Klingon Empire . . . . . . . . . . . . . . 062
03.30 The Red Angel Crisis . . . . . . . . . . . . . . . . . . . . . . . 064

CHAPTER 03.00
055
CHAPTER 03.10

POST-WAR AND THE RED ANGEL

THE POST-WAR
FEDERATION
“We have suffered losses, but the Federation has suffered far more.”

- T’KUVMA

a century prior. With over one third of Starfleet’s vessels


REBUILDING THE lost during the war, disarray and shortages were found
everywhere throughout Starfleet. For the Federation itself, the
FEDERATION AND situation was much worse. Worlds that had been conquered
STARFLEET by the Klingons were now returned after being completely
–– – stripped of resources, with little means to resupply them.
For many planets within the Federation, the post-war period
All of 2258 and the next several years would be a time of became known simply as the time of “The Great Challenge.”
turmoil and uncertainty for the United Federation of Planets.
With the end of the Federation-Klingon War, Starfleet had
faced its first major test since the Romulan War nearly

THE POST-WAR FEDERATION


056
CLASSIFIED PROPOSAL
DATED JULY 2165

FROM: ADMIRAL JONATHAN ARCHER If the United Federation of Planets is a bright new beginning for the Alpha
TO: STARFLEET COMMAND, FEDERATION COUNCIL Quadrant, then it is our responsibility to prepare for the end as well.
RE: W
During my time on Enterprise, my crew and I visited a lot When my former tactical officer first came to me with this idea, I almost
of places. But with every new star system we explored, dismissed it outright. I told him we’re explorers, and you can’t do that if
every new species we met, I always found myself you’re afraid of the future. He told me it wasn’t fear, but prudence and
thinking about what made it worth it all. experience to prepare for the future, and I have to admit I agree with him.

Home. I propose we create a starbase: Omega. Unlike the other starbases currently
in development, this one will be different. Omega should be able to house
I’ll never forget how vulnerable Earth looked with the enough starships, personnel, and technology to restart Starfleet and give
Xindi weapon poised over it, moments away from the Federation a fighting chance if and when everything goes to Hell.
obliterating everything and everyone I’d ever known and
loved. Now, to so many of us in Starfleet, home doesn’t This is a starbase that will only, only be used as a final resort. Therefore,
just mean Earth. There’s Vulcan, Andoria, Tellar, and with its location and existence must be kept classified. Permanently.
the forming of the Federation every new member world
is the home of a trusted friend, and it’s Starfleet’s job to I’m not fond of secrets in Starfleet, but I have to acknowledge there are
keep them all safe. exceptions to every rule, and a plan that can save us all is certainly one
of them.
But what happens when Starfleet is up against an
adversary it can’t handle? I know we would all like to I’ve tasked my former Enterprise senior staff with putting together a
think that diplomacy, or our collective knowledge and viable plan for Starbase Omega. I felt if I was going to make such an
technologies, will protect us from anything, but one audacious proposal I should have a plan. I think what they came up
day, it won’t. with will surprise you.

UNEXPECTED PROPOSITION help from others in a time of weakness – what it freely gave
During the final United Federation of Planets General when it was in a position of strength.
Assembly in 2258, an uninvited delegate from the Orion
Syndicate arrived with a shocking proposal. In lieu of the For nearly six months, to everyone’s amazement, the
losses Starfleet had suffered at the hands of the Klingons, the proposal worked without serious incident on either side. The
Orions offered to police and patrol those Federation worlds lifeline the Orion Syndicate had given the Federation was
with the greatest need. This would be done in accordance working. The utilization of Orion vessels and supply chains
with Starfleet protocols and with a Starfleet captain and allowed some Federation planets to stabilize and begin
first officer in command of each Orion vessel. In exchange to rebuild. Starfleet now found itself able to concentrate
for their vessels and staffing to help fortify and restore the on the rebuilding of its shipyards, starbases, and vessels.
Federation, the Orions requested access to Federation The Federation Council ordered Starfleet to expand their
synthesizer, transporter, and warp technology, an officer cooperation with the Orions, including an officer exchange
exchange, and, finally, a public acknowledgement and program on Starfleet and Orion vessels. This continued for
approval of the agreement. an additional two months without issue until September
8th, 2259, when all senior Starfleet officers serving aboard
Starfleet immediately rejected the proposal, citing Orion vessels simultaneously resigned their commissions
duplicitous past experiences with the Syndicate dating and were never heard from again. At the exact same time,
back nearly a hundred years. However, after weeks of the Starfleet vessels with Orion officers aboard disappeared
debate and consideration by the Federation Council, the without a trace.
proposal was approved. The Council felt an incremental
approval could be beneficial to both parties and, perhaps
more importantly, the Alpha Quadrant was watching to see
if the organization that always spoke proudly of generosity,
galactic cooperation, and diplomacy was willing to accept

CHAPTER 03.10
057
AFTER ACTION REPORT: CLASSIFIED

FROM: ADMIRAL KATRINA CORNWELL In addition, our tactical situation doesn’t even begin to
TO: FEDERATION COUNCIL, STARFLEET COMMAND address the need for humanitarian aid throughout the
CC: QUARTERMASTER STONE Federation as a result of the war.

The honest truth is we won a war that Starfleet lost from the start. Entire planets have been stripped bare.

The Battle at the Binary Stars showed us Starfleet was not prepared for Federation worlds that were flourishing nine months ago
the brutality and immorality of the Klingon Empire. To put it simply, this war are now gripped in the throes of famine and despair.
was one-sided nearly all the way through. People are going hungry, dying from exposure and
common ailments like infections and contaminated water.
The reappearance of U.S.S. Discovery was nothing short of a miracle. This war has pulled many Federation worlds back into a
Discovery’s return allowed us to take decisive action at the last minute. time before warp drive, hyposprays, and synthesizers.
More than that, even though her crew experienced a nightmare in a There are reports that on many Federation worlds forms
hellish universe, they managed to hold on to the ideals that make us of currency and bartering are being established for
who we are. I now fully believe if we had gone through with Emperor goods. Black markets are rising up overnight, and people
Georgiou’s recommendation to destroy Qo’noS, we would have ensured are hoarding antiseptics, clean water and food.
the death of the Federation, and perhaps the birth of a Terran Empire in
this universe. All within the United Federation of Planets.

We learned a valuable lesson from the Klingons. Whether it was 24 houses With well over a third of our fleet destroyed, we simply
united under one banner of the Klingon Empire, or 24 individual houses don’t have the ships or personnel to fully patrol and
vying for supremacy, the Klingons have proven themselves to be a truly protect the entire Federation. Of course, none of this takes
ruthless warrior species that will do whatever is necessary to win. into consideration the day-to-day necessities required to
keep the Federation running under normal circumstances,
This win-or-die attitude, combined with their technological edge of a to say nothing of exploration. Starfleet needs more ships
cloaking screen for their starships and the willingness to use this advantage and resources, and we need them yesterday.
in suicide missions, has resulted in heavy losses for the Federation.
After nearly a century, I believe it’s time we finally utilize
Now that the Klingons have withdrawn from our territories, I’m honestly not Starbase Omega. The war left us painfully vulnerable, as
sure if we can hold Federation space against another violent force, or the I’m sure all of our neighbors have noticed. The truth is,
Klingons if they should wake up tomorrow and change their minds. if the war had gone on much longer, Omega may have
been all that was left of the Federation.

BAD TO WORSE It was unknown if the captains and first officers who
In less than 24 hours after what the Alpha Quadrant began resigned their commissions were coerced, seduced, or if
to call “The Great Con,” seven Federation worlds protected what happened to them was a culmination of the two. What
by the Orions announced their withdrawal from the United was known to only a select few within Starfleet was that
Federation of Planets and their voluntary entry into the teraquads of data was downloaded from Doctari Alpha and
Orion Syndicate. Few believed worlds that were content Memory Alpha utilizing the command codes of these officers,
to be within the Federation before the Klingon War had just before their resignations.
now decided to join the Orion Syndicate freely, but it didn’t
matter. The Orions had achieved one of the largest power In less than a year after the Klingon War, the Orion Syndicate
grabs in memory. had acquired Federation information, technology, personnel,
and worlds. The message the Orions were sending to the
With supply lines cut once again, this time from the Galaxy was clear: the United Federation of Planets was dying.
Orions’ betrayal. Starfleet found the gains it had begun to
achieve erased overnight, and worse. The disappearance FIRE WITH FIRE
of Starfleet vessels with Orions aboard further debilitated Suffering from the humiliation and defeat of the Great Con,
an already-diminished fleet. “The Great Con” not only and, perhaps, not wanting to make the same mistake twice,
robbed Starfleet of vessels, but perhaps its most precious the Federation Council gave full autonomy to Starfleet
commodity: captains. Command in dealing with all future matters involving the

THE POST-WAR FEDERATION


058
POST-WAR FEDERATION CAMPAIGNS
Gamemasters and players have a wide variety designed to strengthen or repair relationships strained or broken during the
of story options to use in post-war adventures war. If the player characters are involved in such missions, how do they feel
and campaigns. A few possibilities are detailed about it? Were they hawkish during the war and now impatient for another
below. Additional guidance on running Federation battle to fight, or are they ready for a different challenge in triage centers or
campaigns can be found in Chapter 7, starting on at the negotiating table? How does the shift from war to uneasy peace alter
page 149. their values or perspectives?

§ Who won the war? This is a question of some § Is a reckoning due? The Federation fought a desperate war against a brutal
debate. Some say the Federation won, though and cunning enemy, and was brought to its knees and nearly destroyed.
there are many who call the arrangement The confidence of Starfleet and the Federation as a whole was stretched to
between the Federation and Klingon Empire nearly the breaking point, but only just held. Did any of the player characters
more of an agreement that brought hostilities engage in desperate actions that have a price coming due in the post-war
to an end without a particular “winner.” For the period? How would that impact the character and crew?
millions killed or otherwise impacted by the war,
there was no winner. What perspective do the § Hope for a better future. While some scientists and engineers may balk
player characters believe? at the idea, war often creates innovations in science and technologies,
which in turn can create significant advancements in peacetime. As the
§ Showing the flag. Dozens of worlds and Federation rebuilds and recovers, Starfleet renews its focus on exploration,
hundreds of colonies were attacked, destroyed, and the advances in computers, starship designs, propulsion, and defensive
or otherwise impacted by the war. Some systems all take significant strides forward in the years following the
Starfleet crews are tasked with recovery efforts war. Player characters from the sciences and operations divisions have
to help rebuild, and also diplomatic missions opportunities to contribute to these innovations and experiments.

CHAPTER 03.10
059
Orion Syndicate. Starfleet, understanding that to preserve Some of the non-aligned worlds that stood with Starfleet
not only the United Federation of Planets, but its own against the Orions applied for membership into the
standing in the Alpha and Beta Quadrants, needed to Federation. Others simply negotiated for colonies, outposts,
act decisively, and quickly. In perhaps one of the most and trade routes, but in doing so, their voluntary actions
audacious moves of the decade, field commissions were gave the Federation a legitimacy it never had before, and
given throughout the fleet creating an entirely new class of sent a clear message: the Federation was here to stay.
bold and brash first officers and captains.

Soon thereafter, dozens of Starfleet vessels appeared over


every Orion-occupied Federation world. As the Starfleet
THE MISSION
vessels stood nose to nose with the Orions, preparing to CONTINUES
engage to liberate Federation citizens, the unexpected –––
happened. Ships from non-aligned worlds showed up to
stand with Starfleet against the Orions. The Syndicate, As the end of the decade approached, Starfleet showed it
understanding the message these non-aligned worlds had not forgotten its original mandate “to explore strange
were sending, and seeing the odds now shift dramatically new worlds.” By the end of 2259, Federation starships
against them, decided to rescind their authority over the once again began to push out into the furthest reaches of
occupied Federation worlds and depart with the spoils the unknown. Locally, starships and crews on patrol duty
they had gained. were reassigned to move into the unexplored areas of the
Alpha and Beta Quadrants. Additionally, having listened to
A FRIEND IN NEED petitions from scientists all across the Federation, Starfleet
The unprecedented act of fellowship and goodwill from Command and the Federation Council approved a bold new
several non-aligned worlds showed the United Federation plan of exploration, and began to schedule numerous five-
of Planets these planets had been watching and listening to year exploratory missions to begin in 2260. Starfleet was
the words and actions of their neighbor. The kindness and reminding its war-weary officers that while the protection
compassion of the Federation had saved it. and the security of the Federation was paramount, they
would always be explorers.

UFP FOOD AND MATERIALS SHORTAGE

FROM: RICHARD DAYSTROM Building larger, more powerful synthesizers isn’t the answer you’re looking
TO: FEDERATION COUNCIL for. You are asking these duotronic-based synthesizers to do what is
beyond their design capabilities. It’s like asking a child to pilot a starship.
Federation Council, I appreciate your explanation that No, you need an adult mind to solve this problem.
my peers in my field have recommended me for your
unique problem. I assure you, I have no peers. After Fortunately, I have been designing such an intellect.
reviewing the data, and extrapolating the required
numbers you need to meet your goals to sustain My M-series computer utilizes a new, multitronic design with a neural
Federation worlds, I agree you have a synthesizer processor that will allow for a perfect energy-to-matter replication process
production problem. instead of the clumsy, slow, and less efficient creation of synthetic
materials. My M-2 computer is a hybrid of duotronic and multitronic
To put it in the simplest of terms for the layperson, systems. While M-2 is a failure by the standards I have set for the goals
you’ve been unsuccessful in creating more powerful I seek to attain with a fully multitronic computer, the M-2 system will be
and faster synthesizers because energy capacity and more than adequate to allow you to make the necessary and eventual leap
computational processor power aren’t the problems. from synthesizer to replicator technology on an industrial scale.

THE POST-WAR FEDERATION


060
SMALLER, FASTER,
BETTER: MIRANDA
With the staggering losses of Starfleet vessels by the
end of the Federation-Klingon War, Starfleet Command
acknowledged the need for a new way of thinking in
starship design. One solution was the Miranda-class vessel.
Taking its overall design cues from the older Walker-class,
Miranda starships have two warp nacelles under a primary
saucer-shaped hull. However, the Miranda‘s warp speeds
were comparable to a Constitution-class vessel, but with a
much smaller profile. Primarily a science vessel, the design
of the Miranda class allowed for a multitude of mission
profiles including research, exploration, patrol, supply, and
fast response rescue.

REBUILD, RESTORE,
RENEW
The devastation and losses from both the war and the Great
Con nearly destroyed the Federation, but out of that fire,
new friendships and alliances were forged. The 2260s saw
the United Federation of Planets pivot and reassert itself
as a superpower and beacon of goodwill and friendship in
the Galaxy. Deep space stations, starbases, and colonies
were established in the Alpha and Beta Quadrants, as new
starships led by bold captains engaged in long-duration
missions to expand the borders of the Federation and
increase its sphere of influence.

CHAPTER 03.10
061
CHAPTER 03.20

POST-WAR AND THE RED ANGEL

THE POST-WAR
KLINGON EMPIRE
“From twenty-four Great Houses, one offspring rises up.”

- CHANCELLOR L’RELL

THE EMPIRE ENCRYPTED


MESSAGE
REFORGED
–– –
FROM: CHANCELLOR L’RELL
T’Kuvma did not live to see his vision fulfilled, but fulfilled it TO: HOUSE OF MO’KAI
was, in the body of L’Rell. In the right place at the right time While the Klingon Empire brought the Federation to
to secure the future of the Klingon Empire with the assistance the very brink of collapse, the extermination of the
of Starfleet and the former Terran Emperor Philippa Georgiou, Federation and the Humans to preserve Klingon life
L’Rell dubbed herself the mother of the new Klingon Empire was T’Kuvma’s goal.
and led the newly-unified polity into a bold new future.
I am not convinced it should be mine. I have seen
with my own eyes our enemy display honor and
earn our respect on and off the battlefield. But
honorable actions do not always mean one has, or
even truly understands, honor.

And yet the words of Kahless and T’Kuvma still


echo in my heart. “Together under one creed, we
must always remain Klingon.”

I have learned that while many of our old ways were


born out of ignorance and fear, many others were
done to protect and preserve the Klingon heart.

The House of Mo’Kai helped form the Unseen


long ago, to listen and watch from the shadows,
to wear the face of our enemies but to always
remain Klingon.

In this new, uncharted future, I will rekindle the


spark the Torchbearer Voq ignited, but I will use
the light to forge my own path. I am authorizing
the Unseen to resume the development and
refinement of the choH’a’, with a mandate to
correct the errors the test subject presented.
Now, in their time of confusion and disarray, is the
perfect time for the Unseen to walk amongst the
ranks of our adversaries.

THE POST-WAR KLINGON EMPIRE


062
POST-WAR KLINGON CAMPAIGNS
Like their Federation-campaign counterparts, gamemasters and
players engaging in a Klingon campaign have an assortment of
story options to use in post-war adventures and campaigns. A few
possibilities are detailed below. Additional guidance on running
Klingon campaigns can be found in Chapter 7, starting on page 150.

§ The glorious war. While few in the Empire truly understand the
minutiae that led to the end of hostilities and L’Rell becoming
chancellor, one truth shines like the brightest beacon: the Klingons
THE MIGHTY D7
won the war, or at least won in the way it mattered. The Empire’s
During the post-war period, the Empire invested heavily in
pride is restored, its strength tested and refreshed. A certain fire of
the new D7 battlecruiser design, and may have even worked
surety blazes in the Klingon heart. This cultural sense of strength
with the Romulan Empire to refine the design and to share
resonates across the Empire. Do the player characters feel this fire
insights on the cloaking technologies. Many shipyards within
in their soul? How does it impact their demeanor and actions?
the Empire were retooled to focus on building D7s rather than
outdated designs. Most of the Great Houses started adding
§ For the glory of the Empire! Emboldened by their successes
D7s to their personal fleets, strengthening their own stature as
during the war, the High Council points their warships to the borders
well as that of the Empire. Veteran captains soon discovered
and begins expanding the Empire’s sphere of influence, claiming
that the D7s were more than a match for most Federation and
resource-rich worlds and moons, striking alliances and trading deals
other adversary starships, and the belief of Klingon superiority
with various species, and outright conquering others. The borders of
soon wound its way into the heart of the Empire.
the Empire expand at a rapid pace. The player characters may be at
the forefront of this exploration, claiming worlds, glory, and precious
TARG-TEETH IN THE resources, either for themselves, their Houses, or the Empire.
FEDERATION’S FLANKS
Emboldened by their successes during the war and
§ Honor never forgets. While the war was relatively short, it was
strengthened with their fleet’s backbone of solid D7 warships,
bloody and intense. Atrocities were committed by both sides, most
captains of the Empire ventured out into the Galaxy to expand
often (and unapologetically) by Klingon warriors. Perhaps a player
the Empire’s sphere of influence. They did not hesitate to
character witnessed (or perhaps committed) some such act, and the
dig into local politics when the opportunity presented itself,
truth of it comes out post-war, when they learn that honor must be
pushing their aggressive tendencies to get what they wanted.
served. Does the player character resolve the situation, hold fast, or
Those that encountered Federation captains engaged in
perhaps make amends? How does the event influence their values?
battles of wits as well as battles of strength at arms. Numerous
skirmishes and flare-ups occurred in the years immediately
§ Victorious, but with an uncertain future. Some in the Empire
following the war, though Chancellor L’Rell and the members
look back at the end of the war and wonder if the Empire should
of the High Council endeavored to keep short leashes on the
have pushed hard, should have obliterated the Federation when
most hawkish of captains, and worked to maintain a cold war
it had the chance. The Federation, beaten nearly to extinction,
footing with the Federation.
now has the opportunity and time to rebuild and recover. Their
resilience is impressive, even noteworthy. But it’s also cause for
The High Council was determined to strike out and secure
concern. What happens next? Player characters may engage
worlds and supplies for the Empire, and instructed the
in battles of wits with their Starfleet counterparts, but how will
captains ranging along the frontier to meet Federation
this cold war end? In more bloodshed, unexpected alliance, or
captains toe-to-toe. Great rivalries were created and stoked,
something else? And what of the Romulan Empire, hiding behind
some of which grew over time into the stuff of legend.
their border and whispering in the shadows?
Captains such as Kang, Koloth, and Kor would become
renowned across the Empire, their names taught to children
and held in reverence for decades to come.

CHAPTER 03.20
063
CHAPTER 03.30

POST-WAR AND THE RED ANGEL

THE RED ANGEL


CRISIS
“People think time is fragile. Precious. Beautiful. Sand in an hourglass, all that. But it's not. Time is savage. It always wins.”

- DOCTOR GABRIELLE BURNHAM

TWO TIME SUITS PERSONAL LOG


–––
For centuries, there was some confusion around the time suit
DOCTOR BURNHAM, G.
Doctor Gabrielle Burnham constructed in the 2230s and wore
I don’t trust Agent Leland and neither does Mike.
throughout history. Some believed it to be the so-called “Red
Angel” that appeared in 2258. Others felt that perhaps there
There’s something about the man that seems
was more than one suit, or more than one pilot of the time
genuine enough but with just enough duplicity to
suit. Following the arrival of Commander Michael Burnham
make you want a sonic shower after speaking with
into the 32nd century, we now have a more comprehensive
him. Admiral Archer’s classified debrief on time
understanding of the events surrounding Dr. Burnham’s suit,
travel was compelling. To think in the future the
the Red Angel, and the time suit Commander Burnham built
ability to travel throughout time has not only been
with the assistance of the crew of U.S.S. Discovery.
invented, but is used as a political and military
weapon, is almost unthinkable. I don’t want to
We have laid out and cross-referenced the information
raise Michael in a future where time can be toyed
presented here from across several centuries and restricted
with so frivolously.
sources – including the Starfleet debrief from Commander
Burnham herself as well as the Qowat Milat debrief from
Leland was more right than he knew coming to us
Doctor Burnham. The end goal of Starfleet Command is to
with this. My work as an astrophysicist and engineer
provide a comprehensive understanding of the events as they
and Mike’s as a xenoanthropologist gives us the
transpired to meet full compliance with the Temporal Accords.
perfect cover to work on this. But there’s no way in
Hell we’re giving this man, Starfleet, or anyone else
sole control over a time travel device. For all we
know about the laws of temporal mechanics, giving
away the device could be how all this gets started.

Mike and I have developed a way to solve two


problems simultaneously. The suit will generate
micro-wormholes as its conduit for traversing time.
At the same time, a protective energy membrane will
hold the wormhole open while protecting the wearer.
This will prevent the suit and its pilot from staying in
one time period for extended intervals and should
prevent misuse, or a hostile force from obtaining
the technology. The suit is being encoded to my
DNA. Sometimes it’s better to ask forgiveness than
permission and, in this case, we’re doing what feels
right and not asking for either.

THE RED ANGEL CRISIS


064
PROJECT DAEDALUS process the effects of atemporal dysphasia. This appearance
During the 2230s, under the direction of Section 31 operative changed the prime timeline, and saved Michael Burnham
Leland, Doctor Burnham and her husband Mike Burnham from being killed. It also had a profound and lasting effect on
were recruited into the Daedalus Project. The purpose of the the young Spock into adulthood.
project was to protect and defend the Federation by beating
the Klingons in an arms race to construct a time travel UNKNOWN MOON, 2250S
device. The Klingons tracked a time crystal to Doctari Alpha In 2256, Doctor Burnham in the Daedalus suit appeared
where the Burnhams were conducting their research. Doctor to Spock while he was on a desolate moon. This time the
Burnham was believed to be murdered by the Klingons, but adult Spock initiated a mind-meld with the Red Angel and
in reality used the Daedalus suit as a means of escape, with saw the extinction of all sentient life in the Galaxy through
the hope of resetting her timeline. Doctor Burnham’s memories. Not understanding the true
nature of the Red Angel, Doctor Burnham, or the memories
Doctor Burnham was propelled into the 32nd century, but he was seeing, Lieutenant Spock committed himself to the
was unable to return to her original temporal launch point psychiatric unit on Starbase 5.
of origin due to the suit’s safeguards. One theory as to why
Doctor Burnham couldn’t return was that it was due to a
malfunction caused by Klingon disruptor fire that may have
overloaded her temporal anchor system guideline matrix.
During her attempts to return to her family, Doctor Burnham
witnessed the obliteration of all sentient life with antimatter
detonations set off by the artificial intelligence known as
Control. Doctor Burnham set out to stop Control.

RED ANGEL SIGHTINGS


The historical record and the databanks reviewed on U.S.S.
Discovery note that there were several reported sightings of
what is confirmed to be Doctor Burnham in the Daedalus
suit. Three notable events are detailed below.

EAST FORK PRESBYTERIAN CHURCH, RICHMOND,


INDIANA, 2053
During World War III, with the destruction of Richmond
imminent from incoming nuclear missiles, citizens sought
shelter in a church. Doctor Burnham, in an effort to
defeat Control’s plans and preserve humanity, utilized the
Daedalus suit to move the church and everyone inside to
an uninhabited planet in the Beta Quadrant in the same
time period. The survivors in the church, saved from
certain death, saw this action – and the red burst caused
by the temporal portal – as divine intervention from a deity,
establishing the first known iteration of the Red Angel.
The Humans named their new world Terralysium. Doctor
Burnham was pulled back to the 32nd century. When she
arrived, she found Humans still thriving on Terralysium
and realized if these people could be saved, then the past
could be as well.

VULCAN, 2230S
Witnessing the death of her ten-year old daughter Michael
Burnham on Vulcan, Doctor Gabrielle Burnham travelled to a
period before the incident and made contact with Michael’s
young adopted brother, Spock. Apparently during her
temporal jumps Spock was the only person Doctor Burnham
could interact with. His training in Vulcan logic, coupled with
his human emotions, gave him the psychological stability
necessary to grasp her existence, while his L’tak Terai (a
Vulcan learning disability similar to dyslexia) allowed him to

CHAPTER 03.30
065
ENGINEERING
TOURNAMENT ANNOUNCED

NOW OPEN FOR REGISTRATION!


The inaugural U.S.S. Hiawatha Memorial Engineering Tournament is
the brainchild of Grek, one of the Starfleet officers who survived the
Hiawatha’s crash during the Federation-Klingon War.

“I was inspired by Commander Jett Reno’s ingenuity,” Grek said. “As an


engineer, she used the available resources to rig solutions that saved
lives, including mine. This event is meant to encourage that kind of
creative problem solving.”

The tournament will be held on Tellar Prime and is open to all – Starfleet
personnel, civilians, even youths.

“I can’t promise you’ll like the random starting materials for each
challenge,” Grek said, “but I guarantee you’ll leave better prepared for
the next emergency you encounter.”

THE SEVEN RED


BURSTS
–– –
In 2257, Federation sensors as well as those in the Klingon
Empire detected seven red energy bursts spread out across
30,000 light years in precise synchronization, eliminating the JUST ME AND
possibility of them being a random natural phenomenon. THE DARK MATTER
U.S.S. Enterprise was sent to investigate, but experienced
multiple catastrophic systems failures. Starfleet ordered
Captain Chirstopher Pike to take command of U.S.S. COMMANDER JETT RENO, CHIEF
Discovery to investigate the signals. ENGINEER’S LOG
Day 127 stranded on this rock, and I swear if
Pike explained the situation to the crew, and noted that all Grek’s head wound opens one more time, I’m
but one of the seven bursts disappeared before a fix on soldering it shut. Not much else happening at this
their locations could be made. The meaning of the signals party. Did an EVA for a change of scenery, and I’m
was unclear, but preliminary scans suggested they were not one to be superstitious, but this asteroid is
not moons, stars, or planetoids. Starfleet ordered a full glowing weird-ass blue. Its gravimetric readings are
investigation. Fortunately, one signal had stabilized long off the charts. If the damn thing wasn’t trying to kill
enough to determine a location, and so now aboard a me, I might say there’s potential here to engineer a
functioning starship, Pike set a course to investigate. new power source.

Gotta go; the KIDS are lifting a crate using a live


THE FIRST BURST: U.S.S. power cable. The joys of parenthood, am I right?
HIAWATHA
On stardate 1025.19, Discovery arrived at an interstellar
asteroid, which contained the wreckage of U.S.S.
Hiawatha, assumed to be lost 10 months prior. The crew
found and rescued Commander Jett Reno and several
crew members she was able to keep alive and in stasis.
Reno informed the crew that the Hiawatha was shot down
during the war, on a trip to Starbase 36. Reno had no
knowledge of the red burst.

THE RED ANGEL CRISIS


066
Soon after this discovery, Michael Burnham was injured
and saw the Red Angel for the first time. Things get MISSION
complicated when considering two different suits worn by LOG 801
two different Humans, but in this case, the Red Angel was
Dr. Gabrielle Burnham. Michael was gravely injured, and
GABRIELLE BURNHAM
Gabrielle Burnham had a tendency to show up at times when
I was finally successful in putting the sphere in
Michael’s life was in danger. Further, it is known that the initial
Discovery’s path, but her Vulcan captain was so
signal that brought Discovery to Hiawatha was set by Michael
damned logical he didn’t know how to color outside
Burnham. We know she did not visit this same site twice
the lines.
before leading Discovery into the future.

Control still won.


Michael was rescued and attempted to take a sample of the
asteroid back to Ensign Sylvia Tilly for study. But, during her
I need a captain that can think on his feet and can
beam-out, the sample she held in her hand did not complete
make a decision without Starfleet. I don’t know why
the transport, indicating the asteroid was not made purely
I didn’t think of it before. If I go back in time and
of baryonic matter. With some effort, Discovery was able to
sabotage the Enterprise’s primary systems before
retrieve a large piece of the asteroid. It was temporarily held
Discovery gets to Vulcan it’s very likely Captain Pike
in their shuttlebay with an antigrav unit, due to its excessive
will be given temporary command of Discovery. My
mass and potential for damaging the ship.
time watching Spock work with Pike has shown
me Pike is a compassionate and capable captain. I
Michael Burnham asked Captain Pike about her brother Spock’s
believe with him in charge of Discovery, I might have
whereabouts, as Spock served with Pike aboard Enterprise.
a better chance of finally defeating Control.
Pike told her he granted Spock a leave of absence, but that
Spock did not share the reason for his departure. Burnham
visited Spock’s quarters and learned that he had already known
about the red signals, and possessed a schematic showing their
locations two months before they first appeared.

CHAPTER 03.30
067
THE SECOND BURST: and Voq; Klingon records log the death of the infant at the time
TERRALYSIUM of Tyler’s death, but cross referencing against the records of
Discovery tracked the second red burst to a planet called the Boreth monastery show that an unaccompanied Klingon
Terralysium on stardate 1027.32 (2257), which brought them infant (with no Klingon House affiliation) mysteriously showed
to a pre-warp society that was rescued from Earth in 2053 up at the monastery around this time. He was later named
during World War III by the Red Angel (Gabrielle Burnham). Tenavik, son of none. Yet another coincidence.
How this was accomplished is unknown. A distress signal
had been broadcast from the planet continuously for nearly Around this time, Ensign Sylvia Tilly reported an illness,
200 years, which was shut down after the visit. believing she was mentally compromised and hallucinating
a childhood friend named May Ahearn, who was dead; a
Records from the away team, who visited the planet subsequent conversation with Burnham convinced her that it
undercover, showed that the inhabitants of New Eden on was not a hallucination. Burnham also believed that this had
Terralysium believed the rest of Earth was destroyed in something to do with a recent incident when Ensign Tilly lost
World War III and that they were the only survivors. Their consciousness while attempting to take a sample of the dark
pre-warp society had created a new religion that combined matter asteroid in the shuttlebay.
major Earth religions with worship of the Red Angel.
Discovery saved the Terralysium society from destruction Subsequently, Lieutenant Commander Paul Stamets was
by releasing the asteroid from the shuttlebay to divert able to confirm Tilly’s “hallucinations” were caused by a
radioactive debris that would have resulted in a nuclear “rogue spore,” although his logs described what happened
winter and the death of the inhabitants. as an “infection” of a “multidimensional fungal organism”
and a “eukaryotic parasite.” I’m no astromycologist, so we’ll
Michael notified Captain Pike of her discovery that Spock knew have to take his word for it. He was able to then (temporarily)
about the red signals before they appeared. Pike revealed that remove “May” from Tilly’s body.
Spock went to Starbase 5 for psychiatric care, but Spock also
asked that he not share this information with anyone, not even THE SPHERE
to his family. However, due to Spock’s connection to the red Discovery was then pulled out of warp by a large, vibrating
signals, Pike notified Starfleet of these findings. sphere made of an amalgamation of organic and inorganic
matter, which was estimated to be at least 100,000 years old.
Soon after, Michael’s adoptive mother Amanda Grayson Discovery was immediately struck by what the crew believed
visited Discovery, and Pike learned that Spock had was a computer virus. Later, they determined that the Sphere
“escaped” from Starbase 5 (I’m not sure how that works, as was actually attempting to transmit its knowledge and
he wasn’t a prisoner, but my knowledge of psychiatric care language information to Discovery. From Gabrielle Burnham’s
from this time period is somewhat limited). At any rate, Spock logs, we know that she undid the gravitational binding of
was accused of murdering multiple people before leaving the the Sphere, allowing it to come into contact with Discovery;
facility, so the Federation was very interested in finding him exactly how she accomplished this is unclear.
as soon as possible.
The Sphere also triggered Vahar’ai in Saru, a natural process
THE KLINGON COUP where a Kelpien loses their threat ganglia. Up until then,
It is here that historic records diverge, as they do from time to the Kelpiens believed death immediately followed this
time. According to Klingon records, a coup was staged by Ash occurrence, as this was traditionally when Kelpiens were
Tyler, and he was killed when L’Rell defeated him. L’Rell also culled by the Ba’ul. Unexpectedly, Saru survived the process
reported the death of Kol-Sha, House of Kol, and praised him and learned this widely held belief was not true, and he
posthumously for his valiant efforts to protect her. became the first Kelpien to survive Vahar’ai in 2,000 years.
As Kelpiens are able to sense death, Saru shared that his
However, later Section 31 records indicate that the coup was impression of the Sphere was that it was dying. Soon after,
actually staged by Kol-Sha himself, and “Starfleet Security the Discovery allowed the Sphere to transmit an astonishing
Consultant” Georgiou aided L’Rell and assisted in killing collection of data. The Sphere then “died,” apparently
Kol-Sha. At any rate, the result was that L’Rell maintained without causing any permanent damage to Discovery.
her position as Chancellor of the High Council and was often
referred to past this date as “Mother.”

What I can say definitively is that the death of Tyler was not
fact, as he served in Section 31 after the supposed date of the
coup. I am inclined to believe Section 31’s records, and yes,
I realize how questionable that may sound, as Section 31 is
known for playing fast and loose with the truth. There are also
Klingon records of a child who was conceived between L’Rell

THE RED ANGEL CRISIS


068
FEDERATION TEMPORAL AGENCY

FROM: TIMOT DANLEN I was recently investigating the possibility that a historical anomaly
TO: TEMPORAL COMMAND on the Federation planet Terralysium was an infraction of the
RE: ANOMALY INVESTIGATION 1155 temporal accords. The descendants of the planet are Human, and
from Earth right during their World War III. Before warp travel was
With recent events, it is now clear the Temporal Accords have developed on Earth. In addition, their theology includes a savior
been violated. Factions that usually rely on subterfuge are now that brought them from Earth to Terralysium. This deity is known
blatantly disregarding the agreements we’ve all set forth. For to them as the “Red Angel.” Oddly, a search for this “Red Angel”
some unknown reason the rules have changed, and many of us image throughout history has resulted in a similarly described entity
on the front line feel like the time for analysis has passed. appearing over Kaminar, and carvings in the katra crypt on Vulcan.

The minor infractions of the past have disappeared. Individuals are A temporal DNA scan of the carvings show they belong to
no longer attempting to use time travel for personal financial gain or Starfleet officer Mr. Spock, circa 2258. Further examination of
individual political power. Now, the history of governments, worlds, Spock’s personal timeline have revealed similar images in his
and entire systems are being rewritten, or erased. past as a boy, circa 2237. Suspecting this may be some sort
of time travel entity or technology we are as yet unaware of, I
To make matters worse, it now seems that some factions have have run a comparative trace on all clandestine organizations
apparently solved the problem of traveling through time without within an 800-year period of the first image.

the use of time warp, My search has revealed the


temporal transporters, “Red Angel” is both an entity
or a timeship. As such, these and technology that belonged
new temporal agents don’t appear to a Section 31 compartmentalized
to incur the physical and neurological operation known as Project Daedalus,
limitations we do with multiple trips through created by a Doctor Gabrielle Burnham.
time. This new development has allowed these
factions to make changes in the prime timestream It appears this technology has somehow been
faster than we can track them. scrubbed from history. More than likely this has been done
by Doctor Burnham herself. Given the deadly nature of
For some as yet undetermined reason, the 22nd century time travel technology, especially in the 23rd century, this
appears to be a key point for many of these temporal makes sense. Our long-range temporal scans did show a
incursions. The history of the Starfleet ship Enterprise NX-01 power signature similar to the Red Angel’s appearance in
and the part it played also appears to be a pivotal focus point. the 32nd century, but the Temporal Accords prevents us from
I’ve been spending time on Enterprise as a crewman named investigating future events. And since we cannot locate this
Daniels. However, even with the temporal decontamination technology or signature anywhere else on the prime timeline,
I go through after each trip, my body is approaching its limit the Temporal Prime Directive does not apply.
for permanent tachyon saturation. I won’t be able to time travel
anymore. This problem isn’t unique to me; many other officers are Therefore, after reviewing the information I discovered on
also reaching their temporal threshold. If we’re going to have any Project Daedalus, I believe an update of the technology
hope of repairing these constant incursions to the prime timeline can be interwoven into chrono-suits that will allow temporal
before irrevocable damage is done throughout the timestream, we agents to instantly traverse throughout time without any long-
need to overcome the neurological obstacle with time travel. term neurological problems. Based upon my analysis, I am
submitting designs for a chrono-suit I believe should be placed
I believe I have found our solution hidden in the past: temporal into production immediately for all temporal agents.
anomaly 1155, the Red Angel.

CHAPTER 03.30
069
THE JAHSEPP THE THIRD BURST:
The organism known as “May” attacked Tilly again, and KAMINAR
Stamets was able to install a cortical implant into Tilly After Section 31 officer Lt. Tyler was assigned to Discovery,
via trepanation. How these people managed to keep the crew tracked the third red burst to Kaminar, home of
their commissions is a fair question, given their repeated the Ba’ul and the Kelpiens. Discovery attempted to hail the
breaching of Starfleet safety protocols. At any rate, Stamets Ba’ul, but received no response. Saru and Burnham then
and Reno made contact with May, who identified herself officially made first contact with the Kelpiens, starting with
as a jahSepp, a type of life-form found within the mycelial Saru’s sister Siranna, who had since become a priestess.
network. May blamed Discovery for placing a “monster” The Ba’ul threatened Discovery after Saru and Burnham
within the network that was causing its destruction, and returned to the ship, but said they would allow Discovery
believed Stamets was responsible. May then abducted Tilly to leave unharmed if Saru was returned to them. Pike was
via an organic transporter and brought her into the mycelial committed to defending Saru, but Saru quietly transported
network. Stamets used a sort of “half jump” to partially bring onto the Ba’ul ship, surrendering himself. He feared what
Discovery into the mycelial network so he and Burnham would happen to his people if he did not.
could search for Tilly.
Using the Sphere data, Discovery determined that 2,300
Ensign Tilly was unharmed, and the “monster” turned out years ago, the Ba’ul were driven to near-extinction by the
to be Dr. Culber, who, as noted previously, had died. As Kelpiens; this was why the Ba’ul now culled Kelpiens at
the jahSepp are a species that breaks down other forms of the time of Vahar’ai. They initially acted in self-defense,
matter, Culber protected himself by covering his body in to protect themselves from the Kelpiens, who become
the bark of what the jahSepp call the yeel tree. This bark is predatory post-Vahar’ai.
a toxic substance to them, so it was clear that this mycelial
version of Culber somehow had physical form. Stamets’s The Ba’ul had also collected Siranna from Kaminar along
subsequent logs suggested that he was responsible for with Saru, planning to kill them both as they were the
Culber’s post-death appearance in the mycelial network, only Kelpiens who knew the truth about Vahar’ai. Saru
and he also described using an organic transporter to bring was able to make contact with Discovery, suggesting
Culber out of the mycelial network. Greater minds than that the frequencies from the Sphere that caused him to
mine will have to analyze the science behind it, because I start Vahar’ai could be amplified to cause an accelerated
surely do not grasp it myself. At any rate, Stamets was able Vahar’ai for the entire planet. If this occurred, Saru
to remove Discovery and Culber from the mycelial network correctly surmised that the Ba’ul would not be able to
without lasting damage. keep the truth about Vahar’ai secret any longer. The
process was successful, ending the Ba’ul’s control over
the Kelpiens. The Red Angel also appeared to Saru,
TRAUMA IS A and with his species’ enhanced visual acuity, he was
LONG HAUL able to determine the Angel was actually a Human in a
technologically-advanced exosuit.

DOCTOR HUGH CULBER, OPEN LETTER TO


THE MEDICAL COMMUNITY
Since returning from the mycelial network, I have
PERSONAL LOG
been contacted by medical teams wishing to
analyze me. I understand the draw – my mind was
subjected to months of deprivation in a different SCIENCE OFFICER SPOCK, U.S.S. ENTERPRISE
dimension. My body was completely reconstructed The Red Angel came to me again today. When she
by aliens. Twice. came to me as a child, even though I used logic,
I still had the eyes and mind of a child. The last
Trauma lives in the body. This body. My body. And time I saw her she told me where to go to save
trauma is a long haul. I will release the privacy lock Michael, and I did. When I tried to explain what I
on my biometric scans when I am ready to do so. saw to Sarek, he scolded me for being emotional
Please respect that. If I’ve learned anything from and irrational. Eventually, my Vulcan logic gave in to
this ordeal, it’s that we must be patient with our my Human imagination and I told myself she was
Human selves and heal on our own schedule. a dream, and then a nightmare. My mother would
console me but now I am a man, and the nightmare
has returned. I fear neither logic nor my imagination
will save my mind from what I have seen.

THE RED ANGEL CRISIS


070
VULCAN to have been sabotaged (likely by the compromised Lt.
Discovery detected a temporal anomaly that may have Commander Airiam, although Pike’s logs suggested he was
been left behind by the Red Angel, and she attempted very suspicious of Section 31 officer Tyler).
to send a probe for readings; this was unsuccessful, and
Pike and Tyler decided to take a shuttle into the anomaly Pike set course for Starbase 11, which was only two light-
to deliver the probe. They were nearly lost when the probe years from Talos IV, hoping to retrieve Michael and Spock
was strangely upgraded in the anomaly and attacked them. without letting Starfleet or Section 31 know his intentions.
Readings showed the probe had aged 500 years; this was The deception did not hold for long, so the Talosians created
likely an encounter with the Section 31 artificial intelligence illusions of Michael and Spock, which distracted Section 31
known as Control, but from five centuries in their future. At long enough for Discovery to rescue the real Michael and
this time, Starfleet officer Lieutenant Commander Airiam’s Spock. Discovery then left Talos IV at maximum warp, the
cybernetic parts were also infected by the future AI, crew now essentially fugitives, as both Starfleet and Section
apparently resulting in the contemporary Control gaining 31 were in pursuit.
access to her systems; however, the crew was unaware of it
at the time. Admiral Cornwell questioned Spock on Discovery about
the murders he was accused of at the psychiatric facility on
During this time, Michael travelled to Vulcan in search of Starbase 5. Spock professed his innocence, and records
information that might lead her to her brother Spock. It show he passed some kind of primitive “cerebral mapping”
is clear that Michael was able to collect the necessary test that confirmed his truthfulness. He explained that he
information and retrieve Spock, as, after her visit to Vulcan, had gone to Starbase 5 because he’d doubted his own
she brought him to Section 31, hoping they would be able to sanity; when he realized he was in fact sane, he attempted
diagnose and cure him of a mental instability. Then, almost to leave, but met resistance. Using the Vulcan nerve pinch,
as quickly, she seems to have had a change of heart and he escaped without causing lasting harm to anyone. He had
removed Spock from Section 31’s custody. no explanation for the footage that showed him murdering
Starfleet personnel.
TALOS IV
After retrieving Spock, Michael realized that he was gravely SECTION 31 HEADQUARTERS
ill. Spock was reciting a series of numbers, and after she Cornwell confided in Pike that the admirals at Section 31
entered them into the computer for analysis, she recognized had not spoken to her in weeks, and she then described
them as the coordinates for Talos IV. This occurred around an artificial intelligence threat assessment system utilized
stardate 1532.9, where a personal log from Captain Pike by Section 31, known as “Control.” Apparently, it was
noted that Michael was searching for her brother; at this time common for high-ranking personnel such as Cornwell
Discovery was unaware that she had already retrieved Spock. to provide data to Control regularly; Control would then
The Federation had strictly prohibited anyone from visiting evaluate that data for possible threats to the Federation.
Talos IV since Captain Pike landed there in 2254, when Cornwell said her input codes were no longer functioning
General Order 7 was established. and she suspected Admiral Patar was to blame. Patar was
a Vulcan logic extremist who had pushed the Federation
Upon Burnham and Spock’s arrival at the coordinates for to turn over all decision-making to Control when the red
Talos IV, a black hole appeared; Michael attempted to escape, signals first appeared.
but Spock piloted the shuttle directly into the event horizon,
breaking the illusion created by the Talosians. The Talosian Ensign Tilly traced multiple transmissions that used
mind must be truly formidable to generate such an illusion. Tyler’s access codes to an area of “dead space” that only
contained a penal colony abandoned 100 years prior.
Upon landing, they were greeted by Vina, a Human Cornwell confirmed that this was the location of Section 31
who resided on the planet and who had apparently headquarters. Tyler denied having sent the messages, and
met Spock and Captain Pike previously. The Talosians Airiam and Tilly worked together on decrypting them.
explained to Michael that material illusion was how they
defended themselves. After analyzing Spock’s mental Discovery arrived at the coordinates and found that Section
state, they diagnosed him with a condition where Spock 31 headquarters was protected by alien mine technology.
was experiencing time fluidly, as if the past, present, and In order to avoid the mines, Discovery lowered her shields,
future were all happening to him at once. They agreed to but the mines appeared to be responding to Discovery’s
cure Spock’s affliction in exchange for some of Michael’s movements, as if an intelligence was behind them. As they
memories, as personal memories are highly prized in approached, they received a transmission (ostensibly)
Talosian culture. In return, they enabled Michael and Spock from Admiral Patar, who told them Starfleet Command had
to communicate with Captain Pike and asked him to come ordered her to take the crew of Discovery into custody for
to Talos IV and retrieve his crew members. Pike was unable harboring fugitives.
to use the spore drive to jump to Talos IV, as it appeared

CHAPTER 03.30
071
THE CONTROL AI As Section 31 headquarters was destroyed and Airiam’s
Cornwell was adamant that an away team must get into memories had been erased, Control should have been fully
Section 31 headquarters and reset Control. Burnham, eradicated. Discovery’s crew confirmed that Airiam sent
Nhan, and Airiam transported aboard the station and almost transmissions to Section 31 under Tyler’s codes, so he
immediately found the body of Admiral Patar, who had died at was exonerated. Ensign Tilly then found a file in Airiam’s
least two weeks prior. Saru realized that the Patar they spoke database called “Project Daedalus” that included a bio-
with was a hologram, likely created by Control to keep them neural scan of the Red Angel. The scan matched Michael
from boarding the station. Saru then examined the footage of Burnham exactly.
Spock killing the Starbase 5 personnel and discovered that
Control had falsified that video with the same holographic Cornwell officially cleared Discovery, Burnham, and Spock
technology. Ensign Tilly then notified the crew that Airiam of all charges. The crew also determined that the Control AI
had transferred her entire memory archive into Discovery’s that infected Airiam was from the future. The mysteriously
computers, which pointed to Airiam being infected with upgraded probe that aged 500 years in the temporal anomaly
Control, who was controlling her in the hope of gathering the was the likely method of transmission.
Sphere data it required to evolve and gain true sentience.
PROJECT DAEDALUS
Airiam/Control then attempted to kill Burnham and Nhan. Section 31 officer Leland believed the next best action was
Burnham tried to reason with her, and Airiam broke through to capture the Red Angel. He confessed that Section 31
Control’s programming briefly to tell Michael she could had been studying time travel for about 20 years, after they
not resist for long. She told Michael to look into “Project learned that the Klingons possessed time crystals. Section
Daedalus.” As the AI regained control of Airiam, Nhan 31 feared this might be the start of a temporal arms race,
opened an airlock, venting Airiam into space and stopping so they assigned Mike and Gabrielle Burnham, Michael
Control from obtaining the Sphere data. Burnham’s parents, to the Section 31 project “Daedalus,”
that involved the creation of the time suit on Doctari Alpha.
Once Section 31 became aware that the red signals were
tied to Red Angel sightings, Section 31 began working on
a way to capture the Red Angel because they wanted their
technology back.

The power requirements to create a containment field


capable of capturing the Red Angel suit were extreme. The
team agreed to make their attempt on Essof IV, as it had rich
deuterium deposits, enabling them to build a plasma reactor
that would generate enough energy to power the phase
discriminators. This would allow them to “hold” the Red
Angel for some time, allowing for questioning.

Leland told Burnham that he was the reason her parents


were dead (although only her father was actually deceased,
as they would soon discover). He explained that in his early
days working for Section 31, he bought a black-market
Klingon time crystal for the Daedalus project. He thought he
had covered his tracks well enough, but the Klingons traced
it to Doctari Alpha, which led to the attack.

It was decided that the best way to capture the Red Angel
(who they believed was Michael Burnham) was… to kill
Burnham. Which I suppose makes sense, as the Red
Angel had previously appeared when Michael’s life was in
danger. They also believed that if the Michael Burnham of
their present was killed, then the future Red Angel version
of Burnham could not exist, so something would have to
happen to keep Michael from dying. I can’t imagine having
to risk your own death for a chance to capture a version
of yourself from the future, so I’m very glad I wasn’t a
Starfleet officer back then.

THE RED ANGEL CRISIS


072
THE CAPTURE OF THE RED ANGEL Tilly downloaded 841 mission logs from the suit, a veritable
Essof IV was inhospitable to Human life, so it was a good wealth of information that Michael immediately began
place to kill a Human, if you were looking to do that sort of reviewing. Don’t Starfleet officers take a day or two off after
thing. The reports from this occurrence are not for the faint they (almost) die? I’ll have to review the current protocols for
of heart, and while multiple people were aghast at Michael’s such things.
suffering, Spock kept them all at bay until she was well and
truly dead. As theorized, the Red Angel appeared and was The first logs showed that Doctor Burnham intended to
captured. The Red Angel revived Burnham by unknown use the suit to jump back in time to about one hour before
technological means, and the person in the Red Angel suit the attack on Doctari Alpha, in order to get her family off
was revealed to be Doctor Gabrielle Burnham, making it the station before the Klingons arrived. Unfortunately, the
clear that Gabrielle survived the attack on Doctari Alpha by still-experimental suit instead jumped 950 years into the
escaping to the future.

PLAYING DURING THE RED ANGEL CRISIS


While the stories focused around the seven red signals, the two to assist these worlds or investigate trade or alliances with
time suits, the ancient Sphere, and the Control AI are all intimately the civilizations. Player characters could revisit worlds
connected to U.S.S. Discovery and her crew during the events such as Pahvo, Kaminar, Terralysium, and Xahea.
depicted in Star Trek: Discovery’s second season, there are countless
other story possibilities for other ships and crews to engage in during § Section 31 goes undercover. Starfleet’s not-so-secret
2258 and the years leading up to the original series (2265–2269). A few secret organization, Section 31, suffers significant losses
possibilities follow below. Additional guidance on planning and running during the year 2258, but picks up a new head of operations
campaigns can be found in Chapter 7, starting on page 148. by the end of the year and promptly is lost to common
record. What happens to the organization from 2258 to
§ Enterprising young officers. For a creative option, perhaps the when it apparently resurfaces more than a century later,
player characters are all junior officers assigned to U.S.S. Enterprise, in 2374? Opportunities abound for a campaign centered
and find themselves under the able command of Commander around player characters recruited by Section 31 to engage
Una Chin-Riley while Captain Pike takes temporary command of in any number of covert missions to support the Federation,
Discovery. Enterprise pops in and out of the season two storyline Starfleet, or some other purpose.
and plays a key role in the desperate battle against Control in
the season finale. Where do the player characters go from there? § Studying the mycelial plane. Even though Discovery is
Earning promotions following the battle could mean reassignment to the sole vessel in the fleet with an operational spore drive
a new ship, perhaps an opportunity for a dramatic shared experience and all the data surrounding its operation, Starfleet has
before launching a new campaign on a new starship. the resources to continue the research into the mycelial
network and the technology to access and harness it.
§ The search for Spock. While much of the events surrounding Perhaps a player character becomes involved in picking
Discovery and her crew were classified at the highest levels, it’s up the research and trying new angles, either to support
possible one or more individuals or organizations might have Discovery’s efforts or to find alternatives. Maybe the
clued a player character or group of player characters in on the player character or crew are sent on a secret mission
mission to track down Spock and encouraged their assistance, to contact the jahSepp following their encounter with
either overt or covert. Perhaps Section 31, or Section 31 under Discovery.
the influence of the Control AI, reassigns characters or crews to a
variety of classified missions designed to support Leland’s efforts § The Temporal Cold War. The many jumps in time
to smoke out Spock’s whereabouts or to influence Discovery’s committed by both Doctor Burnham and Michael Burnham
direction and choices. in 2258 may well have been detected by any number of
participants in the Temporal Cold War. Perhaps one or
§ Second contact missions. In her long-ranging efforts to track more individuals travel to 2258 to track down the causes
down the seven red bursts, Discovery encountered a number of of so many temporal disturbances committed in such a
new species and worlds, and had dealings with several known relatively short period of time, either to study, stop, or alter
civilizations as well. Player characters and their ship could be the circumstances. Player characters could find themselves
assigned to a string of second contact missions, picking up where caught up in a war they can barely comprehend, where the
Discovery and other ships left off during the initial visit and working very fabric of time and space is at stake.

CHAPTER 03.30
073
future, and no matter where she subsequently traveled, the property. Doctor Burnham’s suit was specifically coded to
suit always brought her back to the same point in time 950 her DNA and no one else could use it without significant
years in the future (and it also brought her back to the same modification, but if anyone could accomplish the necessary
point in space – to the Beta Quadrant planet Terralysium). changes, it was Section 31.
Another log indicated that, in the future, the Control AI had
destroyed all life in the Galaxy via antimatter explosions. Georgiou (still serving with Section 31) agreed to the plan
and started transferring the data to Leland’s ship. However,
Spock also reviewed Gabrielle’s mission logs, where she she became suspicious of Leland’s behavior, stopped
noted that on her trips to the past, she was only able to the download, and contacted Tyler. Leland/Control then
communicate with Spock and no one else, despite her attacked Tyler and destroyed the time crystal that powered
best efforts. She believed it was because of Spock’s mix the Red Angel suit. Doctor Burnham and the now-useless
of logic training and Vulcan physiology combined with his suit returned to the future separately, before the Sphere data
Human emotional capacity. She also believed that because could be transferred to the suit as planned. The Essof IV
Spock had a condition known as L’tak Terai, he was able facility was destroyed, though Leland escaped.
to understand and perceive her, as it is a type of dyslexia
that allowed him to process atemporal information. It was THE FOURTH BURST:
already well known that Spock’s mind was extraordinary, BORETH
and he went on to do extraordinary things, so this is an The fourth red signal appeared over the Klingon planet
interesting bit of insight into the workings of his mind. Boreth, the site of a Klingon monastery dedicated to the
worship of Kahless. Logs show that Discovery’s crew was
THE SPHERE DATA coming around to the possibility of a second Red Angel, and
Doctor Burnham believed that the Sphere data must be kept both Saru and Spock correctly guessed that there was a
from Control at all costs, but everything she had tried so far second Red Angel entity based on Gabrielle’s statement that
had not worked. She made sure Discovery would encounter she had no knowledge of the signals, so well done to them.
the Sphere and collect the data by undoing the gravitational
bindings holding the Sphere, in the hope that they would Chancellor L’Rell granted Discovery safe passage to Boreth
have better luck than she did in keeping it safe. and facilitated an audience with the monks, who still guarded
the time crystals although the Klingons no longer used them.
The containment field holding Doctor Burnham would Captain Pike believed that they might be able to use one of
soon fail, as the power requirements to hold the suit in the the time crystals to send the Sphere data into the future, but
present time were high. At this point, Leland ordered Tyler L’Rell cautioned Pike to temper his expectations. Outsiders
to obtain the Sphere data, believing that Section 31 would were rarely allowed into the monastery, she could do nothing
be able to keep it safe from Control. This statement aroused to convince them to supply Pike with a crystal, and no one
a fair amount of suspicion, and it’s likely the Control AI had had ever removed a crystal without “great sacrifice.”
compromised Leland.
The historic record here gets a little interesting, as the
Pike interviewed Doctor Burnham and she denied knowledge only account that exists is Pike’s log of his visit. Pike did,
of the red signals. She reiterated that it was imperative that in fact, manage to obtain a crystal, and while he tried to
the Sphere data be destroyed; Saru attempted to do so, but explain the process in removed, factual terms, I believe he
the data resisted deletion and the task proved impossible. saw something in his own future that affected him deeply.
This was likely a vision of the future accident that left him
Spock and Michael came to the realization that the only way paralyzed, but Pike did not go into detail in his log. Instead,
to protect the Sphere data from Control was to send the he recorded that the Klingon he spoke with was named
data into the future, along with the Red Angel suit. A larger Tenavik, son of none. Tenavik indicated that Voq was his
problem was how to keep Doctor Burnham in the present. father, although I’m not sure how that could be, as Tenavik
Stamets theorized they could infuse a transporter’s pattern was described as an adult and the baby taken to Boreth
enhancer with dark matter from the piece of interstellar by L’Rell had only just arrived there. Perhaps time works
asteroid in Discovery’s shuttlebay, enabling them to lock onto differently on a planet full of time crystals.
Gabrielle and beam her into the present. I do hope some
theoretical temporal physicists can review this possibility and Pike then said that he touched one of the time crystals, and
expound upon it someday, as it holds tremendous potential. it showed him a “disturbing future.” Tenavik told him that the
crystal showed only a “possible” future, but if Pike claimed
Leland believed the plan was too risky, and again stated that the crystal, this future would be set for him. We know that
the Sphere data would be safest with Section 31. He believed Pike took the crystal, as without it, our universe would have
the proper course of action was to destroy the Red Angel had no chance of survival. If Pike did indeed see the future
suit, and this should have been a major tip-off, as previously we now know he experienced, I believe Pike to be one of the
Leland had wanted to reclaim the suit as it was Section 31 bravest, most selfless Starfleet officers of all.

THE RED ANGEL CRISIS


074
Around this time, Tyler noted that a Section 31 ship missed THE FIFTH BURST: XAHEA
its scheduled check-in. Burnham was suspicious that If all of that wasn’t enough, the fifth signal appeared, and
Leland/Control may be involved with this admittedly minor despite Control’s ships on the way, Discovery and Enterprise
inconsistency, and convinced Tyler that she and Spock set course. Discovery used their spore drive, arriving at the
should go by shuttle to investigate. fifth signal over Xahea. They made contact with the Xahean
queen Me Hani Ika Hali Ka Po. Ensign Tilly had made a very
Spock and Michael arrived at the unnamed Section 31 excited log entry about meeting the Xahean queen again
ship to find the crew dead. They detected one life-sign (again?), and called her “Po” as an affectionate nickname.
floating in space, and beamed it aboard. The life-sign Clearly, they had some sort of history together, but no official
belonged to Kamran Gant, a former U.S.S. Shenzhou records confirming an earlier meeting could be found.
technical officer, now a Section 31 officer. Michael was
acquainted with Gant from her time aboard Shenzhou. As Discovery’s crew built the new exosuit, Po asked
Another coincidence. In this narrative, I have made it clear questions about its function, revealing that she was a brilliant
that coincidences have rarely been a good thing, and this engineer and apparently well-versed in nuclear particle
one proved to be no different. physics. Tilly mentioned that her serene highness had
invented a “dilithium incubator” allowing the recrystallization
Gant informed Michael that the ship had been infected with of “used” dilithium, which is extremely advanced technology
the Control AI, and when they tried to remove suspicious even by today’s standards. In reviewing the time crystal, Po
subroutines, the AI killed them all. Michael rightly wondered said she believed she could modify her incubator to trigger
that if Control had taken control of the ship, why was the ship a cascade of energy using dark matter, enabling the crystal
just sitting there? to be charged. But the continuous energy generated would
compromise the crystal, meaning it could never be charged
If you’ve already guessed that this was a trap, your again. Michael would be able to travel to the future in the new
next Romulan ale’s on me. Gant was dead, but Control suit, but she would not be able to return.
had animated his corpse with nanoprobes to gain
Michael’s trust. Gant/Control planned to use the same
nanotechnology to take over Michael’s body, as it had
already done with both Gant and Leland. Spock managed
to save her by magnetizing the floor, immobilizing the
nanotech. Ingenious, and I doubt many other officers would
have been able to react so quickly.

Spock and Michael returned to Discovery with the


information that Control can take over individuals as well
as technology. Soon after, thirty Section 31 ships were
detected en route, presumably to attack Discovery. All of
them were under Control’s command. Further, Control had
compromised the Federation’s subspace relays, so they were
unable to contact Starfleet for assistance. Michael believed if
they couldn’t destroy the data and they couldn’t keep it safe,
they’d have to destroy Discovery.

Discovery‘s crew evacuated to Enterprise, and Saru and Pike


set the auto-destruct sequence. Enterprise retreated to a safe
distance, but the auto-destruct failed. Pike then attempted
to destroy Discovery with torpedoes, but the crew-less
Discovery raised its shields. So, as the Sphere data resisted
deletion, it would also not allow itself to be destroyed.

Michael believed their only option was to use the time crystal
to send Discovery and the Sphere data to the future, and the
only way to do that would be to build another Red Angel suit
using the time crystal that Pike obtained. As the original suit
was built to accommodate Doctor Burnham’s DNA, it was
possible for Michael, as her daughter, to use a new suit (as
their DNA was a very close match). But time was running out,
as the attacking fleet of Section 31 ships approached.

CHAPTER 03.30
075
Michael heroically chose to make the journey regardless, new Red Angel suit. And the fifth signal brought them to
but Discovery‘s crew would not condemn one of their own Xahea, where the queen was able to adjust her technology
to a life alone in the distant future. Every single one of them to charge the crystal. But two signals still remained, and
elected to stay, giving up their former lives and everything Spock could not discern how they fit into the puzzle.
they’d ever known to take the entire ship into the future
right behind her. THE SIXTH BURST: THE
32ND CENTURY
The crystal charged slower than anticipated, and the new Realizing that she must have personally set all of the previous
exosuit was not yet finished when the Section 31 fleet five red signals, Michael activated her suit and traveled back
arrived. Leland demanded the Sphere data be transmitted in time to each of the previous signal coordinates on each of
to him, or he would destroy Discovery. Most unfortunately, the appropriate stardates. After that task was accomplished,
the Section 31 ships were armed with hundreds of drones, she then set the suit to travel 930 years in the future, in the
which Leland released when (predictably) Discovery did hope that she would be able to find her mother, and created
not acquiesce to his demands. The brilliant Xahean queen the sixth signal that would enable Discovery to set course
devised a strategy to destroy the drones, which bought and follow her through the wormhole.
Discovery some time. Burnham donned the suit and Spock
gave her cover from a shuttlecraft, so that she could open Pike’s records show that Admiral Cornwell sacrificed herself
the wormhole that she and Discovery would travel through. by manually bringing down a jammed blast door, which
could only be accomplished by locking herself in with the live
Leland beamed over to Discovery to obtain the Sphere torpedo. Her actions saved Enterprise and all aboard– she
data himself, while a live torpedo lodged in Enterprise’s hull was a hero to the end.
without detonating. Thankfully, a Klingon warship under the
command of Chancellor L’Rell arrived to assist Discovery and I’m not quite certain how she managed this, but Georgiou
Enterprise. A number of Ba’ul fighters also arrived to assist, locked Leland into the spore drive chamber and then
with Saru’s sister Siranna as one of the pilots. magnetized it, which removed the nanotech and thus
Control’s hold over Leland (who was dead, as you might
While Michael struggled to open the micro wormhole that imagine). Spock’s shuttle was damaged, preventing him from
would take them into the future, Spock realized that all following Michael to the future as he’d intended. I can only
of the previous red signals had led them to this present imagine how difficult that moment must have been for them,
moment. Saving Jett Reno enabled them to acquire a but Michael reassured Spock, promising to send the seventh
capable new engineer and to collect the piece of dark and final signal back through the wormhole so he would
matter asteroid. The second signal brought them to know she arrived safely.
Terralysium, where they used the dark matter asteroid to
save the planet from destruction, ensuring they’d have a It’s important to note that due to Control’s interference,
technology-free safe haven once they traveled to the future. the crew’s logs and reports regarding the time crystal and
The third signal brought them to Kaminar, ensuring they construction of the new time suit were never transmitted
would have support from the Kelpiens flying Ba’ul fighters to Starfleet. Therefore, all of these records were limited to
during the battle with Control. The fourth signal brought Discovery’s own computers. This turns out to be fortuitous,
them to Boreth, where Pike obtained the time crystal for the because the fiction that Discovery was destroyed would
not have been believed otherwise, but it was required to
make sure Control also believed the Sphere data was out of
reach. I believe Pike knew this, which helped him and the
FREE-DIVING AN
remaining Enterprise crew present a united front to Starfleet,
OCEAN MOON
to be sure Discovery’s trip to the future was kept secret to
safeguard all life in the Galaxy.

LIEUTENANT JOANN OWOSEKUN, PERSONAL LOG


As such, the official Starfleet record of the time showed
Incredible. What I saw down there.
that Discovery was destroyed in the battle with Control, and
all interviewed personnel from the encounter with Control
I always look forward to the annual freediving event on the moon of
corroborated that story.
Dorius VII. It reminds me of my home, diving for abalone. But this time
on Dorius, I saw something strange in the water, way down deep. An
enormous translucent form… with fins, or wings maybe? The moon is
thought to be uninhabited, but the Luddite community has protected it
from invasive technological mapping, so the mystery remains. Whatever I
saw, I want to see it again.

THE RED ANGEL CRISIS


076
THE SEVENTH BURST:
MISSION ACCOMPLISHED FUTURE CALLING
Enterprise logged the appearance of the seventh signal
approximately four months after Discovery disappeared.
The coordinates confirmed the signal was located near LIEUTENANT RONALD BRYCE, PERSONAL
Terralysium, as expected, and confirmed that Michael CORRESPONDENCE
Burnham had arrived safely in the year 3188. My friend, I’m going away soon, so I’m enclosing
a copy of the bizarre comm echoes I picked up
when Discovery traversed the Cerberus Nebula. I
think there’s a pattern here, but I won’t be around to
SUMMARY
–– – analyze it, so I’m entrusting that to you.

I also wanted to thank you for teaching me how


I have attempted to put these events together in a logical
to put myself first at the Academy. If you hadn’t, I
order with a minimum of editorializing. I expect that anyone
would’ve burned out of this job years ago. When
reading this may feel some details must be sensationalized.
I stand at my comm station, I feel the weight of
As a historian and researcher, I must stress that in my
all the interactions with the outside world routed
experience, the truth is almost always much stranger than
through me. Sometimes I imagine myself holding
any fiction. What truly happened to Michael Burnham and the
back a deluge. The universe is vast and buzzing
brave crew of U.S.S. Discovery after the time jump, well…
with meaning.
that’s a detailed report for another day.

Who will hail us where we are going? What


messages will greet me on the other side? I have no
idea, but I’m ready to receive them. Wish me luck.

CHAPTER 03.30
077
THE TERRAN EMPIRE
078
CHAPTER 04.00

THE TERRAN
EMPIRE

04.10 A Dark Reflection. . . . . . . . . . . . . . . . . . . . . . . . . . 080


04.20 Terran Weapons and Technology . . . . . . . . . . . 086

CHAPTER 04.00
079
CHAPTER 04.10

THE TERRAN EMPIRE


A DARK REFLECTION
“An oppressive regime is by nature a fearful regime.”

- COMMANDER SARU

and people, those in this warped “mirror” universe are the


EVEN THE LIGHT IS antithesis of who and what they are here, and often a cruel
DIFFERENT and sadistic version. They do not have a United Federation
–– – of Planets. There is a Terran Empire run and controlled
solely by Humans, for Humans. Hundreds of species have
been enslaved by Humans throughout the Alpha and Beta
An analysis of classified information collected from U.S.S.
Quadrants, with thousands of worlds destroyed.
Discovery during its nine-month disappearance has resulted
in deeply unsettling and potentially perilous information.
For a universe to exist that so closely resembles our own, and
During Discovery’s spore jump from the planet Pahvo to
yet is so vastly different, is indeed a fascinating revelation.
Starbase 46, the starship detoured into a parallel universe.
While the discovery of this parallel universe answers some
questions about the “many universe” theory, even more
Most of the planets, people, and places that exist here in
questions have been raised. Was it an historical event that split
our “prime” universe also exist there as well. It also appears
this universe off in a radically different direction? Perhaps the
while there are similarities between organizations, events,
answers can’t be found in history, but in science.

PARALLELS
Perhaps one of the most interesting aspects to
the mirror and prime universes playing off each
other are the choices made by organizations and
individuals and how they might parallel each other.
Keep this in mind when thinking about your players
and the tapestry of stories you want to tell in your
campaign. Any choice the player characters make
in the prime universe could be twisted into a new
story experienced via the parallel universe.

Remarkably, during their time in this other universe, the


crew of Discovery did not lose sight of the fact that they are
scientists. Discovery ran a series of astrometric scans that
may give some insights into not only Terran biology, but their
psychology as well.

Discovery’s scans revealed that the stars in this parallel


universe aren’t as hot as those here in our prime universe.
On average, their star core temperatures burn between 900
to 15,000 kelvins less than those here. In our universe, an
average like that would be considered the cosmological event

A DARK REFLECTION
080
known as solar dimming. Here, at those temperatures, not Bozeman, Montana, April 5, 2063. Ten years after World War
only would the cores of our stars be cooler, but obviously III. In the parallel universe, their Zefram Cochrane has just
there would be less light, heat, and energy on M-Class completed humanity’s first warp-powered flight just as ours
worlds. While many M-Class planets can have a solar did on the same day. Like here, on that day, a Vulcan scout
dimming event and still maintain the Goldilocks principle ship, the T’Plana-Hath, lands on terra firma to make first
necessary for life, soil, and water, centuries of data have contact with Humans. However, there, Cochrane killed the
shown us there is no denying the detrimental physical and first Vulcan to greet him. The other Humans watching helped
psychological consequences the sustained diminution of Cochrane seize the vessel, killing additional Vulcans in the
light has upon the humanoid psyche. Humanoids living in process. Because of this event, humanity was able to take
conditions with less light aren’t predisposed to aberrant technology immediately through violence that it otherwise
behavior. However, less light does mean less overall energy took decades to develop here.
for life to exist upon, creating a system where life must
constantly struggle to exist. This is certainly not the only In our prime universe, nearly a hundred years later in the
answer to the Terran psyche, but perhaps, a beginning to 2150s, Starfleet’s NX program was getting underway under
understand how such a psyche can manifest. the slow and steady tutelage of the Vulcans. However, by
this same time in the parallel universe, the Terran Empire had
become an interstellar force to be feared. The Empire had

LIGHT SENSITIVITY already conquered the Vulcans, Andorians, Tellarites, and


Orions. In addition, the Empire had begun to push out even
farther with attacks against the Klingons, Xindi, and Rigelians.
Terran Empire characters operating in the prime
universe have difficulty adjusting to the altered
However, as the Empire’s lust for expansion grew, their
spectrum of light. Applying medical treatments to
grasp weakened on many planets. Worlds began to not only
allow a Terran’s eyes to operate without pain is a
rebel, but push back against the tyranny of the Empire. By
simple Insight + Medicine Difficulty 0 task that
2155, there were whispers and communiques that the Terran
must repeated at the gamemaster’s discretion.
Empire was in jeopardy of collapse.
Additionally, even with this treatment, any
complications stemming from bright or high-energy
TERRAN SALVATION: THE
light affect a Terran as though they suffered from
DEFIANT
two complications.
In that same year, officers of the Empire discovered an
opportunity to gain a tactical advantage over the species
defying the Empire: a Federation starship from our prime
universe, the U.S.S. Defiant NCC-1764. It appears the Tholians
of the parallel universe devised a plan to steal a vessel from
not only another dimension, but also in the future to use
HISTORY OF THE against the Terran Empire. Ironically, the Tholians tapped into
our prime universe from the present and lured the Defiant into
TERRAN EMPIRE
–– – a trap. Sadly, the result of their plan caused the loss of life of
all hands aboard the Defiant and nearly resulted in the loss of
U.S.S. Enterprise as well. Terran officers took the Defiant from
Much like the United Federation of Planets, the data obtained the Tholians and used what they learned from the advanced
from Discovery reveals that Earth in the parallel universe was vessel to reassert control into the current century.
also the birthplace of the Terran Empire. Regrettably, from
the first sailing ships to nuclear powered vessels, the history
of Earth in the parallel universe is very much the same as
here. The alternate Earth’s past also had petty conflicts over
land, resources, race, and religion. Over the centuries, these
resulted in the deaths of millions as well. There was art, and
love, periods of enlightenment and innovation. New ages
brought new technologies, and with them, new wars.

Throughout the ages there was a restlessness, a


dissatisfaction with the status quo and a need for more,
a need for power in the Terran heart and mind. Ultimately,
just as in our universe, this way of thought brought
humanity in the alternate universe to World War III, and the
brink of extermination.

CHAPTER 04.10
081
THE DEFIANT’S LOGS: POLITICAL
INFORMATION FROM THE FUTURE
STRUCTURES IN THE
MIRROR UNIVERSE
Classified information retrieved from U.S.S Discovery’s time in the
parallel universe has revealed unexpected information. It appears a
–––
Starfleet vessel, U.S.S. Defiant NCC-1764, was lured into the parallel
universe and all hands aboard were killed. However, this event In many ways, the Terran Empire is like a supermassive
happens in the future, in 2268. black hole in the Alpha and Beta Quadrants of the parallel
universe. Worlds within its reach are inevitably pulled into
Furthermore, when the Defiant is abducted, it won’t only be across its gravity well of domination, violence, and control. Worlds
dimensions, but through time as well. The Defiant will travel back on the fringes of the Empire are also affected because of
to 2155, giving a young interstellar Terran Empire the advantage it mass destruction or Imperial possession of trade routes and
needs to conquer much of the Alpha and Beta Quadrants. It appears supply lines. Those few species that evade the tyrannical
that without our knowledge, Starfleet and the Federation is indirectly Terran Empire’s purview manage to have stable, and, for the
responsible for much of the pain and suffering of the Terran universe. most part, liberal governments. Unfortunately, this doesn’t
Also, Federation property, namely U.S.S. Defiant, is in Terran control, remain the case after the Empire becomes aware of their
no doubt still being stripped of her secrets. existence. The Empire has also caused a great migration
from entire worlds and governments fleeing into uncharted
While all information about the Terran universe has been classified, space. Better to face the danger of the unknown than the
the question remains what to do about Defiant. The obvious choice certain cruelty of the Empire.
would be to order her not to respond to the mayday that leads
her into a trap. However, Discovery’s records also show that upon
their departure from the parallel universe, Discovery’s crew was PLAYING THE REFLECTION
instrumental in saving the mycelial network there, which prevents the
destruction of everything, everywhere.
FROM THE OTHER SIDE OF
THE MIRROR
It is our belief that If Starfleet acts on any information retrieved from
While many of the Terrans and aliens depicted
Discovery’s logs, we may well be signing a death warrant
from the Terran universe are the antithesis of their
to all of existence.
prime universe counterparts, this is not always
the case. Whether your character is Human or
from another species, there is a wide spectrum of
choices to approach your character. Not everyone
in the Terran universe is evil, nor are they entirely
good. Self-interest and the quest for power can
come in many forms, as can the desperate need
for survival against brutal odds. Switching your
prime universe character with their Terran universe
counterpart can be an opportunity to make choices
for your character in this dimension you might never
consider in the prime universe.

RULE BY FEAR: THE


TERRAN EMPIRE WAY
Starfleet and the United Federation of Planets have encountered
many aggressive adversaries throughout their history. The
Klingons, Andorians, and Gorn are just a few of the species
in the Alpha and Beta Quadrants that are comfortable with
brutality. And yet it is ironic that the most brutal and callous
group it has met to date is a dark reflection of itself.

Within the Terran Empire, fear is not something to be avoided


or conquered, but rather cultivated and nourished, both

A DARK REFLECTION
082
within the ranks of the Empire and as a blunt instrument
against those who oppose the will of the Empire. In the
MULTIVERSES
Terran Empire, the Imperial Starfleet Academy has a It is always a possibility the parallel universe containing the Terran
Gladiatorial School. Here young try-outs fight in gladiatorial Empire isn’t someplace that you feel would fit your group or
games of old, moving up until they become officers and enter campaign. If this is the case, you may want to think about the many
the Empire, or die. Fear is taught and nourished at an early universe theory that postulates every action that can happen, does
age. Fear over the loss of or lack of control, fear of the other, happen, in its own universe, and come up with a unique parallel
fear of not enough power. In turn, that fear moves outward universe in which to play.
and becomes brutality. Worlds that cannot resist the brutality
of the Empire capitulate or are extinguished. Those that
manage to oppose Imperial rule find that fear keeps potential
allies from trusting one another and constantly keeps them
off balance. Within the Empire, fear is a means unto itself.
It is often said that we hate what we fear, and if this is true for
us in the prime universe, then it appears especially so for our
There is one commonality of most Terrans within the Empire:
parallel counterparts. A common trait that all Terrans have
they want more. More for the Empire, and, most importantly,
shared is a mistrust and hate of everyone that looks different
more for themselves. From the early days of the Terran Empire,
than Terran. As the Terrans travelled out beyond their system,
all Terrans were taught the Latin phrase “Ego sum civis Terran”
every new species encountered wasn’t an opportunity
which translates to “I am a Terran citizen.” Here in our prime
to learn, but to conquer. The interstellar imperialism and
universe, the parallel to ancient Rome and the Latin phrase
expansion of the Terran Empire from its early days to the
“cīvis rōmānus sum” is unquestionable. On our Earth, this
2250s wouldn’t be possible without the ancient practice of
simple phrase of entitlement ensured safety and would allow a
colonialism. While Terrans have a xenophobic
Roman citizen to go anywhere they chose when traveling across
disdain and detest for all things other, they
their empire. We can only presume this means the same for our
have no problem whatsoever acquiring
parallel universe counterparts and, perhaps, infer that in some
and exploiting the resources of those
way the Terran Empire was formed out of, or continued from,
they hate. This practice began with
their Roman Empire. If indeed all Terrans started with this sense
the Vulcan technology stolen from
of entitlement and privilege, it would explain their narcissism.
the scout ship that visited Earth
seeking friendship and spiraled
The Empire allows and encourages promotion through
from there.
assassination and, by doing so, it keeps its officers ever
vigilant because their lives depend on it. This also breeds
an unhealthy hyper-sense of not only ambition, but anger.
Officers are constantly seeking ways to improve themselves
and show their entitled superiority, not just to other species,
but within the Imperial fleet.

A proven fact in our prime universe is that torture and


suffering rarely, if ever, elicit positive results from their
actions. Ultimately, our history has shown us that such
actions diminish all those who are a party to it. The Terran
Empire simply doesn’t care and long ago adopted a
quantity-over-quality philosophy.

In truth, the powerful, horrific tools of fear and suffering


have allowed the Terrans to grow their empire and to spread
it throughout the known Galaxy quickly, enslaving many
species of the Alpha and Beta Quadrants. The suffering has
continued for so long within the Empire, it has now faded
into the background of normal, everyday life, and become
commonplace for the torturer and the tortured. With the
creation of the agony booth, suffering became a tool in the
workplace to elicit top productivity and performance, lest
they be sent to the booth. For conquered species like the
Kelpiens of Kaminar, their suffering has taken the shape of
slaves who are personal attendants to officers and delicacies
on the Terran menu when their service is no longer required.

CHAPTER 04.10
083
TESSERA In our universe, Vulcans, Andorians, and Tellarites came
ENCRYPTED MESSAGE together because of humanity’s willingness to broker
peace and show other species the commonalities in our
differences. Humans helped other worlds to put aside
The classified information retrieved from U.S.S Discovery’s logs continue their fear and mistrust in each other to create the United
to prove invaluable beyond imagination. Empress Sato’s Charon initiative Federation of Planets.
continues to bear fruit, as does her forming of the Tessera so long ago. It
has taken years, but we’ve finally perfected a transporter pad to travel to Common need for survival brought these same species
the land of sheep. together in the parallel universe. The will to stay alive, to
escape slavery or extinction by Terrans, brought the broken
The Federation. pieces of the Alpha and Beta Quadrants together. And yet
even with a common enemy, fear and mistrust loom over the
The only real threat is from their Section 31, but they do not have the rebellion, threatening to tear it apart – but two men held it,
will of the Tessera. We already walk among them and their Starfleet. and what was left of a free Galaxy, together.
When a stubborn weed refuses to die, sometimes it is best to poison
the entire crop. § The Fire Wolf: The Klingon Voq, also called the Son of
None, was a natural warrior, whose pride and sense of
honor also made him a natural and trusted leader. Voq
acknowledged that any successes or achievements of
REBELLION the rebellion were not because of him as an individual but
History has taught us that no matter how oppressive a because of everyone working together. Voq didn’t have
regime may be, there will always be those who stand up disdain for other species but respected them. He also
and oppose what is wrong and unjust. The Terran Empire had a deep respect and even reverence for one specific
is one of the most powerful and brutal organizations the Vulcan, Sarek.
Federation has encountered, and those who stand against it
are among the bravest. § Master Sarek of Vulcan: Sarek’s keen mind,
adherence to logic, and ability to perform a mind-meld
to discern the truth earned him the title of prophet
among the rebellion. His calm logical exterior, paired
with Voq’s emotional, but tempered spirit, made them
an excellent team.

The rebellion evaded the Terran Empire for years, in no


small part due to Voq and Sarek. Every day that Terrans
inflicted more suffering upon the known Galaxy, the ranks of
the rebellion grew.

USING THE REBELLION


IN YOUR GAME
Although the Star Trek: Discovery episode “The
Wolf Inside” depicts the (almost certain) demise
of the mirror universe versions of Voq, Sarek, and
the rebellion that fought against the Terran Empire,
you could use them as characters in your games
set before 2256, should you choose to have your
group somehow encounter the Terran universe.
While another crossover event was not reported by
Discovery’s crew in the prime universe, it’s possible
one was left unrecorded. It’s also possible your crew
might experience yet another parallel universe, one
very similar to the Terran reflection, and yet unique.

A DARK REFLECTION
084
ENCRYPTED MESSAGE

FROM: ADMIRAL KATRINA CORNWELL, 2258 brain tissue and the central nervous system, which led to madness
(PRECISE DATE UNCERTAIN) and Defiant’s crew murdering each other.
TO: STARFLEET COMMAND
RE: CROSSOVER § Transport during an ion storm: Transporting during an ion storm
could potentially trigger a crossover event. The same individuals
We’ve now verified three ways a crossover event is in both universes would need to be at the same place at the same
possible between the prime and Terran universes. All time in order for this to occur. Since both sides are needed for this
Starfleet captains and senior science officers should unusual phenomenon to occur, it seems highly unlikely either side
review these and be vigilant. can intentionally repeat this process without heavily modifying their
transporter technology.
§ Interphasic rift: According to Defiant’s logs,
acquired from Discovery, this is a region where § Crossover utilizing the mycelial network: U.S.S. Discovery’s
space begins to break down, creating an overlap of crossover into the parallel universe was accomplished with the
parallel universes and dimensional planes. This is assistance of their displacement-activated spore hub drive. Now that
how the future Defiant crossed over and is currently both Discovery and I.S.S. Charon (the only two vessels capable of
considered the most lethal. Being exposed to making such a journey) are destroyed, it is unlikely this method will be
interphasic space over time causes a distortion of used in the future.

CHAPTER 04.10
085
CHAPTER 04.20

THE TERRAN EMPIRE


TERRAN WEAPONS
AND TECHNOLOGY
“So you do what you must. Whatever you must. To anyone.”

- CAPTAIN GABRIEL LORCA

DEADLY DEVICES FROM AN ACTIVE CAMOUFLAGE


For nearly two years, the rebellion against the Terran Empire
EVIL UNIVERSE kept their base of operations a secret on different planets
utilizing the unique camouflage system from their ships. This
Befitting the Terran Empire’s focus on fear, technology in their universe
system allowed their base of operations, like their ships, to
took a dark turn. The gear and weapons detailed in this section may
be covered in a cloak that would not only bend light, but
be used in the prime universe, subject to gamemaster discretion.
mask all life-signs and energy signatures on their base.
Perhaps they are artifacts from the Terran universe somehow
transported to the prime universe, or perhaps they are products of an
A gamemaster wishing to have this technology in their
original adversarial species from the prime universe.
game should use the same rules for the Klingon cloaking
If you want to introduce these weapons into your game, discuss with device found on page 259 of the core rulebook. If players
your fellow players before doing so to ensure everyone is comfortable wish to install this technology into a base of their own, the
with the addition. gamemaster should determine the Scale of the base as
though it were a starbase. During the first adventure which
this technology is used, the cost is 2 Opportunity for each
Scale level. At the beginning of each subsequent adventure,
a character must make an Insight + Engineering task with a
Difficulty of the Scale of base. If successful, the camouflage
operates as intended. If it is a failure, the complication
Imperfect Camouflage is put into play.

AGONY BOOTH
Created by Terran officers Doctor Phlox and Major Malcom
Reed aboard the I.S.S. Enterprise in 2155. The booth is capable
of stimulating the pain center of any humanoid species. This is
accomplished with a synaptic scan that calibrates the system to
match the specific species. When the nervous system becomes
overwhelmed and the subject’s brain begins to become
desensitized to the pain, the booth’s sensors constantly shift
the stimulation to different nerve clusters, keeping the subject in
constant agony. Developed as an alternative means of discipline
for non-Terrans, the booth soon became a universal form of
punishment for Terran and alien alike.

Any character placed inside an agony booth has two


separate complications added: Pain Makes You Pliable and
Unending Torment. The torturer, in each scene, may make
an opposed task using Insight + Medicine at Difficulty 3
(Psychology and Torture as applicable focuses) to attempt
to manipulate or control a victim, twisting their world view or
turning them against loved ones.

TERRAN WEAPONS AND TECHNOLOGY


086
Gamemaster Note: This type of psychological torture and
manipulation is something you must discuss with all players
IMPENETRABLE CIRCLE:
at the table before it is introduced in game to determine if THE HONOR GUARD
such content is acceptable.
At one time within the Empire, personal guards were the right of captains
and admirals, until Empress Sato rescinded the law and created her own
DAGGERS
honor guard, which were Terran Empire officers personally selected by
An ancient weapon since the days of the Romans that has
the Emperor. The honor guard are not only the most capable warriors, but
not lost its appeal within the Empire. The first Emperor of
perhaps, more importantly, are the only officers truly loyal and devoted
the Terran Empire was quoted to have said, “The best kills
to the Emperor and the Empire. Their service garners them better food,
are the ones that can be done up close.” Since that day,
quarters, and privileges within the Empire.
a dagger has been standard issue for every officer in the
Imperial fleet and a weapon of choice of every Terran.
For the honor guard, death in the service of their Emperor, and fulfilling
the will of the Empire, is victory.
Statistics for daggers are the same as on page 193 of the core
rulebook and page 155 of The Klingon Empire core rulebook.

DRAGON DISC
Personally designed by Emperor Georgiou, the dragon disc of an ancient species of warriors in the Gamma Quadrant.
is the 23rd century’s answer to the ancient shuriken. The Others say it is tritanium taken from the first ship she
disc is encoded to the Emperor’s DNA with an antigrav destroyed, melted down and forged into a weapon, always
system activated by her touch. The disc bears the emblem at her side. Yet others believe the sword is from the past,
of the Empire at its center with spiral blades that activate perhaps from the first Emperor and somehow through space
when thrown. The dragon disc is equipped with a non-verbal and time it has found its way into the hands of true power
“look, blink, and kill” targeting system. The controller simply once again. While no one knows the true history surrounding
looks at the intended target and blinks twice to give the this great weapon, what everyone understands is that it is the
confirmation to kill. Once given confirmation, the churning embodiment of the Terran Empire.
tritanium blades can cut through most humanoids easily.
Once the disc has completed all confirmed kills, the device is Gamemasters wishing to have the Emperor use the Imperial
programmed to return to the hand that threw it. Sword are encouraged to develop their own Stress rating and
qualities to fit the tone and style of their campaign. Stress
Having access to the dragon disc costs 3 Opportunity, ratings could range from 2 to 4 and qualities/effects might
has the qualities of Accurate and Deadly, the Knockdown include Deadly or Vicious.
damage effect, and a Stress rating of 3A. In order to use
it correctly, a character must succeed in a Presence + MEMORY EXTRACTOR
Command task at a Difficulty equal to the number of hostile Created by Terran Admiral Katrina Cornwell, the memory
targets. A failure adds a complication for each missed extractor uses cerebral mapping drones to scan the subject’s
success as determined by the gamemaster. Opposing hippocampus, the memory center of their brain. Once the
characters or NPCs may attack the dragon disc in an attempt scan is complete and a baseline is established, the drones
to disable or destroy it. It has Stress 5 and Resistance 3. fire tubules into the brain stem. The tubules then run up and
along where memory is stored: the hippocampus, prefrontal
THE EMPEROR’S cortex, and the basolateral amygdala. The drones then
BRACELET begin a digital mapping that can be downloaded. When the
This piece of jewelry worn by Emperor Philippa Georgiou is procedure is complete, the drones withdraw the tubules,
designed to be more functional than decorative. The bracelet having created a digital copy of the subject’s brain and
contains a life sign dampener that allows it to mask the life- memories. In 47% of the cases, the subject didn’t live, and in
sign of the wearer, making them undetectable to a vessel’s 89% of the sessions, some form of brain damage was done
sensors, or personal scanning devices. by utilizing the process.

In addition, pre-programmed security and computer functions Gamemaster Note: The use of this device on player
can be accessed from the bracelet with just a touch. Emperor characters should be limited as it has a significant chance of
Georgiou used this function on I.S.S. Charon to establish a killing or destroying the character with little that the player
containment field, access wall-mounted phaser cannons, and can do to stop it. While a digital copy may survive, the trauma
command the computer to initiate an emergency transport. of suddenly feeling non-corporeal and stuck inside a digital
construct is also often more than a mind can handle. Please
IMPERIAL SWORD be mindful and discuss this technology with your players
There are many stories about Emperor Georgiou’s Imperial before introducing it in your game.
sword. Some say it was her prize when she defeated the last

CHAPTER 04.20
087
TERRAN EMPIRE DELTA
An inverse of the Starfleet delta, the Terran delta is also a
weapon. Often used in personal combat, it can be tipped
with poison as a means of quick assassination at any
given time. Many Terran officers see the Imperial delta as a
reminder that they are the greatest weapons of the Empire.

PERSONAL LOG

SPECIALIST MICHAEL BURNHAM, U.S.S DISCOVERY


There are eyes and ears everywhere here. Writing on paper and
then burning it immediately afterwards is the only way to truly be
safe. Still, seeing my real name and the name of my ship, if only
for a few moments, helps. It’s only been two days, but it feels like
months. Everything about this place, these people, is draining and
yet I’m constantly on edge. Their normal is a dark world sustained by
suspicion, fear, and hate. The only love here is for power and glory.

The longer I’m here, the more I keep asking myself: who am I? The
answer is always the same. Starfleet. With or without the rank, it
doesn’t really matter. Science. Friendship. Exploration. Hope. Those
are the foundations of Starfleet and the United Federation of Planets
and that’s who I am, and who I will always be.

PERSONAL LOG

EMPRESS MICHAEL BURNHAM


Words have power. The time is approaching soon when my new title
won’t simply be on this piece of paper to avoid digital eyes and ears, but
on the lips of every citizen and slave in the Empire.

That, or I’ll cut out their tongues.

Lorca says he loves me, and I believe him. More importantly, I feel it. I
hope his ambition doesn’t force me to kill him.

Philippa doesn’t want to just rule; she wants to be respected. Respect is


for the weak.

Fear. Fear is all they really understand, and I will give them more fear than
they thought possible; more than this universe has ever seen. Because
fear is the only path to true power and, after all, I’m destined to rule.

That is who I am.

TERRAN WEAPONS AND TECHNOLOGY


088
CHAPTER 05.00

PLAYER
OPTIONS

05.10 New Lifepath Options. . . . . . . . . . . . . . . . . . . . . . 090


05.20 Science and Technology. . . . . . . . . . . . . . . . . . . . 098
05.30 Gear and Weapons. . . . . . . . . . . . . . . . . . . . . . . . . 107

CHAPTER 05.00
089
CHAPTER 05.10

PLAYER OPTIONS

NEW LIFEPATH
OPTIONS
“I told you not to gamble against a Kelpien and an Osnullus. One has ganglia that warn them of bad bets,
and the Osnullus has the perfect poker face.”

- ENSIGN SYLVIA TILLY

ADDITIONAL LIFEPATH OPTIONS


STEP ONE: SPECIES Kelpiens, who should not be available until 2258, after
This chapter adds five new species available as character lifepaths. the events of the Star Trek: Discovery season 2 finale
They represent only a few of the species that have encountered beings “Such Sweet Sorrow.”
from the Alpha or Beta Quadrants at some point and include members
who someday choose to adapt their particular talents to the United STEP TWO: ENVIRONMENT
Federation of Planets’ vision of alliance and exploration by joining As of the mid-2200s, Kelpiens, Osnullus, Saurians, and
Starfleet. Academy graduates come not only from formal members Xaheans hail only from their respective worlds, and so
of the Federation, but also from a wide variety of other worlds. Homeworld is the only appropriate Environment for
Gamemaster Note: Players interested in playing characters of any members of those species. Most Barzans hail from their
of these species should discuss options with you, as these species homeworld or a system colony, though some
should generally not be available as playable species in Starfleet have traveled extensively and thus may be from
campaigns set prior to the early 2200s, with the exception of the any Environment.

MIXED-HERITAGE CHARACTERS
Many Starfleet officers, Klingon warriors, Federation and Klingon
citizens, and independent or unaligned characters have parents from
different species. To create a character of mixed heritage, choose two
species, one of which will be the primary species. The character is
treated as a member of the primary species for attribute bonuses; most
mixed-heritage characters take more after one parent than the other.
The character gains the species traits of both parent species, and may
select talents from both parent species. Gamemaster Note: Players
interested in playing mixed-heritage characters of any of the new
species presented in this campaign setting should discuss options
with you, as these species should generally not be available as
mixed-heritage candidates in campaigns set in the Alpha or Beta
Quadrants prior to the early 2200s.

NEW LIFEPATH OPTIONS


090
UNYIELDING RESOLVE
BARZAN
––– REQUIREMENT: Barzan, or gamemaster’s permission.

The Barzan possess such great determination in


Hailing from a resource-poor world, the Barzan are a accomplishing their tasks that they refuse to let any setback
species known for their stubbornness and their ability to deter them. When a Barzan spends a point of Determination
accomplish great things despite the advantages other on a task, but the task fails, the character regains the spent
species may have. Their homeworld’s atmosphere is point of Determination.
considered toxic to other species and the Barzan require
specialized breathing apparatus to exist in different NAMES
environments. Despite their homeworld’s lack of resources, Barzan tend to have a given name and
the Barzan are diligent in carrying out their duties, believing surname, though often use only their
that their greatest natural resource will always be their given name.
determination. This has made them respected by some
civilizations for their hard work and their ingenuity with SAMPLE NAMES: Amma, Attis, Bhavani,
accomplishing tasks. Barzan are especially focused on their Nhan, Ryess, Servu, Tolpra
families, and believe that it is the duty of each Barzan family
to take each other’s burdens upon themselves in order for
the group to succeed. The Barzan have a keen mind toward
acquiring resources that they believe will benefit their family
and their people, and are constantly looking for lucrative
trade deals or scientific advancements that may help uplift
their people as a whole.

EXAMPLE VALUE: My Greatest Resource Is Myself, and I


Will Use It Wisely

§ ATTRIBUTES: +1 Daring, +1 Fitness,


+1 Presence

§ TRAIT: Barzan. The Barzan have long struggled to


make do without some of the advantages other species
benefit from, but this has turned into one of their greatest
strengths. A Barzan takes on each task with their full
focus and determination while keeping a keen eye for not
only how to accomplish the task but to do so with as few
resources as possible. To the Barzan, any resources not
spent in this way can be used in the future to help benefit
their family or crew. The Barzan also form close bonds
with their crewmates, and are willing to sacrifice their
own needs if it benefits the group as a whole.

§ TALENTS: The character receives access to the


following talents:

EXPERT QUARTERMASTER
REQUIREMENT: Barzan, or gamemaster’s permission.

The Barzan have long had to make do with less, and this has
taught them to be especially considerate of all resources at
their command. When needing a rare element or device to
accomplish an action, a Barzan may reroll a d20 in their task
roll to determine if another element or device can be used in
its stead. The Barzan are also aware of most of the alternate
uses any piece of personal equipment they possess can
do should the need arise, such as substituting a tricorder’s
memory module to repair a terminal.

CHAPTER 05.10
091
Pre-Vahar’ai / Post-Vahar’ai. When created, choose one
KELPIEN
––– of these two traits. If Pre-Vahar’ai is chosen, and your
character ever experiences the changes that come with
Vahar’ai, the trait is replaced by the Post-Vahar’ai trait.
AVAILABLE AFTER 2257
A sentient humanoid species indigenous § TALENTS: The character receives access to the
to the planet Kaminar, Kelpiens live in an following talents:
agrarian society. Elders are the leaders
of the Kelpien culture, passing down THREAT GANGLIA
knowledge and history through REQUIREMENT: Kelpien.
stories. One of these stories
speaks of the Great Balance, a Kelpiens have special organs on the back of their heads
belief that by culling members called ganglia. These organs do different things depending on
of their species, the Kelpiens what stage of life the Kelpien is in; as such, this talent grants
would have peace with the different abilities based on the character’s Vahar’ai trait.
Ba’ul, a powerful species
that would hunt their people § Pre-Vahar’ai: When the gamemaster spends Threat to
to extinction if the Kaminar either add a complication, or to add dice to a pool or that
population got out of hand. This directly affects the character, roll 1A; if an effect is rolled,
meant that when a Kelpien started add 1 Momentum to the pool.
going through their physiological
change known as Vahar’ai, they would § Post-Vahar’ai: The character gains the following attack:
be brought in front of the All-Seeing Ganglia Dart (Ranged, 2A, Piercing 1). The character’s
Eye and culled, releasing them Security rating is added as normal to the attack’s
from the pain and threat of mental Stress rating.
instability, as well as keeping the
Great Balance in check. ON ALL FOURS
REQUIREMENT: Kelpien, or gamemaster’s permission.
Commander Saru discovered that
Vahar’ai was actually a natural Kelpiens are able to run at considerable speeds for short
physical change that made his bursts when necessary. Whenever the character succeeds at
people expert hunters. The culling a Sprint task, they generate 2 additional Momentum which
and the Great Balance were both may only be used to move additional zones.
lies forced onto the Kelpiens by the
Ba’ul. Eventually, the crew of U.S.S. NAMES
Discovery helped the Kelpiens rise up Kelpiens tend to have just a single name.
against the Ba’ul and break free of the
lies they had been told for generations. SAMPLE NAMES: Brinna, Dor’na, Kaladar, Lin’lev, Su’Vyn,
Trialla, Tuvu, Vilara
EXAMPLE VALUE: The Great Balance
Must Be Achieved

§ ATTRIBUTES: +1 Control,
+1 Fitness, +1 Insight

§ TRAITS: Kelpien. The


Kelpiens are a bipedal
species that are adapted
to living on land and in the
water. Kelpiens are able to run
at considerable speeds for
short bursts and can see into
the ultraviolet and infrared
spectrums of light.

NEW LIFEPATH OPTIONS


092
UNREADABLE FACE
OSNULLUS
––– REQUIREMENT: Osnullus

While their fellow Osnullus can tell what each other are
The Osnullus hail from a homeworld that has only recently thinking by looking at each other’s faces, it is more difficult
begun to shed their caste-based society. Once beholden for other species to do so. This natural trait gives them an
biologically to queens who governed their individual colonies, advantage when it comes to treachery
Osnullus have evolved to a stage where they are more and deceit. The Osnullus may roll an
independent minded and are capable of breaking away from additional d20 for the purposes
their colonies. Though some still prefer to cling to the castes of trying to mislead or lie to
of their births, the Osnullus have embraced independence another species.
and the concept of the individual. Since joining Starfleet,
the Osnullus can now be seen across the Alpha Quadrant NAMES
where they embrace the close communities of their starships Osnullus tend to have just a single
as new colonies for them to live in. Some species find the name.
Osnullus method of eating to be disturbing, as their lack of
mouths means they absorb their food through specialized SAMPLE NAMES: Aemmo,
feeding ports within their fingers. Hivfa, Rahma, Srwell

EXAMPLE VALUE: I Am as Strong Apart as I Am with Others

§ ATTRIBUTES: +1 Daring, +1 Fitness, +1 Reason

§ TRAITS: Osnullus. The Osnullus exemplify being at


peace with themselves as much as they do coexisting
with others. They are able to notice changes in the
behavior of their friends and crewmates while also
being able to exist on their own. The Osnullus prize their
independence and there is nothing more abhorrent to
them than the subjugation of others against their will.
They see working toward the same goal as something
that others should strive for, but being coerced into doing
so makes them want to rebel against it.

§ TALENTS: The character receives access to the


following talents:

BORN TO A TASK
REQUIREMENT: Osnullus.

The Osnullus caste system is a relic from a bygone age but


it still affects the futures of many of their species. Some
Osnullus are born with advanced reflexes for working in
space, while others have a hardier carapace to assist them
with construction. Over time, an Osnullus can shift their
bodies slightly to assist them with certain tasks. When this
talent is chosen, the Osnullus may pick a discipline that they
are gifted toward. Whenever the character attempts a task
involving this talent, they may reroll one of their d20s.

CHAPTER 05.10
093
§ TALENTS: The character receives access to the
XAHEAN
––– following talents:

DISCERNING
Believing themselves to have been created at the exact SCIENTIFIC MIND
moment their world was, the Xaheans are a species who REQUIREMENT: Xahean, or gamemaster’s permission.
have achieved a great level of technological
advancement in a short amount of time. Xahean culture allows them to discern scientific
Capable of manipulating technology phenomena quickly and inspires them in how to replicate it.
instinctively and possessing numerous When a Xahean is attempting to perform an extended task
self-defense mechanisms such as spines to determine the purpose of a piece of technology, they
and the ability to render themselves almost may re-roll any number of A the first time they roll to
invisible, the Xaheans have recently begun determine progress.
to experiment with dilithium crystals
and warp technology. Their culture CAMOUFLAGE FIELD
is currently at odds with their REQUIREMENT: Xahean.
most principal beliefs ever since
they discovered the power of While most Xaheans can generate a limited camouflage field
dilithium; once dedicated to to obscure their presence, training and practice can heighten
the belief of balance in all this ability further. The Xahean may spend 2 Momentum
things, they now have become (Immediate) as a minor action to become virtually invisible,
obsessed with advancing adding +2 to the Difficulty of all tasks to observe, locate, or
themselves technologically target the Xahean. This effect ends when the Xahean makes
and commercially to the an attack, takes a minor action to end the effect, or otherwise
point of inflicting damage loses concentration. This ability is taxing to maintain, and
upon their homeworld. The each additional time during a scene it is used increases the
appointment of their new Momentum cost by 1; this increase is cumulative.
queen may bring hope that
balance can be restored to NAMES
the Xahean way of life. Xaheans tend to have names consisting of several short
names, and often allow non-Xaheans to refer to them by
EXAMPLE VALUE: Balance Between one of them.
Oneself and the World Around You.
SAMPLE NAMES: Caler No Fi Dafili, Drex Dar Mala So Lesk,
§ ATTRIBUTES: +1 Control, +1
Foto Mri Ka Se Wachi, Me Hani Ika Hali Ka Po, Vinters Saba
Insight, +1 Reason
Ra Ke Fa Nobi

§ TRAIT: Xahean. The Xaheans


are technologically gifted as a
species, to the point that they
often appear smug in the face of
technological advancements by
other species. When they encounter
a technology unfamiliar to them, they
adapt quickly to its uses and seek
out ways to construct devices of their
own. Their innate ability to manipulate
energy fields allows them to activate
many different types of machinery
in their proximity, and their ability
to shroud themselves in a field that
obscures their appearance allows them
to remain undetected from pursuers.

NEW LIFEPATH OPTIONS


094
creature which has passed through an area within the last 24
SAURIAN
–– – hours, reduce the Difficulty by 2. If this is part of an extended
task, then the Saurian also rolls +2A when determining
progress on the Work track.
The Saurians are new members of the Federation and are
still taking time adjusting to the norms of being aboard NAMES
Federation starships. With their native language being a Due to the shape of their mouths and how their native tongue
series of clicks, chirps, and growls, the universal translator is spoken, Saurians often pick a name in Federation Standard
sometimes has problems translating Saurian speech into that they like and do not mind being referred to as.
Federation Standard. They are a physically imposing species, They often choose their favorite historical figure
with large eyes capable of seeing long distances and an or a name that sounds pleasing to them.
advanced sense of smell. They are welcome additions to Saying a Saurian’s proper name correctly
landing parties and away teams because of their ability to be will always be endearing to them but they
resourceful in almost any environment. Their culture stresses understand if other species struggle to do so.
prudence and consideration in all things, though if a Saurian
is pushed into conflict, they will respond ferociously. Saurians SAMPLE NAMES: Vk’chk’tk (Victoria),
are omnivores, and frequently enjoy meals consisting of Sh’larlst (Shae), Gr’hsk-ha’sha (Gaius),
bamboo, fish, and dried insect casings. Lss’t-kel’sar (Linus)

EXAMPLE VALUE: Consider Carefully, Then Act Decisively.

§ ATTRIBUTES:
+1 Daring, +1 Fitness,
+1 Reason

§ TRAIT: Saurian. Saurians possess enhanced senses


that are often superior to their colleagues. With six nasal
canals, they can pick up scents from kilometers away and
their sharp fangs and claws make them imposing. As a
civilization, they respect strength and decisiveness but
prefer to avoid aggression if at all possible. Saurians also
possess a high tolerance for alcohol, and Saurian brandy
is prized throughout the Alpha and Beta Quadrants.

§ TALENTS: The character receives access to the


following talents, and they must take Enhanced
Metabolism during character creation.

ENHANCED METABOLISM
REQUIREMENT: Saurian.

Saurian biology allows them to process toxins at a much


higher rate than other species. A Saurian is capable of
recovering from the effects of a toxin in half the time as other
species, and may reroll one d20 in any task to determine if
they can resist the effects of toxic substances introduced to
their body.

,
HUNTER S SENSES
REQUIREMENT: Saurian or gamemaster’s permission.

Due to their natural gifted senses of smell and sight, a


Saurian can detect minute pheromone signatures, and
can see into the infrared portion of the EM spectrum. With
practice, they can hone these senses into a superlative
tracking skill. When a Saurian attempts to determine the
presence of hidden creatures, or attempts a task to track a

CHAPTER 05.10
095
§ TRAIT: Cybernetically Enhanced. Though most cyborgs
CYBERNETICALLY still consider themselves to be members of their original
ENHANCED species, there are some who cannot help but face the
–– – reality that every day they are alive is thanks to the
machinery installed in their bodies. They embrace their
reality with stoicism and with determination to prove
These individuals are not a species unto themselves but
to others that they are more than just a combination of
a classification. The Federation possesses advanced
organic and cybernetic parts but are living
technology that can be used to repair or improve the bodies
beings in their own rights. Some even come to fully
of those who have become injured or been devastated by
embrace the advantages their new components can offer
disease. These augmentations are often very risky, as not
them and use it to leverage an advantage over others.
every species is capable of undergoing the process of having
portions of their anatomy replaced with machinery. Other
§ TALENTS: The character receives access to the
species are not able to adjust to the process,
following talents:
with their own bodies rejecting the machinery
over time. These augmentations go beyond
SYNTHETIC PHYSIOLOGY
replacing a missing limb and involve large-scale
REQUIREMENT: Cybernetically Enhanced, or
replacement of the epidermis, musculature,
gamemaster’s permission.
and even portions of the nervous system
with state-of-the-art computers
Some injuries suffered by organic beings require extensive
and electronics that adapt to the
augmentations and improvements of an individual’s body.
individual’s physiology and replace
Some of these improvements leave the Cybernetically
their natural function. Though
Enhanced possessing physical abilities superior to their
these cybernetics do their best to
original capabilities, and allow them to achieve feats well
compensate for the loss of their
beyond what they once could. The Cybernetically Enhanced
organic components, some among
increases their Resistance by 1 against non-lethal attacks.
the augmented would prefer to
The Cybernetically Enhanced may also spend 2 Momentum
retain their original body parts.
(Immediate) to re-roll a single die for any task involving Fitness.

Cybernetically-enhanced
ANALYTICAL RECALL
characters are always mixed-
REQUIREMENT: Cybernetically Enhanced, or
species characters – their original
gamemaster’s permission.
species, and their new status as
a cybernetically-enhanced
Some Cybernetically Enhanced find themselves able to
individual.
recall information faster than they used to and are able to
process crucial details to a greater degree. Three times per
EXAMPLE VALUE:
session, a Cybernetically Enhanced individual may ask the
Artificial but Still Alive.
gamemaster for more information regarding data they have
§ ATTRIBUTES: +1 Control, recorded or situations they have personally seen, as if they
+1 Fitness, +1 Reason had spent a point of Momentum to Obtain Information.

BYNARS, BORG, AND THE


CYBERNETICALLY AUGMENTED
The rules for portraying cybernetically augmented beings is meant to portray an individual
in the 23rd century who has had to undergo the extreme process of having portions of their
body replaced with technology. In some cases, the improvements can make the individual
stronger than they were, but in other cases it makes them vulnerable to EMP fields and
attempts to override their autonomic functions. These individuals may still possess some
traits of their original species and with the gamemaster’s permission are allowed to choose a
trait from their birth species.

NEW LIFEPATH OPTIONS


096
THE CHOH'A' AND KLINGON CHOP SHOPS
In their pursuit of a way to undo the effects of the Council, House Mo’Kai shut down most of these clinics
virus that radically altered their people, the Klingons and absorbed their technicians and technology to maintain
returned to their pursuit of genetic manipulation. a monopoly on the procedure. It is through the use of the
Though originally banned by decrees of past High choH’a’ that the Klingons intend to create dozens of
Councils, the QuchHa’ were desperate for a way infiltrators spread across several species so that
to reverse the changes that affected them and took they can infiltrate the Federation’s borders
great risks not only to their bodies but their sanity and have double agents in place for when
in the process. The early experiments with genetic the need arises. Lone travelers arriving on
manipulation had some undesired side effects the distant Deep Space stations allow for
where some recipients ended up with exaggerated them to find ways into Federation society
features such as more pronounced facial features and into Starfleet Command itself. Even
or additional cranial features, whereas others died the reward of using the choH’a’ process
horrifically as their genetic code fell apart. But for those officers and members of the
for some Klingons, this was an acceptable risk. High Council was enough to sway
Some chose to risk their health in a desperate several key Council votes.
bid to restore themselves to what they saw as a
“proper” Klingon, while others saw it as a brave The few chop shops that managed to avoid being absorbed
act necessitating sacrifice if they were to undo the into House Mo’Kai were forced to operate with even greater secrecy than
effects of the plague. before. Some traveled beyond the Empire where they found their services in
demand among the Orion Syndicate and the Cardassian Republic, though the
This led to an increase in clinics across the Empire choH’a’ process had an imperfect track record for working on species other than
that specialized in genetic engineering and cosmetic Klingons.
surgery. Before the Augment Crisis, these clinics
specialized in curing individuals of illnesses that Players wishing to play a character who has undergone choH’a’ to become a
might have been considered dishonorable, but with different form of Klingon do not need to anything special to their character sheet.
Klingon society’s shift toward focusing on the path of They can place a notation that their character has undergone the process as part
the warrior, they were unable to find cures for some of their story and then roleplay it out during the story arc. For those that use the
of the more serious diseases. Other clinics, which choH’a’ process to assume the identity of another species, they must use the
were referred to as “chop shops,” for both their following rules:
perceived dishonorable nature and their willingness
to engage in risky procedures, were kept secret and § They must use the template for the species whose identity they are trying to
only located in remote outposts or aboard traveling assume but may substitute one of their talents at character creation for one
starships. With millions of QuchHa’ seeking a cure, available to Klingons.
these clinics operated more openly, though most
were still reviled by proper Klingon society. § Due to imperfections in the choH’a’ procedure, they must make a note of
something that may show up under intensive scan that will reveal they are not
With the discovery of the choH’a’ procedure by completely of their primary species. This could be possessing Klingon organs,
House Mo’Kai, some Klingons were desperate altered brainwave patterns, or a distinctive scar somewhere on their body.
enough to try anything in order to restore This flaw can only be detected by those who are attempting to perform a
themselves. The cost of this procedure, which deep tissue scan, but this does not necessarily confirm that they are not who
necessitated using the DNA, cellular tissue, and they say they are.
memory engrams of a compatible living being, was
considered an affront to many. Klingons believe that § Those who have undergone the choH’a’ procedure can recall the
they should be responsible for uplifting themselves memories and experiences of the individual whose tissue they received,
and consider the reliance upon such a procedure as which may make them vulnerable to psychic assault. An individual
one of the darkest and most dishonorable of deeds. attempting to disrupt the Klingon telepathically may add one d20 to their
task attempt to influence the character telepathically.
With the restoration of Klingon Intelligence
and preparation for continued conflict with § Those who undergo the procedure find themselves in debt to the
the Federation, the High Council and Klingon organization that administered the process. The character may have a value
Intelligence set out to co-opt as many of these related to this organization, such as Operative of Klingon Intelligence or In
clinics as possible. Using their position on the High Debt to the Syndicate.

CHAPTER 05.10
097
CHAPTER 05.20

PLAYER OPTIONS

SCIENCE AND
TECHNOLOGY
“A fancy vocabulary doesn’t mean you’re scary. It means you have a thesaurus."

- EMPEROR PHILIPPA GEORGIOU

SCIENTIFIC BREAKTHROUGHS showed that this information was “leaking in” from nearby
parallel dimensions and subspace layers. Much of this
research was quickly classified, but further research was
This chapter details some of the scientific and technological
allowed in select circumstances including a project by Dr.
breakthroughs present in this era of play. Unless otherwise noted in
Paul Stamets that found a dimensionally close subspace
the descriptions that follow, these enhancements are known to most
realm that he called the mycelial plane.
polities of the era and are usable by Federation, Klingon, or other
characters, subject to gamemaster approval.
The mycelial plane is an interstitial layer of subspace,
meaning it exists in the spaces between many dimensions
and universes including our own, connecting to every point
in space and time. The space-time of the network layer
consists of a high-density superconducting fluid that acts as
THE MYCELIAL both a sink and a source of energy for the lifeforms existing
there. The majority of the layer is taken up by a lifeform that
NETWORK
––– is a fungal species known as Prototaxites stellaviatori. While
there are a number of species that exist in addition to P.
stellaviatori, all do so in symbiosis with it, converting matter
While some members of the Federation have used and energy into forms that the mycelium can utilize (the
subspace as a means of communication and to manipulate sentient jahSepp as an example), or reinforcing the mycelial
space-time for warp propulsion since the 4th century CE, barrier, a 10-dimensional interface between the mycelial layer
the theory of subspace had effectively been stagnant for and adjacent universes and layers.
hundreds of years by the mid-23rd century. Two separate
breakthroughs would propel the Federation forward, the first The mycelial plane interacted with other dimensions and
being the development of the duotronic computer system universes when reproductive spores were released into
by Dr. Richard Daystrom in 2243. While the hardware of the other spacetimes in an attempt by P. stellaviatori to spread
system was a gigantic leap forward, the real innovation was into new regions. While it is possible for this fungus to exist
utilizing a symmetrical subspace field that could accelerate and thrive in normal space-time, it is rare, making natural
time inside the computer core, effectively giving the sources of this species difficult to find. Dr. Stamets was able
computer more time to run processes when seen from an to artificially breed P. stellaviatori in a special chamber aboard
outside perspective. U.S.S. Discovery, giving him access to a quantum connection
to the network’s subspace domain. He discovered that
The second development stemmed from the duotronic through manipulating the spores he could make short “hops”
subspace system itself. In 2249, it was discovered, also by through the mycelial network, allowing Discovery to move
Dr. Daystrom, that if a subspace field around a core wasn’t along the mycelia of P. stellaviatori at speeds making said
properly calibrated and aligned, output could be generated journeys effectively instantaneous. Later, use of a highly
from data that hadn’t been collected. Further research unusual macroscopic tardigrade that had been feeding on

SCIENCE AND TECHNOLOGY


098
USING THE MYCELIAL PLANE IN YOUR GAME
While the spore drive and the research done by known about, reacquiring sensor readings on the nearby subspace domain only
Dr. Stamets was classified at the highest level requires a Sensor Sweep at Difficulty 3.
of Starfleet and the Federation government, the
mycelial plane can still be used in your game in While player characters may not be able to use the mycelial network for
many ways. As the mycelial plane is interstitial, navigation and movement purposes due to the research on the subject being
it can be detected by sensors at weak points in highly classified, other options are open to them, only limited by the story being
subspace such as near subspace rifts, extreme told by the gamemaster. Examples include using the network to transmit and
gravity wells surrounding black holes or neutron receive subspace radio signals from longer distances than usual, detecting
stars, or at points where Prototaxites stellaviatori subspace rift formations as they filter up through subspace levels, perhaps even
has broken through the mycelial barrier and is detecting the creation of a new timeline due to time travel or weak points where
depositing its spores into normal space time. gateways to fluidic space could be created. In any case, utilizing the mycelial
Detecting it requires a standard Sensor Sweep, plane should require difficult and time-consuming research, perhaps even a
but at Difficulty 5 when first encountering it. Once series of extended tasks or through the use of the Scientific Method over the
course of several episodes or seasons of play.

If characters are playing as the characters on Discovery, the following rules


may be used for utilizing the spore drive. The spore drive may be used for
movement at faster-than-light speeds. Activating the spore drive requires two
separate successful tasks. The first is a Difficulty 4 Insight + Medicine task
assisted by the ship’s Computers + Medicine to represent the proper growth
and containment of the needed spores. Failure of this task could mean that
the spores on hand are not suitable for use, or that the spores have been used
up and a new source must be found. Complications from this task can include
making the second task have a higher Difficulty or complication range, as two
examples. The second task is Daring + Conn at Difficulty 3, performed by the
navigator – infused by the genetic material of the P. stellaviatori fungus without
assistance from any other character or the starship – to represent their ability to
navigate the strange non-Euclidean mycelial network.

Complications on either of these tasks can result in an inability to enter the


mycelial network entirely, exiting the network in a universe not the one they
left originally, or displacement in space or time. Extreme complications could
include even large-scale subspace rifts forming at the entry or exit locations
of the starship from the network, or the generation of a micro-black hole to
produce a Hawking barrier on exit from the network and collapsing or tearing
apart anything nearby, as just two examples.

spores from the mycelial plane allowed Discovery greater


access to the network, extending its range in time and THE SPHERE
space to an almost unlimited degree. After the illegal genetic –––
manipulation of his genome, Dr. Stamets took the place of
the macroscopic tardigrade and became the link that could
The Sphere (also known as the Ancient Sphere) was
allow the starship to cross the mycelial barrier.
encountered in 2257 by U.S.S. Discovery. Sensors showed
that the Sphere itself was 565 kilometres in diameter and had
With the disappearance and reported destruction of U.S.S.
a mass equivalent to a small moon. As the majority of the
Discovery in 2258, the single functioning piece of experimental
volume of the Sphere was empty of matter and contained
technology that could access the mycelial plane for navigation
only complex interacting wavefronts of EM and subspace
was lost, further research being classified at the highest levels
radiation, much of the actual mass of the Sphere was from
of the Federation as allowing free movement between nearby
an incredibly dense framework of neutronium overlaid with
timelines could prove highly dangerous.
exotic meta-alloys. The Sphere’s death meant detailed

CHAPTER 05.20
099
SPHERE DATA, THE TILIKAAL, AND THE ENLIGHTENED
There are many ways to include the Sphere, data originally collected landscape more infinite than the universe itself. All of their
by it, or its creators in your game. The nature of the original creators of structures were inhabited by the original Enlightened and
the Sphere has been left vague, making it ideal to fit it into many eras their digital offspring, generations of effective time sprinting
and settings. by in a minute for the outside universe. The Sphere seen
in Discovery could be one of the Enlightened probes,
THE TILIKAAL housing a single mind, or trillions of them, as they seek new
One example is the Tilikaal from the Shackleton Expanse Campaign experiences and knowledge from across the Galaxy.
Guide. The Tilikaal were a native species to the region known as the
Shackleton Expanse. The Tilikaal were a highly advanced civilization SENTIENT DIGITAL LIFEFORMS
that had researched deeply into subspace theory long before many The personality that inhabited Discovery can also be linked
of the modern civilizations of the Milky Way had begun to use fire. to the Tilikaal or the Enlightened as both civilizations used
They disappeared, but left behind many relics and artifacts inside digital life-forms, or are digital life-forms. Gamemasters
the Shackleton Expanse. One of these artifacts could have been the wishing to use such sentient digital beings should utilize them
Sphere, a device meant to collect data from far beyond the reach of as supporting characters with desires and drives of their
normal travel by the Tilikaal, or perhaps to continue to observe the local own, or even allow a player to make an EMH-like character
region in case any Tilikaal should ever return. of their own to represent said being. Regardless of which
civilization it stems from, any ship that contains a digital being
THE DYSON SPHERE should gain the special rule Sentient Code. Any attempt to
Another possibility is a link to the Dyson Sphere from The Next remove a digital being from the main computer is exceedingly
Generation episode “Relics.” The species who originally built the difficult and all tasks to do so have their Difficulty increased
Dyson Sphere had thousands of civilizations rise and fall while the by 2. Furthermore, attempts to disrupt the computer of a
Sphere moved through the Galaxy. One civilization that rose and vessel hosting a digital being, or change its code, have the
stayed in control of almost the entire Dyson Sphere called themselves Difficulty and complication range of the task increased by 1
the “Enlightened.” The Enlightened had a more outward-looking as the digital being acts as a counter-measure to protect their
perspective than previous civilizations and decided to explore the “home.” A ship’s personality automatically gets the talent
Galaxy by sending out probes, downloading their minds into giant Walking Encyclopedia (page 39 of The Science Division
megastructures called Matryoshka Brains, and set off to explore. As supplemental rulebook) in addition to any other talents
their now effectively immortal consciousnesses existed in a digital normally taken, and without the listed requirements.

analysis could only be done in the years following the approximately one thousand light-years spinward and anti-
encounter as the Sphere’s material dissipated and seemingly spinward along the Spur and five to six hundred light-years
dropped out of normal space into a deep subspace layer. coreward and rimward of Federation space. Researchers also
Memory Alpha and Federation scientists decoded the raw discovered pieces of speculation and emotional questions
data from the Sphere that had been downloaded and highly that suggest that the Sphere was controlled by one or more
compressed inside the duotronic core of Discovery, only fully forms of artificial intelligence.
completed and compiled in 2389.
Much of the data was fragmentary even when fully
Details of the Sphere’s origin were murky at best from decompiled, and often without reference to where, when,
the data that was recovered. Some scientists theorized or how the data was linked with other pieces of information
that the device was built by the ancient species known as the data structure was transmitted highly compressed
as the Tilikaal, as some of the subspace data contained during the Sphere’s last moments in existence. This means
patterns similar to that civilization’s artifacts. Another theory that much of the data has become useful only once context
points to links with the Dyson Sphere encountered by the is established for it. As an example, the Sphere contained
Enterprise-D in 2369 as the carbon-neutronium layers in nearly two thousand years of religious texts from a species
the Sphere resembled those seen in the exterior of the labelled TJ-UA466, but coordinate data for the world was
Dyson Sphere megastructure. Regardless of its origins, the corrupted, and without encountering the species, the
data that originated from the Sphere contained raw sensor knowledge the Federation has on them is only useful to
information, processed analysis and statistical models, philosophers and xeno-sociologists. As another example,
and incredible amounts of recorded cultural, artistic, and the Sphere data contained the names of victims of a plague
religious information dating back at least 100,000 years for occurring in the 8th century on Andoria, but not the specific
civilizations across the Orion Spur in a region extending date nor their location, those pieces of data being corrupted.

SCIENCE AND TECHNOLOGY


100
have to be dry-docked to have their entire computer systems
DUOTRONICS replaced, priority was placed on giving completed systems
AND SUBSPACE to recently-completed spaceframes. The older vessels
comprising the vast majority of Starfleet continued to operate
COMMUNICATIONS
––– on last-generation transistor computers. Duotronics acted
in many ways as old analogue signals as two sets of paired
quantum states could produce vast arrays of possibly
Doctor Richard Daystrom’s invention of duotronic computer between 0 and 1, and communicating or integrating with
technology in 2243 was arguably the greatest invention that older digital computers was nearly impossible without a
came from the Federation in the 23rd century. But like every digital to duotronic conversion system. Second generation
technological development, duotronics had a rocky start. (D2) duotronic systems designed in 2249 would have this
The first generation duotronic system occupied a large room converter integrated, and D3 systems in 2268 didn’t need
in Daystrom’s home in Göteborg, Sweden, but even then separate or integrated units as duotronic programming was
the Federation immediately saw the potential in the system. enough to overcome the difficulties.
Major computer manufacturers on Earth, Tellar, and Andoria
began production of the D1 machines while Vulcan concerns This disparity in computer technology would result in the
hesitated to discard older semiconductor processing first complication to peace, the rise of Control. As transistor
systems for something new. This period of change from 2243 computing became more powerful, and larger networks
to 2271 would produce serious complications for peace in were developed across the Federation, bandwidth for the
the Orion Spur. transfer of information became incredibly important. By the
2240s, subspace communication was accomplished via
Constitution-class starships were the first to be launched hologrammatic transmissions, and the sheer computing
with duotronic computers, with U.S.S. Constitution returning subspace bandwidth required meant that emergent patterns
to drydock for refitting the systems, and U.S.S. Enterprise could take form in both physical and subspace systems.
originally launching with a D1 system. As starships would Control was a nascent AI emerged from Section 31’s

CHAPTER 05.20
101
complex and intertwined subspace intelligence network,
and one that was still firmly rooted in digital technologies.
DIGITAL CYBERNETICS
Control was able to propagate through the shrinking network AND FULL-BODY
of digital hardware and software, but was unable to make the
PROSTHESES
leap into duotronics because of the vast difference between
the two forms of computation that corrupted the entity’s
–––
consciousness. This limited Control to operating in digital
systems in older starships, planetary networks, and handheld Replacement limbs and sensory organs had been seen
technology including cybernetics. commonly after the Earth-Romulan War of the mid-22nd
century. Artificial skin that could help a MACO burned
The second complication to peace was duotronics itself severely from plasma disruptors and eyeglasses that could
being able to enable incredible computational power by any provide sight to those blinded by nuclear detonations are
who wielded it. For nearly a century, the Federation had an just two examples. Veterans of the war would also see the
edge in computer technologies over both the Klingon and use of replacement organs, nervous system reinforcement,
Romulan Empires, with encryption advancing faster than the and even cognitive assistant implants that could support
two Empires could crack. After the introduction to duotronics, a survivor from some of the worst fighting the founding
the ability to crack encryption was rendered almost members of the Federation could remember. These medical
entirely moot. It was found that wide bandwidth subspace innovations would quickly become a part of health care for
transmissions contained so much data for holographic civilians across the Federation in the decades to come, and
projections that a hostile duotronic system had little difficulty injuries that once were crippling became irritations.
pulling out enough information to build a functional model of
the encryption and allowing hostile forces to eavesdrop on By the early 23rd century, the Federation had begun stepping
communications. By the 2260s, holographic communication away from cybernetics as medical technology continued to
would fall to the wayside as computing power outpaced advance, with cloned organs or forced-grown tissue being
encryption techniques, and the major powers in the Orion seen as more natural than the trans-sentient look that metallic
Spur saw that simple video, audio, and text transmissions or plastic cybernetics often had. The one place where this
didn’t provide enough information to be security risks. trend didn’t occur was in Starfleet where there may not be
enough time for a crewmember to be off duty for days or a

DIGITAL TECHNOLOGY IN A DUOTRONIC AGE


Duotronics uses two pairs (the duo in duotronics) of entangled task with a Difficulty of 5 that can be assisted by a ship’s
quantum pairs to produce calculations orders of magnitude faster Communications + Science. Ships that possess the
and more precisely than even the most powerful micro-circuitry based talent Electronic Warfare Suite decrypting a holographic
computers of the mid-23rd century. Duotronics could also be paired communication increase the Difficulty of the task by 1.
with weak symmetrical subspace fields, effectively accelerating
calculations and increasing the number of processes a duotronic Any attempt to modify code, hack, or otherwise subvert a
computer could perform per unit time. duotronic system has the complication range and Difficulty
both increased by 2.
Starfleet vessels constructed after 2243 automatically have duotronic
systems installed, and those starships that go through a refit after Lastly, a gamemaster should keep these ideas in mind if a
that date have duotronics installed then. The Klingon Empire has system is digital or duotronic: the Federation and Klingon
access to duotronic systems after 2250 when the systems were Empire are massive and duotronic computers would be
reverse-engineered from stolen Federation systems. The first vessels allocated to intelligence and fleet assets first, and then
to receive the upgrades were early models of the D7, and like Starfleet these systems would trickle down to other entities. It’s
vessels, newly constructed or refit vessels were equipped with these very likely that most worlds still utilized powerful digital
systems. This does not affect systems or department values of a computers well into the late 23rd century before everything
starship in any way. had been converted. Starfleet could easily be using digital
communicators in “The Cage” as they were standard issue,
Starships, starbases, or any large facility outfitted with a duotronic only using duotronic communicators by the time Kirk took
system and a subspace transceiver may attempt to decrypt command of Enterprise.
holographic communications. This requires an Insight + Science

SCIENCE AND TECHNOLOGY


102
DIGITAL CYBERNETICS
The neon-rimmed future imagined by cyberpunk is successfully integrated with their biology. In a non-emergency setting,
authors such as William Gibson never came to an extended task of the same type and difficulty can be accomplished that
pass in the Star Trek universe, but one aspect of doesn’t require the patient’s task.
it was widespread enough to be seen on most
Starfleet vessels of the time: cybernetics. In Duotronics wasn’t miniaturized enough to be used in cybernetics and Control
the previous section three separate cybernetic had vast resources at hand to crack into the software and firmware of any
systems are described, along with some rules that cybernetics it could access. Cybernetics can be hacked through various
attempt to show the reasons why few citizens of means, with a direct connection to an outside computer making it an Insight
the Federation typically have them or voluntarily + Engineering Difficulty 4 task, the task increasing in Difficulty by 1 if indirect
replace most of their body with cybernetic methods have to be used such as sending light impulses to a cybernetic eye,
equivalents. or inducing currents through pulsing magnetic fields around a character.

Installing a cybernetic implant or artificial organ Cybernetics aren’t as advanced in this era as the ones presented in the core
under emergency circumstances is obviously rulebook. Characters with implants or replacement organs should work with
much more difficult to accomplish than under the gamemaster to determine what sorts of complications these devices bring
calmer, more sedate operating room standards. to a scene. As examples, a character with an artificial heart may always have
In emergency situations a Control + Engineering the complication BPM Governor and have it applied during tasks that deal with
or Medicine task of Difficulty 3-5 is required to strenuous physical activity, or a character with Sense-Skin may suffer from
install a cybernetic device, and the character with the complication Out of Sight, Out of Mind with tasks that accompany feeling
the device requires a Fitness + Medicine task something they may not know is there in the first place.
of the same Difficulty to determine if the implant

week to wait for an organ to be grown. Cybernetics could be through the rest of the 22nd and 23rd century that would
manufactured ahead of time and stored in sterile conditions, end with the Mark 18. In this system, the sensing eye was
only requiring minor adjustments between species and for installed in the eye socket of the patient, but the extra mass
the individual morphology of a patient. It wouldn’t be until the of the device and its attached fiber-optics, power supplies,
late 2260s that fully biological replacement organs and tissue and post-processing units meant the skull around the socket
could be grown fast enough for emergency use without would need reinforcement, often with medical-grade steel,
having to resort to stasis. titanium, or in some cases, carbon nanoweave. While the
Aura could sense into different wavelengths than visible light,
At the same time, duotronics weren’t miniaturized enough to the device would have to process the input through filters
be used in cybernetics until the first duotronic visual cortex to allow the visual cortex of the user to be able to properly
processor was invented in 2267. Thus, cybernetics from understand the data, using more power than normal and
the time could have serious drawbacks when compared to producing more waste heat. Characters wishing to use the
biological systems when countering attempts at subverting ORA as a tricorder (with no need to spend Opportunity) to
operating systems. This would lead Starfleet to all but detect common EM radiation may do so, but with the task
abandon the practice of using cybernetics in emergency having the complication range increased by 2, and gaining
medicine after the rise of Control in 2258 when it was shown the complication Headache.
to repeatedly subvert cybernetics in high-ranking Starfleet
officers to control them through neurological feedback or even Sense-Skin – This device was developed to assist heavily
killing them and continuing to operate the body like a puppet. burned and scarred survivors of the Earth-Romulan War
who no longer had nerve endings that could detect pain or
The following are common cybernetic enhancements seen in even feeling someone hold their hand to give them comfort.
the early to mid-23rd century: Sense-Skin does not cover the entire body; rather, it is a
series of small pieces of material that only measure ten
Ocular Replacement Architecture “ORA” (Aura) – The square centimeters. As the amount of information processed
first Aura system was developed during the Earth-Romulan from each square was surprisingly high given how much
War and utilized off-the-shelf components used in weapon organic nerves transmit, Sense-Skin typically was only
systems. The Mark 1 was blocky, required a power pack activated in areas where the sense of touch was required at
worn on the belt, and produced headaches in users after the moment. Widespread trauma to a user that had Sense-
only hours of being activated, but this was often a small price Skin could overload the system and produce a feedback
to pay to be able to continue to see. Refinements occurred loop into the victim’s pain center of the brain. Dependent

CHAPTER 05.20
103
on the situation, a player and gamemaster may agree that a besides power from the distributed power cells inside their
character can utilize an advantage of Shutting down Sense- body. The procedure became increasingly rare after the
Skin to resist the effects of pain, but the gamemaster may development of duotronics (due to incidents of COATRT
also determine if the character has suffered enough Stress crew being suborned by Control or having hostile code
that they immediately gain the complication Pain Overload. installed by opposing polities) and more advanced cloning
and tissue growth techniques in the 2260s. Characters
Catastrophic Organ and Tissue Replacement that have the COATRT cybernetics procedure lose the trait
Technologies (COATRT) – COATRT was a controversial that represents their species, which is replaced by the trait
procedure when it was first attempted in 2253. Not a single COATRT. The player of said character should work with the
piece of cybernetics, the COATRT procedure involved gamemaster to determine what characteristics are left over
dozens of interconnected cybernetic systems that would from their biological life, such as the need to eat, whether
replace most of the major organs of the body and even they feel emotions or have memory problems, are they strong
parts of the central nervous system. So extreme were the from cybernetic limbs… and at what cost? Additionally,
cybernetic enhancements that Tellarite philosopher Yagas all COATRT characters must have constant medical and
bal Ranteri argued that the line between what constituted engineering support to operate normally. For every day
a sentient being and a sentient machine augmented by away from such care, as determined by the gamemaster, the
biological chemistry had been crossed. The COATRT complication range on all tasks undertaken by the COATRT
procedure would be limited to use by Starfleet, only when character increases by 1 to a maximum of 5 to represent
a crew member had suffered massive trauma to every increasing inefficiency of the integration of biological and
major organ, and only then when explicit consent had been cybernetic systems.
given in a person’s end-of-life care section of their belief
preferences in their duty record.
LATERAL VECTOR
Recipients of the COATRT procedure remain similar in TRANSPORTER
appearance to their base species, but their features look –––
different than their pre-injury self as massive reconstruction
of the bone structure must occur, and most skin is replaced
After the introduction of the transporter to Starfleet by
by artificial Sense-Skin to better protect what biological
Emory Erickson in 2124, humanity was on par with other
systems are left from infection. Depending on the injuries
civilizations’ technological development of the device. The
that resulted in their condition, some COATRT patients
next large development occurred soon after the Earth-
require food daily as before, but some only require biological
Romulan War in 2177 as Federation researchers produced
intake once a week as so little is left that requires anything

LATERAL VECTOR TRANSPORTERS (LVT) IN PLAY


Any starship constructed between 2185 and 2240 will have the LVT and computing time required to make the transport. These
system installed as standard. These transporter rooms tend to have same tasks require an extra point of Power when Power is
a line of scanning pads rather than a cluster similar to later models, required, and if the ship’s Computers have taken a breach,
and each pad has both an overhead and a horizontal facing scanning then the system is offline and unable to be used until the
and matter receiving array. When transport is initiated, the device breach has been removed from that system.
scans a target from two axes and essentially duplicates the pattern
before dematerializing it. While the pattern is stored in the buffer, Removing these systems from a starship and replacing
the semiconductor-based computer than runs an analysis on the them with 3rd generation transporter systems (using
two patterns and builds a constructive/deconstructive combined standard rules from the core rulebook) is difficult, but not
pattern, allowing the transporter emitter on the exterior of the ship to impossible. To do so, the ship must have had a refit to
send far less information in a tighter beam to its target location for include duotronic computer systems and be after 2241.
re-materialization. Further, it is recommended that the gamemaster set up an
extended task via the concepts provided in Zen and the
In game, the LVT allows player characters to reduce the complication Art of Warp Core Maintenance, pages 159–160 of the core
range on transporter tasks by 1 that are caused by interference, rulebook.) Engineers shouldn’t have to pick a focus, as the
long range, or other reasons as determined by the gamemaster. procedures are known, but the Difficulty should be 5, with a
The cost of using the LVT is, as stated, a high amount of power Magnitude equal to the scale of the vessel.

SCIENCE AND TECHNOLOGY


104
a breakthrough in subspace scanning techniques to be BA'UL TECHNOLOGY IN PLAY
able to improve upon the time-tested technology. The
breakthrough allowed the new Lateral Vector Transporter
Ba’ul technology is alien in the literal sense of the word compared to
to nearly double the beaming range over the older model.
the technology common in the Federation. While it would be difficult
This was achieved by two separate scanning axes on the
for a member of the Federation to use said technology outside of
transporter pad, but at the cost of massive amounts of
simple computer and control systems, such as in fighter craft or hand-
computer processing time and increased energy usage.
held devices, without having biology compatible with Kaminar-evolved
organisms means there is a low operator efficiency in using the large
Installed on every Starfleet vessel constructed between 2185
systems as the single-celled organisms struggle to interface with the
and 2240, the Lateral Vector Transporter saw widespread
user’s own biology.
use across the Federation. After the development of the 3rd
generation transporter system in 2241, attempts were made at
If a Kelpien or Ba’ul use said technology, it is generally the same in
replacing the aging LVT systems, but the integrated computer
all regards to more common Federation technology. A gamemaster
and power systems made it a difficult undertaking at best,
may wish to include a complication, Disgusting, when a non-native
and the decision was made to continue to use LVT systems
of Kaminar must work around large amounts of Ba’ul developed
on spaceframes that had them already until their retirement
technology or has to use it.
from service. The widespread destruction of Starfleet vessels
in the brief conflict with the Klingon Empire in 2257 meant that
few systems continued in active service, with the last seeing a
living being move through its buffers in 2268.

, As the Ba’ul had little need to leave their home system,


BA UL TECHNOLOGY they did not develop most starship technologies as far as
––– similar cultures in the Federation. Every space-capable
craft built by the Ba’ul has warp propulsion, but at a level
of refinement similar to Earth of the mid-22nd century.
As the Ba’ul were originally the prey of the Kelpiens, much
These low-FTL velocities are more than adequate for
of their technological development centered on technology
defense of the home system and intercepting hostile
that could help them control and eliminate any threats they
incoming craft within a bubble of three light-months, but
may face from the Kelpiens they began to keep in enforced
typically aren’t useful for long-duration exploration or
adolescence. One of these is their computer systems based
fast transit between star systems. Sublight propulsion is
on biochemical processes that could store and process
well advanced and on par with Starfleet vessels, as are
information via engineered single-celled organisms. These
offensive and defensive technologies.
lifeforms would have their DNA and RNA rewritten and
encoded with data and bred in special holding tanks where
The single largest difference is the scale at which the
collective information could be stored and the organisms
Ba’ul construct their starships. The primary limiting factor
could reproduce with each other, combining data and
in building starships is maintaining a stable warp bubble
providing processed information with analysis through a form
for FTL travel. As the Ba’ul have little need for steep
of Darwinian competition where the most probable analysis
subspace field gradients, nor have need for a warp field
outperformed the others.
to maintain stability over many light-years, the Ba’ul High
Council felt that size of starships was the priority as a larger
This standard of biological computation gave much of Ba’ul
vessel could include far more weapons and defensive
technology a greasy tar-like covering consisting of these
measures than smaller vessels. This size, along with precise
single-celled organisms, feeding material, and transfer
maneuvering patterns, could allow Ba’ul starships to
medium. At the core of any large Ba’ul facility or starship
weave between each other and maintain a defense position
was the central computer core. These cores consisted of
between Kaminar and any number of hostile starships.
limited semiconductor-based computers that monitored
biological signals from either biologically reengineered
While Ba’ul technology was at a similar level of development
animals and plants that took in the data-driven DNA
as the Federation and the nearby Klingon Empire, the bio-
and RNA patterns, or in the case of the largest systems,
molecular computing systems they utilized were a dead end
volunteer Ba’ul who placed themselves at the center of
when compared with much more powerful duotronic system
the data network and tied their own biology to that of the
developed in the 2240s. As the Ba’ul and Kelpiens began
system. This unique computer network design allowed the
to live together in peace, the Ba'ul shifted to more standard
Ba’ul to passively monitor the millions of Kelpiens on the
technologies. Ba’ul bio-molecular information storage,
surface of their world for signs of Vahar’ai, and combined
however, would go on to be the basis for bio-neural gel
trillions of individual EM and subspace detectors (the sense
packs of the 24th century.
organs of a multitude of engineered species) to monitor the
star system in which their homeworld resided.

CHAPTER 05.20
105
on the monks. It is said they are unaffected by linear time and
TIME CRYSTALS
–– – live in the past, present, and future simultaneously.

PROJECT DAEDALUS
A rare mineral thought to be myth by several species in the
CRYSTAL
mid 23rd century, the lattice structure of this crystal allows
During the 2230s, Section 31 obtained a time crystal for use in
for the near perfect saturation of exotic energy, including
the Project Daedalus time suit. The crystal was acquired from
tachyon and chroniton particles. While the Vulcan Science
the black market, and was believed to be Klingon in origin.
Academy taught its students about time crystals, no
Doctor Gabrielle Burnham was given the crystal to integrate
Federation-aligned species has been able to stabilize the
into the Project Daedalus time suit she designed and created.
unpredictable decay rate of the crystal lattice structure.

STARFLEET / XAHEAN
Modified versions of a time crystal have been known to
CRYSTAL
be used as power sources and temporal conduits for time
In 2257, the crew of U.S.S. Discovery worked with Queen Me
travel devices. However, an excessive amount of energy is
Hani Ika Hali Ka Po to power a time crystal obtained on the
necessary to modify a crystal and make it adaptable for use.
planet Boreth. “Po” (as the Queen preferred to be called) used
, a dilithium incubator of her own creation modified with dark
HARRY MUDD S CRYSTAL energy to charge the crystal that would be used to power a
Harcourt Fenton Mudd utilized a device powered by a time
Starfleet time suit.
crystal to successfully infiltrate and briefly take over U.S.S.
Discovery in 2256. The device allowed Mudd to create a
TIME SUITS
30-minute temporal loop that he controlled by destroying the
The Project Daedalus time suit was constructed by
device before the 30 minutes ran out, thus somehow forcing
Doctor Gabrielle Burnham in the 2230s. The suit remained
the loop to restart.
throughout all of known history to be one of the most unique
and creative solutions to creating a device capable of
KLINGON CRYSTAL traversing through time. A true work of art, the Daedalus time
Unknown to the general Klingon populace, the planet Boreth
suit was not only designed for time travel, but stealth as well.
is not only a sanctuary for the followers of Kahless, but also
one of the few places in the known Galaxy to grow the rare
The Federation time suit developed in 2257 was a stripped-
mineral. A private wing of the monastery on Boreth is for
down offshoot of Doctor Burnham’s design with several
Klingon monks known as the Timekeepers. These monks
modifications incorporated by her daughter Michael Burnham
protect the poH qut (Klingon for time crystals). Living in such
and the engineering staff of Discovery led by Paul Stamets.
close proximity to the mineral is said to have a strange effect

TIME CRYSTALS, ANGEL SUITS, AND YOUR GAME


The time travel technology presented in Discovery is incredibly crystal they allow into their game that describes its purpose
advanced. It allows a single individual access to the timeline rather or function, and then note down its limitations.
than having to rely on a full starship capable of going to warp,
slingshot effects, or ancient artifacts. Consider carefully if you wish to The time suits shouldn’t be seen in a game outside of one
introduce this into your game. set on U.S.S. Discovery. Both suits are directly linked with
Michael Burnham and her story. Knowledge of the creation
Time crystals should be very difficult to acquire and may be saddled of the suits was limited to Burnham’s parents and the
with effects that make using them difficult or tragic… and should crew of U.S.S. Discovery. All knowledge of this technology
be the result of a serious amount of politicking and even combat departed with Discovery to the far future. If a gamemaster
to get to the heart of Klingon space and through the Timekeepers truly wishes to have a time suit of any sort involved in
guarding the crystals. Even then, time crystals seem to only function their game, it is recommended that it only be introduced
for a single purpose and are unable to be duplicated. A time crystal after a long series of adventures in which the characters
meant to loop time may only have a single moment it can be used piece together the disparate parts of technology and rare
before breaking, and a crystal powering a time travel device may materials needed to construct a time suit. Further, as the
only function until a significant enough paradox is created. It’s suits are unique and little is known of their full capabilities,
recommended that the gamemaster assign a trait to each time it is recommended that a gamemaster determine the suit’s
exact game statistics and characteristics.

SCIENCE AND TECHNOLOGY


106
CHAPTER 05.30

PLAYER OPTIONS
GEAR AND WEAPONS
“I like science."

- LIEUTENANT SPOCK

SECTION 31 TOOLS OF THE TRADE


EQUIPMENT
– –– This chapter describes some of the equipment developed for use in
this era of play. These descriptions identify the equipment, how it is
used, and what benefits it provides to the user.
Following are descriptions of several pieces of gear
available only to Section 31 agents with the appropriate
clearance, or by gamemaster permission.

BLACKOUT MINE In game, these mines act as a 3A photon torpedo attack that
The blackout mine was a type of explosive munition
has its own place in the order of actions of any given round.
unsanctioned by the Federation, but used by Starfleet
to protect Section 31 Headquarters. The blackout mine
M88 SENTRY DISC
seeks out the target starship in its vicinity, and when it
This small inconspicuous device usually worn in plain sight
is found, begins sending false navigation and sensor
as an ornament on the back of a jacket or coat becomes
telemetry to the ship. If possible, the mine will also black
a lethal sentry when detached from its housing plate.
out communications, including all electronic viewscreens,
When activated, the M88 is a free-floating sentry with a
as it approaches. While the blackout mine is unique in its
miniaturized phaser core able to fire short, deadly bursts with
approach to “blind” a vessel, once it reaches its target it
the equivalent of a type-1 phaser. The M88 can carry out
will detonate. Blackout mines are programmed to target
a threat assessment or have targets preprogramed into its
a starship’s communication and sensor capabilities for
system. The M88 is also equipped with a non-verbal “look,
destruction. These mines are also designed to be attracted
blink, and kill” targeting system. The controller simply looks
to a ship in its target area with its shields raised.
at the intended target, and blinks twice to give the M88
confirmation to fire.
When used in a game, the blackout mine provides two
complications to the scene, Sensor Interference and
The M88 costs 2 Opportunity, but has the Versatile quality
Communications Interference. The mines detonate with the
and has a Stress rating of 3A. In order to use it correctly, a
effects of an 8A photon torpedo attack, with any breaches
character must succeed at a Presence + Command task
going first to either sensors or communications. Once the
with a Difficulty equal to the number of hostile targets in the
mines attack, the complications for the scene are removed.
combat. A failure on the roll adds a complication for each
missed success, as determined by the gamemaster. The
BLADE MINE M88 acts as an NPC with the same stats as the character
The blade mine was a type of explosive munition
using it for purposes of attacking and defending against
unsanctioned by the Federation, but secretly used by
damage. Opposing characters or NPCs may attack the M88
Starfleet to protect Section 31 Headquarters. Blade mines
in an attempt to disable or destroy it. It has Stress 4 and
do not explode on impact, but are designed to tear into
Resistance 3.
the hull of a starship. If the mine manages to create a
hull breach, then it detonates its explosive payload in an
attempt to inflict the maximum amount of damage over the
greatest possible area. These mines are also designed to be
attracted to a ship in its target area with its shields raised.

CHAPTER 05.30
107
REFRACTION CLOAK WITH lightweight tactical jacket and pants uniform. Both designs
PROJECTION HOOD are intended to allow for a complete free range of motion.
Worn by Section 31 operative Philippa Georgiou, this cloak The hard-shell polymer breast and backplate in the jackets
bends light around the user in 360 degrees. This method of and vests are resistant to edged weapons and high-velocity
light refraction renders the wearer completely invisible while projectiles. The energy-dissipating mesh interwoven
the cloak’s dampening fabric masks the wearer’s life-sign throughout can reduce up to 15% of the energy from most
and heat signature from scanning technology. The cloak’s energy and plasma-based weapons, which can mean the
hood allows the wearer to project the face and, if necessary, difference between life or death.
voice of any species recorded in the cloak, which can
retain recordings of up to three species. When the hood is Starfleet body armor has a cost of Opportunity 1 and
completely lowered, the projection disappears. The cloak is Escalation 1, and provides Resistance 2.
powered by a miniaturized power cell.
CEREBRAL MAPPING
Costing Opportunity 2, the refraction cloak gives its user the DRONE (CMD)
advantage Effectively Invisible for the duration of a scene, The Cerebral Mapping Drone (CMD) was developed by Vice
after which it needs to be recharged. Admiral Katrina Cornwell in 2253 as a means to interview
Starfleet personnel for Section 31 and other classified
projects. The CMD is said to have a 100% accuracy
STARFLEET rate. The device consists of a stationary unit that emits a
EQUIPMENT holographic representation of an archived brain scan of
–– – the individual being interviewed. Four mapping drones
also scan the individual’s brain in real time and then return
their scans to the stationary unit, creating a current scan to
Following are details of Starfleet gear available to
compare against. If no archived scan is available, a baseline
most Starfleet officers of this era of play, subject to
scan for the individual’s species can be used; however, this
gamemaster approval.
will lower the accuracy rate.

BODY ARMOR
Use of this device costs 1 Opportunity and provides the
Current-issue body armor has been incorporated into
advantage Accurate Neural Mapping.
tactical vests to be worn over standard uniforms or as a

DOT-7S IN PLAY
Beginning around 2250, most Starfleet vessels were equipped with a Complications on these tasks often should result in the loss
small number of DOT units. Large numbers of DOT units would only of the DOT units, with the difficulty of replacing or building
be issued to drydocks, shipyards, and major starbases as starships new ones determined by the gamemaster.
themselves were often limited in storage capacity, and DOTs took
up as much room as crew members A starship may also take the following talent, Digital
when considering the support and Operations Tool. This represents the installation of extensive
programming equipment needed to service bays for DOT units and gives the starship a greater
maintain them. Activating a DOT ability to repair itself.
system requires Opportunity
1 and allows an engineer to DIGITAL OPERATIONS TOOL
repair something on the REQUIREMENT: Engineering 3+
exterior of the ship as
though they were on Any vessel that possesses this talent may reduce the
an EVA themselves Difficulty of any Damage Control task (page 224 of the core
doing it. Additional rulebook) by 1. This talent is temporarily lost if the ship’s
Opportunity may be Computers suffer systems damage that results in their being
spent to activate extra units disabled. This talent can apply to any vessel currently docked
that allows the repair task to with a vessel that has this talent, such as a DOT-equipped
have another character assist the first. starbase that has a damaged vessel docked with it, or a
shuttle inside a starship equipped with this talent.

GEAR AND WEAPONS


108
DOT-7 (MK VII SEMI- ENVIRONMENTAL SUITS
AUTONOMOUS DIGITAL Boasting advances that could only be dreamed of a century
OPERATIONS TOOL) earlier, the short- and long-haul environmental suits have
Repairing the exterior of a starship, even in calm conditions some of the most advanced technology Starfleet has to
where the vessel was not maneuvering, was a difficult offer explorers of the 23rd century.
and dangerous task. Starships in dry-dock still required
EVA-suited engineers and technicians to only perform two SHORT HAUL ENVIRONMENTAL SUIT (SHEV)
hours of work per standard day in a space environment due Designed for short treks outside of a shuttlecraft or
to increased radiation exposure and risk of debris impact, other short-range vehicles, or for spacewalks and work
and only then with twelve hours of emergency oxygen, outside of a starbase, the SHEV is divided into two main
RCS systems with ample reaction mass, and often even a sections. First is a form-fitting underlayer with polyphobic
physical tether to ensure unconscious crew didn’t tumble metamaterial mesh interwoven into the fabric for radiation
off into the void. Three separate programs were begun by shielding which can be color-coded by department, and
the Starfleet Corps of Engineers in 2250 in an attempt to allows for nearly 94% mobility. And second, the chest
make microgravity repairs and construction less dangerous. chassis provides life support, power, communications, a
The first of these was the highly successful Work Bee floodlight system, and an optional thruster pack. The suit’s
project, the second was the Waldo-18 (a telepresence helmet and connective neck seal folds back and into the
manipulator arm system outfitted with multitools and able rear of the chassis upon command.
to move via small cold-gas RCS thrusters), and finally there
was the troubled DOT program. LONG HAUL ENVIRONMENTAL SUIT (LHEV)
The LHEV doesn’t have the same mobility as its short-range
As initially designed, DOTs were simple rover-like devices counterpart, only allowing for 85% mobility. But what it
that traversed the exterior of the hull of a starship using
magnetic treads enhanced with setae modeled on gecko
feet that gripped the hull plating even with the loss EXTRAVEHICULAR (EV) SUITS
of a unit’s power. These units had to operate in harsh
environments flooded with ionizing radiation and subspace The EV suits presented here represent two different designs
interference, and to protect their operating system from used by Starfleet in the 2250s. Each suit uses the same rules as
corruption, the central programming of the DOTs was environmental suits found on page 195 of the core rulebook and
housed inside an electrically- and subspace-isolated page 157 of The Klingon Empire core rulebook. Differences in the
Farraday-Cochrane mesh. All assignments to repair or EV suits are for roleplaying purposes only.
assist in construction had to be hard coded into the early
machines via inserting digital cartridge drives, as duotronic
components were far from being miniaturized enough to fit
inside the chassis.

Each year saw a new model of DOT, and DOT-7s began


service in 2257 after miniaturization of certain duotronic
components had progressed enough to allow them to
be used inside devices that small. DOT-7s removed the
treads and gecko foot material common in earlier models
and resorted to using a weak anti-gravity system and RCS
pack for directional thrust. This gave the Mark 7s a much
faster speed across the hull of a vessel, and allowed them
to move over damaged areas rather than around. It was
felt that this maneuverability made up for loss of units if
they sustained damage or lost power, usually resulting in
loss of the unit. Similar to previous models, DOT-7s had
isolated CPU and memory banks to protect them against
radiation and required programming before beginning
operation from a skilled operator. DOT-7s are capable of
limited coordination in actions through maintaining relative
positions via infrared and radio emissions that are picked up
on their dome-mounted sensor packages. Later models into
the 2280s would include the ability to respond to inquiries
from outside sources when inside relatively safe EM
environments once they allowed their sensors to extend.

CHAPTER 05.30
109
lacks in range-of-motion it makes up for in everything else. PHASERS
Dubbed the personal starship by test pilots, the LHEV can’t The phaser is a welcome upgrade from the phase pistol
go to warp, but its onboard computer system and enhanced developed over a century ago. The newly released phaser
thruster pack allow the pilot to traverse vast distances type 1 and 2 design no longer run “hot” and are cool to the
at incredible speeds. It is designed for deep space touch, unlike the first phaser design. While the type-3 phaser
exploration, long journeys away from the ship or starbase does retain the high energy output of the original phaser
where more oxygen, propulsion, and protection to the body design, an optional heat dissipation casing can be used for
is required. The same form-fitting polyphobic metamaterial personal preference.
underlayer with radiation shielding mesh used in the SHEV
is interwoven into the fabric for the LHEV. The chest chassis With an all-new energy output compression rate, the new
cockpit of the LHEV has nearly four times the power and phaser design pushes more energy into a tighter beam. The
life support capabilities of the SHEV. The LHEV boasts an result is a stun setting that can disorient armored individuals
ignition system, micro thrusters, and thruster pack that will and a kill setting capable of completely neutralizing an enemy
propel an individual at the fastest speeds possible without combatant with a single shot.
an impulse engine.
PHASER TYPE 1
KINETIC INDEPENDENT Designed specifically for concealment in situations where
DRONE SENTRIES (KIDS) a species may identify a firearm as an automatic act of
These devices were created out of necessity by Lt. aggression, the smaller type-1 phaser is still a powerful
Commander Jett Reno in 2256 when U.S.S. Hiawatha weapon. More than adequate for a landing party, the device’s
crashed on an interstellar asteroid during the Federation- only drawback is during sustained encounters. The type-2
Klingon war. Acting as both robotic assistants and security phaser with a superior power supply is the weapon of choice
sentries, the KIDS are a unique multiadaptive drone system in a prolonged firefight.
cobbled together from scavenged Starfleet technology.
PHASER TYPE 2
With a scanning range of four kilometers, the drones can With a truly unique design unlike any other Starfleet weapon,
detect a humanoid life sign and investigate. The KIDS can the type-2 phaser integrates the type-1 into its design. This
work individually or join together and form a single unit. brilliant concept allows the type 2 to channel more power to its
Each drone has floodlights, multi vector propulsion, and the type-1 cousin when necessary.
capacity to lift up to 200 kilograms. When not needed or
low on power, the drones can combine and return to their PHASER TYPE 3
charging station. The most advanced in the personal phaser line, the type 3
or phaser rifle is a powerful ally in any theater of operations.
To use a KIDS, each independent device requires the cost Not just an advanced phaser, the type 3 takes its cue from
of 2 Opportunity and for the user to have access to a large ancient rifles where visibility, distance, and speed are as
enough power supply to maintain the devices in operation. important as power.

PERSONAL PATTERN
SIMULATOR (PPS)
After the Battle at the Binary Stars, Starfleet Intelligence
developed the Personal Pattern Simulator (PPS). The small,
handheld circular device can be held or attached to clothing.
The unit holds the life-signs from a species that has been in
a transporter buffer. That information is then emitted by the
PPS as the life-sign of the induvial wearing it, in essence
masking the wearer’s true life-sign. When scanned only the
PPS signature is detected and not two conflicting life-signs;
this is because the unit emits the false life with a slightly
stronger electromagnetic field than the individual wearing
the device. The PPS can hold only two patterns at one time.
The device’s power cell has a four-to-six-hour lifespan before
failure and pattern shutdown.

This device has a cost of Opportunity 1 and Escalation 1,


and it provides the advantage Masked Life-Signs.

GEAR AND WEAPONS


110
PERSONAL PHASERS and are simply projections of light. The primary use for
this room is tactical training. However, since the war, the
The phaser systems described here conform to the holo-projection grid has also been expanded with a special
weapons listed on page 193 of the core rulebook. program utilized to assist in the recuperation of personnel
suffering from PTSD. The hope is to eventually develop a
holographic room where the projections and environments
will have both form and substance that give personnel more
realistic experiences.
The type-3 scope allows the user to view the target area
in various spectrums and over vast distances. The rifle’s UNIFORMS OF THE MID-
beam can be adjusted into a steady stream or into a single 23RD CENTURY
pulse or “shot.” The gyro stabilizers and on-board computer Computer technology wasn’t the only widespread
system can assist in firing. The rifle can also be configured development in Starfleet to come out of the 2240s. A minor
for sound suppression when used with its optional heat sticking point in the unification of the fleets of the member
dissipation casing. worlds of the Federation was that there was no standard
uniform. Uniforms ranged from Vulcan robes, Andorian
STANDARD PORTABLE battle harnesses, Tellarite embroidered pressure suits,
POWER CELL (SPPC) and Human jumpsuits. Little agreement could be made
The Standard Portable Power Cell (SPPC)’s overall design between the founding members as each had differing needs
hasn’t changed much since the 22nd century. However, in protection from elements, what temperature they were
the capacity of the SPPC now far exceeds any of its comfortable at, what they felt was needed for optimal job
counterparts. Each SPPC is equipped with three duo-lithium performance, and even what was culturally appropriate to
batteries, with each battery containing 100 megajoules and wear (or not, in the case of nudist sub-cultures).
having a lifespan of approximately 50 years. The SPPC can
be configured so that the batteries are used collectively or Beginning in the early 23rd century, Starfleet began
individually depending on the required need. prototyping and putting into service dozens of different
uniform styles and fabrics. The intent was to discover
SYNTHETIC MIND-MELD which style worked the best in active service situations
AUGMENT DEVICE and produced the fewest complaints or difficulties. Prior to
A medical device designed to make contact with patients the Federation-Klingon War, a group of five commodores
in a coma or other forms of neural trauma, the modified came up with three separate uniform designs. All of the
neural enhancer can stimulate parts of the brain and monitor designs would utilize a new development of smart fabric, an
brainwaves. A trained technician is needed to monitor adaptive artificial textile that incorporated carbon nanotubes
brainwaves and adapt the enhancer as needed. and woven light-weight alloys. In addition, false leather
boots were designed that could be adapted to the different
In 2257, at the behest of Michael Burnham, U.S.S. Discovery lower limbs of all member species.
engineer Paul Stamets modified a neural enhancer to boost
Burnham’s neural impulses. This allowed her to use the
psychic bond she shared with Ambassador Sarek to make
UNIFORMS
contact with his katra during an emergency and create a
As seen in Star Trek: Discovery and the original series, Starfleet used
long-distance mind-meld.
a multitude of different uniform types during this time period. Uniform
types include the blue jumpsuit with silver, bronze, or gold piping as
Gamemasters may wish to use this technology as a plot
seen in the first two seasons of Discovery; the gold, red, or blue tunic
device in their games. It is recommended that the device
and black pants combinations worn by some crew members in season
only be able to connect with a Vulcan who has previously
2 of Discovery and in the original series; and the two-piece uniforms as
mind-melded with the user. Use of the device gives both the
seen in the original series episodes “The Cage” and “Where No Man
user and the target the complication Headache for the scene
Has Gone Before.”
following its use.

Choose the style of uniform that best fits your campaign’s needs
TACTICAL HOLO- and your group’s preferences. The chosen uniform should not have
PROJECTION GRID an Opportunity cost associated with it, and the descriptions of their
This room has six floor-to-ceiling projectors: two in
properties are for roleplaying purposes only and confer no special
the front, center, and rear of the room that emit lifelike
effects to those who wear them, other than perhaps instilling some
holographic projections of lifeforms in static settings. While
color or design envy.
the holograms appear real, they cannot physically interact
with individuals in the room as they have no physical form

CHAPTER 05.30
111
On board a starship, there is little variation in environment, as This weapon uses the same statistics as the Blade found on
is expected, and the uniform material does little but function as page 193 of the core rulebook. However, this weapon has the
natural fabrics would. The largest difference is that the fabric Debilitating quality instead of the Vicious 1 damage effect.
was highly flame resistant. The boots provided foot protection,
but paired with standard Starfleet deck plating the soles of the MYCELIAL PLANE ORGANIC
boots acted like the toes of an Earth gecko with thousands of TRANSPORTER
setae gripping at the surface. On away missions the effect was The lifeforms known as the jahSepp live within what is
minimal as the boots would quickly become overwhelmed with known as the mycelial plane. In 2257, a jahSepp known
stray particles and dirt, but aboard a starship under attack, the as “May” created an organic transporter cocoon utilizing
boots provided extra protection. matter from this universe to bring Ensign Sylvia Tilly into
the mycelial plane dimension. This concept is similar to
The uniform fabric itself also provided extra protection for transporters aboard a starship: an organic cocoon breaks
the crewperson. The smart fabric could tighten its weave down all matter inside it, transforms that matter into energy,
to protect a wearer from cold temperatures, and expand and then reconstitutes the energy pattern inside another
the weave (as well as efficiently wick sweat away from the cocoon inside the mycelial network.
skin) to allow a crewperson to cool down. The uniform belt
had a thin strip of a highly magnetic meta-alloy, and extra It is possible to give form to an energy pattern that exists
equipment such as a phaser or tricorder holster could only on the mycelial plane in this universe if and only if
quickly be attached. the corresponding organic transporter in this universe is
comprised of organic material from this universe. This will
allow the pattern to be converted into matter that exists here.
OTHER EQUIPMENT
––– SHOCK GRENADE
The M95 shock grenade was developed to pacify rioters
Some other types of gear and weapons that may be and dispense large crowds on Earth during WWIII. Unlike
encountered during this time period are detailed below. traditional high explosive ordnance, the M95 features a
concussive wave of kinetic energy that is designed to
,
KELPIEN VAHAR AI overwhelm the senses. When the pin is pulled, the micro
DAGGER kinetic engine releases its stored kinetic energy as a wave
Before learning the true nature of Vahar’ai, Kelpiens would in unison with a barrage of sound and light. The result is
see this biological event as a welcomed harbinger of death a force that overloads the brain’s sensory inputs, and can
and an honor to sacrifice themselves for culling to the Ba’ul cause extreme disorientation or unconsciousness.
– the current dominant species on the planet.
The shock grenade is a ranged weapon with 3A Stress
At the time of Vahar’ai a relative or loved one of the dying rating with Knockdown. This device has a cost of
Kelpien would use a ceremonial dagger to sever their threat Opportunity 1 and Escalation 1.
ganglia. This action would cause death before the Kelpien
could be taken over by what Kelpiens referred to as madness. WEAPONIZED DARK
MATTER ORB
Little else is known about the rituals and practices surrounding This small sphere, reminiscent of a child’s marble, is
Vahar’ai as no off-worlder has been known to witness a actually an orb of compressed dark matter. When the
complete Vahar’ai ritual. The only non-Kelpien known to casing of the orb is broken, dark matter is released,
witness part of the ritual was Commander Michael Burnham. instantaneously consuming whatever organic material it
comes into immediate contact with, vaporizing as it does
This weapon uses the same statistics as Knife/Dagger so. It is unknown why such a weapon was created or what
found on page 193 of the core rulebook. species would have both the scientific aptitude and need to
weaponize dark matter.
KLINGON PARALYSIS
BLADE This weapon uses the same statistics as the Pulse
The Klingon paralysis blade is not a conventional edged Grenade found on page 193 of the core rulebook. However,
weapon, but a blade that causes paralysis by emitting a the Opportunity cost is increased to 2 and it adds the
neurolytic shock from either end of the blade. Once hit by the Deadly quality.
neurolytic charge, the organs began to suffer from paralysis
and the individual dies from suffocation. This blade is rarely
used within the Klingon Empire as it is seen by many to be a
dishonorable weapon.

GEAR AND WEAPONS


112
CHAPTER 06.00

STARSHIPS
AND VESSELS

06.10 Federation Starships . . . . . . . . . . . . . . . . . . . . . . 114


06.20 Klingon Starships. . . . . . . . . . . . . . . . . . . . . . . . . . 128
06.30 Other Starships. . . . . . . . . . . . . . . . . . . . . . . . . . . . 141

CHAPTER 06.00
113
CHAPTER 06.10

STARSHIPS AND VESSELS

FEDERATION STARSHIPS
“I see where the Federation puts its pennies.”

- COMMANDER NHAN

However, the lessons learned while engineers from across the


OPERATION Federation worked together on these projects were invaluable.

NEXT STEP
–– – Two separate events combined to be the end for the
technological and cooperative leaps forward provided by
Operation Next Step. The first was the invention of duotronic
After the Earth-Romulan War, the newly formed Federation
computers in 2241. Prior to this, all Next Step starships had
had many issues to deal with that kept the priority away from
last-generation semiconductor computers installed inside
unifying and modernizing Starfleet. Starfleet was technically
their processing cores. These massive pieces of hardware
a unified service, but it only saw Human-built vessels and
were highly linked into the vessels’ power and cooling
a scattering of member worlds’ older designs. By the end
systems, and as the decades progressed they only became
of the 22nd century Starfleet was stagnating while the
larger as they had to deal with increasing amounts of data
member worlds’ own fleets continued to see new vessels
processing. Equivalent computing power in a 1st generation
commissioned for service. Starfleet Command saw that
duotronic system was only 5% of the volume of the older
something needed to be done, both about providing a unifying
systems, but replacing all of the shipwide semiconductor
force to the Federation, and to help ease the strain on its own
systems on any spaceframe would require months, or in
fleet, comprised of aging Daedalus-class vessels.
some cases, years. This made refitting older vessels less of
a priority than new construction, such as the Constitution,
Operation Next Step began in 2190 with the primary goal of
Saladin, and Hermes-class multi-role cruisers and destroyers.
designing starships that used both the newest technological
developments of the Federation and components from all
The second event would be the devastating Federation-Klingon
the member worlds. A secondary goal was to design vessels
War of 2256–57. At the beginning of the war, the vast majority
capable of being constructed at any of the member worlds’
of the fleet consisted of Operation Next Step vessels. While
drydocks and fleet yards, allowing each member world to
newer-construction duotronic-equipped vessels also fought,
contribute to a unified and standardized fleet. Many of the
those spaceframes were more advanced and fewer in number,
vessels designed for Operation Next Step were technological
accounting for only 5% of Starfleet’s losses during the conflict.
dead ends or designs that were difficult to maintain.
Few Next Step vessels would survive the war, and those that
did were quickly moved to system defense and support duties.

OPERATION NEXT STEP IN YOUR GAME


The majority of the vessels seen in the first two seasons of Star Trek: their standard design philosophy, a philosophy which would
Discovery were developed during Operation Next Step, with elements return beginning with the Constitution-class vessels of 2241.
of the design philosophy going into the Crossfield-class starship, even
though that class was not directly a part of that program. Next Step Older designs such as the Daedalus-class could stylistically
represented Starfleet becoming a unified force, one where the capabilities look similar to Next Step designs after being refit, and even
of a fleet and its needs in the logistics chain was easier to keep track of in any surviving NX-class vessels could utilize Next Step warp
a time before industrial replicators. It also represented a stylistic departure nacelles and large open windows on the bridge, such as the
from what the United Earth Space Probe Agency and Starfleet considered Walker-class or the Cardenas-class fast cruiser.

FEDERATION STARSHIPS
114
COMMON STARFLEET SPECIAL RULES
TALENT - Independent Phaser Supply: Common Mission Profile: Battlecruiser – The lessons of the Earth-Romulan War are still
prior to the 2270s, the ship’s phasers use an firmly in the minds of the core Federation worlds, and some vessels are outfitted
independent power supply rather than drawing as vessels of war in case hostilities begin with the Klingon or Romulan Empires.
directly from the ship’s other power sources. These vessels are rare in Starfleet, and those outfitted as such rarely stray far
Attacking with the ships’ energy weapons no from important starbases or worlds that they guard.
longer has a Power requirement. However, the
ship may not spend additional Power to boost the DEPARTMENTS
effectiveness of an attack with its energy weapons.
All Starfleet vessels in the Discovery era use this COMMAND 02 SECURITY 03 SCIENCE 02
special rule unless stated otherwise.
CONN 02 ENGINEERING 02 MEDICINE 01
TALENT - Specialized Crew: Rare in Starfleet,
a starship with a specialized crew has had
Talents: Select one of the following talents:
personnel assigned to it primarily from a specific
division. During an adventure, if the players wish
§ Ablative Armor
to introduce supporting characters, they may not
§ Command Ship
use more than half their ship’s Crew Support rating
§ Fast Targeting Systems
on characters from divisions outside of the ship’s
§ Improved Damage Control
specialty. An example of this is the Crossfield class
§ Rapid Fire Torpedo Launcher
that is specialized with the Science division and
is Scale 4. This means that only two crew points
Mission Profile: Reserve Fleet – These starships are often older vessels that
could be used for supporting characters from the
have been taken off of active duty and equipped as standby vessels in case
Command or Operations divisions, while the other
of disasters both natural and manufactured. Some new starships also are
two could be used only for the Science division.
outfitted in this manner, but are referred to as “Fleet Support,” assisting flotillas in
deployments away from the supply lines of the core worlds.

DEPARTMENTS

COMMAND 01 SECURITY 01 SCIENCE 02

CONN 02 ENGINEERING 03 MEDICINE 03

Talents: Select one of the following talents:

§ Advanced Sickbays
§ Extensive Shuttle Bays
§ Improved Hull Integrity
§ Secondary Reactors

CHAPTER 06.10
115
WALKER-CLASS MULTIROLE EXPLORER
–– –

LAUNCH YEAR: 2195 The Walker class had redundant weapon systems as crews
were still transitioning from old phase cannons to newer
OVERVIEW: The Walker class was one of the first phaser banks. The original intent for these two separate
spaceframes to be developed under Operation Next Step. As systems was to allow crews to train on the newer systems and
a multirole explorer, these vessels were tasked with the same slowly phase them off the older systems. By 2210 Starfleet
duties that later Constitution- and Galaxy-class vessels would Command ordered both systems to remain as crews reported
become famous for, setting the stage for the Federation to excellent layered defensive fire when combined. The class’s
expand from barely 20 allied species to over 70 by the time photon torpedo system was still considered experimental, and
the spaceframe retired from active service in 2265. The Walker as such had a specialized torpedo team assigned to maintain
class would continue to be used for patrol duties along the the antimatter warheads and manually load the delicate yet
Romulan and Klingon Neutral Zones, and many vessels would powerful weapons.
be loaned to research institutions for civilian use before finally
being taken entirely out of service by 2289. Another experiment in design was the class’s ventral bridge.
Fronted by a large transparent aluminium dual-purpose
CAPABILITIES: Operation Next Step’s designs took many window/data display, the bridge allowed the officers on deck
ideas developed for the earlier NX class vessels of the 2150s to directly observe planetary phenomena once the vessel was
and 60s, but were made to be as reliable and easy to maintain placed in a survey orbit.
as the workhorse Daedalus class. Walker-class vessels had
a large saucer that contained the crew’s quarters, weapon TRAIT: Federation Starship
systems, laboratories, and sickbay. Integrated with the saucer
was a secondary hull that contained the vessel’s engineering SYSTEMS
section, aft-facing shuttlebay, and cargo area. Connected to the
engineering section were two downward-canted warp nacelles. COMMS 06 ENGINES 06 STRUCTURE 06
Initial simulations of the vessel’s warp field showed that undue
stress would be placed on the coils due to the large mass of the COMPUTERS 07 SENSORS 08 WEAPONS 06
vessel and long-duration deployments away from starbases.
Instead of limiting the vessel’s top speed to little more than warp DEPARTMENTS
5.5, engineers integrated four separate warp field stabilizers,
one at the midpoint of each warp nacelle pylon, and a small set
COMMAND – SECURITY – SCIENCE 01
of warp coils parallel to the centerline of the vessel. This warp
field enhancement allowed the class to achieve sustained warp
CONN – ENGINEERING 01 MEDICINE 01
velocities of 5.7 and brief sprints at warp 6.9.

SCALE: 3

ATTACKS:
§ Phase Cannons
§ Phaser Banks
§ Photon Torpedoes
§ Tractor Beam (Strength 2)

TALENT:
§ Rugged Design

FEDERATION STARSHIPS
116
SHEPARD-CLASS LIGHT CRUISER
–– –

LAUNCH YEAR: 2195 but some Shepard-class vessels refit at the Imperial Andorian
Ship Yards received extra phaser bank capacitors that gave
OVERVIEW: During the first phases of Operation Next Step, the vessels an impressive phaser bank recharge rate. These
Starfleet engineers determined that the construction of the vessels were assigned to internal areas of the Federation after
Walker class would require the construction of new shipyard the introduction of the Constitution and Saladin classes in the
slips. Starfleet felt that the limited number of facilities that 2240s. They were slowly cycled to civilian use before finally
could be activated would limit the modernization rate of the being taken out of service in the 2290s.
fleet, and that a new design should be made that could utilize
the smaller slips used for the Daedalus class. With the warp TRAIT: Federation Starship
field simulations already complete for the Walker class, a
similar vessel was designed, which would become known as SYSTEMS
the Shepard class.
COMMS 06 ENGINES 07 STRUCTURE 07
The initial construction contracts were given to the Tranquility
Base Ship Yards and the Copernicus Ship Yards, both COMPUTERS 06 SENSORS 07 WEAPONS 06
orbiting above Earth’s Moon, Luna. With three generations of
ship builders used to the construction and maintenance of DEPARTMENTS
Daedalus-class vessels, it took time to retrain personnel for the
newer systems to be installed on the Shepard class. The first
COMMAND – SECURITY 01 SCIENCE 01
two vessels of the class, U.S.S. Shepard and U.S.S. Gagarin
(NCC 1250 and 1309), were launched almost simultaneously
CONN – ENGINEERING 01 MEDICINE –
on May 5th, 2196. While the Shepard had the honor of being
the ship of the class, her captain reported trouble with her
RCS thrusters, allowing Gagarin to move under her own power SCALE: 3
into lunar orbit first, trouble that was manufactured to give
respect to Gagarin’s namesake as the first Human into space. ATTACKS:
§ Phaser Banks
CAPABILITIES: Shepard-class starships had much of the § Photon Torpedoes
same internal layout as the Walker class except for the support § Tractor Beam (Strength 2)
areas near the aft of the vessel. While containing the same M/
AM warp core as her sister class, Shepard-class vessels’ main TALENTS:
engineering facilities were much more compact. It was not § Improved Impulse Drive
unknown for crews on these vessels to turn off artificial gravity § Rugged Design
in the engineering areas to allow the crew to move past each
other more easily. A further change to the design was in the
impulse propulsion systems. Engineers decided to keep the
same fusion reaction chambers as used in the Walker class,
but adjusted the exterior manifold ports and magnetic baffles
to better focus the thrust of the units, giving these vessels
impressive sublight acceleration.

With the advent of duotronic computer systems in the


2240s by Dr. Richard Daystrom, the aging Walker and
Shepard classes received a priority upgrade. The
massive integrated circuit computer cores
found in these classes were replaced with
duotronic systems that took up only half
the volume and required far less power.
The most common refit performed by
Starfleet was the addition of laboratories
around the computer core to allow the vessel
to be more effective at research assignments,

CHAPTER 06.10
117
MAGEE-CLASS SCIENCE VESSEL
–––

LAUNCH YEAR: 2198 came about due to studies showing that larger habitable
spaces allowed personnel to better recuperate after stressful
OVERVIEW: The Daedalus class was Starfleet’s most assignments in a space they could consider their own.
capable vessel for performing research and planetary survey Other morale-boosting facilities included a physical fitness
assignments, and it was already a half a century old when room that included a small pool, two separate enlisted
Operation Next Step was gaining traction in the Admiralty. dining areas, and a single officers’ mess directly under
Starfleet decided that a new science and research vessel and forward of the main bridge, as well as large windows
was needed that would be primarily used inside Federation in many of the crew areas. Another feature of the class was
space, or would be assigned to outposts and escorted by adaptable information junctions, areas in the transversal
other vessels if safety was problematic. When U.S.S. Magee and circumferential transit passages that could have direct
was launched from the Proxima Centauri Fleet Yards in computer access for sensors, analytical devices, and personal
2198, it was considered a bold experiment for Starfleet in computational devices.
showing the nearby polities that the Federation wanted to
be peaceful explorers rather than the skilled warriors of the Another unique design choice for the class was the integral
Earth-Romulan War. warp nacelles. At warp, the subspace field generated by the
warp coils would have their field extended around the hull
The Magee class was an experiment in in many ways, rather than through it by subspace field stabilizers positioned
utilizing new warp coil repeaters that allowed the coils to down the centerline of the hull, starting behind the bridge
have little to no mass between them to operate. This led to a and extending beyond the edge of the saucer. At sublight
single pseudo-saucer hull with large raised pontoons down velocities, the Magee class was able to utilize these integrated
each side of the saucer containing the warp nacelles. Further, warp coils to extend the range and resolution of its sensors.
an emphasis on allowing civilian scientists assigned as
mission specialists meant that the more limited recreational TRAIT: Federation Starship
areas seen on Starfleet vessels would be increased in size
and scale. This design would have little long-term viability as SYSTEMS
Starfleet would later replace the Magee class with the smaller
Oberth-class science vessel by the 2280s. Unlike many
COMMS 07 ENGINES 06 STRUCTURE 06
Starfleet vessels, the Magee class would see a longer active
service in civilian use than in its original role. The last active
COMPUTERS 07 SENSORS 08 WEAPONS 05
vessels of the class were moved out of Starfleet in 2261, but
saw use by many Earth, Luna, Mars, and Proxima centers of
higher education until the late 24th century. DEPARTMENTS

CAPABILITIES: One of the earliest changes was to make the COMMAND – SECURITY – SCIENCE 02
livable spaces larger. Each member of the crew had private
quarters twice as large as what was in use as commanding CONN – ENGINEERING 01 MEDICINE –
officers’ quarters on a Daedalus-class ship. This change

SCALE: 3

ATTACKS:
§ Phaser Banks
§ Tractor Beam (Strength 2)

TALENTS:
§ Advanced Research Facilities
§ Specialized Crew (Science)

FEDERATION STARSHIPS
118
CARDENAS-CLASS FAST CRUISER
–– –

LAUNCH YEAR: 2202 torpedo launchers with their own independent magazines.
Movement of torpedoes between the two launchers was
OVERVIEW: The successes seen in the other classes possible, but only by manual antigrav lifters and crew moving
resulting from Operation Next Step gave the Admiralty hope them down access corridors. Phaser banks were installed
that other ideas that had been proposed in the first years straddling the centerline hull sections containing the bridge
of the project could be expanded upon and fully realized. and impulse reactors. Additional phaser cannons were
One such concept was a rapid response frigate that was included near the impulse drive, the forward edge of the
the same dimensions as the earlier Next Step designs. With saucer, and along the ventral centerline utilizing secondary
the Federation quickly expanding across the Orion Arm, the fusion reactors. These two phaser systems allowed these
Cardenas class design only went through a single revision vessels to deploy offensive and defensive fire.
phase with many of the initial engineering problems being
worked out as the first spaceframes were being constructed. TRAIT: Federation Starship

The Cardenas class became one of the more prestigious SYSTEMS


postings a person could gain in the early 23rd century. The
speed that it was designed to utilize not only saw the vessel
COMMS 06 ENGINES 08 STRUCTURE 06
being dispatched to star systems along the Klingon border
and the Romulan Neutral Zone for intercepts or chasing
COMPUTERS 06 SENSORS 07 WEAPONS 07
sensor shadows, but the vessel was also used as a high-
speed explorer.
DEPARTMENTS
As this class was highly specialized with its warp
propulsion systems, refitting the spaceframe proved to be COMMAND – SECURITY 01 SCIENCE 01
time consuming. This issue compounded itself with the
development of duotronic computers in the early 2240s. By CONN 01 ENGINEERING – MEDICINE –
2245 the vast majority of Cardenas-class vessels were out of
active service and undergoing repair or refit. The launch of
SCALE: 4
the Constitution-class vessels brought the end of this class,
and Starfleet allowed the spaceframes currently undergoing
ATTACKS:
refit to continue, but ordered the rest of the vessels to be
§ Phase Cannons
mothballed. The last active Cardenas-class ship, U.S.S. Van
§ Phaser Banks
Allen, was retired in 2263.
§ Photon Torpedoes
§ Tractor Beam (Strength 3)
CAPABILITIES: The first thing that drew the eye with the
Cardenas-class fast cruiser was the use of four separate
TALENTS:
warp nacelles. Unlike later Starfleet vessels such as the
§ Improved
Constellation class, Cardenas-class vessels typically used only
Warp Drive
two of their nacelles to generate a warp field and used the
§ Redundant
other two as warp field stabilizers. Crews quickly found a work
System (Warp
around to use both pairs when requiring long-duration high-
Engines)
warp travel by dropping from warp and manually rerouting the
warp plasma to the other nacelles, and then entering warp
again. This would allow the other warp coils to slowly cool and
stabilize the field. The result was a starship that could cruise
almost indefinitely at warp 6, and achieve brief sprints of warp
7.7. By the 2280s, advances in EPS conduit design made
switching between active warp coils possible during FTL and
was incorporated into the Constellation class.

As the Cardenas class would be the first into a conflict, Next


Step engineers went above and beyond with the vessel’s
weaponry. These vessels had forward and aft facing photon

CHAPTER 06.10
119
HOOVER-CLASS DESTROYER
–––

LAUNCH YEAR: 2209 One significant advancement was a link to the warp plasma
system for the phaser cannons, allowing for a faster recharge
OVERVIEW: As the mandate of Operation Next Step neared on the cannon capacitors. While this EPS link was unable to
its end, engineers began a final push toward putting the power the cannons fully if the system’s reactors were offline,
final touches on a pair of related designs to fill roles not the increase in rate of fire was seen as a distinct advantage.
meant for larger and more complicated cruisers, but to exist Forward and aft torpedo systems rounded out the Hoover's
alongside them and enhance their capabilities by supporting long-range capabilities.
them in their roles as destroyers. The first of these two
classes launched was the Hoover-class destroyer. The With a need for a wide range of support missions, two
design consisted of an elongated saucer section with a small large shuttlebays were included along the dorsal side of the
underslung engineering and support section that supported primary hull. These shuttlebays could hold and maintain
two widely splayed warp nacelles. six shuttlecraft in ready to launch status, with storage for
twelve more along with several Work Bees. Transporter pads
The initial reception of the Hoover class was tepid at first located in each cargo bay allowed for effortless transfer
amongst the Admiralty. Being used to the jack-of-all-trades of material to the starship without the dangers of directly
aspect of most cruisers produced by the fleet yards since the using the primary personnel transporters or the shuttlecraft.
formation of the Federation, a more specialized starship meant This heavy-lift capability made this spaceframe ideal for
for support was underutilized for decades. This lack of use emergency response assignments to planetary disasters or
in most high-profile missions of the early 23rd century would space-based evacuations.
doom the spaceframe to only a single block of production.
Over its decades of service, the Hoover class became Hoover-class vessels were difficult to handle at speeds over
the spaceframe to test new technologies and engineering warp 5, but two warp stabilizer fins were added to the dorsal
techniques. By the late 2260s, the Hoover class became far saucer, a change that was later refit onto all earlier designs.
more widely known for its versatility to the Starship Design This allowed the vessel to maintain nearly indefinite speeds
Bureau than to the public as a symbol of Starfleet. of warp 5.3 and emergency velocities of 6.7.

While this class was taken out of front-line assignments in TRAIT: Federation Starship
the early 2260s, these vessels served as testbeds for new
technology for Starfleet into the mid-24th century. The last SYSTEMS
active Hoover-class starship was U.S.S. Daewon, retired in
2377 after being used as a deep space platform for Work Bees
COMMS 06 ENGINES 07 STRUCTURE 07
and engineering teams finishing the Kuiper Research Station
built around Orcus in the Sol system.
COMPUTERS 06 SENSORS 06 WEAPONS 08
CAPABILITIES: The Hoover class had standard phaser banks
installed at intervals across the dorsal and ventral edges of the DEPARTMENTS
primary hull, and heavier phaser cannons were mounted on
the secondary hull with two forward-facing and one to the aft. COMMAND – SECURITY 01 SCIENCE 01

CONN – ENGINEERING 01 MEDICINE –

SCALE: 4

ATTACKS:
§ Phase Cannons
§ Photon Torpedoes
§ Tractor Beam (Strength 3)

TALENT:
§ Extensive Shuttle Bays

FEDERATION STARSHIPS
120
MALACHOWSKI-CLASS DESTROYER ESCORT
–– –

LAUNCH YEAR: 2210 the large warp coils and nacelle assemblies allowed the
Malachowski class to maintain a stable warp field up to its
OVERVIEW: The Malachowski-class escort was designed cruising speed of warp 4.8 and nearly half a standard day at
alongside the Hoover class and benefited from many of its emergency speed of warp 6.
the design elements that went into its sister class. For this
class, Starfleet felt a smaller range of mission assignments TRAIT: Federation Starship
would be acceptable in order to reduce the volume needed
for systems, reduce the number of personnel needed, and SYSTEMS
dedicate the vessel to operate as a heavily-armed escort
for the ever-growing number of merchants traveling across
COMMS 07 ENGINES 05 STRUCTURE 08
Federation space to newly-settled colonies. Malachowski-
class escorts were built in small numbers at shipyards
COMPUTERS 06 SENSORS 06 WEAPONS 08
around colony worlds, giving the class an almost immediate
widespread use. The shipyards at Mizar and the fleet
yards in the Alpha Fornacis system produced the majority DEPARTMENTS
of these spaceframes for use along the Klingon border
and protecting trade routes near the new border with the COMMAND – SECURITY 02 SCIENCE –
Tzenkethi Coalition.
CONN – ENGINEERING 01 MEDICINE –
Regardless of the advantages of its weapon systems, the
politics of the Federation would limit this spaceframe’s
SCALE: 3
deployment. With few conflicts during the 2220s and 30s,
the Federation Council tasked Starfleet with building and
ATTACKS:
crewing more exploratory starships and limiting the numbers
§ Phase Cannons
of active combat vessels in service. While not retired, the
§ Photon Torpedoes
Malachowski class had its production ceased in 2239. The
§ Tractor Beam (Strength 2)
ship’s utility in times of conflict did mean that Starfleet
typically had a Malachowski-class vessel assigned to one
TALENTS:
of every three outposts along the Klingon border through
§ Fast Targeting Systems
the mid-2260s before phasing the spaceframe out of active
§ Rapid Fire Torpedo Launcher
service and replacing them with Miranda-class vessels
following the brief Federation-Klingon War of 2267. Starfleet
officially retired this class from active service in 2295, but
a few of these starships were held onto for combat
training until the mid-24th century.

CAPABILITIES: As the primary


purpose of the vessel was to escort
valuable materials between star
systems and to defend colony
ships and merchantmen, the
Malachowski class devoted much of
its interior volume to the forward- and aft-
mounted photon torpedo launchers. Refits in
the 2240s would add forward and aft probe storage
and maintenance areas as Starfleet attempted to repurpose
the spaceframe for more peaceful endeavors.

Warp propulsion wasn’t a priority in a spaceframe


meant to keep pace with slower merchant vessels, but

CHAPTER 06.10
121
ENGLE-CLASS FAST RESPONSE
–––

LAUNCH YEAR: 2224 crewmembers trained in their operation to be present at


all times in order to operate the complex system of chiller
OVERVIEW: Operation Next Step didn’t end when the units, subspace field guides, and warp field stabilizers.
engineers and members of the Starfleet Design Bureau went This complexity was the trade-off for the fastest starship
their separate ways. Three spaceframe designs were all but in service for decades, with a sustained cruising speed of
finalized, but limitations in the available technology would warp 6.5 and emergency speeds of nearly warp 9.
prove to make the vessels unable to function efficiently.
The Engle class had gone so far as to have an experimental As a fast response vessel, the Engle class had an impressive
spaceframe constructed in 2208, and was finally finished with sickbay at the rear of the vessel’s single extended saucer-like
the advent of newer warp coil designs in 2224. hull. The sickbay was adjacent to the ship’s small shuttlebay
and primary transporter room, allowing the command crew
The spaceframe proved to be popular for new member to isolate the sickbay and the areas that could see infectious
worlds of the Federation to request Starfleet to build at their patients from the rest of the ship. After any contagious event,
shipyards due to its speed and size. During the 2230s and the sickbay can be exposed to vacuum by opening large
40s, many of the first Starfleet vessels to be assigned to a bay doors directly onto the shuttlebay and then scouring the
newly admitted or colonized world were Engles. This trend surfaces with a low-energy plasma beam directed from the
began to wane in the 50s after the introduction of the even fusion cores directly above the facilities.
simpler Hermes and Saladin-class destroyers. Engle-class
vessels were relegated to Starfleet Medical as emergency TRAIT: Federation Starship
response ships and kept in active service in that role until the
late 2290s. This spaceframe was well-regarded by the crews SYSTEMS
that served aboard them, and their legacy with Starfleet
Medical meant that the Engle class left service with many
COMMS 07 ENGINES 08 STRUCTURE 06
lives that would have been lost having fond memories of
seeing their arrival in system.
COMPUTERS 08 SENSORS 06 WEAPONS 06
CAPABILITIES: The Engle class included the most
advanced propulsion technologies available at the time DEPARTMENTS
of its launch. Each of its integrated warp nacelles carried
24 separate warp coils, each mounted on gimbals that COMMAND – SECURITY – SCIENCE –
could be controlled from the nacelle operations room
in the forward section of the nacelle itself. Unlike most CONN 01 ENGINEERING 01 MEDICINE 01
Starfleet vessels, the warp propulsion required at least two

SCALE: 3

ATTACKS:
§ Phaser Banks
§ Photon Torpedoes
§ Tractor Beam (Strength 2)

TALENTS:
§ Improved Warp Drive
§ Improved Impulse Drive

FEDERATION STARSHIPS
122
NIMITZ-CLASS COMMAND CRUISER
–– –

LAUNCH YEAR: 2235 C3 systems (command, control, and communications)


that could support coordination of twenty starships. While
OVERVIEW: With tensions rising with the Klingon Empire and standard operations would be directed from the vessel’s
isolated skirmishes occurring with the Kzinti, Starfleet needed bridge, a commodore or admiral would direct fleet actions
to have a starship that was capable of organizing flotillas when from the bottom of a two-deck-high area. At the center of the
they were not within easy communication range of starbases command bridge was a sizable holographic array capable of
where commodores and rear admirals could direct actions. transmitting communications, but more typically was used to
Engineers at the New Berlin Shipyards around Luna dusted accurately simulate the battlespace.
off design work from Operation Next Step decades previous
that had proposed a large, single-hulled starship with heavy TRAIT: Federation Starship
weapon emplacements. After sixteen months of revisions
on this already-capable design, the Nimitz-class command SYSTEMS
cruiser was finalized, with the first vessel launching in 2235.

COMMS 08 ENGINES 07 STRUCTURE 07


The resources needed to build the four-nacelle starship were
notable, with the bulk of the vessel requiring over double
COMPUTERS 07 SENSORS 07 WEAPONS 07
the amount of superconducting material that even later
Constitution class vessels would need in their construction.
Few shipyards were capable of handling production, and DEPARTMENTS
only the Sol system and Andoria saw these vessels leaving
for assignments along the borders of the Federation. COMMAND 02 SECURITY – SCIENCE 01
Regardless of their complexity and resource use, Nimitz-
class vessels were highly prized by commodores along CONN – ENGINEERING – MEDICINE –
the Klingon border, with many claiming that their size and
firepower were what was helping keep the peace with
SCALE: 4
the Empire. These vessels saw extensive use in the brief
Federation-Klingon War of the late 2250s, but also saw use
ATTACKS:
as diplomatic vessels in the negotiations with the Kzinti,
§ Phaser Banks
and stood at the center of fleet organizations in the border
§ Phase Cannons
dispute with the Tholian Assembly in 2264.
§ Photon Torpedoes
§ Tractor Beam (Strength 2)
These vessels were mothballed soon after the engagements
with the Tholian Assembly in 2265 as the material
TALENTS:
requirements for upkeep were far significant. During the brief
§ Improved Warp Drive
wars the Federation found itself in during the latter half of
§ Command Ship
the 23rd century, Nimitz-class vessels were reactivated and
§ Extensive Shuttle Bay
brought to the front lines, only to be dismantled by the turn
of the century.

CAPABILITIES: On first glance many assume that the Nimitz


class has four warp nacelles, but the two dorsal nacelles are
actually large warp field stabilizers that allow the vessel to stay
at high warp speeds for long durations compared to other
vessels of its mass. At subwarp speeds these same warp field
stabilizers can be utilized as subspace transceivers that tie
back to the communications array, giving a small amount
of redundancy if the ship takes damage to that system.

The primary purpose of the Nimitz class was to be a


dedicated command ship in flotilla or fleet actions. This
required the design of a command island, similar in many
ways to the aircraft carriers of Earth’s history, containing

CHAPTER 06.10
123
CROSSFIELD-CLASS SCIENCE CRUISER
–– –

LAUNCH YEAR: 2255 section from the intense subspace field generated when
utilizing the spore drive.
OVERVIEW: Designed in secret at Starfleet’s Neptune Test
Facilities, the Crossfield class was produced solely to test the The removal of so much habitable volume from the saucer
theoretical displacement-activated spore hub drive developed section necessitated moving large numbers of crew quarters
by doctors Paul Stamets and Justin Straal. The launch of and laboratories into the engineering section. This extensive
U.S.S. Crossfield in 2255 was a success for starship research redesign meant that large internal areas of the vessel were
and development for Starfleet, but initial tests of the spore modular, including the primary scientific research laboratories
drive were unsuccessful. Construction of Glenn and Discovery and the spore drive research lab that housed the spore growth
was halted until further development could be done on the chambers. Crossfield was later modified to include these
experimental drive. By early 2256, these flaws in the drive modular sections. The removal of much of the cargo and
system were ironed out and the spaceframes were launched storage areas of the secondary hull was offset by the inclusion
just prior to the outbreak of hostilities with the Klingon Empire. of a sizable shuttle and Work Bee bay.

With the limited number of spaceframes produced and the TRAIT: Federation Starship
loss of both Glenn and Discovery to drive failures in 2256 and
2258 respectively, only U.S.S. Crossfield was left in service, SYSTEMS
and further spaceframes had their production canceled due
to lack of faith in the experimental equipment on board.
COMMS 07 ENGINES 08 STRUCTURE 08
Crossfield served with the Starfleet Corps of Engineers until a
collision with a sizable piece of an asteroid that was breaking
COMPUTERS 08 SENSORS 08 WEAPONS 07
up rendered the vessel unsalvageable after being towed back
to Earthdock in 2273. It remained there in use as a testbed for
new technologies until it was finally broken up in 2290. DEPARTMENTS

CAPABILITIES: The original capabilities of U.S.S. Crossfield COMMAND – SECURITY – SCIENCE 02


differed significantly from Glenn and Discovery. Externally,
each starship of the class consisted of a large saucer for CONN – ENGINEERING 01 MEDICINE –
a primary hull that included the majority of crew quarters,
the command bridge, and the primary sickbay. An angular
SCALE: 4
secondary hull contained the vessel’s engineering areas,
including the warp core and two separate impulse reactor
ATTACKS:
rooms along the aft of the two-deck-thick warp nacelle
§ Phaser Banks
struts. Crossfield had a solid saucer section, but later tests
§ Photon Torpedoes
involving the spore drive indicated that a large rotating
§ Tractor Beam (Strength 3)
subspace field was required to activate the drive. Glenn and
Discovery were then converted by removing the outermost
TALENTS:
part of the saucer section and converting it into a rotating
§ High Resolution Sensors
ring housing subspace coils, additional fusion reactors to
§ Extensive Shuttlebay
power the coils, and heavy shield emitters to
§ Modular Laboratories
protect the crew in the inner ring and command

SPECIAL RULE: Only three spaceframes were ever built,


U.S.S. Crossfield NX/NCC-1029, U.S.S. Glenn NCC-1030
(destroyed in 2256 after a drive malfunction), and U.S.S.
Discovery NCC-1031 (lost in 2258 after a catastrophic drive
failure in combat). Gamemasters who wish to use a Crossfield-
class starship in their game could use the Crossfield, but it is
recommended that it not include the spore drive, as Starfleet
would have quickly put an end to experimentation with the
drive following the events of 2256–2258.

FEDERATION STARSHIPS
124
HIAWATHA-CLASS MEDICAL FRIGATE
–––

LAUNCH YEAR: 2235 of the vessel and could be isolated in the case of highly
infectious diseases, and could even be ejected from the
OVERVIEW: The expansion of the Federation brought in vessel if needed, to later be recovered or to be destroyed if
dozens of new worlds in the early 23rd century, and with the situation inside was dire enough. Aft of these hospital
them came new diseases that Starfleet would inevitably pods was a shuttlebay on each side of the vessel that
be the first to respond to. Starfleet recognized that the fast housed a single medical shuttle in its ready state, with two
response vessels such as the Cardenas or Engle class were others in storage.
not adequate for use in major medical disasters as sickbay
space was still at a premium aboard those vessels. Again TRAIT: Federation Starship
Starfleet dug into the archives of Operation Next Step and
drew on the expertise of the designers, along with a team from SYSTEMS
Andoria that provided essential assistance in the redesign of
the vessels’ propulsion systems. Interest in a medical vessel
COMMS 08 ENGINES 06 STRUCTURE 08
was intense and Starfleet pressed for construction of a new
starship class in shipyards across the Federation.
COMPUTERS 08 SENSORS 08 WEAPONS 05
Extraordinarily successful, the Hiawatha class was integral to
Starfleet’s response to a global outbreak of Saurian meningitis DEPARTMENTS
in 2238 and the Kzinti attack on Aaamazzara in late 2239. The
invention of duotronic computers in 2243 would bring this COMMAND – SECURITY – SCIENCE 01
class back into drydock, as the new computer technology
was seen as essential for faster analysis of bacterial and CONN – ENGINEERING – MEDICINE 02
viral genomes. The ease of construction and highly modular
design would prove popular, and some member worlds
SCALE: 3
began construction of merchant variants. The Hiawatha would
continue active service in Starfleet through the end of the 23rd
ATTACKS:
century, with new spaceframes ceasing production in 2303.
§ Phaser Cannons
While the oldest spaceframes were scrapped soon after this
§ Tractor Beam (Strength 2)
time, many of these vessels have found their way into the use
of large Federation hospitals and medical relief services.
TALENTS:
§ Advanced Sickbays
CAPABILITIES: Unlike many Starfleet vessels, the
§ Redundant System (Life Support)
Hiawatha class was far longer than its other dimensions.
This ship had a small half-saucer at the front that housed
both the Starfleet officers and their quarters, as well as
the vessel’s two small phaser cannons. Standing orders
were for the crew to use the weapons only in the direst of
circumstances, and only in self-defense in order to continue
the tradition of medical vessels being non-combatants.
A single deck ran the length of the ship to connect to the
vessel’s cargo and engineering section at the rear. This
area housed the large warp core that could provide enough
energy to the two nacelles to result in a cruising speed of
warp 5.75 and short (but rough) sprints of warp 6.5.

The largest section of the vessel was the hospital pods, four
on each side of the vessel’s structural spine. Each of
these hospital pods had its own life support system,
small fusion reactor, living quarters for doctors and
nurses, a small two-person transporter, and a sickbay
capable of housing up to forty patients each. Each
of these pods was entirely independent from the rest

CHAPTER 06.10
125
These ports were located on the ends of long booms. Each of
K-CLASS BORDER the booms had a large concourse that included recreational
OUTPOST facilities, storage for maintenance supplies, secondary life
––– support systems and shield emitters, plus spacious quarters
capable of housing the typical crew of destroyer-type vessels.
The central core was dedicated to station critical systems
LAUNCH YEAR: 2238
including the small matter/antimatter reactor, six separate
fusion power plants capable of taking over critical functions in
OVERVIEW: The Federation had long relied on unmanned
case the primary power source was compromised, the primary
sensor buoys and frequent starship patrols to maintain
shuttlebay capable of deploying five F-class shuttles, and the
security along its border with the Klingon Empire. As
station command and control center.
relations continued to deteriorate, Starfleet felt the need to
construct starbases along the border to act as anchors for
The station was outfitted with dozens of phaser banks and
patrol squadrons, trade points for nearby member worlds
three torpedo launchers, one on each docking pod, but it was
and independent polities, and as a deterrent for any Klingon
never meant to act as a battle station. The K-class outpost
assault into Federation territory. During the brief Federation-
relied on surviving any assault against it for as long as it took
Klingon War of 2256–57, all of the K-Class outposts were
for its assigned squadron to respond and return to drive off
destroyed except for K-7, which was occupied by the Klingon
any attackers.
Empire, returned to the Federation, and later decommissioned
and converted into a civilian trading post.
TRAITS: Federation Starbase, Border Outpost

CAPABILITIES: The K-class Border Outpost was designed


to be the home port for a three-starship destroyer squadron. SYSTEMS

COMMS 08 ENGINES 08 STRUCTURE 09

COMPUTERS 06 SENSORS 10 WEAPONS 09

DEPARTMENTS

COMMAND 02 SECURITY 03 SCIENCE 02

CONN 01 ENGINEERING 02 MEDICINE 03

SCALE: 6 RESISTANCE: 6
POWER: 13 SHIELDS: 12

CREW SUPPORT: 6

DOCKING CAPACITY: Up to 3 vessels, each of Scale 3


or less

ATTACKS:
§ Phaser Banks (Energy, Medium, 10A, Versatile 2)
§ Photon Torpedoes (Torpedo, Long, 6A, High Yield)
§ Tractor Beam (Strength 5)

TALENTS:
§ Secondary Reactors
§ Fast Targeting Systems
§ Improved Shield Recharge

FEDERATION STARSHIPS
126
SYSTEMS
FLEET LOGISTICAL
STRONGPOINT COMMS 08 ENGINES 09 STRUCTURE 11
–––
COMPUTERS 08 SENSORS 10 WEAPONS 09
LAUNCH YEAR: 2253
DEPARTMENTS
OVERVIEW: Starfleet had always utilized logistical points since
its inception, but many of these were on planets colonized COMMAND 02 SECURITY 03 SCIENCE 02
by Earth and later the Federation, or at large and well-known
trade route junctions that made them obvious targets in any CONN 01 ENGINEERING 03 MEDICINE 02
war. Starfleet determined that a series of six deep-space
logistical strongpoints were needed and began construction
SCALE: 8 RESISTANCE: 8
on them in 2250, with the first coming online in 2253. As these
POWER: 9 SHIELDS: 14
strongpoints were meant to assist any starships defending
the core worlds of the Federation, each of the six strongpoints
CREW SUPPORT: 8
was built 20 light-years away from a point equidistant from
the four founding members’ home systems. During the war
DOCKING CAPACITY: Up to twelve vessels, each of Scale
of 2256–57, each of these strongpoints became refuges and
6 or less
were heavily trafficked by Starfleet vessels striking out at
Klingon vessels that strayed too close.
ATTACKS:
§ Phaser Banks (Energy, Medium, 12A,
CAPABILITIES: The Strongpoint-class stations resemble
Versatile 2)
a multi-spoked wheel from a distance. At its center is the
§ Photon Torpedoes (Torpedo, Long,
hub of the starbase that houses forty habitable decks,
6A, High Yield)
three separate engineering spaces that contained the
§ Tractor Beam (Strength 7)
primary matter/antimatter reactor, as well as life support
and storage tanks for critical gases and fluids. The central
TALENTS:
hub also houses the quarters for what crew are permanently
§ Docking Capacity
assigned to the station, some three hundred personnel.
§ Extensive Shuttlebays
This low staffing amount for such a large station was due
§ Rugged Design
to the fact that the station itself rarely saw traffic other than
§ Sturdy Construction
scheduled deliveries from Starfleet merchantmen, and a
visit for resupply from a starship unable to make it back to
another starbase. The outer rim housed twelve separate
docking hardpoints for starships that were adjacent to
massive cargo bay doors that could be opened to allow
small starships to be entirely enclosed inside. Thousands of
metric tons of water, food, repair materials, uniforms, and
hand weapons were stored near each of these hardpoints,
available for any ship to gain access to. More difficult were
the staggering tens of thousands of photon torpedoes stored
in hardened magazines. Later upgrades to the Strongpoint-
class stations allowed limited antimatter production, and
gave the starbases the advantage of manufacturing their own
replacement torpedoes.

TRAITS: Federation Starbase,


Starfleet Logistics

CHAPTER 06.10
127
CHAPTER 06.20

STARSHIPS AND VESSELS

KLINGON STARSHIPS
“You only live now to serve as witnesses of Klingon supremacy, to be my herald.”

- T'KUVMA

, active service vessels in the arsenals of the Great Houses. As


HUR Q REMNANTS these vessels were much larger and better armed then native
AND A NEW spacecraft, the Great Houses used them aggressively during
that brief war, and the losses taken by the Empire were
KLINGON NAVY
–– – overwhelmingly from older Hur’q vessels.

Production of Klingon designs never ceased during the


The Hur’q had occupied Qo’noS during the 14th century CE century of Hur’q starship reclamation, but it greatly slowed.
and enslaved not only the Klingon people, but a number of The salvaging of the wrecks had almost ceased by the time
other sentient species in nearby star systems. The Klingons the Empire had captured a duotronic computer system and
sing songs about how they slew their overlords, as well as reverse-engineered it, and production ceased when it was
their old gods, and threw them off Qo’noS. The details of this found that duotronics were entirely incompatible with the
time are hazy at best, even to the Klingons themselves, as it’s crystalline conductor systems baked into the foamed alloy
become as much myth as fact. What is fact are the remnants of all Hur’q construction. The KDF increased production of
of the Hur’q left behind as they fled from the sectors around the D7 and put a priority on refitting older Klingon-designed
Qo’noS. Many of these artifacts were ground facilities vessels to incorporate duotronic systems, and this rate only
dedicated to processing captured beings into food or into increased further after the end of the war. Hur’q vessels
bondage, but some were far more important and had farther- would continue to see service in the KDF for a decade after
reaching implications. the war, being moved to the fleets of the Great Houses
and then minor Houses before being entirely phased out of
The first Hur’q spacedock and shipyards high above Qo’noS service by the end of the 23rd century.
and Praxis were discovered soon after Klingons were able
to break the security on remaining Hur’q shuttlecraft in
the 16th century, but access to the facilities and the ships
they contained wouldn’t occur until the decade before first
contact was made with humanity. In the previous centuries,
Klingon scientists had reverse-engineered Hur’q warp drive
and other technologies to produce native spacecraft such as
the early bird-of-prey models and the D5 seen just prior to
the Earth-Romulan War. With access to the Hur’q shipyards
above Qo’noS, and later above several other worlds within 20
light-years of Qo’noS, the Empire began a crash reactivation
program of the ancient vessels in order to compete with the
vast numbers of ships Starfleet had required to fight its war
against the Romulans.

Between 2150 and the beginning of the Federation-Klingon


War of 2256-57, the Empire shifted from small vessels of
their own design to having a massive fleet consisting of
reactivated Hur’q vessels that comprised over 80% of the

KLINGON STARSHIPS
128
HUR'Q VESSELS IN YOUR GAME
Hur’q vessels are hard to maintain without the may all contain cultural artifacts from worlds that have been cleansed of life,
supply depots that they left behind as they fled or stolen from Qo’noS itself. Clues to mysteries thought long dead for half a
whatever event caused them to abandon their held millennium may suddenly appear from these vessels. During the years in which
worlds near Qo’noS. This means that while these their systems were able to be restored, not all Hur’q vessels were immediately
vessels may be common inside the Empire, they put into operation. There was a “gold rush” of sorts as Klingon Houses searched
rarely range far from its borders, with the largest even unremarkable star systems for Hur’q artifacts or vessels, such as House
excursion of these vessels being the Federation- T’Kuvma’s Sarcophagus ship.
Klingon War of 2256-57. With this in mind, it is quite
easy to include Hur’q vessels in your game ranging Even after their obsolescence, these vessels would still hold sway over the
from the Enterprise era to post-2380s. imagination of Klingons as vessels of fallen gods, many acting like museums of
history as they slowly move between Klingon colony worlds, telling tales of the
Prior to the Empire gaining access to Hur’q great evil that came in these vessels and was defeated. Klingons tend to keep
facilities in the mid-22nd century, these vessels vessels in service for far longer than Starfleet, so it would not be strange to see
are scattered across what would later become a centuries-out-of-date Hur’q vessel equipped with technology no better than
Klingon space and into the Shackleton Expanse. the early 23rd century still plying the trade routes for as long as the engineers
They may not be functioning, but these vessels can keep the engines purring and the gagh alive.

COMMON KLINGON SPECIAL RULES


TALENT – Stealth Systems: Prior to the treaty
found on page 207 of The Klingon Empire core rulebook, except it is more
with the Romulan Star Empire and gaining access
difficult to use, requiring a Control + Engineering task with a Difficulty of 3 rather
to advanced cloaking devices, the Klingon Empire
than 2, and a Power requirement of 5 instead of 3.
used stealth systems based on reverse-engineered
Hur’Q technology left behind on Qo’noS after their
TALENT – Monopole Warp Field: A monopole warp field results from either
departure. These stealth systems include adaptive
tightly packed warp coils or through what is referred to as “warp rings” such as
chromatic plates on the outer hull to blend into
early Vulcan superluminal propulsion. These fields provide excellent straight-
the background in the near infrared to ultraviolet
line warp acceleration, allowing vessels to outrun or escape from pursuers with
wavelengths, thermal buffers and heat sinks
ease. If an enemy wishes to pursue a vessel with this talent, they must spend at
to reduce the emissions in the far infrared, and
least 2 more Power than the vessel with the talent, rather than only one more.
microscale wavelength guides to absorb incoming
If both vessels have this talent, treat it as though it were a normal warp pursuit.
sensor beams and prevent returns. This equipment
Additionally, a vessel with this talent does not need to spend Power to enter warp.
functions in a similar way to the Cloaking Device

CHAPTER 06.20
129
BIRD OF PREY (MID-23RD CENTURY)
–– –

LAUNCH YEAR: 2233 a monopole warp field that required lower power usage than
other designs, freeing up capacity for the vessel’s other
OVERVIEW: What would become the standard bird-of-prey systems, notably its weapons. Unlike many other Klingon
for many of the Great Houses of the Klingon Empire began vessels of the time, the M’Chla utilized phaser cannons
its service life not as a warship, but as a personal vessel for along the ventral and dorsal centerline of the spaceframe
the leader of House YaQ’to. With an eye toward artistic detail that provided a secondary function as heat sinks that could
rather than pragmatic engineering, M’Chla was launched in extend the vessel’s effectiveness while using the installed
2233 to little fanfare from other Houses. What hadn’t been stealth systems. An underslung photon torpedo launcher
counted on was that House YaQ’to would have some of the provides the vessel long-range firepower when the crew is
finest engineers of the Empire work for over a decade on unable to move to closer range. These vessels were only in
every piece of equipment that would go into M’Chla, and the use for a short time as front-line vessels for the Great Houses
attention to detail quickly became apparent after an attempted as it proved difficult to refit the complex laminate warp
assassination by disgruntled House members, who utilized coils. With the rise in power of the Klingon Defense Force
two older birds-of-prey designed in the mid-22nd century. and the lower priority put on House Fleets culturally across
M’Chla flew circles around the attackers while General YaQ’to the Empire, these vessels found little use outside of minor
commanded his vessel in what would become known as the Houses and would continue to be seen in use as personal
“Encirclement of One” strategy at warrior training facilities transports and landing vessels.
across the Empire. By the end of the fight, M’Chla emerged
unscathed and every House clamored for the right to have TRAITS: Klingon Starship, Bird-Of-Prey
access to the next spaceframe of the class to leave House
YaQ’to’s shipyards. SYSTEMS

CAPABILITIES: The M’Chla class utilized a new design of COMMS 06 ENGINES 07 STRUCTURE 07
warp coils installed in its curved wings that consisted of a
laminate structure of alternating layers of tungsten-cobalt COMPUTERS 06 SENSORS 08 WEAPONS 08
alloy and a unique verterium cortenide with micron-sized
pollucite crystals embedded within. This gave the spaceframe DEPARTMENTS

COMMAND – SECURITY 02 SCIENCE –

CONN 01 ENGINEERING – MEDICINE –

SCALE: 3

ATTACKS:
§ Phaser Cannons
§ Photon Torpedoes
§ Tractor Beam (Strength 2)

TALENTS:
§ Monopole Warp Field
§ Stealth Systems

KLINGON STARSHIPS
130
QUGH-CLASS DESTROYER
– ––

LAUNCH YEAR: 2130 Few Great Houses performed refits of this class as newer
technology became available after the development of the
OVERVIEW: After the Hur’q were defeated in the Qo’noS D7 battlecruiser overshadowed the Qugh’s capabilities. One
system in Earth’s 14th century, many pieces of technology notable exception was House Galok’s radical departure from
used by the occupiers were left behind. When the homeworld the spaceframe’s usual use by converting them into effective
was able to develop its own rudimentary spaceflight in the long-range explorers and refitting the computer systems on
early 20th century, one of the first destinations was the Hur’q board with duotronic devices specialized in manufacturing.
shipyards in high orbit above Qo’noS and Praxis. Dozens
of spaceframes had been left untouched, and scientists TRAITS: Klingon Starship, Hur'q Starship
from across Qo’noS began work on reverse-engineering the
technology. While the Empire developed its own warp drive SYSTEMS
by the turn of the 21st century, fully understanding all of
the devices and systems on the abandoned Hur’q vessels COMMS 04 ENGINES 07 STRUCTURE 06
took much longer. It wasn’t until 2130 when the first Hur’q
spaceframe was fully operational. The new vessel was dubbed COMPUTERS 04 SENSORS 05 WEAPONS 06
the Qugh class, and first saw service to the Chancellor of
the Empire before new spaceframes were awarded to loyal DEPARTMENTS
leaders of Great Houses.

COMMAND – SECURITY 01 SCIENCE –


Incredibly ornate, the Hur’q spaceframes of the Qugh class
stood in stark contrast to designs built from the ground up
CONN 01 ENGINEERING 01 MEDICINE –
by Klingon engineers. These spaceframes, along with other
salvaged Hur’q vessels, briefly dominated the navies of the
Great Houses before the production and quality of native SCALE: 3
designs rose above those of the ancient Hur’q ships. The
Qugh class saw extended service through the mid-23rd ATTACKS:
century, but advancements in technology and construction § Disruptor Cannons
techniques meant that by 2260 even the greatest of § Photon Torpedoes
Hur’q vessels were outperformed by newly-constructed § Tractor Beam (Strength 2)
spaceframes. Many Qugh-class ships can still be seen
across the Empire as monuments of the ancient evil that once TALENTS:
oppressed the Klingon people. § Secondary Reactors
§ Stealth Systems
CAPABILITIES: It is unknown what the Hur’q originally
intended for the Qugh class beyond whispers passed through
the generations from the survivors of the work camps serving
the Hur’q engineers. Most agree that the vessels were to be
used either as the Empire would use battlecruisers today, or
as orbital terror weapons. While being readied for use by the
Empire it was found that the weapon systems that the Hur’q
were intending to install were not yet in the ship yards, but
the spaceframes’ massive dual fusion chain reactors that
would power the weapon were in place. Unable to see a
way to remove these reactors without compromising
the spaceframe’s structural integrity, engineers
decided to leave the reactors in place and
tie them directly into the vessel’s disruptor
cannons. The extra energy output
of the disruptor systems provided
devastating effects at close range.

CHAPTER 06.20
131
,
DASPU -CLASS ESCORT
–––

LAUNCH YEAR: 2175 source of fresh food and recreational sport. When the Empire
was able to reverse engineer and manufacture Hur’q stealth
OVERVIEW: When Commander Balar came across a Hur’q systems, these vessels were retrofitted to include them at the
deep space transit station in 2172 and discovered eighteen expense of the large shuttlebay facilities, limiting the vessel
spaceframes drifting and radioactive nearby, she would to having only three small shuttles or fighters capable of
initially be skeptical of their use. While fully functional, the being at ready launch status.
interior spaces were littered with corpses of Hur’q that
had seemingly killed themselves and attempted to destroy The name of the ship refers to the long spike protruding
these vessels along with them. Wreckage of dozens of other from the forward section of the vessel along its centerline.
vessels nearby spoke to the successes of the madness This spike is a series of warp field stabilizers to assist the
aboard those ships. Many of House Balar would also monopole warp field in remaining stable at the vessel’s
consider these vessels as ships of evil after it was discovered cruising speed of warp 4. These slow speeds meant the
that the surviving holds contained long-dead Klingons vessel was rarely used by the warriors of House Balar as
taken from Qo’noS and used for sport and food stocks. an attack ship, but the vessel was still heavily armed for its
Commander Balar wasn’t able to convince her warriors volume, with both disruptor banks positioned around the
of their use, but she was able to use what she called the circumference of the cylindrical vessel and high-powered
DaSpu’-class escorts to quickly grow her House’s merchant phaser cannons positioned fore and aft. Long-range
marine force and become one of the greatest threats to the firepower was provided by a tightly integrated Hur’q photon
expansion of the Federation toward the Empire in the early torpedo launcher in the fore of the vessel. Commanding
decades of the 23rd century. officers would rarely use these weapons, as manufacturing
the Hur’q torpedoes was difficult and supplies were limited
With the rise in power of House Balar to a Great House, to that which House Balar could discover.
mainly due to the utilization of their founders’ discovery,
DaSpu’-class vessels would be at the core of many Klingon TRAITS: Klingon Starship, Hur'q Starship, Targ Pit
merchant flotillas, both to protect the more lightly armed
vessels and to transport the most valuable goods inside of its SYSTEMS
own holds. These vessels would continue in service to House
Balar and its aligned Houses until the 2260s, when advances COMMS 06 ENGINES 05 STRUCTURE 07
in starship construction meant the DaSpu’ class became
more difficult to maintain than newer designs. COMPUTERS 05 SENSORS 06 WEAPONS 07

CAPABILITIES: The DaSpu’ class was originally intended DEPARTMENTS


as a cargo vessel to haul slave labor and to serve as mobile
larders for the Hur’q, and as such these vessels had large
COMMAND – SECURITY 01 SCIENCE –
shuttlecraft facilities that made them desired for merchant
marine duty in regions currently being annexed by the
CONN 01 ENGINEERING 01 MEDICINE –
Empire. The former slave holding areas were easily converted
into use as targ pits, giving the crew of this class an excellent
SCALE: 3

ATTACKS:
§ Disruptor Banks
§ Phaser Cannons
§ Photon Torpedoes
§ Tractor Beam (Strength 2)

TALENTS:
§ Monopole Warp Field
§ Stealth Systems (Extensive Shuttlebays prior to 2245)

KLINGON STARSHIPS
132
QOJ-CLASS DREADNOUGHT
– ––

LAUNCH YEAR: 2225 SYSTEMS

OVERVIEW: The most important discovery in the legacy of the COMMS 08 ENGINES 06 STRUCTURE 08
Hur’q was the Qoj-class dreadnaughts. The memory of these
vessels being used against Qo’noS had long become legend COMPUTERS 06 SENSORS 07 WEAPONS 08
until 2218 when the first of these massive vessels was found
derelict in deep space 60 light years rimward of the No’Mat DEPARTMENTS
system. While the vessel was towed to Qo’noS and began to
be brought into active service, what little information was left in
COMMAND 01 SECURITY 01 SCIENCE –
the ship’s computer core was deciphered, giving the location
of four other Qoj-class vessels. The Chancellor kept the first
CONN 01 ENGINEERING – MEDICINE –
vessel for himself and the Empire before hosting combat trials
between the Great Houses to determine which of them could
lay claim to the others. As each of the spaceframes recovered SCALE: 5
were in varying states of disrepair and damage suffered from
fighting an unknown enemy, the result was each Great House ATTACKS:
having a vessel that looked quite different from the others. § Disruptor Banks
§ Phaser Cannons
The over two thousand warriors and engineers needed to § Photon Torpedoes
operate these vessels – and the colossal amount of support § Tractor Beam (Strength 4)
needed for them to operate – meant these ships were used
sparingly, but to great effect. All of the operational Qoj class TALENTS:
ships would be used against the Federation during the § Command Ship
brief war of 2256-57. These vessels would quickly become § Ablative Armor
obsolete with the introduction of the D7 battlecruiser, § Stealth Systems
and most of them were relegated to operating as orbital
bombardment platforms by the end of the 2260s.

CAPABILITIES: The thick hull plates consisted of layered


duranium and titanium/carbonate nanoweave with integrated
high-temperature superconducting filaments, providing some
of the stronger armor found in the Empire until later in the 23rd
century. A thinner layer of this armor made up the inner hull
as well as the primary bulkheads and structural members of
the vessel. Primary power was produced by a single matter/
antimatter warp core capable of providing enough plasma to
the vessel’s Hur’q warp coils for a maximum sustained speed
of warp 5 and short bursts of warp 5.9, though commanding
officers would rarely place such a strain of the engines as
replacement of the coils depended on salvage
from other Hur’q wrecks. The original
Hur’q disruptor banks used for orbital
bombardment were kept in place, and
each House’s Qoj would be outfitted
with its own emplacements of phaser
cannons and photon torpedo launchers.

TRAITS: Klingon Starship, Hur'q Starship

CHAPTER 06.20
133
BATLH-CLASS ESCORT
–––

LAUNCH YEAR: 2203 forwardmost section of these pontoons was a domelike hull
section that contained easily replaceable equipment that
OVERVIEW: The Batlh-class escort began as an experiment was mission specific for each vessel. Sublight propulsion
by House D’Ghor in utilizing the engineering teams from the was provided by three separate impulse engines, one at
Wrastili Space Program, a defunct exploration organization the aft of each pontoon and one larger drive centered at the
from a world recently conquered by House D’Ghor. The Wrastili aft of the primary hull. Little priority was placed on these
were an interplanetary-capable species that were on the verge impulse drives as escort duty often meant sublight speeds
of discovering warp travel, and the decades leading up to the were limited to the slow accelerations transport vessels
invasion by the Empire saw a proliferation of spacecraft design were capable of providing. Weapon systems were limited on
and innovation. As reliance on salvaged Hur’q vessels from the class as House D’Ghor didn’t want the Wrastili to have
across the expanding Empire was lowering the development access to large numbers of disruptors or torpedoes. Each
rate of technologies and ideas on Qo’noS, perhaps a new set Batlh-class vessel was equipped with a series of disruptor
of innovations could stem from the Wrastili. Batlh class escorts banks and a single photon torpedo launcher on the ventral
would resemble older Wrastili interplanetary vessels, but utilize primary hull.
highly modular components that made them extremely useful to
the fleets of the Great Houses. The few modifications that were undertaken during its service
career were mainly in its impulse drive reactors to give
House D’Ghor used the vessels to push the boundaries them greater sublight acceleration, and the addition of extra
of the Empire outward, using this vessel as both a ship dedicated power generators for the disruptor banks.
of exploration and to escort transports into newly settled
systems. By the time of the war with the Federation, the Batlh TRAIT: Klingon Starship
class hadn’t spread beyond being used by House D’Ghor
and allied minor Houses. As House D’Ghor used these SYSTEMS
vessels heavily in scouting Federation star systems, the class
suffered heavy losses. House D’Ghor considered the Batlh COMMS 07 ENGINES 06 STRUCTURE 07
class a success even while retiring the few remaining vessels
from service in 2268. COMPUTERS 07 SENSORS 07 WEAPONS 06

CAPABILITIES: The vessel consisted of a single elongated DEPARTMENTS


primary hull flanked by secondary pontoon-like hull sections
on its port and starboard side. The pontoons contained
COMMAND – SECURITY 01 SCIENCE 01
various support equipment including waste reclamation,
environmental systems, and the vessel’s warp coils. The
CONN – ENGINEERING 01 MEDICINE –

SCALE: 4

ATTACKS:
§ Disruptor Banks
§ Photon Torpedoes
§ Tractor Beam (Strength 3)

TALENTS:
§ Ablative Armor
§ Stealth Systems
§ Fast Targeting Systems

KLINGON STARSHIPS
134
CHARGH / JACH-CLASS BATTLECRUISER
– ––

LAUNCH YEAR: 2203 shipyards able to manufacture the spaceframe were converted
to construct the new D7 battlecruiser.
OVERVIEW: As the Empire grew more dependent on salvaged
Hur’q designs, technological development slowed. The TRAIT: Klingon Starship
Chancellor and High Council were shocked to learn of an
entirely new form of computing developed by the Human SYSTEMS
Doctor Daystrom called duotronics. Utilizing Klingons
suffering from the Augment Virus so they could blend into the COMMS 06 ENGINES 07 STRUCTURE 06
population of Earth, the Empire was able to gain examples of
these new computers. Once back in the Empire it was found COMPUTERS 07 SENSORS 06 WEAPONS 08
that the new computer systems, while able to be replicated
and improved upon, were incompatible with Hur’q systems. A DEPARTMENTS
new starship would need to be constructed to utilize the leap
forward that duotronics provided. The Chancellor tasked the
COMMAND – SECURITY 02 SCIENCE –
Imperial shipyards above Qo’noS to begin production of what
would become known as the Chargh-class battlecruiser. The
CONN – ENGINEERING 01 MEDICINE –
first of the spaceframes left its drydock in 2250, and a variant
called the jach-class launched soon after in 2252 – the first
spaceframe produced by a then-minor House, K’t’inga. SCALE: 4

Few of these vessels were constructed before the conflict ATTACKS:


with the Federation in 2256, but the lessons learned from § Disruptor Banks
integrating and improving the duotronic computer systems § Photon Torpedoes
would be used to great effect in the later design of the D7 and § Tractor Beam (Strength 3)
K’t’inga class battlecruisers. Serving as a stopgap, the Chargh
class would be quickly replaced by D7s by the late 2260s. TALENTS:
§ Stealth Systems
CAPABILITIES: As the Chargh class was constructed to § Redundant System: Computers
utilize the newest in computing technologies available in the § Fast Targeting Systems
Empire, the duotronic systems at the core of the spaceframe
were robust. On either side of the vessel’s centerline were
two redundant duotronic computer cores. At any given
time, one of the cores would perform a full diagnostic of all
connected systems as well as the other core, gathering data
on operations and any coding difficulties. In emergencies,
both cores could be switched to active processing, giving
the Chargh-class the capability of processing large quantities
of incoming sensor data to feed through the vessel’s
numerous weapon systems’ targeting computers.
While each disruptor bank spread across the
vessel was still manned by three warrior
crews, the duotronic systems were
able to provide highly accurate and
even predictive targeting solutions.

The utility of duotronic computer systems convinced


the last traditionalists in the Empire’s computer
design and coding bureaus to begin converting all of
the Empire’s starships to the new system. This would also
spell the death knell for salvaged Hur’q spaceframes, as the
new systems were entirely incompatible with any remaining
systems. Few of these vessels were constructed before the

CHAPTER 06.20
135
,
NA QJEJ-CLASS CLEAVE SHIP
–––

LAUNCH YEAR: 2185 General HuH’gat ruined the finances of his House by
building five of the great Na’Qjej-class ramships, with only
OVERVIEW: In the decades after the formation of the one surviving the Federation-Klingon War of 2256–57.
Federation and its rapid expansion toward territory claimed
by the Empire, strategists on Qo’noS became increasingly CAPABILITIES: As the primary purpose of the Na’Qjej class
concerned about the large starbases that were being was to throw itself at Federation installations and command
constructed in newly settled systems. While battle simulations vessels, the majority of the effort in designing the vessel
showed that attacks against such starbases would be centered on its hull. The ship’s external hull was covered in six
successful, there were concerns that the losses of starships separate layers of duranium, titanium, and carbon nanoweave,
and skilled warriors would put any large-scale operation enough to construct squadrons of battlecruisers. This was
in danger of stalling after taking just a few important star mounted on a network of solid duranium beams that then had
systems. One solution was considered too outlandish for the three more layers of the same hull material acting as the inner
Klingon Defense Force, but not for the members of House hull before the meter-and-a-half thick structural members of
HuH’gat. In attempting to rise in the ranks of the minor Houses the vessel could be reached. While this made the vessel and
of the Empire, House HuH’gat decided to build a starship that its blade-like ventral section incredibly durable and resistant
would sweep a Federation starbase from the skies in the way to weapons fire, the sheer mass of the armor and structure
Kahless swept his enemies from Qo’noS. The result was the made the vessel ponderous in both warp and sublight speeds.
colossal Na’Qjej-class Cleave Ship. Once on its way, little could stop the spaceframe from
reaching where it had aimed and destroying itself as its target’s
The massive ship was designed to look like a blade. The antimatter containment failed, or its own did.
initial demonstration in the Epsilon 16 system rimward of
Qo’noS was meant to showcase the spaceframe’s capability TRAITS: Klingon Starship, Doomed
at ramming. The unnamed vessel took aim at a captured
Daedalus-class cruiser and engaged full impulse. The SYSTEMS
resulting explosion vaporized the target as well as the Cleave
Ship except for fragments of the reinforced external hull. COMMS 06 ENGINES 06 STRUCTURE 09

COMPUTERS 05 SENSORS 06 WEAPONS 07

DEPARTMENTS

COMMAND – SECURITY – SCIENCE –

CONN 02 ENGINEERING 01 MEDICINE –

SCALE: 5

ATTACKS:
§ Disruptor Banks
§ Disruptor Cannons

TALENTS:
§ Stealth Systems
§ Ablative Armor
§ Improved Hull Integrity (x2)

KLINGON STARSHIPS
136
,
ETLH-CLASS ASSAULT SHIP
–––

LAUNCH YEAR: 2185 century with multiple photon torpedo launchers added to
provide orbital support to ground troops.
OVERVIEW: With the expansion of the Empire proceeding
quickly in most areas, the places where the Great Houses TRAIT: Klingon Starship
were slow to conquer and quell the populations stood
out. Many of these worlds had rebellious populations near SYSTEMS
strategically important resources, taking orbital bombardment
off the planning room table. The leader of a minor House, COMMS 06 ENGINES 06 STRUCTURE 08
Colonel Kanta’Q, proposed that he begin a crash construction
program that would build dedicated troop transport vessels COMPUTERS 06 SENSORS 07 WEAPONS 06
capable of moving divisions of ground troops. Of course, the
warriors of his House would be the first to utilize such vessels DEPARTMENTS
for the glory of the Empire, but the other Great Houses felt that
the boastful and proud Colonel Kanta’Q would fail in his new
COMMAND 01 SECURITY 01 SCIENCE –
hobby of ship-building. He did not.

CONN – ENGINEERING – MEDICINE 01


The ’Etlh-class was purpose-built for invasions of inhabited
planets, and each system was designed for easy use by
soldiers and marines rather than typical Klingon Defense SCALE: 4
Force personnel. The success of Colonel Kanta’Q was
short lived, though his creation would see use in the brief ATTACKS:
Federation Klingon War of 2256–57. It fell out of favor with § Disruptor Banks
the Great Houses soon after the cessation of hostilities and § Photon Torpedoes
would be relegated to the merchant marine fleet to support § Tractor Beam (Strength 3)
ground troops after landing. The class was never officially
retired from service, with the last member of the class left TALENTS:
unable to launch from the surface of Ericali Secondus in 2304 § Advanced Medical Ward
after suffering from catastrophic fusion reactor overloads. § Extensive Shuttlebays
§ Improved Hull Integrity
CAPABILITIES: As a troop carrier, the ’Elth-class assault
ship was designed with multiple dedicated barracks
for nearly 1,000 warriors trained in ground assault and
boarding actions. The barracks themselves are located in
two distinct areas down the port and starboard sides of
the vessel on deck 11, with each section of fifty troopers
divided by a double-reinforced duranium bulkhead along
with the centerline of the vessel also having this double-
reinforced bulkhead with no connections between the two
sides of the vessel except near the command area. This
isolated structure of the vessel allowed half the vessel to
be almost entirely destroyed and still land hundreds of
troops on a planet’s surface and continue operations. Each
side of the vessel had a small medical ward, but during
combat operations each of these wards could be expanded
by removing separating bulkheads from the vessel’s two
adjacent shuttlebays, turning them each into massive triage
centers for returning troops. As many of the class’s systems
were designed from scratch and were not compatible
with duotronic upgrades or reverse-engineered Hur’q
equipment, the vessel saw few upgrades in the decades
after its launch. House Kanta’Q would attempt to improve
the weapons capabilities of the vessel after the turn of the

CHAPTER 06.20
137
BORTAS BIR-CLASS BATTLECRUISER
–––

LAUNCH YEAR: 2235 the eight separate gunnery stations controlling the energy
weapon emplacements across the outer hull. Two of these
OVERVIEW: The success of the Qoj-class dreadnaughts gunnery stations were merely relays to gun teams manning
and the awe that they inspired would stir the imaginations of the massive disruptor cannons mounted at the fore of the
engineers and salvage teams sifting through the star systems spaceframe’s warp nacelles. Each of these disruptor gun
of the spinward portions of the Empire for more abandoned teams also had a specialist sensor operator assigned that
Hur’q vessels or new ways to improve what had already been crewed the high-powered multiband subspace targeting
found. In the decades since the first successful salvaging system that drew power directly from the vessel’s warp
and reactivation of Hur’q vessels, dozens of wrecks had been plasma system. Data from these two systems were analyzed
discovered that had been completely stripped of anything by a dedicated computer system that allowed the vessel’s
of value by unknown spacefaring civilizations. Eight of these weapons to lock onto targets quickly and accurately even at
wrecks closely resembled the profile of the impressive Qoj, high sublight velocities. To confuse Starfleet science officers
and within a year of those vessels coming into service, two further than just the similar sensor silhouette to the Qoj class,
minor Houses had scavenged and constructed enough BortaS bir spaceframes utilized the same sublight propulsion
equipment to begin working on a companion spaceframe to systems as the dreadnaught, giving energy output readings
the dreadnaught, the BortaS bir class. similar enough to confuse most without the use of the
integrated Hur’q stealth systems. As the BortaS bir class had
These new vessels would rarely stray far from their larger a much smaller mass, this extra engine power was siphoned
sister vessels, acting as escorts. During the initial battles of off to multiple ion-exhaust ports across the vessel, giving the
the Federation-Klingon War of 2256–57, these vessels were spaceframe incredible maneuverability.
often mistaken for their larger kin by Starfleet personnel,
making analysts overestimate the numbers of dreadnaughts TRAITS: Klingon Starship, Hur'q Starship
currently in service to the KDF. Like all Hur’q-derived designs,
these vessels were unable to achieve long-term use in the SYSTEMS
Empire due to the technology being incompatible with newly
stolen duotronic systems. The last of these vessels perished COMMS 06 ENGINES 07 STRUCTURE 08
in 2258 during an engagement with a sizable Federation
drone force, each having destroyed more than five times their COMPUTERS 07 SENSORS 07 WEAPONS 08
mass in mindless automated fighter craft.
DEPARTMENTS
CAPABILITIES: The BortaS bir class was meant to act as
a consort to the majestic Qoj class, and as such was not
COMMAND – SECURITY 01 SCIENCE –
designed for leading a battle fleet itself. The command
bridge itself was little more than an area where the
CONN 02 ENGINEERING – MEDICINE –
commanding officer could direct the weapons fire from

SCALE: 4

ATTACKS:
§ Disruptor Cannons
§ Disruptor Banks
§ Phaser Banks
§ Tractor Beam (Strength 3)

TALENTS:
§ Stealth Systems
§ Fast Targeting Systems
§ Improved Reaction Control Systems

KLINGON STARSHIPS
138
SECH-CLASS FAST FRIGATE
–––

LAUNCH YEAR: 2231 than 7.4 and with a peak velocity of 7.6. Over the following
decades, these vessels continued to be used and had their
OVERVIEW: By 2225, the Chancellor knew that the number warp coils and power planets refit and replaced, continuing
of unsalvaged Hur’q wrecks and unfinished spaceframes to keep these vessels at the top end of ships used by the
scattered across the reaches of the Empire was getting low. Empire in terms of raw warp velocities.
Few Houses were building spaceframes that were entirely
of Klingon design, and while the Hur’q vessels were far TRAIT: Klingon Starship
more powerful than what had been produced in the past
century, the Chancellor felt that something had been lost in SYSTEMS
the spirit of the Klingon people from knowing that they were
using the weapons of their foes rather than forging their own COMMS 07 ENGINES 08 STRUCTURE 07
blades. Speaking with the leader of House SaQ’tin about
this problem, a solution was devised where SaQ’tin (with the COMPUTERS 07 SENSORS 07 WEAPONS 07
assistance of a fledgling House K’t’inga) would begin to build
a new class of battleship entirely of Klingon design. Practical DEPARTMENTS
issues arose during the design, and while the majority of the
class would be Klingon, it still utilized the style and stealth
COMMAND – SECURITY 01 SCIENCE –
system of the Hur’q.

CONN 02 ENGINEERING – MEDICINE –


This spaceframe would see use across the Empire, but most
often on its spinward reaches toward the Shackleton Expanse
as those regions were often far distant and took other vessels SCALE: 4
significantly more time to reach. This class would be one of a
very few from this era that would continue to see use far after ATTACKS:
the advent of duotronic computer systems, as the only piece § Disruptor Cannons
of Hur’q technology was easily removed and replaced with § Photon Torpedoes
Romulan-devised cloaking devices. By the 2260s, this vessel § Tractor Beam (Strength 3)
was relegated to use by minor Houses and honored subjects
of the Empire as couriers and fast response vessels. TALENTS:
§ Stealth Systems
CAPABILITIES: While the outer hull resembled Hur’q § Improved Warp Drive
designs, and it included Klingon-manufactured Hur’q stealth
systems, the Sech class was otherwise entirely of Klingon
origin and meant to showcase the engineering prowess
of House SaQ’tin. Like birds-of-prey, this class of vessel
included warp field repeaters and small coils across its inner
hull to assist the primary warp coils in the nacelles in forming
and maintaining a stable warp field. These two nacelles were
powered by a pair of smaller matter/anti-matter warp cores
that could operate far below peak output during normal
operations, giving this vessel a sustained warp cruising
velocity of 6.2, faster than even a Constitution-class vessel
launched over 10 years later. Above this speed, power draw
increased quickly, making its emergency speeds little more

CHAPTER 06.20
139
SARCOPHAGUS SHIP
–––

LAUNCH YEAR: Unknown systems to allow the vessel to reach decent warp speeds
and sublight acceleration, but also added weapon systems
OVERVIEW: The largest Hur’q vessel ever discovered scavenged from across the Empire and from the wrecks of
remaining in the region of the Klingon Empire, what Starfleet vessels.
became known as the Sarcophagus Ship took generations
of dedicated repair by House T’Kuvma to bring it to life. TRAITS: Klingon Starship, Hur'q Starship
While details of the vessel’s original purpose aren’t clear,
some records found in the wreckage of the vessel in 2283 SYSTEMS
suggested that the Hur’q may have used it for terraforming
or for the biological seeding of Hur’q genetic material.
COMMS 07 ENGINES 08 STRUCTURE 10
Contradicting that claim are ancient tales from Qo’noS that
mention a vessel “made of glass” that could disappear in
COMPUTERS 05 SENSORS 06 WEAPONS 08
front of Klingon astronomers observing the vessel and led the
initial invasion of Qo’noS. The vessel was destroyed in 2257
while under the command of Kol of the House of Kor. DEPARTMENTS

CAPABILITIES: The original capabilities of the Sarcophagus COMMAND 03 SECURITY 02 SCIENCE 03


ship aren’t fully known. The external hull had the same
Hur’q stealth coatings as other vessels, with thin shutters CONN 02 ENGINEERING 03 MEDICINE 02
and layers of film coating the crystal-like windows covering
much of its surface that helped conceal even the light from
SCALE: 6 RESISTANCE: 9
the interior spaces. The hull was further reinforced with
POWER: 13 SHIELDS: 12
thousands of caskets made of the force-grown crystals that
contained the dead of House T’Kuvma and its allied families.
ATTACKS:
The vessel was also warp capable, but both sublight and
§ Phaser Cannons (Energy, Close, 10A, Versatile 2)
warp propulsion had been entirely destroyed in the crash
§ Disruptor Cannons (Energy, Close, 10A, Vicious 1)
that killed its original crew. Beginning with the repairs after its
§ Disruptor Banks (Energy, Medium, 9A, Vicious 1)
rediscovery, House T’Kuvma not only repaired the propulsion
§ Photon Torpedoes (Torpedo, Long, 5A, High Yield)
§ Tractor Beam (Strength 5)

TALENTS:
§ Ablative Armor
§ Command Ship
§ Improved Hull Integrity
§ Rugged Design
§ Secondary Reactors
§ Stealth Systems (Use Special Rules from Klingon sidebar
on page 129)

KLINGON STARSHIPS
140
CHAPTER 06.30

STARSHIPS AND VESSELS

OTHER STARSHIPS
“I’ll figure out a way to close the wormhole once she gets here. The graviton beams on our ship should be powerful enough.”

- CAPTAIN LELAND

STEALTH SHIP
–––

LAUNCH YEAR: Unknown TRAITS: Federation Starship, Section 31 Starship

OVERVIEW: The advent of duotronic computers didn’t only SYSTEMS


revolutionize scientific exploration and begin a new era of
discovery for Starfleet; the intelligence applications of these
COMMS 08 ENGINES 06 STRUCTURE 06
powerful computers were quickly realized by both Starfleet
Intelligence and Section 31. It was Starfleet Intelligence
COMPUTERS 08 SENSORS 09 WEAPONS 06
who began to design a new intelligence-gathering corvette
utilizing these new computer networks, and Section 31
picked up the design during its initial phases and began DEPARTMENTS
constructing identical spaceframes at secret locations across
the core sectors of the Federation. Starfleet Intelligence COMMAND – SECURITY – SCIENCE 03
would call the vessels the Turing-class. Section 31 rejected
the name and only referred to them as stealth ships, making CONN – ENGINEERING – MEDICINE –
them distinct from the other intelligence agency.

SCALE: 3
CAPABILITIES: The stealth ship is a sleek and angular vessel
capable of active adaptation of its outer hull coloration,
ATTACKS:
polarization, and emissions to mimic the background levels
§ Phaser Banks
of the surrounding space in a similar way to the common
§ Photon Torpedoes
Klingon stealth systems of the time. Inside, a crew of
§ Tractor Beam (Strength 2)
between 20 and 40 intelligence officers and analysts would
use the highly advanced sensors to gather huge swaths of
TALENTS:
information from near the Klingon and Romulan borders,
§ Electronic Warfare
process the data on site, and transmit the findings back to
Systems
Starfleet Intelligence (or Section 31 headquarters) in near real
§ Stealth Systems (Use
time. This was made possible by two duotronic computer
Special Rules from Klingon
cores that worked together to provide separate conclusions
sidebar on page 129)
based on the same data to allow for discrepancies in
§ Note: May only use the
user input. Most of these vessels were destroyed during
Technical Testbed or the
the Federation-Klingon War of 2256–57, and the few
Pathfinder and
that remained in operation did so in service to Starfleet
Reconnaissance
Intelligence. They would continue in service until the mid-
Operations Mission
24th century before being retired for newer intelligence
Profiles
corvettes based on Danube-class spaceframes.

CHAPTER 06.30
141
NIMROD/HOU YI-CLASS STRIKE CRUISER
–– –

LAUNCH YEAR: 2250 TRAITS: Federation Starship, Section 31 Starship

OVERVIEW: The need for a rapid response intelligence SYSTEMS


vessel capable of moving quickly between sectors was
something that Starfleet Intelligence felt was needed to
COMMS 07 ENGINES 08 STRUCTURE 07
better utilize intelligence assets scattered across the ever-
expanding region of the Klingon border. Section 31 became
COMPUTERS 07 SENSORS 07 WEAPONS 08
aware of the spaceframe design and began to make
changes for their own use. The end results were two very
similar but different classes of starship, the Nimrod-class DEPARTMENTS
constructed by Starfleet Intelligence, and the Hou Yi-class
developed by Section 31. COMMAND – SECURITY 01 SCIENCE 01

CAPABILITIES: There are minor size differences between the CONN – ENGINEERING 01 MEDICINE –
two classes. The nacelles of the Hou Yi are mounted upon
the saucer, and has no secondary hull, while the Nimrod’s
SCALE: 3
nacelles are mounted upon a small secondary hull aft of the
saucer, increasing the overall length, and its “belly” is more
ATTACKS:
pronounced. Both utilize four warp nacelles that allow the
§ Phaser Banks
vessel to alternate use of the coils in each to maintain high
§ Photon Torpedoes
warp velocities for extended periods. Low subspace sensor
§ Tractor Beam (Strength 2)
profiles can also be achieved by running each of the four
nacelles at the same time while maintaining warp velocities
TALENTS:
below warp factor 4. Each vessel is equipped with dorsal and
§ Electronic Warfare Systems
ventral phaser banks, plus a forward-mounted photon torpedo
§ Improved Warp Drive
launcher (typically armed with probes), but the Section 31
§ Note: The Tactical Operations Mission Profile adds
Hou Yi has the addition of a rollbar that contains additional
the rollbar to the class and functionally makes it the
forward- and rear-facing torpedo launchers that allow for a
Hou Yi class.
more extensive use of force. The vast majority of these vessels
were destroyed during the brief war with the Klingon Empire
in 2256-57, with the few Nimrod-class variants being used to
monitor the Tholian Assembly until the 2290s.

OTHER STARSHIPS
142
SHIVA CLASS (CLASSIFIED)
–––

LAUNCH YEAR: 2253 SYSTEMS

OVERVIEW: Stemming from the development of the COMMS 09 ENGINES 07 STRUCTURE 06


Constitution and Miranda-class spaceframes, the Shiva
class was intended by Starfleet to serve as a dedicated COMPUTERS 09 SENSORS 07 WEAPONS 07
command vessel for any fleets put together to oppose the
Klingon Empire in a pre-emptive assault toward Qo’noS. DEPARTMENTS
In a similar manner to the Miranda’s original design being
shelved, the Shiva-class was also stopped when peace was
COMMAND 01 SECURITY – SCIENCE –
looking more likely before the disastrous Federation-Klingon
War of 2256–57. Seeing the discarded design almost being
CONN 01 ENGINEERING 01 MEDICINE –
complete, engineers of Section 31 took the schematics
and continued developing the spaceframe, constructing
six of them at their secret fleet yards. Only one was lost SCALE: 4
during the conflict to hostile forces, and the remaining five
would continue to become command ships for Control in ATTACKS:
its sizable drone force in 2258, their crews consumed by § Phaser Banks
the rogue AI. Each of these vessels were destroyed at the § Photon Torpedoes
hands of Klingon and Starfleet forces. § Tractor Beam (Strength 3)

CAPABILITIES: The Shiva class was meant as a command TALENTS:


and control vessel, and as such had three separate duotronic § Command Ship
computer cores, one below the main bridge, and one for each § Electronic Warfare Systems
of the two primary impulse drive reactors. The original intent § Extensive Shuttle Bay
for the vessel’s hangar deck was to use shuttles for life pod
recovery after battles, but Control repurposed these facilities
into drone storage, launch, and retrieval.

TRAIT: Section 31 Starship

CHAPTER 06.30
143
,
CONTROL DRONE BA UL FIGHTER
–– – –––

LAUNCH YEAR: 2257 LAUNCH YEAR: 2255

OVERVIEW: Based on the Type-F shuttlecraft, the uncrewed OVERVIEW: As the Federation expanded its borders closer
drone fighters that Control designed to be used in its assault to the Ba’ul homeworld, the Ba’ul military council suggested
on Starfleet forces were advanced for autonomous vehicles, a significant change from previous spacecraft production
but were limited in their capabilities. policy, to focus on quantity over quality. The argument lay in
that the Federation had multiple industrialized worlds with
TRAITS: Control Drone, Small Craft dozens of major shipyards, with new member worlds entering
almost every month. The large sentry ships that were already
SYSTEMS in use were well-suited for defending the homeworld itself,
but to patrol and respond to threats anywhere in the system,
a small fighter craft designed to respond quickly was needed.
COMMS 05 ENGINES 03 STRUCTURE 02
CAPABILITIES: Upgrading the weapon system to disruptors
COMPUTERS 05 SENSORS 02 WEAPONS 03
was based on Klingon designs acquired through merchants.
The major difference between the older design and the new
DEPARTMENTS is the addition of a high-capacity dilithium battery capable of
powering the fighter’s four warp coils for low warp velocity
COMMAND – SECURITY – SCIENCE – flights. The battery could be recharged slowly off the fighter’s
primary fusion power plant, and, in an emergency, from a
CONN – ENGINEERING – MEDICINE – deployable solar sail. While intended for intrasystem use only,
the fighter was used in short range interstellar engagements
against Control in 2258.
SCALE: 1 RESISTANCE: 1
POWER: 2 SHIELDS: 1
TRAITS: Ba'ul Vessel, Small Craft

ATTACK:
§ Phaser Cannon SYSTEMS

TALENT: COMMS 03 ENGINES 05 STRUCTURE 03


§ Electronic Warfare Systems
COMPUTERS 04 SENSORS 04 WEAPONS 03

DEPARTMENTS

COMMAND – SECURITY 01 SCIENCE –

CONN 01 ENGINEERING – MEDICINE –

SCALE: 1 RESISTANCE: 1
POWER: 3 SHIELDS: 1

ATTACK:
§ Disruptor Cannon (Energy, Close, 4A, Vicious 1)

TALENT:
§ Improved Warp Drive

OTHER STARSHIPS
144
I.S.S CHARON
–– –

LAUNCH YEAR: 2255 SYSTEMS

OVERVIEW: During the conquest of Terra in 2156 by COMMS 07 ENGINES 07 STRUCTURE 09


Empress Hoshi Sato, I.S.S. Defiant became the flagship of
the Terran Empire. Over a century and multiple Emperors of COMPUTERS 06 SENSORS 06 WEAPONS 09
the Terran Empire, the systems of Defiant were upgraded as
weapons technology was reverse engineered. By the mid- DEPARTMENTS
23rd century, Defiant was beginning to be more effort than it
was worth to maintain. While the vessel was still more than
COMMAND 04 SECURITY 03 SCIENCE 02
capable of subjugating worlds and destroying whole fleets
of rebelling slave races, Empress Georgiou demanded a new
CONN 01 ENGINEERING 03 MEDICINE 02
vessel be constructed that would strike fear into the hearts of
Terrans and aliens alike.
SCALE: 6 RESISTANCE: 6
CAPABILITIES: I.S.S. Charon utilized multiple new POWER: 12 SHIELDS: 17
experimental systems in its design to ensure its usefulness
for decades after its launch. The vessel’s central computer ATTACKS:
was the first improvement to the duotronic computer system § Phaser Banks (Energy, Medium, 10A, Versatile 2)
that arrived with Defiant a century before. The multitronic § Phaser Cannons (Energy, Close, 11A, Versatile 2)
M-18 used stored neural patterns of individuals that used the § Photon Torpedoes (Torpedo, Long, 6A, High Yield)
ship’s transporter system to help build neural connections § Tractor Beam (Strength 5)
between the databases of the system. Charon truly became
the host of dead souls as echoes of personalities sometimes TALENTS:
appeared to respond to computer inquiries. The crew of § Advanced Shields
the vessel could keep the computer’s artificial personalities § Command Ship
in check through the use of plasma feedback through the § Electronic Warfare Systems
system, effectively torturing the computer into submission. § Extensive Shuttlebays
§ Improved Power Systems
The other experimental technology was the enhanced § Secondary Reactors
mycelial power core. The standard matter/antimatter primary
power system and fusion reactor secondary systems were
provided an almost 100% boost to output by linking them
through an entropic multi-pseudo vector dimensional
manifold that was linked to the subspace mycelial network
theorized and exploited by Doctor Paul Stamets. The
manifold allowed energy to flow into standard space-time
from multiple realities, displacing entropy into nearby
subspace realms and parallel timelines. This allowed the
vessel not only to theoretically traverse the mycelial network
once certain limitations were overcome, but also boosted
warp speeds to levels that were comparable to
transwarp conduits, a feat only matched
by I.S.S. Discovery and her integrated
spore drive system.

TRAITS: Terran Starship,


Palace Vessel

CHAPTER 06.30
145
MIRROR UNIVERSE SPACEFRAMES
In the parallel universe, spaceframes found also in the prime timeline One further change for parallel universe spaceframes is the
are, essentially, identical. The differences (other than cosmetic use of Crew Support. There is a high turnover in crew due
changes) are what mission profiles are used and where refits are to murder, subtle sabotage of higher-ranking officers, and a
applied. Fewer Starfleet vessels from the Terran universe will be larger percentage of the crew being off duty due to wounds,
outfitted with the Scientific and Survey Operations Mission Profile, for torture, or for personal tasks. Because of this, the number
and far more will be outfitted using either the Tactical Operations of Crew Support points available to use for a spaceframe is
Mission Profile or the Battlecruiser profile detailed on page 115. reduced by 1 to a minimum of 0. Additionally, upon activation
of a supporting character, the gamemaster immediately
gains 2 points of Threat to represent the unknown plots and
loyalties of the new supporting character.

OTHER STARSHIPS
146
CHAPTER 07.00

GAMEMASTERING

07.10 Planning Missions and Campaigns. . . . . . . . . . 148


07.20 Planning Story Arcs and Milestones . . . . . . . . 154
07.30 Mission Briefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157

CHAPTER 07.00
147
CHAPTER 07.10

GAMEMASTERING

PLANNING MISSIONS
AND CAMPAIGNS
“Imagine the possibilities.”

- CAPTAIN GABRIEL LORCA

they may never return from, or estranged family and friends


INTRODUCTION finding their way back to each other. Opportunities for
–– – intensity of various kinds should ideally be woven throughout
the adventures within your campaign set during this time
period. You don’t need to force your players to take those
As noted in this guide’s introduction, this chapter is designed
opportunities, but you can certainly set them up and make
to support you, the gamemaster, in planning and running Star
them available. Encourage your players to make bold choices
Trek Adventures campaigns set before, during, and shortly
for their characters.
after the years 2256–2258, the period of time depicted in the
first two seasons of Star Trek: Discovery. This chapter provides
you with guidance on setting the tone for your campaigns;
advice on planning adventures and campaigns for Federation,
OTHER SHIPS,
Klingon, or independent crews; insights on how to work OTHER STORIES
with your players to plan out milestones and story arcs for
their characters; and a dozen mission briefs to be used as While the events depicted in the first two seasons
adventures set during this era of play. of Star Trek: Discovery are, by their very nature,
centered on the crew of U.S.S. Discovery, there
WALKING THE RAZOR’S are plenty of other ships in Starfleet, the Klingon
EDGE Empire, and other polities that worthy stories
The overall tone of a campaign in this era will likely be quite can be centered upon. Since a wide variety of
similar whether you are running a Starfleet-focused campaign, starship classes and space-faring vessels are
engaging a crew of Klingon warriors, or challenging a crew of available during this period, you and your players
independent spacers. More than any other tone, adventures are encouraged to use a ship (or another polity) as
set in this era of play should be intense. best fits your group’s desires and your storytelling
needs. Starships, from the smallest scout to mid-
The characters depicted on Discovery represent characters sized freighters to the largest deep-space explorer,
of their era – brilliant explorers or warriors with deep feelings, are capable of taking on a variety of missions,
clear values, and the ability to vocalize their dreams and so any vessel and her brave crew could make
worries. They’re also highly trained at a multitude of skills use of the contents of this guide, with challenges
that make them capable of engaging in fascinating scientific adjusted to fit, as needed. The choice is yours, in
discoveries, computing complicated solutions with certain consultation with your players.
death mere moments away, and engaging in battle with foes
eager to destroy them and their crewmates. Whatever action
they take, they do it with intense passion and focus.

And, remember that intensity doesn’t have to always mean


big set-piece battles, fierce pyrotechnics on the bridge,
or characters yelling over each other to solve a problem.
There is significant dramatic power in quiet intensity –
harsh whispers across the negotiating table, looks traded
by friends and shipmates leaving for a desperate mission

PLANNING MISSIONS AND CAMPAIGNS


148
want to tell, or perhaps you have worked with your players
MANAGING THE to determine what primary tones and styles of play will be
explored in your collaborative creation.
GAME
–– – Following are several themes or styles of play to consider
adapting for use in your Starfleet crew’s game experiences in
Even though this is a new era of play, your role as this era. Whatever style of play you choose to run, consider
gamemaster remains unchanged. The various structures adding an element of intensity to that style of play. The
outlined in the Gamemastering chapter of your preferred players should always be striving to dig a little deeper, to
Star Trek Adventures core rulebook are equally applicable find that next emotional layer, or to ratchet up the level of
for adventures during this era of play, whether they are intensity to their actions.
oriented on Starfleet, the Klingon Empire, or even an
independent crew. The major differences among Starfleet, ADMIRALTY-LEVEL
Klingon, and independent campaigns within this time CAMPAIGNS
period will be the circumstances of the adventures and the As Starfleet shifts from peaceful exploration to a wartime
motivations of the characters involved. footing, and is forced to transition scientists into warriors,
opportunities arise for a creative gamemaster and group
Directives and Dictates for wartime missions may involve of players to consider trying an Admiralty campaign (see
rescue or evacuation efforts, combat patrols or daring Chapter 3 of The Command Division supplement for more
raids, desperate searches for scientific breakthroughs, and information on running Admiralty-level campaigns).
negotiations with hostile adversaries or unwilling allies. Post-
war missions may include rebuilding and recovery efforts, You could have a player character assigned as captain of a
the search for missing allies, or, for some, the hard shift back starship gradually take on more responsibility and earn more
from war to peace and from warrior to scientist. renown over the course of the war, and eventually promote
them to a junior-level admiral supporting the command staff
The missions may be different depending on the crew’s in a front-line sector. Perhaps your campaign involves the
allegiance. While Starfleet crews have a codified set of group’s commanding admiral giving their life to the cause at
directives to follow, the Klingon Empire doesn’t share the some point, clearing the way for a player character to take on
same philosophy or procedures when it comes to meeting the challenging responsibilities of commanding the remnants
new species for the first time. Independent ship crews may of the fleet with the Klingons bearing down on Earth.
not even have a code of conduct they can use to apply to
new situations. CAT-AND-MOUSE ALONG
THE BORDER
In addition, the Federation, the Klingon Empire, and other Prior to the start of hostilities, and especially after the war
polities and organizations have different philosophies when ends, there are opportunities for missions along the borders
it comes to conflict and open warfare. Some of the species of Klingon space (and Romulan space, for that matter). Prior
encountered in new regions of space are, by their nature, to the war, the Klingons and Romulans were largely out of
aggressive or belligerent, and characters hailing from all over the picture, working on internal issues or on pursuits beyond
the Galaxy will manage conflict with other species in very their borders with the Federation.
different manners. What may look like a diplomatic situation
to one may be an opportunity to battle for another. Meeting a However, an intrigue-laden campaign or series of episodes
new species with hostility first may create interesting wrinkles could be run along the borders, perhaps with a small ship
in your campaign compared to that of another group, which and crew complement. Player characters could be assigned
may impact how you choose to fold the contents of this to a vessel tasked with patrol missions, monitoring sweeps,
guide into your campaign. or deploying and activating a series of sensor arrays
or comm stations. Such missions could involve covert
operations near the borders, or on any contested planet. Your
FEDERATION crew could develop a rivalry with an opposing captain and
STYLES OF PLAY crew, much like that generated between Starfleet Captain
–– – Jean-Luc Picard and Romulan Commander Tomalak.

DESPERATE MEASURES
This guide presents several additional styles of play that
As the war grinds on and as it becomes clear that the
build on those detailed in the core rulebooks. These themes
Federation and Starfleet are struggling to keep pace
and styles of play can be used to create a foundation for a
with Klingon advances, and especially once Discovery
powerful Starfleet campaign set during this era. You may
disappears from the battlefield, sections within Starfleet
already have an idea in mind for the types of stories you
grow desperate for any solution to stave off total defeat.

CHAPTER 071
. 0
149
Faced with potential extermination, previously unheard-of
NEW LIVES TO
initiatives could be pushed into play.
ENCOUNTER
Prior to the outbreak of war, the Federation engaged in
Player characters may find they are given additional
planetary exploration, which often resulted in first contact
resources or armament to equip their vessel for top-secret
missions with new alien species. These efforts might be
missions. They may even be given orders antithetical to
accelerated during wartime, as the Federation reaches out for
the Federation’s ethos or that might challenge their own
new allies to help them combat the Klingon incursions. After
personal values. Perhaps they are ordered off the front
the war, the Federation would need allies or trading partners
lines and to seemingly irrelevant sectors of space to search
to help in the rebuilding and recovery efforts. Starships
for artifacts or scientific anomalies. Just what is Starfleet
and crews originally designated to scientific research or
expecting them to do, and why are they being asked to
other duties might find themselves pressed into service
push themselves and their vessel far beyond the limits of
as diplomatic envoys to find new lives and civilizations to
their capability?
establish friendships or alliances with as soon as possible.

LOST IN THE COSMOS Player characters could be tasked with scoring as many
The Federation is still young in the 2250s, and a very small
first contacts as possible with as many species as they can,
percentage of known space is charted, much less explored
especially any that could provide the Federation with much-
in any detail. Space is huge, and is filled with all manner
needed resources, technologies, or assistance to counter
of spatial anomalies that could easily render a starship
Klingon advances or to help in recovery efforts post-war.
adrift and utterly lost. With a fragile communications
How do the player characters fare during such a mission, and
network to Starfleet Command and other vessels, and the
how do their efforts impact the Federation?
unpredictable shifting battle lines of a war in progress, an
unprepared or unlucky vessel and her crew could simply
PATHFINDERS
become lost in the depths of space, unable to contact allies
Despite the war, some Starfleet crews received orders sending
or find their way home.
them far away from the theaters of battle, in a perhaps-
misguided hope that even if the Federation were to fall, some
A campaign could be centered around the crew of a starship
Starfleet crews and vessels would remain and the dream of the
left adrift in uncharted space by the end of their pilot
Federation would survive, perhaps to be reborn in the future.
episode. They must find their way home before they run
Starfleet Command sends select vessels to the far fringes of
out of supplies or sanity. They may be tasked with forging
the Federation and beyond with the intention of pushing out
alliances with strangers or even former enemies. Such
the boundaries of known space to gather knowledge to be
a campaign could challenge the player characters to be
shared with all. There is no shortage of wonders to seek, to
resourceful, cunning, and perhaps even ruthless. How might
explore, and to understand, and that goal will not be stymied,
that challenge the player characters’ values and outlooks on
no matter the perceived threat back home.
their service or their lives?

Player characters have the opportunity to tap into their


scientific and exploratory natures and explore strange new

BEYOND THE ALPHA QUADRANT worlds and seek out new civilizations, and follow in the
traditions of the great explorers of the past, blazing new
Gamemasters who wish to run a Starfleet campaign set in the trails and pushing the boundaries of Federation space ever
unknown reaches of the Gamma Quadrant, or even the distant Delta outward, and claiming the honor to be named the first to
Quadrant, could simply take much of the contents of this guide and discover any number of worlds, phenomena, and species
move them wherever desired. Perhaps a Starfleet vessel assigned contained within the cosmos.
to map uncharted space in the Beta Quadrant to stay out of the war
zone stumbles into the Shackleton Expanse. Maybe a desperate POST-WAR RECOVERY
crew evading destruction gets caught in a wormhole or other spatial The post-war Federation is desperate to resume the other half
phenomenon and find themselves whisked tens of thousands of light- of Starfleet’s mission in the form of humanitarian aid. While
years away to another part of the Galaxy. It’s even possible a crew the war is over, this is still a time for heroes. People are hurting
presumed lost had found their way through a subspace fissure and and looking for help. Starfleet is the answer to that problem.
ended up trapped in the parallel universe ruled by the Terran Empire, It is an opportunity for stories about rebuilding and expanding
or perhaps even another alternate universe entirely. Federation infrastructure while respecting the tenuous peace
with the Klingon Empire, and keeping one eye focused
The possibilities are limited only the collective imagination of you and outward at potential future threats from enemies unknown.
your group of players.
Crews will find plenty of work throughout Federation space
finding novel solutions to mechanical and environmental

PLANNING MISSIONS AND CAMPAIGNS


150
problems that are left in the wake of the war. There are still take over other polities’ holdings, or forge pacts with new-
minor skirmishes on the border, and more military-minded found civilizations. Sometimes these operations are for the
crews will find plenty of space to patrol and protect, as well benefit of the Empire, while other times they are to serve the
as refugees to rehome along the newly-drawn borders. needs of a specific House.

Player characters may opt to engage in growing their


KLINGON EMPIRE House(s) by discovering and annexing new worlds and
STYLES OF PLAY negotiating treaties or trading pacts with other species.
–– – Perhaps they choose to engage in these operations for
the benefit of the Empire, rather than for their own House.
Maybe they choose to use a new acquisition as leverage with
A Klingon-focused campaign set in this era presents
L’Rell to encourage her to raise the standing of their House,
different challenges to that of a Federation campaign. The
perhaps to secure a seat on the High Council.
Empire has been relatively quiet for decades, until T’Kuvma
sets his unification plans into motion and eventually unites
JOCKEYING FOR CONTROL
the Empire. This section details several styles of play
Before the war, the various Houses stood alone, most
that build on those detailed in The Klingon Empire core
making little effort to ally with each other, and all
rulebook and can be used to create the foundation for a
maneuvering to position themselves in the hierarchy.
mighty campaign set during this era. You may already have
Pre-war campaigns could involve the player characters
an idea in mind for the types of stories you want to tell, or
representing one House or even multiple Houses, looking to
perhaps you have worked with your players to determine
gather glory and honor for themselves and their House(s),
what primary tones and styles of play will be explored in
raising up their stature among their fellow Klingons. Perhaps
your collaborative creation.
some devious Klingons engage in subterfuge or secret
missions to unbalance their rival Houses.
Following are several themes or styles of play to consider
adapting for use in your Klingon crew’s game experiences in
After the war, those attempting to usurp Chancellor L’Rell
this era. Keep in mind that whatever style of play you choose
saw her as unworthy. Some lesser Houses split off, refusing
to run, consider adding an element of intensity to that style
to recognize a woman as their leader, taking with them
of play. The players should always be striving to dig a little
a few exiled and houseless Klingons. Part of the reason
deeper, to find that next emotional layer, or to ratchet up the
tensions abated between the Federation and the Empire
level of intensity to their actions.
was simply L’Rell and the rest of the Klingon leadership
protecting their own interests from internal threats. What
ADMIRALTY-LEVEL
could appear as an officially sanctioned attack by Klingon
CAMPAIGNS
forces could instead be a staged attack by one of these
When the disparate Klingon Houses unite under T’Kuvma’s
splinter groups designed to inflame tensions between the
call, the resurgent Empire eagerly pursues the war
two sides. This could lead to a temporary joint operation to
effort against the unprepared Federation. This presents
uncover and quash the rebels.
opportunities for a creative gamemaster and group of players
to consider executing a Klingon-style Admiralty campaign
PLANTING THE SEEDS OF
(see Chapter 3 of The Command Division supplement for
DISSENT
more information on running Admiralty-level campaigns).
Throughout this era of play – before, during, and after the
war – some Klingon Houses use deceit and subterfuge to
You could have a player character assigned as captain of
influence or destabilize other Houses, either playing a short
a warship seize more responsibility and earn more glory
game to earn quick prestige or status, or engaging in a
over the course of the war, and eventually promote them
longer game for future power. Even within the mighty tree of
to the command of a battle group within a front-line sector.
a unified Empire, small pockets of rot work to eat away at the
Perhaps your campaign involves the Empire splintering after
Empire’s foundation.
the death of Kol, clearing the way for a player character to
take on the mantle of their House and press the advantage
This era also presents the opportunity for some Klingon
against the fragile Federation to gain maximum honor and
Houses to be influenced by operatives of the Romulan
glory for their House.
Empire, either direct contacts or via intermediaries. The
Romulan Empire might see the tensions between post-war
GROWING THE EMPIRE Empire and Federation worth exploiting, and work to plant
Throughout this era, the Klingon Empire is eager to stretch
seeds within the Klingon Empire that could be nurtured into
its borders and add worlds and regions to its sphere of
poisonous plants (such as the House of Duras) that impact
influence. Even during the war, various Houses or factions
the factions at a later date.
operate at the fringes of the war to grab unclaimed worlds,

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REBUILDING THE EMPIRE TERROR RAIDS
L’Rell was a commanding and forceful leader. She During the war, certain Houses and factions within the reforged
emphasized strength and unity even if she did it while Klingon Empire earned fearsome reputations from their daring
holding a planet-killing detonator behind her back. While a and destructive terror raids. Brutal attacks on civilian colonies
tenuous peace with the Federation was present, there were and non-combatant outposts and convoys, suicide missions
still forces writhing under her leadership and attempting on Starfleet vessels, starbases, and other emplacements, and
to usurp her rule. As a way of displaying dominance and other atrocities occurred with alarming regularity.
encouraging unity, she set about a program to build the
D7 battlecruiser, which would become the most powerful Players interested in running a campaign or adventure themed
vessel in the Klingons’ vast armada. But her rule was far from around conducting terror raids have the opportunity to do
ironclad, and while she ruled with authority and might, there so in this era, though you should be sure such a mission or
were still forces attempting to wrestle power away from her. campaign fits with the group’s desires and isn’t forced upon
them as a surprise. It’s even possible that you could run a
Player characters aligned with L’Rell might be sent on campaign where a more moderate House might hunt down
missions to support her and the Empire’s interests. and stop the more bloodthirsty Houses from conducting terror
Characters with scientific or engineering acumen might raids, finding the practice distasteful or even dishonorable.
be involved in the design and
development of the D7
battlecruiser. Strong leaders
INDEPENDENT
might be sent on diplomatic STYLES OF PLAY
missions to forge alliances –––
with new species and
civilizations, or perhaps sent
Using the optional character roles and lifepath options
to conquer new worlds or
contained in the Player’s Guide, or by adapting those
suppress uprisings on
found in the core rulebooks, players have the option to
Klingon holdings.
play characters operating independently of Starfleet and
the Klingon Empire, such as Harcourt Fenton Mudd. You
could have a crew of independent merchants or traders, a
mercenary team on a freighter, or some other combination of
non-Starfleet and non-Klingon characters. Such characters
face different challenges during this era of play. Their themes
and styles of play can be used to create a foundation for a
daring independent campaign set during this era. You may
already have an idea in mind for the types of stories you
want to tell, or perhaps you have worked with your players
to determine what primary tones and styles of play will be
explored in your collaborative creation.

Following are several themes or styles of play to consider


adapting for use in your independent crew’s game
experiences in this era. Keep in mind that whatever style
of play you choose to run, consider adding an element of
intensity to that style of play. The players should always be
striving to dig a little deeper, to find that next emotional layer,
or to ratchet up the level of intensity to their actions.

CHOOSE A SIDE
When the war breaks out, most members of an independent
crew find themselves or their extended families affected
in one way or another. Whether it’s a homeworld or colony
threatened or attacked, a fellow vessel and crew damaged
or destroyed, or a friend or ally put into harm’s way, the war
touches nearly everyone in the Alpha and Beta Quadrants.
Your player characters may be placed into a situation where
they cannot sit on the sidelines any longer, and have to pick
one side or another to support.

PLANNING MISSIONS AND CAMPAIGNS


152
Whether this means supporting the powerful but fractious income where they can, making friends (and, sometimes,
Klingon Empire, or the idealized but beleaguered enemies), and working to operate under the sensor nets of
Federation, is up to them. What circumstances arise that Federation and Empire alike.
require the crew to choose a side? Which of their values or
personal stakes play a role in the decision? Is it a choice Such crews occasionally find themselves on the opposite
they can support fully to the end of the war, or is it one they side of local laws, requiring them to keep their low profile
can somehow back out of? How does their choice affect low. Drawing too much attention to themselves at a given
them moving forward? port of call could prove hazardous to ship and crew. The
crews of such vessels tend to become close-knit and self-
A CUPFUL OF LATINUM governing, which makes it challenging for outsiders to break
Whether plying the shipping lanes legally or less so, your in, but also helps to maintain cohesion within the ranks. A
independent crew needs some sort of income to afford crew that trusts each other is often an effective crew, so a
supplies, fuel, and other necessities to do your chosen job. captain who has built and engendered that trust will find
Maintenance costs and crew payroll are as constant as the their crew will stick with them and their decisions, no matter
coldness of space, and it’s a rare captain and crew that can how desperate things may become.
do much more than keep just ahead of the next expense. All
through this era, there are plenty of opportunities for crews PLAY THE MIDDLE
to take advantage of, assuming they have a good reputation During the war, some captains and crews remained steadfast
and are careful about what jobs they take on. in not picking one side or another, choosing instead to
skim along the razor’s edge between the two. Whether they
During the war, all bets are off, as every merchantman and believe they are being altruistic by trading supplies or acting
freelance cruiser is offered jobs from all sorts of potential as couriers for both sides, or whether they are working to
employers, including the Federation and Klingon Empire. profit from both sides by selling supplies to any bidder, these
There’s money to be earned, but the risk increases with every crews hope to emerge from the war with holds full of latinum
job. How does your crew balance the risk of another job with and clear consciences.
the need to keep rations on the table and the warp drive
chugging along? Some crews learn, to their detriment, that playing the
middle often means choosing the lesser of all evils,
HIRED GUNS finding that as the war progresses and life for many in the
Prior to the war, there are few opportunities for Galaxy progressively gets worse, even the most hardened
mercenaries to make a living, though some small Klingon crewmember or captain is faced with predicaments that
Houses occasionally employ non-Klingons to conduct require a choice to be made. Can your crew walk the fine
specific operations in support of their own efforts. line and come out of the war unscathed, or will their choices
Independent worlds and colonies, as well as mercantile push them into allegiance with one side or the other?
companies, also occasionally use hired muscle to gain
traction over a rival or safeguard particular shipments. The WE’RE ON OUR OWN
Federation, by rule, does not employ independent military Some independent crews, either by circumstance or by
forces or mercenaries. their own choices, might find themselves consistently on
the outside looking in no matter what port of call they arrive
However, once hostilities break out and the Alpha and Beta at. This could occur at any point in this era, not just during
Quadrants turn into one massive war zone, circumstances wartime. The choices a crew makes, the business partners
change. Freelance warships and mercenaries of all stripes they choose to work with, and their reputation often precede
are sought out and employed for any number of purposes. them. A crew may find it hard to change public or popular
The Federation officially retains its stance of not using opinion of them and their ship, which could make future
hired soldiers, though rumors persist of factions within the business dealings more challenging to obtain or complete.
Federation utilizing third parties to secure the employment of
freelance fighters and blockade runners. A smart crew and Crews finding themselves isolated in such a manner often
resourceful commanding officer could make their fortune either go all-in on the outsider status, sliding into mercenary
during the war, or meet an untimely end. Such is the way of roles, renegade traders, or outright piracy. Others splinter
life for independent contractors. into smaller groups or dissolve as a crew, going their
separate ways and looking for new ships to join or other
KEEP A LOW PROFILE jobs to engage in, attempting to put their checkered past
All through this era, any number of independent merchants, behind them. What direction might your crew go in should
choosing their own path rather than tying themselves to they find themselves without friends, allies, or willing
the Federation or to the Klingon Empire, simply put their business partners?
proverbial noses to the grindstone and find ways to survive
and thrive. They work from one job to the next, earning

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CHAPTER 07.20

GAMEMASTERING

PLANNING STORY ARCS


AND MILESTONES
“Change is the essential process of all existence.”

- SAREK OF VULCAN

CHARACTER ADVANCEMENT ROLE-BASED STORY


OPTIONS ARCS
Your player characters, no matter their allegiance, will change and –––
grow over the course of your campaign by using values, developing
story arcs, and earning milestones. This chapter provides guidance to
Regardless of whether you are running a Starfleet-oriented,
you, the gamemaster, on developing story arcs for each character role
Klingon-centric, or independent-focused campaign, all
to help players earn milestones for their main characters and further
main characters play one or more roles on their starship,
develop them as they react to the circumstances placed in their paths.
be it the commanding officer, chief engineer, chief medical
officer, ship’s cook, and so on. Every role has something
to contribute to a campaign set during this era of play. Use
the guidance presented below to help your players shape
detailed and satisfying story arcs for each main character role
present in your group.

In addition, you may want to fold in the plot components


detailed in Chapter 5 of each of the three division
supplements (Command, Operations, and Sciences) and
the color components discussed in the various versions of
the core rulebook (page 298 of the Starfleet-oriented core
rulebook, pages 306–310 of The Klingon Empire core
rulebook, and page 264 of the Rules Digest). These tools
can aid you in further creating plot hooks and situations
for each role that you can then tie into an adventure or
campaign, or one or more of the mission briefs contained
within this guide.

COMMANDING OFFICER
The commanding officer is a critical role in any campaign.
The commanding officer leads the other player characters
through the campaign’s adventures, and is ultimately
responsible for their conduct and actions. Any first contact
situation, major decision involving the ship, or any political
relationship between the player characters’ polity and a newly-
encountered species will involve the commanding officer.

An effective commanding officer player character can set


the tone and direction of the campaign in a number of ways,
just as the commanding officers we’ve seen on the various

PLANNING STORY ARCS AND MILESTONES


154
Star Trek series shaped their own storylines. If they are assist the commanding officer in completing their missions.
more diplomatic in nature, the series may gravitate toward They are also responsible for the training of their engineering
more political storylines or first contact opportunities. If the team and for knowing every weld, plate, and conduit in
commanding officer is more hawkish, the campaign might their vessel. Head engineers are also often among the most
contain more frequent action set-pieces or dramatic scenes technically-inclined officers on the ship, which means they
with greater potential for conflict. are often assigned to landing parties or research teams when
a new piece of alien technology needs to be studied.
EXECUTIVE OFFICER
The executive officer or first officer of any starship is the Engineers in this era of play will be kept busy, with many
commanding officer’s eyes and ears among the crew, and opportunities to make repairs to vessels damaged during
is responsible for the training and wellness of the crew, as the war, and to develop technologies that will protect the
well as the safety of their commanding officer. First officers ship in future engagements. Perhaps they’ll be pressed
are also responsible for removing their commanding officer into service to design and develop enhancements to
from command if dire circumstances warrant, though the existing spaceframes or given the mandate to design all-
approach and execution of that removal varies in very new spaceframes. They may also be assigned to support
different ways depending on the crew’s allegiance and morals the Corps of Engineers in rebuilding efforts following the
(or lack thereof). end of hostilities. Engineers and science officers tend to
work closely with each other on many tasks, so players
XOs and first officers can be challenged much as in any other with engineer characters should make an effort to forge
campaign. There are ample opportunities to take command connections with science player characters.
of landing parties, to support diplomatic actions, and to
support their crew during a conflict or crisis. Since the XO CHIEF OF SECURITY
generally leads away teams or landing parties, they are The chief of security on a Starfleet vessel shares many of
often the first to encounter new species or life-forms, and the same duties as a weapons officer on a Klingon vessel or
that presents opportunities to be among the first to forge independent vessel, though some Starfleet vessels separate
relationships with alien NPCs that could turn into a recurring shipboard security matters and tactical operations between
subplot. Given that the commanding officer will often be a security chief and a tactical officer. Whatever the case,
focused on larger-scale events, it is the XO or first officer this role is responsible for crew security aboard the starship
who often serves as the crew’s day-to-day connection to the as well as on away teams or landing parties, and is also
ship’s leadership. responsible for operating ship tactical and defensive systems
during a conflict.
OPERATIONS MANAGER
The operations manager is a role unique to Starfleet, though The vastness of space is full of strange new alien beings and
there are warriors aboard Klingon vessels and crewmembers creatures that pose clear risks to humanoid crews, so security
on independent vessels that often handle similar functions officers will be regularly challenged to keep their crewmates
as part of a different role. Ops officers interface with safe. Likewise, the Galaxy is home to a number of powerful
engineering, sciences, and other teams aboard a starship to alien species who possess powerful armaments and the will to
manage logistics and resources, ensuring each team has the use them. As usual, security department personnel will be on
shipboard resources they need to succeed at their mission. the front lines, defending their shipmates from harm.
Due to this extensive cross-ship coordination, ops officers
tend to get to know the crew of their vessel, which gives CHIEF MEDICAL OFFICER
them valuable training to become an executive officer should The chief medical officer or surgeon aboard a starship is
they show interest in a command role. responsible for the health and well-being of the crew and all
who travel aboard the starship. They are also responsible for
Because ops officers tend to specialize in engineering or monitoring the crew’s mental fitness in cases where there
science focuses, they can be valuable leads or assistants is not a dedicated ship’s counselor. Further, they are often
during most tasks that will come up during a campaign set obligated to remove the commanding officer from command
in this era. A dynamic player character with the operations if the medical officer believes the commanding officer is unfit
manager role could find themselves with a number of or incapable of command.
opportunities to contribute and excel, and could even grow
into taking on a role as a chief engineer or science officer. Space is home to a wide variety of spatial anomalies and new
alien species and creatures that could very well pose a threat
CHIEF ENGINEER to the physical health of the crew. A medical officer will have
The head engineering officer on any vessel is responsible for many opportunities to treat patients and to study strange
ensuring the vessel and all its systems are in good working ailments and phenomena that could cause harm, especially
order, so that the ship itself can be used as a powerful tool to during the war and during post-war recovery. Paired up with

CHAPTER 07.20
155
a science officer or engineer, medical officers could also SHIP’S COUNSELOR
research any alien physiologies or technologies encountered Not present on Klingon vessels, and rarely present
along the way. on independent ships, the role of ship’s counselor is
an informal one in Starfleet during this era. They are
SCIENCE OFFICER responsible for the mental well-being of the crew, though
While not all vessels make use of a dedicated science officer in this era, that task is generally left to the medical officer
role, they are worth having on board, especially when the to perform, or possibly a commanding officer. Counselors
ship is assigned to scientific-focused missions or given an are often trained in various disciplines such as psychology
opportunity to explore a sector of space dense in spatial and xenoanthropology to help them effectively counsel
phenomena worthy of a closer look. The pre-war period had crew members from a wide range of species. Due to their
Starfleet focused on its mission of exploration, providing training, counselors often also serve as trusted advisors to
ideal circumstances for science officers to thrive. The Galaxy their commanding officer, and participate in first contacts
at large is home to a wide variety of spatial phenomena and and away missions, as their particular skill set makes them
anomalies, providing a science officer with a bewildering array well suited for successfully encountering new civilizations.
of research options across a wide range of scientific focuses.
The Alpha and Beta Quadrants are home to thousands
Once the war begins in earnest, Starfleet’s top scientific of inhabitable worlds and sentient species, few of which
and engineering minds are tasked with studying the Klingon have been encountered before. Ship’s counselors or those
cloaking device and finding ways to counteract it. Further, performing similar duties will find many opportunities to
scientists are charged with investigating alternative means to support their commanding officer and crew in diplomatic
activate a spore hub drive and to seek out any tardigrades, relations with NPCs from a wide variety of species, as well as
searches that Starfleet vessels and officers are pressed into counsel player characters and other NPCs challenged with
performing. Post-war, scientists-turned-soldiers must find the stresses of exploring a new region of space or who have
their way back to an exploratory focus, if they can. been pressed into serving as soldiers.

FLIGHT CONTROLLER COMMUNICATIONS


Serving under a variety of names over the years, flight OFFICER
controllers, conn officers, navigators, and helm officers are all Dedicated communications officers have key roles to play,
responsible for getting the ship to wherever the commanding especially in the fields of subspace signal detection and
officer needs to go, ideally in a safe and efficient manner. analysis, and in decryption of a wide variety of signals. Given
They are almost always top pilots, comfortable on the bridge the large number of spatial anomalies, odd radio signals, and
of a starship as well as in the cockpit of a shuttlepod or other phenomena present in the Galaxy, a communications
other vessel. Conn officers in organized services tend to officer will have opportunities to flex their skills while on the
be lieutenants or below in rank, given that this role is often bridge or elsewhere on their ship.
a stepping stone toward more senior roles, such as a chief
engineer or first officer. Comms officers can often read or speak multiple languages,
and have background or interest in alien or ancient
All through this era, con officers will be challenged to plot languages. If an alien artifact’s transmissions or printed series
and execute courses into, through, and around any number of glyphs need to be studied, comms officers are likely to
of spatial anomalies, gravimetric waves, and other stellar be involved somewhere in the research effort. The ship and
phenomena as their ship and crew investigate all the cosmos crew may also be tasked to support reconnaissance efforts
has to offer. During the war, conn officers will be regularly before, during, and after the war, and any number of coded
challenged to maneuver their starships around the front lines transmissions from Klingons, Romulans, or other species
and in direct combat with the enemy. may be intercepted and need to be decoded or tracked.

OTHER CHARACTER
ROLES
Other character roles, such as those found in the Player’s
Guide or an original creation, can have deep and meaningful
story arcs during this era of play as well. You and your
players review all the possibilities detailed above and apply
those most interesting to your game, or create new ones
that fit your needs. Every character, no matter their role, has
meaningful contributions to make to the game.

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156
CHAPTER 07.30

GAMEMASTERING

MISSION BRIEFS
“Wherever our mission takes us…”

- CAPTAIN CHRISTOPHER PIKE

This chapter presents 12 detailed mission briefs you can


modify for use as adventures in your campaigns, to be
ELEMENTS OF A
placed wherever you deem appropriate in your campaign’s MISSION BRIEF
timeline or used as a one-off adventure for your group. Most
of the mission briefs are designed to stand alone, though A mission brief contains several elements that collectively create a
they could be strung together into a story arc with minor high-level outline for a Star Trek Adventures mission. Each element
modifications. may be modified as needed to suit the needs of your particular game
and group of players. The elements of a mission brief include:
The first eight mission briefs are Starfleet-centric, while the
§ Title: An evocative title for the mission.
last four are oriented toward Klingon crews. Any of the twelve
could be adapted for use by an independent crew as desired. § 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: High-level summary, detailing key points such as


location, antagonists, the 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.

§ Major Beats: Key scenes or encounters to include, leaving room


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), and whether NPCs are Minor,
Notable, or Major. This element may also suggest specific
NPCs from the core rulebooks or this guide to use or adapt.
Starfleet mission briefs reference the Starfleet-focused core
rulebook while Klingon mission briefs reference The Klingon
Empire core rulebook.

§ Conclusion: The intended ending of the mission, with suggestions


on how to adjust the conclusion when 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.

CHAPTER 07.30
157
MISSION BRIEF

“FORMING GLORY”
Suggested Period of Play: 2258 (post-war) the universal translator or analyzed by a communications
specialist, registers as language. The repeating message:
Suggested Spotlight Role: Chief Engineer or “Need to hear.”
Communications Officer
PLANETQUAKE
SYNOPSIS Player characters must find a way to communicate with the
As part of the post-war effort to resettle refugees from the alien intelligence before seismic events destroy all habitable
Klingon War, the player characters help terraform an uninhabited areas and terraforming equipment. Some characters might
planet. When seismic activity spikes, the crew must determine work to protect the equipment or counteract the quakes
who or what is already inhabiting Veldmar Prime. while others attempt communication. The alien can perceive
sound and vibration, but only on a very large scale.

OPENING MINOR BEATS


LOG ENTRY The subject of terraforming invites discussion of character
homeworlds. Any crew who are sensitive to sound/vibration
might experience phantom voices as the alien attempts to
“We’re headed to Veldmar Prime, an M-Class communicate.
ice age world, to assist in the final stages of
terraforming. Dr. Tenevar’s team has requested KEY NON-PLAYER
help solving a noise problem so Federation CHARACTERS
refugees can resettle there as soon as possible.” For Dr. Tenevar, adjust the stats for Starfleet Engineer
on page 315 to create a Notable NPC, with a focus in
Terraforming and the value “Always look at the big picture.”
For the alien, adapt the Crystalline Entity on page 344.

MAJOR BEATS CONCLUSION


Creative methods of speaking to the alien might include
DIAMOND IN THE ROUGH
using the deflector dish or tractoring and dropping icebergs
Starfleet terraforming expert Dr. Malicia Tenevar takes the
to create vibration patterns. If the player characters
crew on a tour of the orbital terraforming station. She asks
successfully express peaceful intent, the alien will explain
for assistance canceling out the planet’s noise pollution,
that sound is how it communicates with others of its kind on
which her team thinks originates from ice quakes. Potential
the planet, so it was angered at the noise canceling. It will
solutions might include programming satellites to emit noise-
agree to temporary refugee resettlement with a set exit date.
canceling frequencies, or installing sound-dampening fields
If player characters fail to communicate, the Federation must
near fault lines. As the player characters finish their fix, Dr.
leave the planet and all surface equipment is lost.
Tenevar’s staff reports strange seismic readings.

RUMBLINGS
The noise pollution increases exponentially. Ice quakes
occur planetwide, destroying one of the terraforming bases. ADDING THIS MISSION TO
Player characters must quickly determine the cause. An
enhanced scan reveals the source of the vibrations is a
YOUR CAMPAIGN
continent-spanning vein of heated rock beneath the ice that The terraforming might be to secure a strategic
was mistaken for a geothermal pocket. This is the first Dr. outpost or extract resources. For an added plot
Tenevar’s team has noticed it. When analyzed, the seismic hook at the end, make the alien open to a trade
readings show a repeating pattern that, if run through – permanent settlement in exchange for help
contacting its kind on other worlds.

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MISSION BRIEF

“WHAT FOLLOWS”
Suggested Era of Play: 2200s to 2260s EXTREME CIRCUMSTANCES
If Tolpek is not stopped, he will detonate himself and disable
Suggested Spotlight Role: Chief Medical Officer or Chief of the transporter. To complicate things, the Logic Extremists
Security send in two vessels to try to destroy what remains of the
monastery along with the player characters’ ship, which is
SYNOPSIS now harboring their targets.
When an explosion rocks a Vulcan monastery, the player
characters respond with medical aid, but discover the MINOR BEATS
disaster wasn’t an accident, and find themselves the new One of the people rescued from the monastery might be
target of those responsible. the friend of a player character. Once awake, Lennok will
try to steal a shuttle and return to the monastery to recover
essential data. She will be targeted by the Extremists and
OPENING won’t survive without help.
LOG ENTRY
KEY NON-PLAYER
CHARACTERS
“We are responding to a distress call from a Lennok is a defector herself who is devoted to helping
remote Vulcan monastery on the Cavilon moon. An others escape the group’s clutches. Adapt Starfleet Science
explosion has occurred, injuring many. I’m prepping Officer on page 315 to represent her. Tolpek is a sharp
emergency medical teams to be ready for anything.” and measured Vulcan whose career at the Vulcan Science
Academy was cut short due to his extremist views. Adapt
the Section 31 Operative on page 315 to represent him. See
Chapter 01.50 of this guide for more information on the
Vulcan Logic Extremists.
MAJOR BEATS
CONCLUSION
DISASTER ZONE
If player characters are fast enough, Tolpek might be
The explosion destroyed much of the monastery, which
stopped. The Extremist vessels will not back off easily –
is carved into the lunar rock. Life support is down. Player
their weapons systems must sustain damage before they
characters must provide medical aid to the wounded. The
will retreat. If Lennok survives, she will ask for assistance in
monastery administrator, a Vulcan named Lennok, tries to say
securing a new safehouse for defectors.
something but loses consciousness from her injuries. A Vulcan
named Tolpek helps evacuate people to the players’ ship.

ENEMY AFOOT
ADDING THIS MISSION TO
Lennok requires life-saving surgery. Onboard, Tolpek explains YOUR CAMPAIGN
he thinks the explosion was just a pressure build-up in the
heating system. Away teams who investigate the source This mission could launch a larger arc investigating
of the blast find traces of organic explosive which indicate the Logic Extremists. One of the monastery
this was a suicide bomb. When Lennok awakes, she says personnel might become a recurring NPC. Make
the monastery serves as a safehouse for defectors from the sure your players are comfortable with the themes
Vulcan Logic Extremists, an anti-Federation group who view in this mission before running it.
all non-Vulcans as impure. Here, defectors can deprogram
and assume new identities. Lennok thinks the Extremists
planted the bomb and warns they are all in extreme danger.
A security scan shows a build-up of organic energy in the
transporter room – near Tolpek.

CHAPTER 07.30
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MISSION BRIEF

“GORMAGANDER
MIGRATION”
Suggested Era of Play: 2200s to 2260s BACK ON TRACK
The crew is contacted by Mabitone, the arbiter of Rolion III,
Suggested Spotlight Role: Science Officer who says a delay in the seasonal arrival of the gormagander
migration at his planet will allow the photonic plankton in
SYNOPSIS Rolion’s atmosphere (which the whales consume) to bloom
A science mission to help the Kakarak government upgrade out of control, disrupting crop production. The longer the
its solar energy collection system accidentally attracts a creatures linger in the high-traffic Kakarak system, the more
pod of passing gormaganders, who begin munching on the the damage to the solar equipment, and the higher the risk of
energy collectors. Player characters must figure out how to the whales getting struck by vessels. The player characters
get the space whales back on their migrational path before must come up with a way to draw the gormaganders away
severe damage occurs. from Kakarak and back onto their natural migration path
toward Rolion III.

OPENING MINOR BEATS


LOG ENTRY Some player characters might work onboard the ship
to engineer stop-gap measures for Rolion III to slow the
plankton growth, which can be communicated to Mabitone.
“We are helping upgrade the alpha particle
An EVA walk among the whales would be fun. Some well-
collectors on Kakarak’s orbital solar energy station.
meaning Kakari journalists might get in the way.
Physicist Zu’Yi is leading the Kakari team, and
hopes to increase the current energy collection
KEY NON-PLAYER
rate by a factor of eighteen. I’m looking forward to
CHARACTERS
seeing their inventions in action.”
An endangered species, gormaganders are space whales
that live in the vacuum of space and feed on alpha particles
in solar winds. Gormagander stats are on page 190 of this
guide. Zu’Yi is a talented Kakari solar physicist who wants to
MAJOR BEATS see their upgrades installed – adapt Starfleet Science Officer
on page 315. An excitable head of state, Mabitone can be
SOLAR UPGRADES represented by Ferengi Salesman on page 325, with the
Kakarak is a bustling metropolis, a hub of travel and energy value “Always on Schedule.”
production for the system. Kakari physicist Zu’Yi explains
that their team needs Starfleet’s help to erect shields around CONCLUSION
the orbital solar energy station while the new alpha particle Possible solutions might include modifying the ship’s engines
collectors are installed. This will require precise calculations to emit alpha particles, mounting some of the charged solar
and coordination. When the installation is complete and the collectors onto the ship, or perhaps even attempting to
collectors turned on, they glow a blinding white. Celebrations communicate with the whales.
are interrupted by sensors detecting a small fleet of vessels
converging on the collectors.
ADDING THIS MISSION TO
MIGRATION INUNDATION YOUR CAMPAIGN
Further observation reveals the “fleet” is actually a pod of
gormaganders who begin licking the collectors, putting strain This mission is great for characters who specialize
on the energy network. Zu’Yi is beside themselves, insisting in exobiology or who enjoy engaging with
the player characters do something. Passing ships gather to cosmozoans (space-dwelling creatures).
watch and photograph the whales. One of the ships gets too
close and is struck by a gormagander tail.

MISSION BRIEFS
160
MISSION BRIEF

“MIRRORED
ASPIRATIONS”
Suggested Era of Play: 2200s to 2260s universe via a gravitational anomaly, and are trying to get
home by going through this black hole. They stole the charts
Suggested Spotlight Role: Commanding Officer or Chief to find the nearest high-gravity object.
of Security
DOWN INTO IT
SYNOPSIS The mirror ship dares the player characters to follow, then
When the player characters’ ship is accused of raiding an dives toward the black hole. Following it or trying to detain
outpost, they must track down the perpetrators in order to it means risking getting caught in the gravitational pull.
clear their crew’s name. The trail will lead to a dangerous Radiation exposure is approaching critical levels.
standoff in a binary star system – but the target ship might
not be from this universe. MINOR BEATS
Medical officers will need to synthesize counteragents for
radiation exposure. Player characters who encounter their
OPENING mirror selves may be shaken – or intrigued.
LOG ENTRY
KEY NON-PLAYER
CHARACTERS
“Well, this is odd – Starfleet headquarters says a
The stats for the mirror ship will be identical to those of the
ship matching our description and registry number
players’ ship. Likewise, mirror versions of the crew will have
hacked a Federation subspace relay and later raided
the same abilities as their prime universe counterparts, but
an outpost and stole... star charts. We have to find
with opposite values.
this fraud fast or else get pinned for these crimes.”

CONCLUSION
There are several ways of dealing with the mirror ship: the
player characters could try to disable or tractor the mirror ship
MAJOR BEATS into custody, which might end successfully, or the stress of
the beam might rip off a piece of the ship’s hull plating before
FAMILIAR FOOTPRINTS
it escapes into the black hole, returning to the mirror universe.
The crew travels to the scenes of the thefts (the subspace
The hull fragment would be enough to exonerate the player
relay and the outpost) to gather clues and talk to witnesses,
characters. Or, they might negotiate with the mirror crew to
who report a Starfleet vessel savagely attacking. Surveillance
hand over a piece of proof, or they might let the ship go home
images confirm the ship in question looks exactly like the
and find another way to prove their innocence to headquarters.
player characters’ ship. A scan for Starfleet warp signatures
reveals a trail that matches the players’ own warp signature
with a slight quantum variance. The trail heads toward a
binary star system. ADDING THIS MISSION TO
SEEING A GHOST
YOUR CAMPAIGN
The system consists of a red giant being consumed by a
The mirror ship could show up again later in
black hole, which has formed a nebula around it. As star
your campaign, or, if your players are interested
matter swirls into the black hole, it releases tremendous
in exploring an alternate universe, you can have
amounts of x-ray radiation that is harmful to humanoids. After
both ships pulled through the black hole into the
some tricky sensor adjustments and chasing shadows in
alternate universe. This alternate universe could be
the nebula, the player characters square off with a duplicate
the Terran universe, or perhaps something new.
of their ship, which hails them. A mirror first officer appears
onscreen, explaining they were pulled here from another

CHAPTER 07.30
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MISSION BRIEF

“TRIUMVIRATE
GAMES”
Suggested Era of Play: 2256–2257 (wartime) Tulesians simply have different physiology). Uldan threatens
to cancel the Games and questions whether joining the
Suggested Spotlight Role: Operations Manager or Flight Federation is worth it if the organization cannot even run a
Controller fair game. The player character(s) must placate the huge
crowd of spectators to keep them from rioting.
SYNOPSIS
The Federation Triumvirate Games, an Olympics-style flying THE SHOW MUST GO ON
tournament, is meant to serve as symbol of unity during a Starfleet reminds the player crew how important it is
low point in the Federation-Klingon War. Player characters politically for these Games to succeed. The crew must come
participate and help with logistics, but when one team up with a proposal for how to run the third event – which is
accuses another of cheating, the symbol risks becoming a simulated combat piloting against A.I. drones – in a way that
public disaster. will please everyone.

MINOR BEATS
OPENING Sesu questions the player characters about what it’s like
LOG ENTRY to be a part of the Federation, opening opportunity for
characters to explore their values.

“The war is not going well, but the Federation is


KEY NON-PLAYER
still holding the annual Triumvirate Games, which
CHARACTERS
means we get to do some fancy flying while
Tulesians are non-humanoids who resemble large tree frogs
showing some candidate worlds what it’s like to be
with red eyes. Queen Sesu of Tulesia can be adapted from
part of the United Federation of Planets. I welcome
Taris, Vorta Overseer, on page 331. The Arboki are tall,
the break from bad news.”
lanky humanoids who have a cultural history of xenophobia.
Speaker Uldan of Arbok can be adapted from Romulan
Centurion on page 320.

MAJOR BEATS CONCLUSION


Player characters might suggest running the combat simulation
OFF TO THE RACES
as an allied front instead of as separate teams, or may offer to
Two Federation candidate worlds – Arbok and Tulesia –
mediate talks that amend the rules in ways both sides accept.
participate in the Games alongside current Federation
Depending on their success, the Arboki and Tulesians may
members. Arbok is hosting the event in their star system, and
remain Federation candidates, become tentative allies, or
large crowds have gathered. The operations officer from the
decide to withdraw their applications. Success might get the
players’ ship is asked to oversee event logistics. Pomp and
player characters an invite to design next year’s game cycle.
parties prelude the first event, which is a timed scavenger hunt
– navigate an asteroid field collecting special minerals. Player
characters with shuttle piloting skills may participate. The
Tulesian team has a minor collision, and requires assistance.
ADDING THIS MISSION TO
YOUR CAMPAIGN
SUSPICIONS
To set the mission after the war, make the stakes
The second event involves precision flying through an
an important treaty negotiation. The game rounds
anomaly that distorts time perception, making the piloting
can be retooled to match your player characters’
tasks more difficult. The Tulesian team wins easily, and
unique talents.
afterward it is discovered time distortion doesn’t affect
them. Uldan, the Speaker for Arbok, accuses the Tulesian
Queen, Sesu, of cheating (no evidence of cheating is found –

MISSION BRIEFS
162
MISSION BRIEF

“CONTAMINANT”
Suggested Era of Play: 2257 FOUND YOU
The bird-of-prey is hunting for Dai’Neth as an essential war
Suggested Spotlight Role: First Officer asset and will do anything to recover her, including firing on
the players’ ship. Dai’Neth will not willingly go back to war.
SYNOPSIS Montall sneaks aboard Dai’Neth’s ship to learn about the
When a planetary survey team detects hydrazine on a pre- craft but accidentally activates the engines, accelerating
warp world, the player characters investigate to find they are the hydrazine leak and signaling Dai’Neth’s location to
not the first warp-capable visitors. They must navigate the the bird-of-prey. The player characters must decide if the
Prime Directive while deciding how to handle the other visitors. Prime Directive applies to Juara, whether they will assist
Dai’Neth in evading capture, and how they will address the
environmental contamination problem.
OPENING
LOG ENTRY MINOR BEATS
Montall is designing a water purification system and will
ask the player characters’ input. Dai’Neth proudly shows
“We have been conducting a survey of Juara IV, off her art.
which is an M-Class planet home to an early-
industrial civilization. Scans show a concentration KEY NON-PLAYER
of hydrazine not consistent with the environment. CHARACTERS
Hydrazine could indicate warp engines. We will Dai’Neth is a wise and calculating Klingon warrior. Use
investigate further, hopefully without drawing Klingon Veteran on page 318 with the value “Battle Isn’t
attention to ourselves.” Everything.” Montall is curious and insightful and can be
represented by Starfleet Engineer on page 315. Dai’Neth’s
ship is a Klingon raider, which is on page 130 of this guide.

CONCLUSION
MAJOR BEATS The player characters might give Dai’Neth sanctuary on their
ship, stall the bird-of-prey and help Dai’Neth repair her ship
STRANGE CONTAMINATION
and escape, help the Juarans hide her, or try to convince
Incognito away teams can beam down. Scans show
Dai’Neth to defect to the Federation. Deterring the bird-
hydrazine is in the water supply. Player characters are
of-prey will take superior force or a very convincing story.
approached by Montall, a Juaran engineer who is studying
To address the contamination, the player characters might
the contaminant, and together they track it to the source –
help Montall finish his purifier, stop the leak from Dai’Nath’s
a crashed Klingon raider. A Klingon warrior steps out and
ship, and/or initiate proper first contact that would allow for
threatens the player characters. A short scuffle may ensue.
comprehensive clean-up.

HERMIT OR HERO?
If player characters can communicate peaceful intent, ADDING THIS MISSION TO
Dai’Neth explains she is a Klingon weapons expert who
objects to the war with the Federation on the grounds of
YOUR CAMPAIGN
it being dishonorable, so when her ship crashed on Juara,
This mission fits best in the late war period but
she did not signal for rescue. She has spent her time on
can be moved before or after – simply adjust the
Juara making metal art. Dai’Neth didn’t realize the raider’s
interaction with the Klingons to fit the politics of
reaction control thrusters were leaking, slowly poisoning the
the time (Dai’Neth can object to other practices the
groundwater. The players’ ship detects a vessel entering the
Empire is engaged in).
system – a Klingon bird-of-prey.

CHAPTER 07.30
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MISSION BRIEF

“TARDIGRADE TRIP”
Suggested Era of Play: 2256 or 2257 KIDNAPPED
A Klingon raider, which had been secretly tailing the players,
Suggested Spotlight Role: Chief Medical Officer decloaks and tries to kidnap a tardigrade. The creatures
panic, increasing the mental stress on the shuttle crew.
SYNOPSIS Player characters must rescue the tardigrade and find a way
During the war, Starfleet sends the player characters to scour for the shuttle crew to regain enough mental clarity to pilot
the Alpha Quadrant for tardigrades to be used in top secret out of the nebula before cognitive damage occurs.
projects. When the crew finds a family of tardigrades, they
experience unexpected cerebral effects, and discover they MINOR BEATS
are not the only ones after the creatures. A curious baby tardigrade sneaks aboard the player
characters’ ship to explore. It is not deliberately destructive
but causes chaos in the corridors and mess hall. Some
OPENING characters may feel Starfleet’s use of tardigrades is unethical
LOG ENTRY and may choose to act on that dissent.

KEY NON-PLAYER
“For some classified reason, Starfleet Command CHARACTERS
has sent us to locate tardigrades and to retrieve Tardigrades are cosmozoans who feed on spores and travel
tissue samples without harming them.” the mycelial network. They are typically docile but can be
vicious if provoked or cornered. See page 191 of this guide for
tardigrade stats. Klingon raider is on page 130 of this guide.

CONCLUSION
MAJOR BEATS The ship’s medical officer can guide the shuttle crew through
their anxiety and visions by using mental grounding techniques
FAMILY UNIT
or by reminding them of their identities and values. The raider
Tardigrades can be tracked by scanning for vectored
will abandon its prize to a superior show of force or tactical
distortions in space-time, which the creatures create as
maneuvering. The player characters must decide whether to
they travel along the mycelial network. Seven tardigrades,
report the tardigrades’ whereabouts to Starfleet.
including three babies, are located frolicking in a volatile
nebula. The tardigrades evade tractor beams and the nebula
disrupts transporters – a shuttle must be used to get close.
There is a shadow of something else on sensors – just
electrical static?
ADDING THIS MISSION TO
YOUR CAMPAIGN
NEURAL LINK
As the shuttle approaches, the creatures become agitated Confirm your players are comfortable with the
and the nebula gas around them ignites with blue spore themes in this mission before running it. Adapt
energy. All personnel in the shuttle experience sudden the visions to each character’s unique backstory
hallucinatory apparitions from their past, and a growing – ideally, evoke people, places, or events that
sense of anxiety. Analysis determines the tardigrades have serve as hooks for character development. This
strengthened their collective neural link with the mycelial mission could launch a larger arc engaging with
network, and the nebula is conducting that cognitive effect the mycelial network, perhaps even tied into
to the shuttle crew. They are experiencing the tardigrades’ the campaign found in Chapter 9. For more
mental state, and echoes of the network itself. information on the mycelial network, see page 98
of this guide. To set this mission post-war, make it
a scientific survey.

MISSION BRIEFS
164
MISSION BRIEF

“MUDDIED WATERS”
Suggested Era of Play: Discovery era (post-war) JOIN THE PARTY
Three small ships warp in – the rest of Dagar’s commandeered
Suggested Spotlight Role: Commanding Officer fleet. The scheming smuggler Harry Mudd has provided
Dagar with Starfleet shield frequencies that allow the bird-
SYNOPSIS of-prey to tear through the players’ ship’s shields. No shields
Ships from several Federation worlds along the Federation- means Dagar can transport dozens of Mudd androids onto
Romulan border have been stolen, their crews kidnapped. the players’ ship, programmed to distract and cause chaos.
Witnesses say it’s a Romulan bird-of-prey that comes out of The player characters must get shields operational, fight off
nowhere. But the ship is not what it seems, and the player the Vozem and the stolen vessels, and neutralize the androids
characters must engage in decisive action as their vessel before their ship is commandeered.
becomes the next target.
MINOR BEATS
Mudd may be planning a larger scheme that could become
OPENING an ongoing subplot. The Romulans may show up to reclaim
LOG ENTRY their ship.

KEY NON-PLAYER
“We received a distress call from a Tellarite freighter CHARACTERS
under attack by a Romulan ship. Concerns are Dagar is a recklessly ambitious Orion pirate captain who
high: with Starfleet weakened from the war, what wants to amass his own fleet to establish dominance within
better time for the Romulans to strike?” the Syndicate. For his stats, adapt Gul Tremak on page 329.
Mudd androids are on page 184 of this guide. For the Vozem,
use Romulan bird-of-prey on page 262. The three stolen
vessels can be represented by the Nova class on page 249.

MAJOR BEATS CONCLUSION


Dagar cannot be reasoned with and will laugh at threats. He
BAIT AND SWITCH
will attempt to disable the player characters’ ship but not
The Tellarite freighter is indeed under attack by a Romulan
destroy it, as he wants his prize. The bird-of-prey’s weapons
bird-of-prey, but pieces of the bird-of-prey appear cobbled
must be damaged to stop his onslaught. The Mudd androids
together. The crew of the freighter must be evacuated while
have limited programming and can be caught in circular
the players’ ship engages the bird-of-prey. The Romulan ship
reasoning loops or short-circuited. The Vozem might be taken
hails – an Orion captain appears on the viewer.
into custody or escape.

FOR WANT OF A STARSHIP


Dagar, an Orion pirate, says his crew stole this defunct
bird-of-prey, named it the Vozem, and made a deal with a
ADDING THIS MISSION TO
smuggler to repair the ship in exchange for co-control of YOUR CAMPAIGN
the fleet Dagar has amassed. If asked about the kidnapped
crews, he insists the player captain tour his ship. He tries For a multi-part adventure, you might allow Dagar
to convince the player captain to join his fleet. If they to take control of the players’ ship, or send the
refuse, Dagar states, “Mudd said Starfleet ships would be player characters to track down the kidnapped
the highest challenge.” The captain, now a hostage, must crews, who are headed for Orion. If your players
escape back to their ship. would enjoy additional Harry Mudd hijinks, you can
swap Dagar with Mudd himself, whose stats are on
page 183 of this guide.

CHAPTER 07.30
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MISSION BRIEF

“ARENA OF RELICS”
Suggested Era of Play: Discovery era (Klingon) ARENA
Inside is an arena bordered by dozens of Klingon weapons in
Suggested Spotlight Role: Commanding Officer ornate displays. In the ring, two warriors fight, armed with d’k
tahg before a well-dressed audience. The Mezrah ma’Staka
SYNOPSIS is in a locked case across the room. A Klingon named H’Ral
Klingon marriage rituals are complex; House Mezrah makes asks if they are there to watch or fight; both cost money. He
use of family relics in theirs. When a ceremonial weapon is says he purchased the ma’Staka legally and if they want it,
discovered stolen, the player characters must track it down they can win it back through ceremonial combat. Jehmess
before a wedding is ruined. volunteers to fight alongside a player character, two on two
against H’Ral’s fighters.

OPENING MINOR BEATS


LOG ENTRY Deridak is rumored to be haunted by the spirits of warriors
who died crossing the canyon. One of the weapons in H’Ral’s
collection is a bat’leth that belongs to a player character’s
“My cousin L’Ralta, daughter of To’Mesh, is House. News of the theft interrupted Jehmess in her
marrying soon, but one of the generations-old observance of the Kal’Hyah ritual – she may ask the player
family ma’Stakas is missing, replaced with a characters to join her as she completes it.
forgery. Only the authentic staff can be used in the
ceremony. No thieving petaQ will wrest joy from KEY NON-PLAYER
my kin! We shall find the relic, and the snake who CHARACTERS
stole it.” L’Ralta is a talented historian – use Klingon Veteran on page
330 or Grilka on page 357. Her daring betrothed, Jehmess,
can be represented by Klingon Veteran on page 330 or by
Valkris on page 341. For H’Ral, use Ferengi Salesman on
page 368, and for H’Ral’s fighters, use Klingon Warrior on
MAJOR BEATS page 325. Targ stats are on page 374.

IT’S A FAKE!
CONCLUSION
On Qo’noS, the crew is welcomed by Klingon historian
If the player characters lose, H’Ral might trade for something
L’Ralta into her home full of historical artifacts. She
more valuable. Successfully retrieving the ma’Staka will earn
discovered the fake when removing the relics from storage.
the crew an invite to the wedding, followed by a feast.
Her betrothed, a warrior named Jehmess, shares a list of
people with storage access. Player characters must sleuth
and interrogate to find a lead – the ma’Staka was sold to
a caravan bound for Deridak Canyon. Jehmess joins the
ADDING THIS MISSION TO
search party. YOUR CAMPAIGN
CANYON CROSSING House Mezrah can be swapped for any Klingon
The terrain presents dangers including rockslides and wild House. More information on Klingon wedding
targs. Scans reveal several Klingon life-signs and a large customs can be found on page 37 of The Klingon
concentration of weapons material deep within the rock. The Empire core rulebook. You might introduce House
only way in appears to be climbing down a steep crevice. politics that can be ignited later in the campaign.

MISSION BRIEFS
166
MISSION BRIEF

“STARBASE
NAUGHT”
Suggested Era of Play: 2256–2257 (Klingon) ENEMY IN WAITING
A Federation starship suddenly appears near the station,
Suggested Spotlight Role: Weapons Officer forcing the players’ ship to scramble to fend off its attack.
The ship’s captain, desperate for a Federation win, will not
SYNOPSIS hesitate to fire on the station to protect Starfleet secrets. The
Federation Starbase 37 is conducting secret propulsion player characters must contain the Starfleet officers on the
research, making it a prime target for capture during the station, repel the starship, and collect the intel they came for.
Federation-Klingon War. Player characters must storm the
station to claim it for Klingon glory, but Starfleet has some MINOR BEATS
surprises in store. The infiltrator who was sent ahead to the station might be a
Mo’Kai sleeper agent. The crew may want to chase down the
escape pods. A giant fungus breached its container and sent
OPENING roots into the EPS conduits, causing power fluctuations.
LOG ENTRY
KEY NON-PLAYER
CHARACTERS
“Starfleet possesses technology that is giving Starbase 37 is a Regula I-type scientific research station with
some of their ships an advantage over ours in limited defensive capabilities. Build its stats as equivalent
battle. Our infiltrator reports Federation Starbase to a Constitution-class vessel on page 250. Use Starfleet
37 on the border may be conducting research in Science Officer to represent the starbase crew; stats are on
this field. We go forth to claim this station’s secrets page 361. Pick a suitable Starfleet vessel from Chapter 6 of
and tactical position for the glory of our great this guide to be a worthy challenge for your crew.
House. Heghlu’meH QaQ jajvam!”
CONCLUSION
To retain control of Starbase 37, the player characters must
neutralize the Starfleet threat onboard and chase off the
MAJOR BEATS Federation starship. Succeeding at one or the other will buy
them enough time to download some data on the science
LEADING THE CHARGE experiments before having to withdraw. The crew must
Storming the station might involve taking out the station decide what to do with any secrets they gather.
shields or defensive targeting array, and hand-to-hand combat
encounters. The station crew launches escape pods, so the
player characters take control of a mostly empty station. ADDING THIS MISSION TO
Breaking into locked labs reveals the scientists were growing
varieties of mushrooms and experimenting with spore
YOUR CAMPAIGN
enhancement, which might be of interest to the Empire.
To run this mission post-war, situate the station
in an area of space the Empire wants to annex,
STAKING CLAIM
or make the starbase a non-Federation facility.
Suddenly, twelve Starfleet officers materialize on the bridge,
If you don’t want to deal with spore stuff, swap
in reactor control, and in the transporter room. They appear
it for research into countermeasures against
with weapons drawn and immediately move to secure control
hyperthermic charges.
of station systems. Review of encrypted transporter logs
shows they stayed behind and suspended themselves in the
transporter buffer, with a countdown to rematerialize. They
know the station well, so cornering them presents a challenge.

CHAPTER 07.30
167
MISSION BRIEF

“THE BASEST
BONES”
Suggested Era of Play: Discovery era (Klingon) but now feels affinity for Andoria, and does not want to work
against them. He asks for assistance defecting and getting
Suggested Spotlight Role: Surgeon his family safely beyond the reach of the Mo’Kai. A House
Mo’Kai agent enters and tells Bradek he must come with her
SYNOPSIS for treatment and reassignment.
To celebrate the first post-war anniversary of the united
Klingon Empire, House Do’Vekh hosts a party for allies, RENEGADE
including some Federation members. The Andorian Bradek will not go willingly. The player characters must
ambassador to Qo’noS falls ill, and when the player characters decide whether to help him escape, help the Mo’Kai re-
administer aid, the loyalties of many become suspect. acquire him, or attempt to mediate a third option. Bradek
may try to get to his ship to leave. Some of the player
characters may need to smooth over relations with diplomats
OPENING who are wondering what is going on.
LOG ENTRY
MINOR BEATS
There is at least one brawl at the party. The nature of
“Our crew has returned to Qo’noS for the Festival
Bradek’s situation invites value-based debate about ethics,
of Homecoming. Guests include diplomats from
honor, and duty.
Vulcan, Earth, Andoria...it is strange to see them
at a table with our warriors, but I welcome the
KEY NON-PLAYER
break from being wrist deep in battle wounds. To
CHARACTERS
the bloodwine!”
Bradek is a Klingon who has undergone species
reassignment protocol to appear Andorian. For stats, use
Klingon Veteran on page 330 or Arne Darvin on page 336,
but add the trait Andorian. The Mo’Kai operative can be
MAJOR BEATS represented by Klingon Veteran on page 330 or Klingon
Infiltrator on page 329.
MERRIMENT INTERRUPTED
The celebration hall boasts music, speeches, and games
CONCLUSION
such as the B’aht Qul challenge, which provide opportunities
If the player characters choose to help Bradek escape, they
to mingle with dignitaries. Bradek, the Andorian ambassador
will need to find a long-term treatment plan, and they will also
to Qo’noS, remarks to the player characters that he’s
make an enemy of House Mo’Kai, which may come back to
impressed with Klingon hospitality and tells them about
haunt them. On the other hand, letting Bradek run loose risks
his wife and two adopted children. The player characters
exposing Klingon intelligence operations.
are invited to contribute lines about their adventures to an
impromptu ballad. Late in the evening, Bradek collapses in
convulsions, and the player surgeon is called upon to help.
ADDING THIS MISSION TO
SIDE EFFECTS
In the Do’Vekh clinic, scans show Bradek’s body is in shock,
YOUR CAMPAIGN
as if rejecting an implant. Chrondroblast cell scans reveal Bradek might become a recurring NPC. The player
his underlying physiology is Klingon. He can be temporarily characters may wish to investigate the hybrid
stabilized with immune suppressants. Bradek explains he is creation process further. For more information on
a sleeper agent who has undergone the Mo’Kai procedure of the choH’a’ protocol, see page 97.
choH’a’, grafting Andorian features and personality over his
Klingon identity. After a year undercover, he was activated,

MISSION BRIEFS
168
MISSION BRIEF

“WORTHY PREY”
Suggested Era of Play: Discovery era (Klingon) SAND SOLDIERS AND THE CAULDRON OF CHAOS
The second trial is an army of sand soldiers who can
Suggested Spotlight Role: Science Officer manipulate the dunes, affecting footing. They are susceptible
to blades but not energy weapons. In the third trial, an
SYNOPSIS enormous cauldron rises around the crew and pillars and
On a mission to survey an uninhabited planet for dilithium, the begins filling with acidic mud. Touching the pillars in certain
crew accidentally triggers an ancient training simulation that patterns makes them raise or lower. The players must
requires them to defeat multiple challenges to get out alive. deduce the correct pattern to turn the pillars into stairs to
escape before the acid mud consumes them.

OPENING MINOR BEATS


LOG ENTRY The crew may wish to study the simulation technology and
the extinct civilization that constructed it. A dragon-lion cub
slinks out of the dunes and follows the player characters
“Thanks to my superior long-range scanning, through every trial (assisting or getting underfoot).
I have located an uninhabited Class-Yan world
rich in dilithium. It has bizarre topography – I look KEY NON-PLAYER
forward to exploring this rock.” CHARACTERS
For the dragon-lions, adapt Sehlat on page 340 (page 376 of
The Klingon Empire). For the sand soldiers, use Jem’Hadar
Warrior on page 330 (page 369 of The Klingon Empire).

MAJOR BEATS CONCLUSION


The simulation will disengage when the player characters
FLOATING MOUNTAINS
have navigated all trials. Hacking the simulation to end it
The planet’s surface boasts mountains that float and shift
early requires breaking into the pillars and outsmarting the
in the air due to gravimetric distortions. Transporters can’t
program, an extremely difficult task. Once the simulation
get through; shuttles can, but it’s an interesting ride. The
ends, the player characters can map the dilithium deposits.
undersides of the mountains are marbled with minerals,
The simulation might trigger again for future newcomers,
including dilithium. There are no life-signs on the planet,
unless the player characters disable it.
but scans show ruins in a valley of sand dunes: a cluster
of triangular metal pillars with three engraved symbols.
Touching them lights up the first symbol, and several large
scaly creatures appear atop the dunes, one for each player
ADDING THIS MISSION TO
character. YOUR CAMPAIGN
DRAGON-LIONS This mission can be worked into any campaign,
The creatures look part mountain lion, part dragon, with since resource reconnaissance is always needed.
fangs and wings and poison breath that knocks people Dilithium can be swapped for a different resource
temporarily unconscious. They do not register as life- if desired. You can make the tone of this mission
signs. They hiss and pounce. The player characters must lean toward fun and games or toward danger and
react quickly. When a dragon-lion is slain or scared off, it survival, depending on the type of adventure your
immediately disappears like a hologram, but their teeth and players are interested in.
claws inflict very real damage. When all are vanquished, the
second symbol on the pillar lights up. It becomes clear this
is an advanced simulation, a training program. The dunes
collapse if they try to leave – they are stuck in the valley.

CHAPTER 07.30
169
ALLIES AND ADVERSARIES
170
CHAPTER 08.00

ALLIES AND
ADVERSARIES

08.10 The Federation and Starfleet. . . . . . . . . . . . . . . 172


08.20 The Klingon Empire. . . . . . . . . . . . . . . . . . . . . . . . 179
08.30 Other Allies and Adversaries. . . . . . . . . . . . . . . . 183
08.40 Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190

CHAPTER 08.00
171
CHAPTER 08.10

ALLIES AND ADVERSARIES

THE FEDERATION AND


STARFLEET
“This is Starfleet. Get it done.”

- CAPTAIN CHRISTOPHER PIKE

During the Red Angel investigation, Cornwell ordered


VICE ADMIRAL a working relationship between Discovery’s crew – at
that time temporarily commanded by Enterprise captain
KATRINA Christopher Pike – and Section 31 agent Leland, both of
CORNWELL whom were investigating the signals and fugitive Enterprise
––– science officer Spock’s involvement with the phenomenon.
Only when Leland’s pursuit of Spock was revealed to be
[NOTABLE] a scheme by Section 31’s threat assessment AI, Control,
Katrina Cornwell embodied the to forcibly extract Spock’s knowledge of the signals did
presence of Starfleet Command to the both Leland and Cornwell recognize the threat Control
crew of the U.S.S. Discovery throughout posed. Cornwell joined both Discovery and the Enterprise
the Federation-Klingon War and during in battle against Control’s forces and gave her life to save
their investigation of the Red Angel signals. the Enterprise by sealing herself in a compartment with a
A psychiatrist earlier in her professional live photon torpedo embedded in the ship’s hull, which,
life who specialized in the treatment of due to her heroic sacrifice, detonated without wreaking
post-traumatic stress disorder, Cornwell catastrophic damage.
fostered friendships with the captains
under her command, even allowing them TRAIT: Human
given-name basis on occasion, but VALUE: The Only Way to Find a New Road Is to Walk It
was unafraid to place the security of
Starfleet and the Federation ahead of ATTRIBUTES
those friendships.

CONTROL 08 FITNESS 08 PRESENCE 10


Cornwell suffered multiple hardships
during the war, including capture and
DARING 09 INSIGHT 11 REASON 08
torture by Klingon forces and the
revelation that Discovery captain
Gabriel Lorca, a close friend and DISCIPLINES
former romantic partner, had died
and had been impersonated for COMMAND 03 SECURITY 02 SCIENCE 01
months by Lorca’s counterpart from
a parallel universe. Owing to her CONN 01 ENGINEERING - MEDICINE 02
experiences with the Klingons
and the impending fall of the
FOCUSES: Lead by Example, Negotiation, Psychiatry
Federation, Cornwell was fully
prepared to visit genocide upon
STRESS: 10 RESISTANCE: 0
the Klingon homeworld until
Discovery science specialist
ATTACKS:
Michael Burnham dissuaded
§ Unarmed Strike (Melee, 3A, Knockdown, Size 1H,
her from doing so.
Non-lethal)

THE FEDERATION AND STARFLEET


172
§ Phaser Type-2 (Ranged, 5A, Size 1H, Charge)
SOLDIERS
WHEN NEEDED
SPECIAL RULES:
§ Decisive Leadership: In a conflict, whenever Cornwell
ADMIRAL KATRINA CORNWELL, MEMO TO THE FLEET
performs the Assist task and would then pay 2
I won’t mince words – Starfleet continues to take heavy casualties in this
Momentum to keep the initiative, the cost to keep the
war. The Klingon battle strategy is erratic and brutal: ships cleaved in
initiative is reduced to 0.
two, crews burned alive, entire planets asphyxiated. The threat we face
§ Positive Reinforcement: Once per mission, Cornwell
seems relentless and, at times, the future looks grim.
may attempt a Presence + Medicine task with a
Difficulty of 3 while providing emotional support or
As members of Starfleet, we are explorers first, and soldiers when
encouragement for another character. Success creates
needed. The people of the Federation need you now. We each took an
a personal advantage for the other character that lasts
oath to protect the UFP and its ideals of peace and equality. Remember:
until the end of the mission, and enables that character
we are the only line of defense.
to reroll their dice pool, as if they’d spent a point of
Determination, once until the end of the mission. If the
Persist, Starfleet. That’s an order.
task that the character used their reroll on fails, they
lose the advantage Cornwell bestowed.

ADMIRAL CORNWELL IN PLAY


Though Admiral Cornwell was largely involved and the same applies to games set during Discovery’s second season, at least
with Discovery and their work in developing their those set prior to her death.
spore drive, the presumed loss of Discovery and
escalation of hostilities by the Klingon Great Though Cornwell had no problem in establishing herself as an authority figure
Houses following Kol’s death would have likely to line officers under her, Cornwell would conduct herself with cordiality with
directed her toward other wartime matters. Games player character subordinates so long as the customary level of respect was
set during the nine months in which Discovery went afforded her and if mission priorities didn’t overshadow social pleasantries. A
missing could easily have a player character crew player character in need of advice could even avail themselves of Cornwell’s
encounter Cornwell and receive orders from her, experience as a therapist.

CHAPTER 08.10
173
TRAITS: Vulcan, Revered Diplomat
SAREK
–– – VALUES:
§ My Logic Is Uncertain Where My Children Are Concerned
§ The Vulcan Way Diminishes Unless Shared
[MAJOR] § What Is Necessary Is Never Unwise
During the mid-23rd century, Ambassador Sarek was
as much the consummate voice of logic and reason in
Federation politics as he would be for the following century. ATTRIBUTES
Though a revered diplomat at home and throughout the
Federation, Sarek was viewed by some of his people as at
CONTROL 12 FITNESS 09 PRESENCE 10
best an outlier and at worst a threat to Vulcan culture, owing
not only to his desire to open Vulcan institutions of learning
DARING 09 INSIGHT 08 REASON 11
to non-Vulcans but also to the optics of his unconventional
family, as he at this time in his life had been married to
Human educator Amanda Grayson, with whom he birthed DISCIPLINES
a half-Human son, Spock, and fostered Human orphan
Michael Burnham. Sarek and his family would suffer two COMMAND 05 SECURITY 02 SCIENCE 03
direct attacks by Vulcan logic extremists, one of which would
have killed Burnham had Sarek not mind-melded with her, an CONN 02 ENGINEERING 02 MEDICINE 02
act that transferred part of his katra to Burnham and created
a permanent psionic bond between the two.
FOCUSES: Astrophysics, Composure, Diplomacy, History,
Politics, Vulcan Philosophy
Despite steering Burnham toward a career in Starfleet against
her wish to apply to the Vulcan Expeditionary Group – a STRESS: 11 RESISTANCE: 0
decision the Expeditionary Group forced
ATTACKS: Nerve Pinch (Melee, 3A, Intense, Size 1H, Non-lethal)
Sarek to make as they would only allow
either Spock or Burnham within their SPECIAL RULES:
ranks – Sarek remained a source of § Cold Reading: Succeeding at a task during social
counsel for Burnham throughout the conflict generates 1 bonus Momentum which must be
peaks and valleys of her Starfleet career used for the Obtain Information Momentum spend to
up until her disappearance in 2258 during gain knowledge about an individual on the other side of
efforts by the crews of Discovery and the interaction. If the social conflict involves an extended
Enterprise to prevent the Section 31 AI task, Sarek gains the Scrutinize 1 benefit when rolling A.
Control from wresting an alien database § Mind-meld (Talent)
from Discovery’s computer and triggering § Nerve Pinch (Talent)
a galactic cataclysm. Both Sarek and § Renowned Diplomat: Sarek’s renown and reputation
Amanda vowed to never again publicly are such that his mere presence can serve as the
speak of Burnham or Discovery in order groundwork for diplomatic talks. Once per scene, when a
to prevent the cataclysm Burnham character is involved in a social conflict reflecting peace
and her Discovery crewmates talks, negotiations, or some other diplomatic mission,
sacrificed themselves to prevent. they may re-roll a single d20 as long as Sarek is present
in the scene or was instrumental in establishing the talks.
Note: The preceding biography § Shared Katra: A portion of Sarek’s katra resides in the
and the game statistics below mind of Michael Burnham, enabling one to immediately
reflect Sarek as depicted sense extreme emotional stress on the part of the other,
during Star Trek: Discovery’s regardless of their physical distance. This psionic link can
first two seasons. A depiction be used by Sarek to pinpoint Burnham’s physical location or
of Sarek that reflects his life actually communicate with her telepathically, both of which
throughout the original series require a period of meditation represented by an extended
and The Next Generation Control + Science task with a Work of 8, a Magnitude of
eras is available on 2, and a Base Difficulty of 2. Once a communication link is
pages 108–109 of established, Sarek suffers physical strain equal to 2A Stress
The Command for every five minutes the link is maintained. Their link was
Division presumably severed when Burnham traveled to the 32nd
supplemental century; this rule thus only applies to Sarek in games set
rulebook. prior to the reported disappearance of Burnham and the
U.S.S. Discovery in 2258.

THE FEDERATION AND STARFLEET


174
ATTRIBUTES
AMANDA GRAYSON
–– – CONTROL 09 FITNESS 07 PRESENCE 08
[NOTABLE]
DARING 09 INSIGHT 11 REASON 10
Human educator Amanda Grayson became a notable and
somewhat controversial figure in Vulcan society, owing to her
marriage to revered Vulcan diplomat Sarek and their siring DISCIPLINES
of a Human-Vulcan hybrid child, a son they named Spock.
Amanda acceded to her husband’s wishes that Spock be COMMAND 03 SECURITY - SCIENCE 02
raised according to Vulcan traditions, but upon learning
Spock had contracted the learning disability L’tak Terai due CONN 02 ENGINEERING 01 MEDICINE 01
to her family’s genetic history of dyslexia, Amanda began
personally tutoring Spock and fostered in him a love for
FOCUSES: Literature, Teaching
learning that Vulcan educators had thus far failed to instill.
STRESS: 7 RESISTANCE: 0
When Sarek took orphaned Human Michael Burnham into
ATTACKS: Unarmed Strike (Melee, 1A, Knockdown, Size 1H,
their home, Amanda welcomed young Burnham with open
Nonlethal)
arms and encouraged a familial relationship with Spock.
Though Amanda largely treated both Spock and Burnham SPECIAL RULES:
as equals, her promise to hide her emotions in her dealings § Advisor: Whenever Amanda assists another character using
with Spock led her to lend a greater degree of emotional Command, the character being assisted may re-roll one d20.
support to Burnham, a point of shame for Amanda. Amanda § Studious: Whenever Amanda spends 1 or more Momentum
was justifiably dismayed when logic extremists bombed the to Obtain Information, she may ask one additional question
Learning Center at which he and Burnham were students, (in total, not per Momentum spent on Obtain Information).
an act that nearly killed Burnham, but was bewildered
at the sudden and inexplicable fracture of Burnham and
Spock’s relationship shortly thereafter. Years later, Burnham
AMANDA GRAYSON
confessed the cause to Amanda – Burnham had attempted IN PLAY
to flee to Earth following the bombing and Spock insisted
Amanda Grayson was regularly a
on accompanying her, forcing Burnham to reluctantly insult
companion to her husband on his
Spock’s hybrid heritage in order to dissuade him from
diplomatic missions, and often
endangering himself.
acted as something of a social buffer
between the stoic Sarek and those
Amanda made herself available as a source of counsel and
less logic-adherent. Player characters
comfort to both Spock and Burnham as the two grew into
would find Amanda a warm and
adulthood and both built careers within Starfleet, though
friendly figure with a
Burnham’s career fell into ruin when she mutinied against her
wry sense of humor,
commanding officer in the events preceding the outbreak
though somewhat
of the Federation-Klingon War. Following the end of the war
subdued due to her
and Burnham’s reinstatement, Amanda took personal interest
life living among
in Starfleet’s search for Spock, who disappeared during a
Vulcans. Amanda’s
voluntary leave of absence and subsequently was framed
marriage to Sarek
for murder of Starfleet personnel. Amanda even harbored
lasted at least as
Spock on Vulcan until Sarek convinced her to allow Spock
late as the mid-
to face his accusers. After Burnham and her Discovery
2280s, making
colleagues traveled into the future, Amanda and Sarek vowed
her available
to never publicly speak of Burnham again for fear that the
as an NPC
galactic apocalypse Control threatened to unleash could still
throughout the
potentially occur.
original
series era.
TRAIT: Human
VALUE: Logic and Emotion Are Each Half of a Greater Whole

CHAPTER 08.10
175
ATTRIBUTES
LELAND
–– – CONTROL 09 FITNESS 10 PRESENCE 09
[NOTABLE]
DARING 10 INSIGHT 08 REASON 09
Equally capable as both ally and adversary, the actions
and motivations of Section 31 commander Leland were
anything but predictable. Leland considered the security DISCIPLINES
of the Federation a goal to be secured at all costs, and his
experience as both a spy and a strategist – coupled with his COMMAND 02 SECURITY 03 SCIENCE 01
flexible morals – made him equal to the task. Though Leland
considered himself a taskmaster in Section 31’s operations, CONN 02 ENGINEERING 01 MEDICINE -
he unknowingly was little more than one of many pawns in a
scheme by Starfleet’s threat assessment AI, Control, to attain
FOCUSES: Infiltration, Persuasion, Security Systems
sentience and eradicate sentient life throughout the Galaxy.

STRESS: 11 RESISTANCE: 0
Early in Leland’s career, he had assisted in Section 31’s
endeavors to develop time travel technology and, to that end,
ATTACKS:
arranged the theft of a Klingon time crystal from the Orion
§ Unarmed Strike (Melee, 4A, Knockdown, Size 1H,
outpost on Qo’noS and provided it to Section 31 operatives
Nonlethal)
Gabrielle and Mike Burnham for use in their prototype time-
§ Phaser Type-2 (Ranged, 6A, Size 1H, Charge)
traveling spacesuit. Leland’s carelessness in assuring the
§ Escalation Phaser Rifle Type-3 (Ranged, 7A, Size 2H,
crystal would be untraceable unfortunately led a Klingon
Accurate, Charge)
raiding party to the Burnhams’ home on Doctari Alpha.
Though the Burnhams’ daughter Michael survived, Mike
SPECIAL RULES:
Burnham was killed and Gabrielle Burnham fled in the suit
§ Interrogation: When Leland succeeds at a task to coerce
in a futile attempt to preemptively rescue her family from the
someone to reveal information in a social conflict, he
Klingons, though she was mistakenly believed killed as well.
gains 1 bonus Momentum, which may only be spent on
the Obtain Information Momentum spend.
Despite his failure in protecting the Burnhams, Leland rose
§ Practiced Liar: When Leland attempts to convincingly lie
through the ranks of Section 31 and attained a position of
to someone, he may add a bonus d20.
seniority within the organization. As much a talent scout
as an operative, Leland was personally responsible for
recruiting deposed Terran emperor Philippa Georgiou and,
under Control’s guidance and with Georgiou’s assistance,
Human-Klingon hybrid Ash Tyler. Leland took personal LELAND IN PLAY
charge of the hunt for Lieutenant Spock, who had seemingly
murdered multiple Starfleet officers fleeing a mental health The chances that player characters would
facility aboard Starbase 5, an act for which Control had knowingly encounter Leland or any operative of
framed him without Leland’s knowledge. Section 31 is rare to the level of near-impossibility.
That said, as head of the organization, he would
Leland offered his aid in capturing the Red Angel and likely prove to be the face of a player character’s
subsequently confessed to the then-adult Michael encounter with Section 31 during games set
Burnham his role in her parents' loss. During the process prior to his death at Control’s hands. Leland is
of generating a containment field through which to capture an emotional chameleon capable of portraying
the Red Angel at the research facility on Essof IV, Leland himself as a friend or a helping hand as much as
was violently "converted" by Control into little more than the last individual one would care to meet. Leland
a colony of nanomachines bearing his form and Control's also plays things very close to the chest and
consciousness, effectively killing him. Control maintained its won’t volunteer anything beyond need-to-know
façade as Leland in its relentless pursuit of an ancient alien information to anyone he encounters. Leland may
database held in Discovery’s computer core that would allow even seek to recruit a player character into Section
Control to achieve sentience, only for “Leland” to meet its 31, either as an asset embedded aboard their
end aboard Discovery at Georgiou’s hands. present assignment or as a full-time operative, and
may leverage their pasts or personal secrets to get
TRAIT: Human them to say yes.
VALUES: Starfleet Ideals Sometimes Require Non-
Starfleet Actions

THE FEDERATION AND STARFLEET


176
odds enough to allow Discovery officer Michael Burnham
CONTROL
––– to open the temporal wormhole that would deposit her,
Discovery, and the Sphere data 930 years into the future
and out of Control’s grasp. Following Discovery’s departure,
[MINOR] which was reported by those involved as its destruction,
Created by Section 31 as an advisory tool with the primary
what remained of Control was entirely dismantled.
mandate of modeling threat assessments, the artificial
intelligence dubbed Control was a tool utilized by both
Starfleet Command and Section 31 to guide deployment
CONTROL AVATAR
TRAIT: Control Avatar
of resources and personnel. Based out of a dedicated data
center located within Section 31 Headquarters, Control
was strictly used as an advisory tool for Section 31 and ATTRIBUTES
Starfleet flag officers, who had final approval or veto on
any and all of its recommendations, despite parties within CONTROL 09 FITNESS 11 PRESENCE 07
Starfleet and Section 31 that lobbied to have Control fully
manage Starfleet deployment decisions. The debate over DARING 08 INSIGHT 07 REASON 10
how much authority Control should be afforded became a
moot point in 2258 when an artificial intelligence from the far DISCIPLINES
future corrupted its 23rd century counterpart and drove it to
use the data contained with an ancient alien Sphere, which
COMMAND 01 SECURITY 02 SCIENCE -
starship Discovery would later acquire prior to the Sphere’s
destruction, to evolve Control to a level that would bring
CONN 02 ENGINEERING 01 MEDICINE -
about the end of sentient life throughout the Galaxy.

To this end, the corrupted Control murdered the staff of STRESS: 11 RESISTANCE: 2 (mechanical construction)
Section 31 Headquarters and used holograms of their senior
officers, particularly Vulcan Admiral Patar, to impersonate ATTACKS:
those it had killed and direct the personnel it needed to § Unarmed Strike (Melee, 2A, Knockdown, Size 1H,
accomplish its goals through the usual chain of command Nonlethal)
in order to stave off suspicion. Control then enacted a § Phaser Type-2 (Ranged, 4A, Size 1H, Charge)
multi-tiered plan to both locate the Sphere and combat any § Escalation Phaser Rifle Type-3 (Ranged, 5A, Size 2H,
potential threats to its objective, including the framing of Accurate, Charge)
Enterprise science officer Spock for murder after Control
SPECIAL RULES:
learned of and sought his knowledge of a series of red-hued
§ Fast Recovery: Control’s avatars recover from stress and
temporal energy bursts, recommending to both Starfleet
injury quickly. At the start of each of its turns, the creature
and Section 31 to investigate the red bursts, and, upon
regains 2 Stress, up to its normal maximum.
Discovery’s acquisition of the sphere data, the corruption
§ Invulnerable: Control’s avatars are impervious to
of Discovery’s cyborg spore drive navigator Lt. Commander
harm, and cannot be Injured in any way; attacks can be
Airiam, whom Control used as both a spy aboard Discovery
attempted and damage is rolled as normal, but it cannot
and in an attempt to surreptitiously steal the Sphere’s data.
suffer injuries.
§ Machine: Control’s avatars are colonies of nanomachines
When Discovery’s crew discovered Control’s true hand in
that are highly resistant to environmental conditions,
recent events, it began to escalate its efforts, creating avatars
reducing the Difficulty of tasks to resist extremes of heat
of itself out of colonies of nanomachines that could take
and cost by two, and they are immune to the effects of
organic form, operating primarily from an avatar patterned
suffocation, starvation, and thirst. They are, however,
after Section 31 field commander Leland. It took control
vulnerable to magnetic fields and can be immobilized
of the entirety of the Section 31 fleet, ejecting their crews
and even deconstructed if the avatar is in close proximity
into space, and chased Discovery relentlessly as her crew
to a ferrous structure, such as a metallic floor or wall,
pursued various means of destroying the Sphere data and,
a connected power source, or an opposing character
upon failing, opted to use a time travel suit designed by
succeeding at a Control + Engineering task at a
Section 31 engineer Gabrielle Burnham to spirit Discovery
Difficulty of 2.
and the sphere data centuries into the future and out of
§ Menacing: Control’s avatars are dangerous, heralding
Control’s reach. Control’s commandeered fleet attacked both
a greater problem for those who confront one or more
Discovery and Enterprise, enabling Control, using Leland’s
of them. When an avatar enters a scene, 1 Threat is
avatar, to board Discovery in search of the data. Despite
immediately added to the Threat pool.
Section 31’s fleet vastly outgunning the two Starfleet vessels,
assistance from the Klingons and the Kelpiens evened the

CHAPTER 08.10
177
with Gabrielle and learned of the threat Control posed. Upon
DR. GABRIELLE learning of an ancient alien Sphere containing hundreds of
BURNHAM thousands of years of knowledge from countless species,
–– – including knowledge of artificial intelligence that Control
would use to achieve sentience, Gabrielle tried and failed to
[NOTABLE] destroy the Sphere, then arranged for it to be found by U.S.S.
Though publicly a civilian astrophysicist, Dr. Gabrielle Discovery in the hope that Discovery would either keep the
Burnham was secretly an engineer in the employ of Section Sphere’s data safe or find a way to destroy it.
31, who also employed her husband Mike. The couple was
drawn into a temporal arms race between the Federation and The crews of Discovery and a Section 31 ship lured Gabrielle,
the Klingon Empire when they were tasked by Section 31 to with Michael’s consent, by placing Michael in a life-threatening
work on Project Daedalus, an endeavor by the organization situation at the research facility on Essof IV, then held Gabrielle
to develop time travel technology upon learning the Klingons within a containment field to prevent her departure. Though
were doing the same, potentially as a means to destroy Gabrielle agreed to Michael’s plan to transfer the Sphere
humanity by preventing its very origin. The Burnhams settled data to the time suit and fly it to the future, Control attacked
on the Federation research outpost on Doctari Alpha to begin the facility and destroyed the time crystal in Gabrielle’s suit,
their work, concealing it from not only the outpost’s other meaning that once the containment field was dropped,
residents but from their daughter Michael, who would remain Gabrielle would not only again be drawn back to 3186 but
unaware of her parents’ true occupations until adulthood. would also be permanently stranded there. Gabrielle was
drawn into the micro-wormhole and back to the 32nd century.
Aided by Mike’s scientific knowledge, Gabrielle fabricated
a flight-capable spacesuit that could traverse time via TRAIT: Human
micro-wormholes aided by a Klingon time crystal provided VALUE: Determined to Safeguard the Future
by Section 31 operative Leland. Unfortunately, Leland’s
failure to properly ensure that the crystal was untraceable ATTRIBUTES
led a Klingon raiding party straight to the Burnhams’ home.
Gabrielle attempted to use the suit to preemptively rescue
CONTROL 09 FITNESS 07 PRESENCE 08
Mike and Michael before the Klingons’ arrival, but upon
activating the suit, Gabrielle was hurled nearly a millennium
DARING 10 INSIGHT 09 REASON 11
into a future in which all sentient life had apparently been
eradicated. Though Mike was killed in the attack and Michael
survived but believed both her parents had died, Gabrielle DISCIPLINES
resolved to return to her family and stop the cataclysm that
had befallen the Galaxy, which she learned was caused by COMMAND 01 SECURITY 01 SCIENCE 02
Control, a threat-assessment AI that had achieved sentience.
CONN 02 ENGINEERING 03 MEDICINE -
Gabrielle soon learned that the time crystal had temporally
anchored her to the point in time and space in which she
FOCUSES: Modeling and Design, System Maintenance,
arrived – the planet Terralysium in the year 3186 – meaning that
Temporal Mechanics
she could still use the suit to travel to any time and location
but would be forcibly transported back to that same point
STRESS: 8 RESISTANCE: 1 (time suit)
within mere moments. Also, due to atemporal dysplasia, she
was unable to communicate with anyone she would encounter
ATTACKS: Unarmed Strike (Melee, 2A, Knockdown, Size 1H,
during her jumps; those who would encounter Gabrielle over the
Non-lethal)
course of history would dub her the “Red Angel”.

SPECIAL RULES:
Gabrielle discovered she could influence the timeline when
§ Temporally Anchored: Gabrielle’s unplanned first time
she saved the lives of a group of World War III-era Humans by
jump using her prototype suit temporally anchored her to
transporting them to Terralysium and thereafter began making
the planet Terralysium in the year 3186. Any attempt to
hundreds of time-jumps to change the past enough to prevent
time-travel from this time and place using her time suit
Control from destroying sentient life. To that end, Gabrielle
will generate a micro-wormhole moments after her arrival
encountered the Vulcan Spock – into whose family Michael
in another time and place that will forcibly draw her back
was adopted following the attack on their home – whose
to her temporal anchor point.
hybrid mind and affliction with a form of dyslexia made him
§ Time Suit Familiarity: When Gabrielle attempts a task to
the sole person in history with whom she could communicate.
determine the source of a malfunction with her time suit,
She met with Spock twice in his life, once in his childhood
she may add 1 bonus d20.
and a second time in adulthood in which Spock mind-melded

THE FEDERATION AND STARFLEET


178
CHAPTER 08.20

ALLIES AND ADVERSARIES

THE KLINGON EMPIRE


“There is no honor without unity.”

- T’KUVMA

of his cloak-capable warships to ram and destroy Anderson’s


T’KUVMA vessel, U.S.S. Europa.
–– –
T’Kuvma then declared to the Starfleet survivors that this
[NOTABLE] battle was to be his message of the Empire’s supremacy
Obsessed as much with the concept of a united Klingon and unity under his leadership, then ordered the collection
Empire free of division along the Great Houses as he was his of those Klingons killed in the battle. The crew of the heavily
view of the United Federation of Planets as a plague on the damaged Shenzhou proved a variable T’Kuvma failed to
Klingon cultural identity, Klingon warlord T’Kuvma amassed consider, as they hid a photon torpedo amongst the Klingon
an army of followers and ships from his personal warship, the corpses adrift in vacuum and detonated it once brought
Ship of the Dead, a mobile sarcophagus once owned by his aboard the Ship of the Dead. Burnham and her commanding
father. T’Kuvma was also responsible for introducing cloaking officer, Captain Philippa Georgiou, then beamed aboard
technology to his fleet that rendered their ships functionally T’Kuvma’s flagship to capture him,
invisible. Flanked by his kin L’Rell and his Torchbearer Rejac, only to face both him and Voq in
T’Kuvma attained a messianic reputation to his followers, combat. Though Voq was able
many of whom, including the clanless albino Voq, had been to momentarily keep Burnham
cast aside as lesser by the Great Houses. So fervent was at bay and T’Kuvma fatally
T’Kuvma’s hatred of the Federation that he considered their ran Georgiou through with
verbal overtures of peace their most treacherous lie and the his mek’leth, Burnham
gravest of insults. fended Voq off long enough
to deliver a fatal phaser shot
As part of a plan to rally the Great Houses under his single to T’Kuvma. As Burnham
banner and to instigate a war with the Federation, T’Kuvma was beamed away, Voq
arranged to have the Beacon of Kahless, an ancient promised the dying
artifact prophesied to assemble the Houses once lit, to be T’Kuvma that he would
transported to the edge of Federation space, then disabled continue his crusade.
a Federation communications relay to lure a Starfleet
presence to them. Upon the arrival of the Federation starship
Shenzhou, T’Kuvma dispatched Rejac to light the Beacon,
only for Shenzhou XO Michael Burnham to accidentally kill
Rejac while investigating the beacon. T’Kuvma honored
Rejac as the first to give his life in the war he sought with
the Federation, and thereafter accepted Voq’s petition
to succeed Rejac as Torchbearer. Voq lit the beacon and
summoned numerous vessels representing the Great Houses
amassed at the Beacon, the commanders of which were
initially quick to scoff at T’Kuvma’s claims that he could lead
the Empire to victory over the Federation until the arrival of a
Starfleet flotilla sent to support the outnumbered Shenzhou.
Hostilities ignited between the two powers, with many of the
Federation ships falling to the Klingon armada. T’Kuvma was
all too willing to listen to Starfleet admiral Brett Anderson’s
offer of a cease-fire, to which he responded by ordering one

CHAPTER 08.20
179
T’Kuvma’s death was not without legacy, as his vision of a
KOL
Klingon Empire united against the Federation came to pass,
albeit usurped and sullied by his chief detractor, Kol of
–––
House Kor, and the war started at the end of his life would
[NOTABLE]
consume the Federation in a storm of fire and blood for well
Son of Kol-Sha, the head of the House of Kor, General Kol was
over the next year.
quick to scoff at T’Kuvma’s grand gesture of gathering the Great
Houses for the purpose of uniting the Empire under his single
TRAIT: Klingon
voice and attacking the Federation to prevent their peaceful
VALUE: Remain Klingon!
ways from polluting Klingon culture. Nevertheless, as T’Kuvma’s
actions had brought a significant victory over Starfleet in the
ATTRIBUTES Battle at the Binary Stars, Kol saw the opportunity and power
vacuum T’Kuvma’s death at the battle’s conclusion provided
CONTROL 08 FITNESS 10 PRESENCE 11 and leapt upon it, usurping T’Kuvma’s power base and
becoming the public face of the Klingon war machine to their
DARING 10 INSIGHT 07 REASON 08 Federation enemies in the war’s opening months.

DISCIPLINES Upon T’Kuvma’s death at the hands of Starfleet officer Michael


Burnham, Kol won over T’Kuvma’s followers by the simplest
of gestures – offering an abundance of food to a starving army
COMMAND 03 SECURITY 02 SCIENCE 01
– and took over T’Kuvma’s Ship of the Dead as his personal
flagship. Kol faced two opposing voices in T’Kuvma’s closest
CONN 01 ENGINEERING 02 MEDICINE -
disciples, his kin, L’Rell, and his Torchbearer, Voq, as Kol’s
purpose of uniting the Houses under one banner was simply
FOCUSES: Blades, Cloaking Devices, Inspiration to consolidate his personal political power rather than fulfill
T’Kuvma’s dream of an Empire united as a singular warrior
STRESS: 12 RESISTANCE: 1 (armor) force. Kol was quick to order Voq’s execution for his vocal
defiance of his leadership, but L’Rell, feigning fealty in hopes of
ATTACKS: wresting control of T’Kuvma’s followers back from Kol, instead
§ Unarmed Strike (Melee, 3A, Knockdown, Size 1H, convinced Kol to maroon Voq aboard the drifting remains of
Nonlethal) the Federation starship Shenzhou. Kol did not share T’Kuvma’s
§ Mek’leth (Melee, 4A, Vicious 1, Size 1H) reverence for the dead, whom T’Kuvma would entomb in the
§ Disruptor Pistol (Ranged, 5A, Vicious 1, Size 1H) sarcophagi arrayed along the exterior of the ship, and instead
§ Escalation Bat’leth (Melee, 5A, Vicious 1, Size 2H) simply discarded their bodies in a cargo hold.
§ Escalation Disruptor Rifle (Ranged, 6A, Vicious 1, Size
1H, Accurate) Even as the war between the Federation and Klingon raged,
Kol’s attention remained on assuring his political dominance
SPECIAL RULES: within the Empire, expelling from the High Council Houses that
§ Brak’lul: T’Kuvma’s Resistance is increased by 2 against refused to bow to his rule. Kol used misinformation related to
non-lethal attacks. In addition, whenever he is the target these expulsions to convince the Federation that the Houses
of a First Aid task, reduce the Difficulty of that task by 1, of D’Ghor and Mo’kai voiced intent to lobby for peace with
to a minimum of 1. the Federation, in reality a trap laid by Kol to capture the
§ Dauntless: Whenever T’Kuvma attempts a task to resist Federation’s top diplomat, Vulcan Ambassador Sarek. Though
being intimidated or threatened, he may add a bonus d20 Sarek was injured en route to his meeting with the “renegade”
to his dice pool. Houses’ representative, Kol nevertheless attained an even
§ Warrior’s Spirit: When T’Kuvma attempts a melee attack greater prisoner in the form of Starfleet Admiral Katrina
and purchases one or more additional dice with Threat, Cornwell, who replaced Sarek at the staged summit.
he may re-roll any number of d20s.
Kol began buying the loyalty of any Great Houses who
had previously refused to swear fealty with the cloaking
technology T’Kuvma employed on the Ship of the Dead and
his followers’ ships, greatly increasing the already formidable
tactical advantage the Klingons held over the Federation.
Kol became aware of L’Rell’s duplicity but allowed her free
rein nevertheless, allowing her to interrogate Cornwell as a
test of loyalty. L’Rell instead professed to Cornwell her desire
to defect to the Federation, but their discovery during their

THE KLINGON EMPIRE


180
escape attempt forced L’Rell to feign killing Cornwell during ATTACKS:
their escape attempt and deposit her unconscious body in § Unarmed Strike (Melee, 3A, Knockdown, Size 1H,
the cargo hold Kol repurposed for the callous disposal of Nonlethal)
his warriors’ remains. Though L’Rell informed Kol that the § Mek’leth (Melee, 4A, Vicious 1, Size 1H)
Federation starship Discovery possessed a technological § Disruptor Pistol (Ranged, 5A, Vicious 1, Size 1H)
breakthrough that the Empire could capture for their own use, § Escalation Bat’leth (Melee, 5A, Vicious 1, Size 2H)
Kol saw through the deception and ordered L’Rell imprisoned, § Escalation Disruptor Rifle (Ranged, 6A, Vicious 1, Size
just as a signal from the planet Pahvo was received, a 1H, Accurate)
misguided attempt by the planet’s indigenous population to
SPECIAL RULES:
arrange a peace accord between the two warring powers.
§ Bold (Command): Whenever Kol attempts a task with his
Command discipline and purchases one or more dice by
Upon arriving near Pahvo and faced with Discovery,
adding to Threat, he may re-roll a single d20.
Kol ordered the ship captured, unaware that Discovery
§ Brak’lul: Kol’s Resistance is increased by 2 against non-
crewmembers Michael Burnham and Ash Tyler – the latter in
lethal attacks. In addition, whenever he is the target of a
reality Voq, who L’Rell had arranged to have surgically and
First Aid task, reduce the Difficulty of that task by 1, to a
psychologically transformed into a replica of the true Tyler –
minimum of 1.
had beamed aboard the Ship of the Dead to place sensors
§ Warrior’s Spirit: When Kol attempts a
that would allow Discovery to perform a full analysis of the
melee attack and purchases one or
ship’s cloaking field using its experimental spore drive.
more additional dice with Threat, he
As Discovery performed a rapid series of spore jumps in order
may re-roll any number of d20s.
to complete its scans, Kol saw through the ruse and prepared
his crew for departure, but Burnham arrived, identified herself
as T’Kuvma’s killer, and, as a delaying tactic, challenged Kol
to best her in combat and claim her as proof of his right to
rule the Empire. Kol accepted and handily battled Burnham,
unaware of her true intention and taunting her with the
uniform badge of her former captain, Philippa Georgiou, who
T’Kuvma had personally killed at the Battle at the Binary Stars.
Discovery’s scans complete, Burnham retrieved Georgiou’s
badge and was beamed back seconds before a barrage of
photon torpedoes from Discovery destroyed the Ship of the
Dead, taking Kol, his followers, and his relentless bid for power
over the Klingon Empire with it.

TRAIT: Klingon
VALUE: Follow Me to Victory or Languish Forgotten and
Unsung

ATTRIBUTES

CONTROL 10 FITNESS 08 PRESENCE 09

DARING 10 INSIGHT 09 REASON 08

DISCIPLINES

COMMAND 03 SECURITY 02 SCIENCE 01

CONN 02 ENGINEERING 01 MEDICINE -

FOCUSES: Blades, Intimidation, Politics

STRESS: 10 RESISTANCE: 1 (armor)

CHAPTER 08.20
181
guardian of the monastery’s time crystals. Exposure to the
TENAVIK
––– time crystals caused Tenavik to appear mere months later
as a full-grown adult with robust knowledge of the crystals
and their associated rituals, though the exact circumstances
[NOTABLE] through which this occurred remain unclear. When Starfleet
Shortly after Klingon Torchbearer Voq was sent to the
captain Christopher Pike traveled to Boreth aboard U.S.S.
House of Mo’kai to undergo the choH’a’ process that
Discovery to obtain a time crystal, Tenavik was the Timekeeper
would transform him into a replica of Starfleet officer Ash
who guided Pike through the rituals required to be allowed
Tyler, L’Rell learned that she was pregnant with Voq’s
one. Pike earned the right to a crystal and honored Tenavik
child. Concerned that pregnancy would prevent her from
by willingly sacrificing his own future to safeguard the Galaxy.
enacting her plan to reawaken Voq’s memories once he had
Tenavik gave Tyler’s insignia to Pike, as, though it helped him
infiltrated Starfleet, L’Rell had the fetus surgically removed
along his life’s journey, he had reached his destination and no
and gestated ex utero. By the time the child had completed
longer needed it. Once back aboard Discovery, Pike returned
gestation, L’Rell had claimed the seat of Chancellor of the
the insignia to Tyler and told him and L’Rell what he could of
Klingon Empire and, fearing her son could be used as a
the man their son had become.
weapon against her, arranged for him to be cared for by
the House of Mo’kai. L’Rell’s precautions proved futile as
TRAIT: Klingon
Kol-Sha, her rival on the Council, abducted the child and
VALUE: Time Is Not Mastered… It Is Endured
ransomed his life in exchange for the Chancellorship.

Though L’Rell and Tyler were able to recover their son with ATTRIBUTES
the aid of Section 31 agent Philippa Georgiou, Georgiou
convinced L’Rell that her decisions as Chancellor would CONTROL 09 FITNESS 08 PRESENCE 09
always be questioned so long as Tyler and her son lived.
With Georgiou’s aid, L’Rell falsely declared to the DARING 09 INSIGHT 10 REASON 09
Council that her child was murdered by Tyler
and that Kol-Sha died killing Tyler, maintaining DISCIPLINES
Kol-Sha’s reputation with the Council and
eliminating the appearance of impropriety
COMMAND 01 SECURITY 02 SCIENCE 03
Tyler’s presence posed to her rule.
Section 31 then arranged for transport
CONN - ENGINEERING 01 MEDICINE 01
for Tyler and his son to a monastery
on the Klingon world of Boreth,
where Tyler had the child beamed FOCUSES: Philosophy of Kahless, Temporal Mechanics
to the monastery alone, with only
Tyler’s Torchbearer’s insignia as a STRESS: 10 RESISTANCE: 0
remembrance of his family.
ATTACKS:
The child, who was granted the § Unarmed Strike (Melee, 3A, Knockdown, Size 1H,
name of Tenavik, son of none, Nonlethal)
became a Timekeeper, a § Mek’leth (Melee, 4A, Vicious 1, Size 1H)
§ Escalation Bat’leth (Melee, 5A, Vicious 1, Size 2H)
SPECIAL RULES:

§ Brak’lul: Tenavik’s Resistance is


increased by 2 against non-lethal attacks. In
addition, whenever he is the target of a First
Aid task, reduce the Difficulty of that task by
1, to a minimum of 1.
§ Temporally Fluid: Tenavik’s exposure to
the time crystals has enabled him to easily
adapt to temporal anomalies, reducing the
Difficulty of tasks intended to detect or
analyze the nature of a temporal anomaly by
1, to a minimum of 0.

THE KLINGON EMPIRE


182
CHAPTER 08.30

ALLIES AND ADVERSARIES

OTHER ALLIES AND


ADVERSARIES
“Have you ever bothered to look out of your spaceships down at the little guys below? If you had, you'd realize that there's
a lot more of us down there than there are you up here. And we're sick and tired of getting caught in your crossfire.”

- HARCOURT FENTON MUDD

of the crew of Mudd’s scheme. With Stamets’s help, members


HARCOURT FENTON of the crew tricked Mudd into signaling Grimes instead of the
MUDD Klingons and turned Mudd over to Grimes and his daughter, who
–– – still desired him despite his actions.

[MAJOR] Despite Discovery’s handing of Mudd to Grimes, Mudd


One could be forgiven for dismissing Harcourt Fenton Mudd again regained his freedom and embarked on a new scheme
– “Harry” for short – as at best insignificant and at worst an involving a series of androids manufactured in his image.
irritation. A career criminal with a penchant for mining a skewed
narrative of his personal trials and triumphs to elicit the desired TRAITS: Human, Wanted Criminal
response from those he exploited, Mudd could play any number VALUES:
of roles to serve the present objective, be it the Lothario, the § There’s Always an Opportunity
victim, the hero, the nobody, or the figure to be feared. Such § My Exploits Are the Stuff of Legends
was the case with wealthy arms dealer Baron Grimes, whose § Starfleet: An Entrepreneur’s Worst Nightmare
daughter, Stella, Mudd romanced only to flee with her marital § The Right Lie Can Open So Many Doors
dowry. Though Stella was little more than a means to an end
for Mudd, he often regaled others with a fictitious tale of his
romance with Stella, portraying it as a tragic story of a great love ATTRIBUTES
lost to the horrors of the Federation-Klingon War.

CONTROL 10 FITNESS 09 PRESENCE 09


Mudd found himself in Klingon custody fleeing from Grimes,
where he quickly curried favor with his captors by spying on
DARING 11 INSIGHT 10 REASON 10
his fellow prisoners using a listening device. Mudd eventually
found himself sharing a cell with Starfleet captain Gabriel
Lorca, who, upon learning of Mudd’s duplicity, escaped the DISCIPLINES
ship alongside fellow captive and Starfleet lieutenant Ash Tyler,
leaving an incensed Mudd behind as payback for his betrayal. COMMAND 04 SECURITY 03 SCIENCE 03
Unfortunately for Lorca, Mudd had overheard Lorca speak
of the advanced travel capabilities of his starship, U.S.S. CONN 03 ENGINEERING 02 MEDICINE 01
Discovery, setting the stage for their second encounter.

FOCUSES: Android Programming, Criminal Organizations,


Seeking both vengeance against Lorca and a means of earning
Forgery, Persuasion, Security Systems, Smuggling
a tidy sum from the Klingons, Mudd employed a time crystal-
powered device he had previously used to rob a bank on
STRESS: 12 RESISTANCE: 0
Betazed to trap Discovery in a time loop, allowing Mudd to learn
how to operate the ship’s revolutionary spore drive in order to sell
ATTACKS:
the ship to the Klingons, as well as giving him the opportunity to
§ Unarmed Strike (Melee, 4A, Knockdown, Size 1H,
kill Lorca dozens of times. Mudd failed to account for Discovery’s
Nonlethal)
astromycologist Paul Stamets, whose hybridized DNA allowed
§ Knife (Melee, 4A, Vicious 1, Size 1H, Deadly, Hidden 1)
him to retain his memories with each loop and warn members

CHAPTER 08.30
183
§ Phaser Type-2 (Ranged, 6A, Size 1H, Charge)
§ Escalation Phaser Rifle Type-3 (Ranged, 7A, Size 2H,
Accurate, Charge)

SPECIAL RULES:
§ All Part of the Plan: Mudd is a meticulous strategist and
often plans his criminal schemes several steps ahead. If
Mudd is actively working toward accomplishing one of
his schemes, he may, once per scene, reduce the cost of
a Create Advantage Threat spend by 1.
§ Let’s Make a Deal: Mudd is a practiced salesman and
dealmaker. Whenever he attempts a task to either buy, sell,
or trade something at a price advantageous to him, Mudd
reduces the task’s Difficulty by 1, to a minimum of 0.
§ Surely You’ve Heard of Me: Mudd often exploits his own
reputation, or at least some version of it, to persuade or
intimidate others. Whenever Mudd attempts a task in
which he invokes his reputation towards a persuasive
end, he may add 1 bonus d20 to his dice pool.

HARRY MUDD IN PLAY


The occasions in which Harry Mudd isn’t embroiled in a caper, a con,
a flight from authorities, or any combination of the above are few
and far between. Mudd could appear to player characters by mere
happenstance and, as happened with Captain Lorca, be as much a
source of annoyance as a target of self-serving betrayal. He may even
directly target one or more player characters who have something he
wants or a means to obtain it, whether they’re aware of it or not. A
player character crew could also conceivably find Mudd perpetrating
MUDDROID
a crime or a long con against someone and find themselves having to
prevent him from succeeding.
–––
[NOTABLE]
While Mudd’s scheme of conning bounty hunters with his Muddroids
Through either his own design and manufacture or a means
will likely run its course once news of it circulates amongst law
simply stolen from a third party, Harry Mudd employed a
enforcement circles, the Muddroids still play a role in Mudd’s daily life
series of android duplicates of himself as both a personal
as his personal staff and could be used for other narrative purposes
workforce and as a key component of a criminal scheme
in campaigns. Perhaps the inventor(s) or owner(s) of the manufacture
to exploit the various bounties placed on his head by the
or design processes of the Muddroids request the player characters
Federation and other powers. Disguising himself as a
intercede in opposition to Mudd’s use of their technology. Mudd could
masked female bounty hunter, Mudd passed off his androids
conceivably lose control of the Muddroids and plead to the player
as the genuine article and sold them to legitimate bounty
characters for help… or maybe just simply make them think that’s
hunters, who would then attempt to turn the androids in to
what’s happening as part of a larger plan…
recoup their loss only for their “Mudd’s” true nature to be
revealed. Mudd’s scheme proved successful and made fools
of multiple bounty hunters; the Federation starship U.S.S. De
Milo alone had taken custody of eight of the androids from
bounty hunters within the span of a week.

While the Mudd androids were nearly identical in


appearance, speech, and personality to the actual Mudd,
aided by the application of replicant DNA that would allow
the androids to fool basic genetic scans, the androids Mudd
sold to the bounty hunters were not built for durability or long
service life. Mudd’s android workforce, in contrast, was well
maintained and capable of acting in both starship operation

OTHER ALLIES AND ADVERSARIES


184
and domestic service functions. Mudd’s service androids ATTACKS:
carried out their duties with deference to their employer. § Unarmed Strike (Melee, 2A, Knockdown, Size 1H,
Nonlethal)
TRAIT: Android § Knife (Melee, 2A, Vicious 1, Size 1H, Deadly, Hidden 1)
VALUE: I Am Mudd (Until the Real One Shows Up)!
SPECIAL RULES:
ATTRIBUTES § Glitchy Software: While a Muddroid can handily
impersonate Mudd’s speech, memories, and personality
for one or two days without Mudd to render preventative
CONTROL 09 FITNESS 07 PRESENCE 08
maintenance, a flaw in their programming will lead to an
eventual collapse of their cognitive functions past that
DARING 11 INSIGHT 10 REASON 09
point, leaving them stuck in repetitive behaviors.
§ Limited Durability: Muddroids are not sturdily built
DISCIPLINES and suffer structural damage from stresses the average
humanoid would normally shrug off. The amount of
COMMAND 03 SECURITY 01 SCIENCE 02 Stress a Muddroid can suffer before suffering an Injury is
reduced to 4, and any Muddroid that suffers an Injury will
CONN 01 ENGINEERING 02 MEDICINE - experience damage that will likely reveal themselves as
an android, such as exposure of the Muddroid’s internals
or the loss of a limb or the Muddroid’s head.
FOCUSES: Mudd programs each Muddroid with different
§ Machine: Muddroids are mechanical replicas that are
skill sets depending on their function, providing them with
immune to the effects of suffocation, starvation, and thirst.
up to three focuses related to their assigned purpose.
§ Obedient: Muddroids are programmed to be entirely
servile to the true Mudd, who has complete verbal control
STRESS: 8 RESISTANCE: 0
over all of them. Mudd can order any and all of them to
temporarily shut down simply by telling them to do so.

CHAPTER 08.30
185
under Control’s direction arrived and attacked Discovery
ME HANI IKA HALI and her fellow Federation vessel Enterprise, Po noticed a
KA PO vulnerability in the drones Control was using to attack the two
––– ships and commandeered one of Discovery’s shuttlecraft to
direct their auxiliary craft in a more effective battle strategy. At
[NOTABLE] the conclusion of the battle, Po watched from her shuttle with
The adolescent queen of the planet Xahea, Me Hani Ika admiration as Burnham led Discovery through the wormhole
Hali Ka Po, or simply “Po,” was a talented engineer whose that would carry them over nine centuries into the future.
accomplishments included developing a translator at age
nine and, while kept home recovering from an injury, a means TRAITS: Xahean, Queen of Xahea
of recrystallizing dilithium, a technological breakthrough that VALUE: My World Is My Twin Sister
Federation engineers would prove unable to develop for
decades. Though her recrystallization process was highly ATTRIBUTES
sought by her people out of material greed, Po held to heart
the belief that, since Xahea’s people and world were created
CONTROL 09 FITNESS 07 PRESENCE 08
at the same time, Xahea and their people were in effect twin
siblings and therefore refused to share the process with
DARING 11 INSIGHT 10 REASON 09
anyone unless assured doing so would benefit her world.

Upon the death of her brother, Po’s predecessor as monarch, DISCIPLINES


Po feared she wasn’t ready to assume the planetary throne
and fled the planet prior to her coronation, eventually stowing COMMAND 03 SECURITY 01 SCIENCE 02
away aboard U.S.S. Discovery, where she met and befriended
Discovery crewmember Sylvia Tilly. Though Po was initially CONN 01 ENGINEERING 02 MEDICINE -
hostile and untrusting of Tilly, the pair bonded over their shared
experiences of feeling overwhelmed by familial expectations
FOCUSES: Modeling and Design, Small Craft, Troubleshooting
and Po agreed to allow Tilly to transport her back to Xahea.

STRESS: 8 RESISTANCE: 0
Months later, Discovery returned to Xahea as prompted by
the fifth of the seven “Red Angel” signals the ship’s crew
ATTACKS:
had been investigating, signals that seemed to be directing
§ Unarmed Strike (Melee, 2A, Knockdown, Size 1H, Nonlethal)
Discovery for a then-undetermined purpose. As the crew
§ Claws (Melee, 2A, Size 1H)
attempted to recreate a time travel suit through which its
wearer, Discovery science officer Michael Burnham, would SPECIAL RULES:
lead Discovery and with her an alien database sought by § Dedicated Focus (Modeling and Design): When Po
rogue Starfleet AI Control into the far future, Tilly called upon attempts a task where her Modeling and Design focus
Po and her engineering expertise to assist in charging the applies, each d20 that generates 2 successes also
time crystal that would power the suit. When a fleet of vessels generates 1 bonus Momentum. This talent only applies
to d20s in Po’s dice pool, and does not apply to d20s
added due to equipment, starship assistance, or
PO IN PLAY character assistance.
§ Optical Camouflage: Po can, at will, effectively cloak
herself and any clothing she wears much in the same
Though by every definition a head of state, Po has a very informal
manner as a shipboard cloaking device. While this ability
demeanor and does not stand much on ceremony, preferring others
doesn’t make her entirely invisible, as her distorted
to address her by name than her customary honorific, “Her Serene
outline can be observed if she moves, her camouflage
Highness.” With Xahea bearing in a position of strategic importance
ability does grant her an advantage when attempting
due to its natural supply of dilithium, a player character crew could
to conceal herself or move stealthily. The advantage
find their way to Xahea to open diplomatic dialogue or respond to a
increases one step if she remains motionless.
call for aid from the world, which would likely involve an encounter
with the planet’s unconventional queen. Po would likely gravitate
toward a crew’s science officers or engineers due to her fervent
interest and expertise in both fields, and she would be eager to lend a
hand should a problem requiring her assistance present itself.

OTHER ALLIES AND ADVERSARIES


186
they could operate much of it, including their spacecraft. After
SIRANNA
–– – Siranna received a farewell message from Saru, Siranna led
a squadron of Kelpiens piloting Ba’ul fighter craft in an effort
to combat the AI’s fleet and aid Discovery in achieving their
[NOTABLE] objective. Siranna gazed with a look of love and well wishes for
Like nearly all her fellow Kelpiens, Siranna was an adherent
her brother as he and his ship and crew vanished into the future.
of the Great Balance, the natural order of her homeworld of
Kaminar, inasmuch as Kelpiens were always under the gaze of
TRAIT: Kelpien
the “Watchful Eye” of their planet’s other sapient species, the
VALUE: A New Balance Is Now Necessary
Ba’ul. These Ba’ul offered the Kelpiens protection in exchange
for regular ritual sacrifices of any Kelpien experiencing an
evolutionary change called Vahar’ai, which Kelpiens were ATTRIBUTES
taught would lead to their deaths and that sacrifice to the
Ba’ul beforehand was a noble act that preserved the Great CONTROL 09 FITNESS 09 PRESENCE 09
Balance. This belief was in fact a complete fallacy fomented
by the Ba’ul, who centuries ago were hunted to near-extinction DARING 09 INSIGHT 11 REASON 07
by Kelpiens who had undergone Vahar’ai, which in truth
did no more than shed Kelpiens of their threat ganglia and DISCIPLINES
suppression of their fear responses.

COMMAND 03 SECURITY 01 SCIENCE 01


Seemingly alone in his discomfort with the Great Balance
was Siranna’s brother Saru, who often questioned the Great
CONN 02 ENGINEERING - MEDICINE 02
Balance, much to the displeasure of their father Aradar, who
acted as their village’s priest and was steadfast in its practices.
Though Siranna attempted to be a comfort to her brother, Saru FOCUSES: Diplomacy, Horticulture, Small Craft
still seemed uneasy until one day while harvesting flora, Saru STRESS: 10 RESISTANCE: 0
asked Siranna to go home without him. Siranna gave him her
knife in case he wished to harvest more flowers and returned ATTACKS:
home, but Saru did not return. § Unarmed Strike (Melee, 2A, Knockdown, Size 1H,
Non-lethal)
Thinking her brother had been taken by the Watchful Eye for § Ganglia Dart (Ranged, 3A, Piercing 1, Size 1H)
his questioning of the Balance, Siranna took up the role of
village priest after Aradar was taken by the Ba’ul. Eighteen SPECIAL RULES:
years passed before Saru returned. At first elated to see § Ganglia (post-Vahar’ai): Siranna has undergone Vahar’ai
her brother once again, her happiness turned to resentment and through it gained the ability to fire ganglia darts (see
for abandoning her and his father, then rage when Saru Attacks, above).
questioned her about the “Red Angel” phenomenon his § On All Fours: Siranna is able to run on all fours for short
crewmates had been investigating, which indicated to Siranna bursts when necessary. Whenever she succeeds at a
that Saru did not return to reunite with his family. Sprint task, she generates 2 additional Momentum which
may only be used to move up to 2 additional zones.
Siranna was transported onto a Ba’ul ship, where she
found Saru. She was then stunned to learn that Saru had
not only gone through Vahar’ai but survived it, becoming SIRANNA IN PLAY
mentally stronger in the process. In order to place the Ba’ul
and Kelpiens on an equal footing, Saru and Discovery‘s With Kaminar undergoing a cultural upheaval after Discovery’s trip
crew conceived a plan to use the Ba’ul’s own technology to the planet, the Kelpiens are now aware of the larger interstellar
to broadcast the same signal Discovery encountered that community and Siranna seems to have assumed a role of reverence
triggered Vahar’ai in Saru to do the same to the entire Kelpien among her people that transcends her position as priestess. The
population, including Siranna. Though the Ba’ul attempted Federation will likely take a renewed interest in Kaminar’s peoples, and
to visit genocide upon the Kelpiens to prevent a potential Siranna may well be the point of contact for any player character crew
uprising, the “Red Angel” appeared and transmitted an that opts to visit Kaminar, either simply to check up or to contend with
electromagnetic pulse that disabled the Ba’ul’s ships and any ill effects the upheaval of the Great Balance may have inflicted.
weaponry. Though Siranna reconciled with Saru, she gently Siranna would appear to newcomers with a welcoming heart and would
refused his invitation to accompany him aboard Discovery. greet a Starfleet crew with open arms, though she likely swore herself
to secrecy about the truth of Discovery’s disappearance.
In the months that followed, many Kelpiens, including Siranna,
acquainted themselves with Ba’ul technology to the extent that

CHAPTER 08.30
187
SPECIAL RULES:
BA’UL
––– § Air of Mystery: Little is known of the Ba'ul due to both
their insular nature and the near-mythic façade they
portrayed to the Kelpiens, which has made the Ba'ul
[NOTABLE] experienced in projecting a fearsome image through
During what would have been the 1st century CE on Earth,
theatrics and use of their technology. When a Ba'ul
the Ba’ul were hunted nearly to extinction by Kelpiens who
encounters a species or culture to whom they are
had experienced an evolutionary change called Vahar’ai that
unfamiliar, they may reduce the Difficulty for any task
suppressed their fear responses. Ba’ul numbers were culled
intended to intimidate by 1, to a minimum of 0.
to a higher degree as Kelpiens who underwent Vahar’ai
§ Amphibious: Ba’ul are naturally amphibious and are
began to outnumber those who did not, through either
able to breathe and operate as capably in an M-Class
evolution or from those who had not undergone the change
atmosphere as they can underwater.
dying out. Though their numbers were reduced to under
three hundred at their lowest, the Ba’ul used their superior
technology to turn the tide against the evolved Kelpiens
and eradicate their population, leaving only pre-Vahar’ai
BA'UL CHARACTERS
Kelpiens remaining.
The Ba’ul are one of the two sentient species native
to the planet Kaminar and have a historically strained
To try and prevent another potential extinction, the Ba’ul
relationship with Kaminar’s other sapient inhabitants,
began subjugating the Kelpiens through a fictional ideology
the Kelpiens. Though they turned the tables on their
they referred to as the Great Balance, in which Kelpiens were
Kelpien predators to prevent their extinction, their
indoctrinated with the belief that Vahar’ai was a sign of their
centuries of subjugating the Kelpiens have cast them
impending death and that it was an act of piety to submit
in a role just as monstrous as those who hunted them
to “harvesting,” in which Kelpiens would willingly submit to
for sustenance. With the Kelpien population having
execution under the false belief that they were livestock to
undergone Vahar’ai, the Ba’ul’s future is uncertain,
the Ba’ul. Through this practice, the Ba’ul ensured that no
but, to their credit, the Kelpiens wish to seek a new
Kelpien would ever achieve Vahar’ai for nearly two millennia
form of coexistence beneficial to both species.
until the truth of the Great Balance was exposed by Saru,
the first Kelpien to leave Kaminar and the first to undergo
ATTRIBUTES: +1 Control, +1 Presence, +1 Reason.
Vahar’ai since the Ba’ul took power. Through Saru’s actions,
all Kelpiens residing on Kaminar underwent Vahar’ai,
TRAIT: Ba’ul. Physically the Ba’ul appear as
necessitating that the two peoples find a new balance.
ebon-skinned humanoids with thin overall builds,
thin limbs with long appendages, sharp spines
TRAIT: Ba’ul
projecting from their backs, and two eyes that glow
VALUE: We Will Never Again Be Food for Kelpiens
with a red hue. The Ba’ul appear to be amphibious
and thus are able to breathe M-Class atmosphere
ATTRIBUTES as well as underwater. Ba’ul secrete a viscous
black ooze over the entirety of their bodies; this
CONTROL 10 FITNESS 07 PRESENCE 10 ooze also emits a black mist.

DARING 08 INSIGHT 08 REASON 11

DISCIPLINES

COMMAND 01 SECURITY 01 SCIENCE 02

CONN 02 ENGINEERING 03 MEDICINE -

FOCUSES: Intimidation, Modeling and Design, Small Craft

STRESS: 8 RESISTANCE: 0

ATTACK: Unarmed Strike (Melee, 2A, Knockdown, Size 1H,


Nonlethal)

OTHER ALLIES AND ADVERSARIES


188
SPECIAL RULES:
PAHVAN
– –– § Particulate Anatomy: Pahvans appear as clouds of
particles that have minimal physical substance and give
no life-signs detectable by starship sensors or tricorders.
[NOTABLE] § Transmutation: Pahvans appear to have total mastery
From the beginning of their existence, the Pahvans have
over solid matter at the molecular level, particularly
sought both to communicate with other cultures and to
the matter of their homeworld. They can create simple
spread the spirit of harmony to all who desire it. While this is
structures such as hut-like shelters for visitors, transport
a noble pursuit, the Pahvans’ seeming lack of comprehension
beings and objects from one area of Pahvo to another
of sentient life’s more negative impulses has acted to the
by molecular disassembly and reassembly (much in the
detriment of others and themselves.
way a transporter operates), and adapt the biology of
humanoids to allow them to communicate with them
During their first encounter with Starfleet personnel, a
more easily, though doing so does pose a risk to the
landing party from U.S.S. Discovery that had arrived on
person being adapted. Adapting a humanoid’s biology
Pahvo seeking to analyze their transmitter as a potential
requires a Reason + Medicine task with a Difficulty of 2
counter to Klingon cloaking technology, the vibrational music
and a complication range of 4. If a complication is rolled,
of the planet adversely affected Discovery’s first officer
the humanoid being adapted is inflicted with either 4A
Commander Saru. The Pahvans attempted to adapt Saru’s
Stress or experiences an uncharacteristic shift in their
biology to alleviate the sensory overload, but their adaptation
personality, the exact effect and duration of which may
adversely affected Saru’s mind and made him a danger to
be decided by the gamemaster.
his colleagues and their mission objectives. Further, when
persuaded to allow the landing party to use their transmitter
to end the Federation’s war with the Klingons, the Pahvans
responded by transmitting an invitation to their world to
both Federation and Klingon communications channels in a
misguided attempt to initiate a peace accord between the
two powers. The arrival of the Klingon Sarcophagus ship
endangered Pahvo itself until Discovery destroyed it in battle.

TRAIT: Pahvan
VALUE: Universal Harmony

ATTRIBUTES

CONTROL 11 FITNESS 07 PRESENCE 09

DARING 08 INSIGHT 10 REASON 09

DISCIPLINES

COMMAND 01 SECURITY 01 SCIENCE 02

CONN - ENGINEERING 03 MEDICINE 02

FOCUSES: Crystalline Harmonics, Persuasion

STRESS: 8 RESISTANCE: 0

CHAPTER 08.30
189
CHAPTER 08.40

ALLIES AND ADVERSARIES

CREATURES
“Space: the final frontier. Filled with a Galaxy of flora and fauna, some deadly… and some docile…”

- NARRATOR, “THE TARDIGRADE IN SPACE”

TRAIT: Gormagander
GORMAGANDER
–––
ATTRIBUTES
[MINOR]
Often referred to as a “space whale” due to its resemblance CONTROL 06 FITNESS 11 PRESENCE 10
to the aquatic mammals of Earth, the spacefaring
gormagander is a rare sight to space travelers due to the DARING 06 INSIGHT 09 REASON 02
species’ dwindling numbers. Gormaganders are bereft of
nearly every self-preservation instinct save their need to DISCIPLINES
seek out and consume alpha particles from solar winds, the
species’ sole source of sustenance. Gormaganders can exist
COMMAND - SECURITY 02 SCIENCE -
in atmosphere as well as in space and move through bodily
undulation and their multiple pairs of fins, but their immense
CONN - ENGINEERING - MEDICINE -
size makes them essentially immobile under Earth-normal
gravity. They are inherently docile creatures, and though
they greatly dwarf the average humanoid in size, their lack STRESS: 13 RESISTANCE: 0
of protective instincts makes them safe to approach or
physically contact. SPECIAL RULES:
§ Immune to Cold: The gormagander is unaffected by
Starfleet personnel are mandated to take custody of any effects derived from extreme cold, including damage.
gormagander they encounter and transport it to the nearest § Immune to Vacuum: The gormagander suffers no
animal sanctuary. Though causing harm to a gormagander damage from being exposed to hard vacuum, or other
is a criminal offense according to Federation law, many non- extremes of atmospheric pressure, and cannot suffocate.
Federation cultures, particularly Orions, consider their meat a
delicacy and hunt gormaganders as a foodstuff.

CREATURES
190
TARDIGRADE
–– –
[NOTABLE]
Named by Discovery science specialist Michael Burnham for
the microscopic lifeform that it resembles, the tardigrade is
a creature of unknown origin, the first example of which was
discovered in hiding aboard U.S.S. Glenn. As surmised from
Glenn’s logs by the crew of her sister ship Discovery, the
Glenn’s astromycologist noted the animal’s attraction to their
spore cache and through experimentation developed a means
of connecting the tardigrade to the spore drive’s reaction cube,
enabling the crew to use the tardigrade as a navigational aid,
though doing so caused physical harm to the creature. The
Glenn’s tardigrade was subsequently used in a like manner
with Discovery’s spore drive until the crew not only noticed
the physical trauma it endured with each jump, but also
detected signs of sentience. After Discovery astromycologist
Paul Stamets injected himself with tardigrade DNA to act as a
substitute for the tardigrade, Discovery released the creature,
where it traveled to parts unknown.
STRESS: 15 RESISTANCE: 5
Tardigrades are octopods covered in a thick armored hide
capable of repelling physical damage from even phasers ATTACKS:
set to lethal intensity. Each of their eight limbs terminates § Claws (Melee, 7A, Knockdown, Piercing 2, Size 1H, Intense)
in paws adorned with razor-sharp claws capable of slicing § Bite (Melee, 6A, Piercing 1, Cumbersome)
through a starship’s hull. Though not inherently aggressive
SPECIAL RULES:
creatures, tardigrades will defend themselves if attacked
§ Astronavigation: Though they typically travel without a
and can handily dispatch any humanoid assailant with lethal
destination in mind, a tardigrade can pinpoint a specific
force. Tardigrades are particularly hardy creatures, capable
location via an inherent navigational sense. Plotting
of withstanding the rigors of vacuum and thriving in the void
a course through the network requires a successful
of space as easily as within Earth-normal atmosphere and
Control + Conn task with a Difficulty of 1.
gravity, though their eyes are ill-suited to bright light.
§ Cryptobiosis: Should a tardigrade suffer life-threatening
injury, it can enter a state of cryptobiosis and place
Tardigrades subsist off mycelial spores, with the tardigrade
itself into a near-coma state, slowing their vital signs to
encountered by the Glenn and Discovery taking a particular
undetectable levels and drastically reducing its bodily
liking to the species Prototaxites stellaviatori.
moisture. A tardigrade can awaken itself from this state at
will once it senses it is out of danger.
TRAIT: Tardigrade
§ Fast Recovery 2: A tardigrade recovers from stress
VALUE: Mycelial Traveler
and injury quickly. At the start of each of its turns, the
creature regains 2 Stress, up to its normal maximum. If the
ATTRIBUTES tardigrade is injured at the start of its turn, it may instead
spend 2 Threat to remove that injury.
CONTROL 10 FITNESS 12 PRESENCE 09 § Immune to Cold: Tardigrades are unaffected by effects
derived from extreme cold, including damage.
DARING 10 INSIGHT 09 REASON 08 § Immune to Vacuum: Tardigrades suffer no damage from
being exposed to hard vacuum, or other extremes of
DISCIPLINES atmospheric pressure, and cannot suffocate.
§ Interdimensional Travel: A tardigrade can access the
mycelial network and use it to traverse vast distances in
COMMAND - SECURITY 03 SCIENCE -
normal space within a fraction of a second.
§ Sensitive to Light: Tardigrade eyes are ill-suited to
CONN 02 ENGINEERING - MEDICINE -
levels of illumination considered comfortable for most
humanoids; tardigrades tend to flee brightly lit areas for
FOCUSES: Clawing, Climbing, Foraging the nearest source of darkness.

CHAPTER 08.40
191
MINI-CAMPAIGN
192
CHAPTER 09.00

MINI-CAMPAIGN

09.00 “Yet, Wonders in the Jaws of Defeat”. . . . . . . 194


09.10 “A Bridge to Everywhere” . . . . . . . . . . . . . . . . . . 196
09.20 “Home and Hearth”. . . . . . . . . . . . . . . . . . . . . . . . 206
09.30 “One Step Beyond” . . . . . . . . . . . . . . . . . . . . . . . . 214

CHAPTER 09.00
193
CHAPTER 09.00

MINI-CAMPAIGN
“YET, WONDERS IN THE
JAWS OF DEFEAT”
“At the quantum level, there is no difference between biology and physics. No difference at all. And you talk about spores.
What are they? They are the progenitors of panspermia. They are the building blocks of energy across the universe.
Physics and biology? No. Physics as biology.”

- LT. CMDR. PAUL STAMETS

The adventures provided in this campaign run parallel


INTRODUCTION to many of the major events depicted during Star Trek:
–– – Discovery and make use of some of the major storytelling
elements featured in the series. Player characters in this
This chapter provides a three-part campaign set during campaign will have the chance to explore a colony creature
the year 2257. Accordingly, this chapter is meant for originating from the mycelial network, evacuate Federation
gamemasters’ eyes only. Players who read further into this citizens displaced during the Klingon war, and test an
chapter run the risk of encountering spoilers if their group experimental spore drive.
intends to play through this campaign.
Minor plot elements carry through each scenario, so it can
be rewarding for a group to play all three adventures in
order. For instance, a neural inhibitor the player characters
must synthesize during the first adventure of the campaign
can prove useful in subsequent adventures. The scenarios
are also spaced out enough in time that the gamemaster
can devise original encounters to run for their players
between the scenarios that follow, or by using any of the
mission briefs contained in Chapter 7. Gamemasters are
encouraged to make this campaign their own and tailor it to
the particulars of their game.

CAMPAIGN OVERVIEW
The campaign begins with “A Bridge to Everywhere,” set
during the darkest days of the Federation-Klingon War.
U.S.S. Discovery has disappeared, and the Klingons are
pressing the attack. Starfleet sends the player characters
on a dangerous mission to retrieve more tardigrades for
the development of additional spore drives. The mission
doesn’t uncover any tardigrades, but it might lead the player
characters to something even more wondrous.

The second scenario, “Home and Hearth,” picks up roughly


a month later as the Klingons threaten to conquer the very
heart of the Federation. The player characters are ordered to
evacuate a small fishing community on Corsero VI-B before
the Klingons arrive, but the inhabitants refuse to leave. The
player characters must uncover the mystery behind their
reluctance to flee the inevitable Klingon onslaught.

MINI-CAMPAIGN
194
The campaign concludes with “One Step Beyond,” which NON-STARFLEET OPTIONS
takes place shortly after the previous adventure. Starfleet is While this campaign was written with the assumption that
desperate to resume its research into spore drive technology, it would be used to challenge Starfleet crews, each part of
and the player characters are ordered to install and test the campaign can be adapted for use with groups of Klingon
a new model. But the experiment creates a rupture in the warriors or independent crews. Each part contains guidance
dimensional fabric of space, attracting the attention of a on adapting the story for non-Starfleet groups.
mysterious telepathic species.

TIMELINE
The first scenario takes place during the nine-month span
REGARDING KELPIEN
during which U.S.S. Discovery crossed over into the Terran CHARACTERS
universe. The Klingons conquered vast swaths of Federation
Gamemasters should note that some of the events in this campaign,
territory during this time, and brought the Federation to the brink
especially in part three, “One Step Beyond,” could have significant
of destruction. Various Klingon Houses attacked indiscriminately
impacts on Kelpien characters and will play differently depending on
and, in many cases, with little coordination. This meant that
whether those characters have undergone Vahar’ai. Keep this in mind
virtually all Federation settlements, even civilian ones, became
if you place any part of this campaign after the events of Star Trek:
targets as the war turned dramatically in the Klingons’ favor
Discovery’s season two episode “The Sound of Thunder.”
in 2257. The second adventure also takes place during this
time as Starfleet carried out evacuation missions to move
citizens to safety as the Klingons continued their advance. The
third scenario takes place near the end of the war, though the
gamemaster is free to shift the timing around at their discretion.

Although the late stage of the Federation-Klingon War is the


default timeframe for this campaign, each scenario contains
suggestions for how gamemasters can adapt the adventure
to work in other Star Trek eras.

CHAPTER 09.00
195
CHAPTER 09.10

MINI-CAMPAIGN
“A BRIDGE TO
EVERYWHERE”
DIRECTIVES
PART 1 SYNOPSIS
–– – In addition to the Prime Directive, the Directives for this
mission are:

This scenario takes place during the Federation-Klingon War


§ Search the Midnight Cloud for mycelial energy that could
that began in 2256. U.S.S. Discovery emerged early in the war
provide a habitat for tardigrades.
as Starfleet’s greatest asset due to its spore drive. However,
§ Retrieve tardigrades for further study by Starfleet
when Discovery disappeared into the Terran universe and
scientists.
was presumed destroyed for several months, the Klingons
mounted a major offensive that pushed the Federation to the
Gamemaster’s Note: By the conclusion of this scenario,
brink of destruction. During this desperate stage of the war,
the players will discover that tardigrades previously lived
Starfleet launched a frantic search for tardigrades, which were
in the mycelial construct within the Midnight Cloud, but no
thought to be the key to navigating the mycelial network, in the
more specimens remain. That means the crew will not be
hope of engineering new spore drives.
able to complete that part of their mission objective. When
this becomes clear, you may want to note that their mission
At the start of this scenario, Starfleet orders the player
objective has shifted to rendering aid to the mycelial colony
characters’ vessel to a notoriously treacherous dark matter
creature, which has been infested with neural parasites.
nebula in search of a new source of tardigrades. The player
characters discover within the nebula a massive mycelial
The gamemaster begins this mission with 2 points of
construct emerging from a rupture in spacetime. Sensors
Threat for each player character in the group.
indicate this construct could provide an ideal habitat for
tardigrades. Exploring this wondrous structure reveals that
it’s actually a colony creature composed entirely of species
native to the mycelial network. The search for tardigrades SPOTLIGHT ROLES
turns out to be fruitless, however, because a neural parasite
has infected the colony creature, killing off many of the Science and engineering officers will likely be
mycelial species and morphing the once-vibrant ecosystem the focus in this adventure, as there is much to
into something more menacing. discover on the mycelial construct.

The landing party makes contact with several intelligent fungi


who explain that the only way for the colony creature to clear
itself of the parasite and heal is for it to return entirely to the
mycelial network. Helping the colony creature get home will
require the player characters to gain access to the colony
creature’s midpoint, the source of the subspace vortex
OTHER CREWS
holding the colony creature in normal spacetime. The player
Non-Starfleet crews may engage in this adventure
characters must synthesize a neural inhibitor from a naturally-
by intercepting Admiral Cornwell’s orders or by
occurring enzyme in the intelligent fungi’s brains in order to
encountering a derelict Starfleet vessel that had
withstand the neural assault of the subspace distortion at the
been given those orders. The crew could get
midpoint. Once inside, the player characters must complete
caught up in the mycelial network and encounter
scientific and engineering feats while simultaneously fighting
the construct, and have to deal with the challenges
off giant amoebas controlled by the neural parasites in order
presented within as best as they are able.
to send the colony creature through the rupture back into the
mycelial network. Failure could trap the player characters in
the mycelial network with no obvious way home.

196 "A BRIDGE TO EVERYWHERE"


EVERYWHERE"
YESTERDAY’S STARFLEET ORDERS
ENTERPRISE
FROM ADMIRAL KATRINA CORNWELL
Gamemasters running campaigns that do not take
It’s no secret that the war effort is not going well. Since we lost
place during the Klingon War of 2256–57 can still run
Discovery, the Klingons have marched across Federation space
this adventure by making some minor adjustments.
virtually unimpeded. Starfleet has made its top priority to engineer new
Shifting the focus of the adventure to scientific
technologies that can be deployed on the front as soon as possible.
exploration, rather than a wartime mission, opens
To do that, the scientists say we need tardigrades, aggressive life-
up the possibility of playing in many different time
forms native to something called the mycelial network.
periods. Although Starfleet halted its efforts to
develop spore drive technology after the loss of
To this end, you are hereby ordered to the dark matter nebula known
Discovery, Starfleet might seek tardigrade specimens
as the Midnight Cloud, where survey vessels have noted high mycelial
for other research purposes. Starfleet might mount
activity. Your mission is to find out if any tardigrades reside in the
an expedition in search of tardigrades to learn about
nebula. If so, you are to bring tardigrade specimens to Starfleet
their abilities to withstand prolonged periods in harsh
Command so our top minds can study them and put them to use.
environments, for instance. Or Starfleet might initiate
conservation programs if the species were to become
Our previous surveys of the Midnight Cloud determined that the
endangered. Either of those reasons might justify
dark matter within the nebula disables many ship systems, including
an excursion into the Midnight Cloud in search of
sensors. I realize I’m putting you in harm’s way, but this is a
tardigrades in virtually any era of play.
desperate time for the Federation. Your ship and crew are considered
expendable for the duration of this mission. It is not an exaggeration
Alternatively, Starfleet might send the player
to say the survival of the United Federation of Planets hangs in the
characters on a purely exploratory mission to chart
balance. Good luck, and know that the hopes of the entire Federation
the Midnight Cloud in an effort to locate the source
go with you.
of dark matter in the region.

but it does detect residual mycelial signatures in the


ACT 1: THE surrounding space, confirming the findings of previous
survey missions that something from the mycelial network
MIDNIGHT CLOUD
–– – resides within the nebula. The player characters might also
search the ship’s computer database for information on
dark matter nebulae. This is a Difficulty 0 task as well, using
When the session is ready to begin, present the players with
Reason + Science, assisted by the ship’s Computers +
Admiral Cornwell’s orders in the accompanying sidebar or
Science. If the players conduct such a search, give them
simply read the text aloud.
the information in the accompanying “Dark Matter” sidebar.

SCENE 1: NAVIGATING THE All scenes within the nebula have the Dark Matter
NEBULA Interference trait. This trait completely disables a vessel’s
The scenario begins on the bridge as the player characters’
external sensors and flight control systems. The player
vessel approaches the Midnight Cloud. Read or paraphrase
characters will not be able to fly in the nebula until they
the following text to set the stage:
address this problem by overcoming the trait, which requires
creating an advantage. This can be done by succeeding on
A bewildering mass of black matter swirls on the viewscreen,
a Difficulty 2 Reason + Science task, assisted by the ship’s
blotting out the stars beyond. Sensors can’t penetrate
Sensors + Conn. Success allows the crew to release metreon
the writhing dark matter of the Midnight Cloud. All ship’s
particles into the nebula and recalibrate the ship’s flight control
instruments report an expansive stretch of null space, a
systems to navigate the ship in relation to the metreons.
vast nothingness big enough to hide untold dangers. It’s no
Alternatively, the players can spend 2 Momentum to create
wonder Starfleet determined years ago that this nebula was
the advantage without making a roll. If they fail the task or they
too hazardous for crewed vessels to chart.
do not have 2 Momentum to spend, consider allowing the
players to attempt Difficulty 0 tasks to build Momentum. Such
Player characters can conduct a sensor scan with a
tasks might include running a routine diagnostic of the ship’s
Difficulty 0 Control + Science task, assisted by the ship’s
sensors or helm, or consulting the ship’s library computer for
Sensors + Science. The scan can’t penetrate the nebula,
additional information on dark matter.

CHAPTER 09.10
197
SCENE 2: LOCATING THE
MYCELIAL CONSTRUCT
Saturating the nebula with metreon particles and
DARK MATTER
recalibrating the ship’s flight control system makes it
Leading astrophysicists theorize that dark matter
possible for the player characters to navigate and conduct
makes up much of the universe’s mass. In practice,
sensor scans within the Midnight Cloud and advance to the
however, dark matter is exceedingly difficult to
next part of this scenario. However, safely piloting a starship
observe and measure. Most shipboard sensors
through the nebula still requires the successful completion
cannot detect dark matter, no matter how much of
of some tasks.
it may be present at a given location. Saturating
dark matter with more measurable substances,
First, the player characters must complete in-depth sensor
such as metreon particles, can help for limited
sweeps of the nebula to locate mycelial activity. A sensor
intervals. Even so, dark matter nebulae can
sweep is a Difficulty 3 Control + Science task, assisted by
conceal hazards that may pose grave threats to
the ship’s Sensors + Science. A failure on the roll causes
passing ships. For this reason, many locations
a burst of feedback from the surrounding dark matter to
known to have high concentrations of dark matter
overload the sensors and cause 1 breach to the ship’s
remain uncharted.
Sensors System. The sensor operator may then attempt the
task again.
Scientists theorize that dark matter can be given
off as a by-product when subspace domains are
Success allows the sensors to locate a massive
pierced. Such an occurrence could indicate a
concentration of mycelial energy, along with intense
rupture between layers in subspace, which can
subspace distortion, in a deep pocket of the nebula. The
result in a destructive release of energy.
player characters can pilot their vessel to within close range
of the energy concentration with a Difficulty 3 Control +
Conn task, assisted by the ship’s Engines + Conn. Success
moves the ship to the intended destination without incident,

198 "A BRIDGE TO EVERYWHERE"


EVERYWHERE"
allowing the scenario to advance to Act 2. Failure on the § The dark matter of the nebula appears to be a by-product
flight control task causes the ship to collide with a subspace of the subspace rift that allows the construct to exist in
rupture that had been concealed by dark matter. In this case, normal space and the mycelial network at the same time.
an explosion rocks the ship and inflicts 8A Stress to the
vessel, and the helm officer must make another attempt at § Many of the bubbles contain individual ecosystems that
the task to pilot the ship to the mycelial energy. appear to be optimized for various mycelial species,
and most of them contain breathable atmosphere and
Optional Threat spend: The gamemaster can spend 2 Threat gravity. Some of the bubbles, however, are completely
while the player characters navigate the Midnight Cloud to devoid of life.
cause a burst of mycelial static from deep within the cloud to
overload the vessel’s shield generators. This causes the ship’s The player characters will have to send a boarding party
maximum shield capacity to be reduced to half (rounding to explore the construct and search for tardigrades. The
up) their normal value until repairs can be made. Repairing subspace distortion prevents characters from transporting
this condition requires a Difficulty 2 Control + Engineering into the trunk of the construct, but the mycelial membranes
task, assisted by the ship’s Structure + Engineering. Or, this on the exterior of the bubbles are thin and easy to transport
complication can be overcome if the player characters spend through. The boarding party may want to wear EV suits
2 points of Momentum to restore the shields to maximum. because, while many of the bubbles can support humanoid
life, some have been exposed to vacuum.

ACT 2: THE SCENE 2: ABOARD THE


MYCELIAL CONSTRUCT
MYCELIAL This scene allows the player characters to explore as
CONSTRUCT many “bubbles” that form the mycelial construct as the
–– – gamemaster wishes. The bubbles contain a stunning variety
of environments and the player characters may wish to
SCENE 1: DISCOVERY explore any number of them. Determine which encounters
When the player characters locate the mycelial construct deep to run by rolling a d20 and selecting the accompanying
within the Midnight Cloud, read or paraphrase the following: entry in the following section. Alternatively, simply pick
the encounters that will be the most fun for your group or
At the very heart of the dark matter nebula, an enormous invent your own creative encounters. The mycelial network
tower of organic mycelial matter emerges from a swirling is a wondrous and often bizarre environment, and this
vortex of subspace distortion. The mycelial construct part of the adventure provides an opportunity to throw the
dwarfs your starship, making it look like a toy. The construct player characters into imaginative, or even downright weird,
resembles a mammoth tree with a central trunk growing out situations possible only in science-fiction stories.
of storm clouds of twisted dark matter. Dozens of branches
spread out from the central trunk in various directions. Each Each bubble connects to the “trunk” of the construct via a
branch of the construct ends with a translucent bubble of narrow branch. These branches contain tunnels that act much
mycelial matter that glows faintly with violet energy. like corridors, so the player characters can travel from bubble to
bubble without the use of transporters, though there’s nothing
The player characters can use sensor scans to learn more preventing them from transporting directly to bubbles of their
about the nature of this mycelial construct. This requires a choosing. Essentially, the central trunk is an enormous tunnel
Difficulty 2 Reason + Science task, assisted by the ship’s roughly five kilometers long with branches connecting at various
Sensors + Conn. A success reveals that the construct is intervals and leading in different directions. The central trunk
a living organism that exists half within normal spacetime of the construct is made of organic mycelial matter composed
and half within the mycelial network. The many “bubbles” of tightly wound, bioluminescent fibers that cast a neon glow
at the end of each of its branches house various mycelial that illuminates the entire structure. These fibers also produce
organisms, and it’s possible some of them might be a breathable atmosphere and, strangely, artificial gravity that
tardigrades, though the subspace distortions emanating from allows the player characters to maneuver up the “walls” of the
the construct’s midpoint make it impossible to be sure. This tunnel in order to reach branches that appear on the “ceiling.”
enormous structure is clearly the source of mycelial energy in
the nebula. The player characters can spend Momentum to THE MIDPOINT OF THE CONSTRUCT
gain additional information about the construct. In this case, Traveling too far down the central trunk of the construct
they may learn any of the following: will take the players to its midpoint, where the subspace
vortex connects the colony creature to the mycelial network.
§ The construct is a colony creature formed by countless However, the intense subspace distortion in this part of the
individual organisms, all of which are native to the construct deals heavy neurological damage to any life-forms
mycelial network. who approach. If the player characters attempt to explore

CHAPTER 09.10
199
this part of the construct, their tricorders automatically
sound an alarm that subspace distortion is approaching
TELEPATHIC
fatal levels. Any player character that proceeds beyond that CHARACTERS
point automatically suffers an injury and must be healed
in a sickbay facility. The only way to enter the midpoint of Telepathic characters who join the landing party
the construct is to first synthesize a neural inhibitor agent aboard the mycelial construct immediately detect
based on a unique enzyme produced by the brain chemistry telepathic presences. However, because of the
of the intelligent mushrooms detailed later in this act. The sheer diversity of the mycelial life that makes
player characters cannot access the midpoint until they’ve up the construct, it’s impossible to make much
completed the “intelligent mushroom” encounter. sense of these mental impressions beyond
vague emotions. The neural parasites infesting
Optional Threat spend: The gamemaster can spend 2 the construct give off a telepathic impression of
Threat to reverse the direction of gravity while the player insatiable hunger, which telepathic characters can
characters explore the trunk of the construct. This causes discern by focusing for a few moments. Telepathic
any affected player characters to tumble down the side of characters may also detect a separate impression,
the tunnel. Any characters who fail a Difficulty 2 task suffer that of curiosity, as they explore the construct.
5A Stress in the fall. This task can use any combination of This impression originates from the intelligent
the Daring, Control, or Fitness attributes with either of the mushrooms described later in this act, and their
Conn or Security discipline. Alternatively, the gamemaster curiosity grows stronger as the player characters
can spend 2 Threat to cancel all gravity in the trunk, creating move into closer proximity with the mushrooms.
a zero-g environment that adds 1 to the Difficulty of all tasks
related to moving through the trunk. The neural parasites pose no direct danger to
humanoid life, so telepathic characters run no
There’s no limit to the number of bubbles available to explore risk of becoming infested themselves. Instead,
and catalog. However, the mission should move on to the mycelial life-forms are far more susceptible to the
“intelligent mushroom” encounter later in this act if the game parasites, which made the construct a prime target
gets bogged down or if the players are unsure how to proceed. for infestation.

RANDOM BUBBLE
ENCOUNTERS
Whenever the player characters enter a new bubble aboard
the mycelial colony creature, roll a d20 and compare your bioengineering skills. This requires a Difficulty 4 Reason +
result to the encounters described below. Or choose which Medicine task, which can be assisted by another character
encounter makes the most sense, or create your own. using their Engineering discipline. Success allows the
player characters to seal the tear in the exterior membrane.
ROLL OF 1 OR 2. A diverse array of healthy fungi native to Almost immediately, glowing spores begin to rise up off the
the mycelial network fills this bubble like a thick and vibrant floor of the chamber and set about seeding new mycelial life
jungle. The fungi glow with a rainbow of colors, and tiny in the bubble.
spores shimmer in the air. The spores cling to the player
characters’ clothing and instruments but pose no danger. A ROLL OF 5 OR 6. Vaguely tumorous-looking growths quiver
Difficulty 0 task using a tricorder to scan the bubble shows throughout this bubble. The growths are covered with a layer
that this ecosystem would be an ideal habitat for tardigrades, of slime. No other life-forms are present.
but, suspiciously, there are no tardigrades present.
A Difficulty 1 Reason + Science allows the player characters
Gamemaster Note: Although some of the bubbles once to realize the tumorous growths are connected by tiny fibers
supported tardigrades, no tardigrades remain on the mycelial that run through the bubble’s membranes. These fibers extend
construct. Tardigrades once contributed to the colony outward into other bubbles and appear to be growing. The
creature long before the arrival of the player characters, but gamemaster can choose to spend 2 Threat in this bubble
the tardigrades traveled back into the mycelial network after to cause a complication that traps the player characters
the colony creature became infected with the neural parasite. momentarily. In this case, the entrance to the bubble contracts
completely closed and the bubble’s exterior membranes
ROLL OF 3 OR 4. The membrane that forms the bubble’s pulse with radiation that blocks transporter beams. The player
exterior has been torn and the bubble’s interior has been characters must either cut their way out of the bubble with
exposed to vacuum. The bubble contains no signs of life a phaser or similar tool or devise a way of canceling out the
or any source of gravity. Repairing the organic tissue of radiation saturating the bubble membrane. An example that
the membrane could allow for mycelial organisms to return might accomplish this is a Daring + Engineering task to adapt
to the bubble, but doing so will test the player characters’ a phaser or tricorder to emit an energy pulse that reverses

200 "A BRIDGE TO EVERYWHERE"


EVERYWHERE"
the polarity of the membrane radiation. Suggested Difficulty ROLL OF 11 OR 12. This bubble teems with mycelial life of
for any such task is 2, or the player characters can spend 2 all sizes and colors. The air smells faintly of a floral fragrance
Momentum to accomplish the task without a roll. coming from a patch of giant plant-like organisms that resemble
enormous rainbow-colored flowers. Squirming on the ground at
Gamemaster Note: The tumorous growths in this bubble the base of these flowers are dozens of large fuzzy insects.
resulted from the neural parasite corrupting mycelial life-
forms that once lived here. The player characters may A Reason + Medicine task of Difficulty 1 to conduct a
figure this out with an appropriate Difficulty 3 task using the tricorder scan of the insects indicates they’ve been sickened
Science or Medicine discipline, though it’s fine to leave this by ingesting a toxic substance. An Insight + Science task
a mystery for now. of Difficulty 2 allows the player characters to realize the
rainbow-colored flowers have been infested with a non-
ROLL OF 7 OR 8. The bubble is filled with glowing mycelial mycelial parasite, causing their nectar to become toxic to
life-forms, nearly all of which resemble leafy plants. The exterior the insectoid creatures. The neural parasite preys only on
of the bubble contracts and pulsates every few minutes, life-forms capable of some form of telepathy, however, so it
resembling a beating heart. Each time the membrane contracts, has not directly affected the insects, only their food supply.
a harsh swishing sound fills the bubble and a powerful current It’ll take a successful Difficulty 0 Control + Medicine task
of air jets from one side of the bubble to the other. to synthesize the proper nutrients for the insects and to
inject them with a hypospray. Doing so causes the insects
Player characters who scan the bubble with a tricorder to recover within minutes. Once feeling better, some of the
realize the jet of air carries pollen from the plant-like insects take flight and buzz out of this bubble and enter a
organisms on one side of the bubble to plants on the other different bubble where the intelligent mushrooms reside.
side, thus pollinating the plants on the far side. It appears Inside that bubble, the insects begin feeding on the plants
the bubble is working to ensure the successful reproduction in that part of the mycelial construct. If the player characters
of the mycelial plants. The air jet is strong enough to throw follow the insects, proceed to the “intelligent mushroom”
player characters across the room if they get too close to encounter in the next section.
the jet’s point of origin. Luckily, the plants on the far side of
the bubble are made of soft, fleshy material that breaks the ROLL OF 13 OR 14. As the player characters travel down
player character’s fall without causing harm. the branch leading to this bubble, the gravity gently shifts so
that the entrance to the bubble feels like it leads downward
ROLL OF 9 OR 10. The floor of this bubble is covered in a into the floor. Beyond the circular entrance, which is now the
pool of green shimmering water. A dry walkway surrounds the equivalent of a large hole in the floor, the player characters
roughly circular pool, so the player characters can move around can see a murky liquid fills the entirety of the bubble.
it without difficulty. However, crossing through the center of the
area will require them to wade through the knee-deep water. The player characters must enter the bubble like swimmers
lowering themselves into a swimming pool. The mycelial
A Difficulty 1 Reason + Science task to conduct a tricorder liquid that fills the bubble, though similar to water, is infused
scan reveals the water is saturated with mycelial spores. If with microscopic life-forms capable of transferring oxygen
the player characters spend 1 Momentum to gain additional into the lungs of humanoids. Essentially, these tiny life-forms
information, they learn that ingesting the spores would likely make it possible for the player characters to “breathe” under
have some kind of hallucinogenic effect on most humanoid the surface of the liquid. The player characters can figure all
species. Any character who drinks water from the pool of this out with a successful Difficulty 3 Insight + Science
must attempt a Difficulty 3 Fitness + Security task. On task while scanning the bubble with a tricorder.
a success, nothing happens. Failing the task causes the
character to undergo a hallucinogenic flashback to the most Characters who enter the liquid find themselves submerged
frightening moment the character has ever experienced. This in an inky, dark environment. A few moments later, however,
hallucination lasts for 1d20 minutes or until the character countless pink bioluminescent life-forms that resemble
succeeds on a Difficulty 2 Presence + Command task to jellyfish illuminate the bubble with their warm glow. The
regain their composure. mycelial jellyfish also transmit a sound reminiscent of whale
song. This indicates the creatures possess some level of
Gamemaster’s Note: This encounter could give creative intelligence. A player character that tries to make contact
players an opportunity to add to their character’s background with the jellyfish can attempt a Presence + Command roll
by roleplaying a frightening experience, perhaps even one of Difficulty 2. On a success, the jellyfish sense the player
of the character’s career events from character creation. character’s intentions, though they don’t possess the
However, it’s important to make sure to have the player’s capacity for speech. The jellyfish then oscillate the pitch of
consent before proceeding with such a scene. If the player their song to play a stunningly beautiful melody. On a failure,
prefers not to roleplay this frightening experience, simply the jellyfish go completely dark, leaving the player characters
advance to the next scene. in the silent darkness until they exit the bubble.

CHAPTER 09.10
201
ROLL OF 15 OR 16. The player characters enter a bubble mushrooms. If neither of those options applies, the player
full of large and exotic fungal specimens. A moment later, the characters overhear voices coming from the direction of
player characters detect movement from behind a grove of a branch leading into an unexplored bubble. At first, the
large toadstools. voices they hear sound like each player character’s native
language. But closer examination reveals they’re not hearing
If the player characters investigate the source of movement, audible voices at all, but rather telepathic projections. Even
they discover a squad of six Klingon warriors brandishing characters who don’t possess telepathic abilities can sense
disruptors waiting in ambush. Proceed as if this is a combat the presence in such close proximity to the mushrooms.
encounter. However, the moment a player character makes a
successful attack, the team of Klingons vanishes. The telepathic voices say things like:

Player characters who scan the bubble with a tricorder after “How can we be sure we can trust these newcomers?”
this occurrence realize that one of the toadstools possesses
telepathic abilities and projected the illusion of an attacking “Their intentions do not appear to be aggressive.”
Klingon war party into the minds of the player characters as
a defense mechanism. The toadstools, though telepathic, do “Their mobility could be quite helpful.”
not possess intelligence. Rather, the defense mechanism is
an adaptation developed over millennia of evolution in the When the player characters enter the bubble where the
mycelial network. intelligent mushrooms reside, read or paraphrase the following:

ROLL OF 17 OR 18. The bubble is filled with the rotting Inside the bubble, you discover a lush garden of mycelial life.
remains of unidentifiable mycelial life-forms, all of which Plants and insects fill the space, and silver glowing spores
succumbed to the ravages of the neural parasite. The neural hover in the air. A half-dozen enormous life-forms that resemble
signature of the parasite can be detected with a successful mushrooms tower overhead, nearly scraping the membrane
Difficulty 3 Insight + Medicine task while scanning the that forms the ceiling of the bubble. These mushrooms have no
mycelial remains. Success clues the player characters in on mouths, or eyes, or any other features associated with humanoid
the presence of the parasite, but the remains have been dead life. But you’re certain they are the source of the telepathic
for too long to allow for any detailed analysis of the samples. messages you overheard and are thus intelligent.

As the player characters return to the trunk of the construct, The mushrooms can communicate with all the player
they find they’re cut off by a swirling discharge of dark characters over such a short distance, even if the player
matter from the subspace vortex. The player characters characters do not possess telepathy. As long as the
must neutralize the vortex with a Difficulty 3 Control or player characters remain within the same bubble as the
Daring + Engineering task, or they must beam back to mushrooms, they can communicate with no difficulty. The
their vessel for safety. Passing through the dark matter player characters can either speak as they normally do, or
causes an automatic injury. simply transmit messages to the mushrooms mentally. If the
player characters approach the intelligent mushrooms and
ROLL OF 19 OR 20. All the mycelial life-forms in this bubble sincerely state their peaceful intentions, they earn the trust
are covered in a layer of slime that appears to be corroding of the intelligent mushrooms, who view the player characters
the entire environment. This is the result of an infestation of as their best chance of returning to the mycelial network
the neural parasite. If the player characters make any attempt where the construct can rid itself of the neural parasite.
to stop the spread of the parasite, three parasite-controlled With a peaceful first contact in progress, the mushrooms
amoebas (see statistics on page 204) emerge from the slime fill the player characters in on the situation concerning the
and attack the player characters in attempt to force them to colony creature and the neural parasites. The mushrooms
flee. The amoebas will not pursue the player characters if accomplish this by projecting a series of telepathic images
they leave the bubble. into the minds the player characters as follows:

SCENE 3: INTELLIGENT § Millennia ago, within the mycelial network, countless


MUSHROOMS mycelial life-forms joined together to form an enormous
This scene allows the player characters to discover the colony creature, each individual contributing something
answer to many of the questions they may have about the unique to the harmony of the whole.
mycelial construct and figure out how to advance the mission
toward its conclusion. The player characters may find their § This colony creature grew into a living ecosystem,
way to the bubble containing the intelligent mushrooms by eventually taking on the appearance of the enormous
following the sickened insects from earlier in the mission, mycelial construct. The colony creature developed its
or, if any of the player characters possesses telepathy, they own consciousness, apart from the individuals, and
may have picked up on telepathic impressions from the longed to explore beyond the mycelial network.

202 "A BRIDGE TO EVERYWHERE"


EVERYWHERE"
§ Countless centuries passed as the colony creature grew
and learned. It developed a method of burrowing through
layers of subspace and eventually opened a rift into
normal spacetime, allowing half of the construct to exist
there and half to remain in the mycelial network. INTELLIGENT
MUSHROOMS
§ The massive amount of energy released by the subspace
vortex gave off immense waves of dark matter, which
–––
attracted a spaceborne neural parasite that rapidly
[MINOR]
adapted to infest the colony creature. The neural virus
Six intelligent mushrooms native to the mycelial network
spread to many of the colony creature’s constituent
reside in one of the bubbles on the mycelial colony creature.
parts, causing ecosystems to fail and many bubbles to
These mushrooms are immobile, which has kept them from
become damaged beyond repair. As long as part of the
doing anything to help the colony creature return to the
colony creature remains in normal spacetime, it cannot
mycelial network, but they possess advanced telepathy that
rid itself of the infestation.
allows them to communicate with other intelligent life-forms.
Their unusual brain chemistry makes them immune to the
§ Some life-forms that could flee back to the mycelial
neural parasite that has taken over much of the rest of the
network on their own, such as tardigrades, left the colony
colony creature.
creature behind forever. Many of the organisms that
remain are in great pain due to the parasite.
TRAITS: Mycelial Life-forms, Sentient Fungi

Once this flood of imagery subsides, the player characters ATTRIBUTES


should have a good idea of what the construct is and how it
came to be here in the middle of the Midnight Cloud. They
CONTROL 07 FITNESS 07 PRESENCE 08
aren’t going to find any tardigrades on the construct, so that
mission objective cannot be completed. However, having
DARING 08 INSIGHT 09 REASON 09
gained a new understanding of the situation, their new
mission objective shifts to render aid to the colony creature
and help it return to the mycelial network. DISCIPLINES

The intelligent mushrooms ask the player characters to COMMAND 01 SECURITY - SCIENCE 02
travel to the midpoint of the construct, where the subspace
vortex keeping the colony creature in normal space is CONN - ENGINEERING 01 MEDICINE 02
generated, in order to shut it down. Causing the vortex
to collapse will pull the colony creature back into the STRESS: 7 RESISTANCE: 0
mycelial network, where it will be able to heal and rid itself
of the parasite. The intelligent mushrooms can’t do this ATTACKS: None
themselves because they are immobile. But an enzyme
produced in their unique brains could be used to synthesize SPECIAL RULES:
an inhibitor that would allow the player characters § Immune to Vacuum: Intelligent mushrooms can survive
to withstand the intense subspace distortions at the for centuries in vacuum. In such situations, most of their
construct’s midpoint long enough to shut down the vortex. biological functions cease, giving the false appearance
The mushrooms also explain that this same unique enzyme of death. However, they emerge from this state of
has granted them immunity from the neural parasites. suspended animation shortly after returning to a more
hospitable environment.
Synthesizing the neural inhibitor is not a difficult task so long § Telepathic Proficiency: When attempting a task that
as the player characters have the cooperation and guidance relies on telepathic communication, add one bonus d20.
of the intelligent mushrooms. This requires a Difficulty 0
Reason + Medicine task to complete, which can succeed at
cost, taking longer than planned and adding 2 Threat as the
situation worsens. Finishing the task allows one of the player
characters to isolate the enzyme, synthesize the inhibitor
agent, and deliver it to each player character via hypospray.
With the neural inhibitor delivered, the player characters are
ready to move on to the final act of the mission.

CHAPTER 09.10
203
the vortex connecting normal spacetime with the mycelial
ACT 3: BACK TO network. The vortex also holds the colony creature in place,
with half of its mass remaining in the mycelial network and
THE MYCELIAL the other half protruding into normal spacetime. Player
NETWORK characters must complete three tasks in order to shut
––– down the subspace vortex, which will then force the colony
creature back into the mycelial network, like a rubber band
SCENE 1: THE MIDPOINT snapping back after it’s been stretched to its limit. The first
The neural inhibitor synthesized from the mushroom brain task is a Difficulty 2 Insight + Science task to determine
enzyme allows the player characters to travel to the midpoint that the tissues that generate the subspace distortion
of the colony creature without suffering adverse neurological reside inside the cap of the mushroom. The second task
effects from the subspace turbulence caused by the vortex. is a Difficulty 2 Reason + Engineering task to design a
When the player characters reach the very heart of the transgenic agent that will neutralize the tissues of interest.
construct, the read or paraphrase the following: Finally, a Control + Medicine task of Difficulty 2 delivers the
transgenic agent to the correct tissues in order to shut down
You find yourself in a circular chamber dominated by an the subspace distortion.
enormous, tree-like mushroom that rises from the center of
the room and fills the space with a neon blue energy. The giant However, meddling with the mushroom triggers the neural
mushroom vibrates so intensely that it generates a constant parasites’ defense mechanism, and a number of parasite-
humming sound that reminds you of the thrum of a warp core. controlled amoebas equal to twice the number of player
Dark slime coats the walls and floor, giving off a sickly-sweet characters emerges from the slime and attempts to stop
odor and causing your feet to slip on the ground beneath you. them from shutting down the subspace distortion. This
creates an encounter during which the player characters
Scanning the glowing mushroom with a tricorder reveals must simultaneously carry out the tasks necessary to dispel
that it generates the subspace distortions that keep open the subspace distortion while also fighting off the amoebas.

PARASITE-CONTROLLED
AMOEBA
–––
[MINOR]
The neural parasite infecting the mycelial colony creature can
reprogram some mycelial life-forms to carry out functions important
to the continued survival of the parasite. These enthralled life-forms
look like giant single-celled organisms that can change their shape
at will and are filled with bioluminescent gel.

TRAIT: Giant Amoeba STRESS: 11 RESISTANCE: 0

ATTRIBUTES ATTACKS: Pseudopod (Melee, 3A, Knockdown, Size 1H,


Lethal, Vicious 1)
CONTROL 09 FITNESS 09 PRESENCE 08
SPECIAL RULES:
DARING 08 INSIGHT 07 REASON 07 § Mean Right Pseudopod: The amoeba’s pseudopod
attack has the Vicious 1 damage effect and is
DISCIPLINES considered lethal.
§ Stealth Attack: Because the amoeba can change its
shape and appear to be completely translucent, it is
COMMAND 01 SECURITY 02 SCIENCE -
capable of sneaking up to attack unaware enemies. The
Threat cost for an amoeba to take the first turn in combat
CONN - ENGINEERING 01 MEDICINE 02
is reduced by 1.

204 "A BRIDGE TO EVERYWHERE"


EVERYWHERE"
If the player characters succeed, the subspace distortion them on accomplishing some good in the midst of the bleak
swirling around the midpoint of the colony creature circumstances of the war. Upon returning to its normal
immediately dissipates, and the colony creature begins habitat in the mycelial network, the colony creature can begin
retreating through the vortex back into the mycelial network. the long process of fully healing from the neural parasite that
Transporters can lock onto the player characters once has infested it for centuries.
the subspace distortions have faded, but the transporter
operator aboard the player characters’ starship will have
only seconds to beam out the landing party before the
vortex collapses completely. Transporting the landing
CONTINUING
party requires a Difficulty 2 Daring + Conn task from the VOYAGES
transporter operator, assisted by the ship’s Sensors + –––
Conn. Success beams the landing party to safety in the
nick of time. Failure means the transporter lock failed, and If the player characters managed to help the colony creature
the colony creature returned to the mycelial network with return to the mycelial network but failed to beam back to
the boarding party still inside. In this case, the boarding their vessel in time, they must seek their own way home.
party is essentially stranded and must find their own way This could form the basis of their next adventure, or even a
back to normal spacetime. series of adventures. The mycelial network intersects with
many different quantum realities, so the player characters
could make a detour into the Terran universe, or a completely
original reality, before finding their way back home.
CONCLUSION
––– However this mission ends, Starfleet will likely transmit new
orders to the player characters’ vessel to aid in the war effort,
The player characters will not be able to carry out their
which could provide an opportunity to launch into “Home and
mission objective of locating a new source of tardigrades,
Hearth,” the next adventure in this campaign.
but, if they succeed in helping the colony creature return
to the mycelial network, Admiral Cornwell congratulates

CHAPTER 09.10
205
CHAPTER 09.20

MINI-CAMPAIGN
“HOME AND HEARTH”
The player characters must not only uncover the cause of
PART 2 SYNOPSIS
–– – the village’s handwaving of the Klingon threat but also find a
means to counteract the girl’s sway over the villagers.

Approximately one month has passed since the events


depicted in “A Bridge to Everywhere,” and Starfleet
Command has sobered to the realization that the Klingons
OPTIONAL RULE:
have proven a far more difficult adversary than first thought. CREW MORALE
With a fear that Sector 001 is in actual danger of falling to
At the time of this adventure, the player characters’
the Klingons, Starfleet has begun mounting a massive effort
crew has seen the war at its worst, and the fact
to safeguard what they can of the Federation by keeping
that Starfleet Command has assigned the crew
Starfleet’s best and brightest out of the firing line and
to evacuation duty has driven home the point
relocating the populations of Federation worlds and outposts
that a Klingon victory could be imminent and the
that had thus far remained untouched by the war. To this
homes and families they have fought for could
end, the player characters’ ship has been assigned to a fleet
face decimation and subjugation at Klingon hands.
tasked with aiding in evacuations of Federation territories the
Should the gamemaster decide to add a game
farthest from the theater of the war.
effect to reflect this, they may impose a trait, Low
Morale, for the duration of the adventure that
In the weeks leading up to the second adventure, the player
would increase by 1 the Difficulty of any social task
characters’ ship has aided in the evacuations of eight colony
attempted during the adventure.
worlds and two deep space outposts. Their allotment of
guest quarters being woefully insufficient for even a fraction
of these populations, the need arose for additional temporary
housing to be fabricated in the ship’s sickbay, cargo holds,
and hangar deck. The player characters’ ship is acting as
an intermediary ferry for the evacuees, who will then be SPOTLIGHT ROLES
transported to a larger vessel, either a Starfleet ship or
Science and medical officers will likely take point
civilian transport that has volunteered for the evacuation
in this adventure, as determining the cause of
effort, who will then carry them to one of a selection of
the sway the administrator’s daughter has on the
recently charted yet uncolonized M-Class planets for
villagers will require their expertise.
hopefully temporary relocation. The crew has experienced a
myriad of emotions on the part of the evacuees, everything
from relief and gratitude to despondence, worry, and outrage.

As the curtain on the adventure lifts, the crew has finished


off-loading their latest charges only to immediately receive OTHER CREWS
new orders that, unlike their previous evacuations, is one
Non-Starfleet crews may engage in this adventure
which they are tasked to undertake alone. Their destination
by encountering the villagers and their situation.
is the colony moon of Corsero VI-B, which has been entirely
During the war, Klingons might be likely to simply
evacuated save one settlement, a fishing village whose
lay waste to the village, which might require the
population seems entirely unconcerned with the dangers
villagers (especially Jun) to take more direct action.
posed by the Klingons and has refused to leave their village.
An independent crew encountering the village
Unbeknownst to the villagers, the young adoptive daughter
can engage in the adventure much as it is written,
of the village administrator is a projective empath who has
though they may choose to simply cut and run
been using the psychoactive body chemistry of a native
when the Klingons show up rather than care about
species of sea life that forms a large part of their diet to share
the plight of the villagers.
in her personal love for the settlement and is now using her
abilities to compel them to stay despite the Klingon threat.

206 "HOME AND HEARTH"


HEARTH"
YESTERDAY’S as much ado was made by the Thompson staff about

ENTERPRISE salvaging as much of their work from the outpost as possible,


involving the transport of the contents of an aeroponic garden
containing a variety of prototype plant strains. The level of
This adventure can be played as a standalone
accommodation the player characters offered to the staff is
adventure either in the Discovery time period
their choice – no Klingon presence was reported in their sector
of the original series era or in any other era of
or those surrounding, so they could afford to lend a hand with
play with a few era-specific adjustments. If the
the careful transport of their garden and earn the gratitude of
adventure is adapted for the Enterprise era,
the scientists. Should the player characters prize the lives of
the character of Jun Zhou may maintain her
the scientists over their work, the scientists would prove to be
Betazoid heritage, though Star Trek canon has
displeased with the player characters but present no threat
only established contact with the Betazoids as
other than a few unkind words, and even then only from the
far back as the mid-23rd century per Star Trek:
outpost’s horticultural team.
Discovery episode “Magic to Make the Sanest
Man Go Mad,” so Jun may be the first Betazoid
As the last of the scientists are beamed to the Hillstrand, the
the player characters has ever encountered.
player characters’ ship receives an incoming transmission
from Vice Admiral Vivienne Rochana, the officer in charge of
Regardless of the era, the reason for the
the evacuation fleet. Rochana requests a status report on the
evacuation of Corsero VI-B may have to be
Thompson evacuation and, upon, receiving it, informs the
rethought, perhaps the result of a natural disaster
crew of the following, which may be read or paraphrased:
about to befall the colony or another war, such as
those fought with the Romulans or the Dominion.
“I’m sorry to say I’m not calling to tell you to give your crew
Further, if this adventure is run independently of the
some time to rest up. We have another evacuation for you to
campaign in this book, a new origin or substitute
take on, and this one may be a bit of a challenge.”
for the psi-suppressant enzyme from the first
adventure will be needed, as it plays an important
Rochana pauses a moment to call up a holo-graphic of a
role in this adventure.
moon the accompanying text identifies as Corsero VI-B
before continuing.

“Corsero VI-B, about seven hours from your current


position at cruising speed. It’s home to seventeen separate
DIRECTIVES settlements, the populations of all but one of which were
––– recently evacuated by the fleet.”

In addition to the Prime Directive, the Directives for this The graphic of Corsero VI-B rotates and zooms in on an
mission are: island, with one point on the island’s western coast identified
by a text callout as Greenpoint Cove. Rochana continues:
§ Determine the reason the villagers don’t want to leave.
§ Find a means to convince the villagers of the danger “What you see here is Greenpoint Cove, a fishing village
they face. on an island in the northern hemisphere, population 417.
§ Forcible removal of the villagers is not authorized. Geographically cut off from the other settlements and entirely
§ Protect the colony should Klingon forces arrive during self-sufficient due to hydroponic farming and sustainable
the mission. fishing. The moon’s central government, other settlement
administrators, even the evacuation ships have tried to
The gamemaster begins this mission with 2 points of convince them of the threat the Klingons pose. They don’t
Threat for each player character in the group. care. They won’t leave. ‘We’ll be fine. We’ll manage. What
threat are we to the Klingons?’

PRELUDE
––– “Captain, maybe this is a point of stubbornness on my part,
but my credo where this mission’s concerned is ‘no soul left
behind.’ The sector the Corsero system sits in and those
The adventure opens with the player characters offloading
adjoining read clear of Klingon incursion but, with Kol handing
their latest group of evacuees, specifically the staff of civilian
out those invisibility screens like Halloween candy, I don’t have
research outpost Thompson Alpha-9, to the Federation
to tell you we can’t rely on those reports. Proceed there and do
Merchant Marine freighter Hillstrand, one of many civilian cargo
whatever you can to convince the people of Greenpoint Cove
ships that have volunteered to aid in the evacuation effort. This
to pack up and beam out. I won’t authorize forcible rendition
has been a particularly long voyage for the player characters,
– I’m not going to subject your ship to having to house over

CHAPTER 09.20
207
four hundred angry civilians – but whatever else it takes, get The player characters may even opt to speak to the head
those people out of there. And one more thing… the rest of of Corsero VI-B’s central government, Governor Tatjana
the fleet’s engaged in other evacuations, so you’ll have to do Vukovic, who is presently in temporary housing aboard the
this one alone. I don’t like having to send you without support, U.S.S. Imahara and offers the following:
but time and the tide of the war are not on our side. Keep me
apprised of your progress. Rochana out.” “We’ve never really had any issue with Greenpoint Cove,
though they never made much effort to be part of the lunar
community. We hold… sorry, held annual summits of the
ACT 1: A WARM settlement administrators to discuss issues or ideas for
WELCOME improvement. Colin Zhou maybe showed up to one out of
–– – every two and seemed eager to get it over with and head
home. He seemed pleasant enough when I’d talk to him on
comms, but any time I’d make a suggestion to join me at one
of the other settlements for a local holiday or something, he’d
CAPTAIN’S LOG get evasive and he’d always have a ready-made excuse that
he had to stay in Greenpoint Cove. For a while I thought I’d
offended him, but the other administrators said the same to
me, and now he’s willing to brave the Klingons to stay there?
“…stardate 1271.6. The [player character’s ship] is en route to Corsero
Something doesn’t add up. Something’s keeping him there…
VI-B to begin evacuating the last remaining settlement, a fishing village
keeping them all there.”
called Greenpoint Cove. My officers are spending the intervening time
till our arrival researching the village and trying to determine why the
SCENE 2: ARRIVAL
villagers seem wholly unconcerned that the war with the Klingons
Once in standard orbit, the player characters may contact
could reach their doorsteps.”
the village’s administrative office complex, which houses
the village’s communications systems and local government
offices, including that of Colin Zhou. Zhou greets the player
characters warmly and welcomes them to Corsero VI-B. When
SCENE 1: EN ROUTE the player characters state the purpose of their visit, Zhou
The player characters may spend the trip to Corsero VI-B
attempts to allay their concerns and states that the people
however they choose to prepare for taking on the population
of Greenpoint Cove have chosen to remain where they are. If
of Greenpoint Cove. Should any of the crew opt to do
the Klingon threat is mentioned, Zhou speaks of impending
research on the village, they learn the following:
Klingon attack as one would a spot of bad weather. Zhou
seems completely dismissive of the danger the village faces
§ The village was founded in 2244 by former Federation
but maintains a demeanor of congeniality throughout the
Merchant Marines and their families and is the most
conversation; he takes no offense to the player characters’
recent settlement established on Corsero VI-B, for which
concerns for their safety even as he handwaves them. Further,
colonization and establishment of the other settlements
he invites members of the crew to visit the village and see for
had occurred over the previous three decades.
themselves that Greenpoint Cove would pose no threat to the
Klingons and that they are perfectly safe to remain there. The
§ The village administrator is Colin Zhou, a Human native
player characters may opt to say to Zhou that they are willing
to the Earth nation of Malaysia and one of the village
to take any citizen of Greenpoint Cove aboard who disagrees
founders. Zhou was formerly a captain of a Merchant
with his view of the predicament; Zhou professes no problem
Marine freighter and is a single parent to his currently
allowing that, though he mentions they’ll be hard-pressed to
teenage adoptive daughter, Jun.
find anyone in much of a hurry to leave.

§ The village’s economy is mostly fueled by its fishing industry.


As Greenpoint Cove has both the aforementioned transporter
Three commercial-grade fishing vessels service the village’s
station and shuttle port, the player characters may employ
harbor, and the village’s businesses include two canneries,
either of those options to dispatch a landing party to the
hydroponic and seaweed farms, and a large market that
village. Whichever method they choose, they are personally
includes a selection of restaurants and food stands.
welcomed by Zhou and his adoptive daughter Jun. Upon
meeting Jun, the player characters may notice that Jun’s
§ Though no bad blood existed between Greenpoint
eyes have black irises. The gamemaster may call for a
Cove and the other settlements, few of its citizens were
Reason + Medicine task at a Difficulty of 0 from any science
reported to visit the other settlements. The village does
or medical officers in the party as a means of earning some
have both a transporter station and a shuttle port with
early Momentum; success will signal to the player that Jun is
berths for four small craft, but, while it’s manned and
a Betazoid. If it’s simply mentioned or Jun catches one of the
maintained, it’s been sparingly used.
landing party staring, she or Colin will offer that information

208 "HOME AND HEARTH"


HEARTH"
themselves and explain that Jun was orphaned during a seat, a voice, and a meal. Our weekly fish fries are open
Nausicaan attack on a research vessel owned by her birth to everybody. Though I guess we’ll have to make sashimi
parents and that Colin’s ship happened by the wreckage, instead…”
rescued her, and later adopted her. If anyone asks about
her psionic abilities, she mentions that she occasionally § Zhou may follow up any of the above with: “Look, I
feels surface emotions but nothing more, and she finds the know you all are just doing your jobs and I’m not trying
empathic “noise,” as she calls it, easy to ignore. to be difficult. But this is our home, our way of life.
We’ve worked hard to build this. Abandoning it all… it’s
Zhou proceeds to lead the landing party on a tour of the unthinkable. Anyone here is free to leave if they want, and
village, proudly showing off what they and the other village I won’t stop you from taking them on your ship. But from
founders built with hard work and ingenuity. He’s still ready talking to as many of these folks as I have since the war
with an excuse for any concern the landing party voices started, you won’t find too many who want to.”
regarding the Klingons, examples being:
Should the landing party express any frustration at Zhou’s
§ If questioned as to his lack of concern about the handwaving, he expresses understanding that they may not
Klingons: “We fish, we eat, we cook, we celebrate our understand the value Greenpoint Cove’s citizens have on this
community… if that’s a threat to the Klingons, well, guess place and offers to allow them to explore the town for itself
that’s one of those fundamental flaws of the universe.” and ask anyone else how they feel about leaving. That, he
reasons, will assure the landing party that he isn’t the lone
§ If offered defenses such as a Starfleet detail or a voice insisting on staying, and he reiterates his assurance
Starfleet vessel parked in orbit: “Do you really think that any villagers who agree to leave will be allowed to do
armed Starfleet officers or a starship in orbit is gonna so. If the player characters agree, Zhou and Jun will bid them
make this place less of a target?” farewell and extend an invitation to their next fish fry, which
is scheduled for the following night. Both speak highly of
§ If asked what the villagers would do if the Klingons the dishes the village’s chefs are capable of creating using
arrived in force: “If they’re inclined, we’ll offer them a greenfin, a species of fish native to the moon’s oceans. If

CHAPTER 09.20
209
they opt to continue with Zhou, then he and Jun will continue OPTIONAL SCENE: JUST A
the tour with the player characters but also extend the QUICK SNACK
aforementioned offers to both question the villagers and This scene may be made possible if one of the player
attend the fish fry, as well as sing the praises of greenfin. characters opted to stay in Greenpoint Cove to try and
Whichever of the above routes the landing party takes, any understand the locals’ insistence on staying, and is in the
villagers they encounter express much the same lack of village’s central market, where several vendors and food
concern for the Klingon threat as Zhou and Jun and provide stands are set up. One such food stand that is offering bowls
similar excuses for their concerns. of a seafood-based stew appears to draw more customers
than others. Any player character on the planet in this
As the landing party reaches the harbor, the characters scene is free to try some, which the stand’s owner proudly
are approached by a burly Tellarite from one of the proclaims contains “lightly seared greenfin.” If the player
fishing vessels and asked if any among them is a doctor. character eats any, the gamemaster should not only tell them
Regardless of whether any of the player characters present it’s surprisingly tasty but should every so often ask them to
is a medical officer, the Tellarite introduces himself as Tegh attempt a Control + Command task while they are in the
glasch Vog and explains that he is the captain of one of the village, with the Difficulty starting at 1 and increasing by one
vessels, and that his first mate, Kirsty McDiarmid, fell victim with every successive attempt.
to a digestive ailment that the village medic has proven
unable to diagnose or treat. As the moon’s hospitals lie If the player character fails, the gamemaster should advise
empty due to the evacuation, Vog asks the landing party to them that they feel somehow attached to the village and, if
have McDiarmid beamed aboard for treatment. If Zhou is any of their colleagues attempt to get them to beam back to
still with the landing party, he voices no objection to them their ship, they will have to roll another Control + Command
beaming McDiarmid to their ship. Vog brings whichever task at the same Difficulty as the task in which they failed.
members of the landing party that opt to accompany him If they succeed, they will beam back but notice that they
to the first aid station aboard his ship, where they find were reluctant to do so for some reason. If they fail, they will
McDiarmid lying on one of the two cots inside, pale, sweaty, attempt to make some excuse to their colleague that they
and barely conscious. should stay. Whether encouraged or, if the colleague is a
superior, outright ordered to return to the ship, the affected
SCENE 3: THE LONE VOICE character will reluctantly relent, with the compulsion to stay in
OF OPPOSITION the village fading moments after returning.
Once McDiarmid has been transported to sickbay, a Reason
+ Medicine task at a Difficulty of 1 (which may be assisted If the player character eats the stew and leaves the village
by Computers + Medicine from the player characters’ before failing a Control + Command task, they suffer
ship) reveals that McDiarmid’s ailment is an easily treated no compulsion or ill effects for the rest of the adventure,
form of intestinal inflammation. The application of an anti- presuming they don’t eat anything containing greenfin meat
inflammatory via hypospray will treat her condition and have afterward while in the village, upon which the conditions
her in good health within minutes (this may be learned via above will again apply.
an Obtain Information Momentum spend or another Reason
+ Medicine task at the same Difficulty and with the same
available assist as before).
ACT 2: THE SONG
OF THE SIREN
McDiarmid will awaken in sickbay, naturally wondering where –––
she is. When she is told she’s aboard a Starfleet vessel, she
asks if she and the other villagers are being transported from
the moon. If she is told none of them want to leave, she sits
up in her biobed in shock… CAPTAIN’S LOG

“What?! What are you even doing here, then?! The Klingons
could show up any minute, and you’re just orbiting here? Listen, “Supplemental. Though we have been largely
I don’t care if you have to drag them kicking and screaming stymied in our attempts to convince the people
onto this ship, the Klingons will kill everyone I know if you don’t of Greenpoint Cove of the desperate need to
do everything possible to get them the hell out of there!” evacuate, one of its citizens, one Kirsty McDiarmid,
has expressed much the opposite view and has
Proceed to Act 2. urged us to take the population aboard. The
question we face now: what makes Ms. McDiarmid
appreciate an existential threat nearly everyone she
knows has discounted?”

210 "HOME AND HEARTH"


HEARTH"
SCENE 1: PUZZLING IT OUT a specimen is relatively simple, as they may have McDiarmid
McDiarmid explains that she began to feel ill two days ago arrange to have Vog make a greenfin available for beam-
and in that time was unable to keep down anything beyond up, or they may pick some up from the market, either from
synthesized vegetable broth and water. When asked why she the stew stand from the optional scene or from any number
seems to be the one citizen of Greenpoint Cove who feels of vendors. If the player characters voice to any of the
any urgency to evacuate the moon, she says she isn’t sure, villagers their theory about the greenfin, they’ll simply laugh
but up until she got sick, she felt the same as anyone else in it off but provide them the sample they request regardless,
the village, though she now understands the entire village is possibly even remarking that they look forward to the player
in danger and has to be evacuated. characters being disproven.

What happens next is dependent on whether the Act 1 SCENE 3: THE PROOF IS IN
optional scene “Just a Quick Snack” takes place, which THE PUDDING
affects whether it is the player character who sampled the Once a greenfin sample is brought aboard the ship, the
greenfin stew in that scene or an NPC crewmember who was player characters may subject it to a battery of scans and
sent to the village to assess the logistics of evacuating the tests. Running a full-spectrum analysis of its tissues and
village once the player characters are able to do so. bodily chemistry can be an extended task with a Work of 10,
a Magnitude of 3, and a base Difficulty of 2. Alternatively, you
The affected party, whoever they are, arrives in sickbay either may choose to conduct this effort as a single task that takes
of their own accord or at the insistence of another character a longer period of in-game time to resolve.
(if they had to be compelled to return to the ship as detailed
in the optional scene), and explains that they experienced Succeeding at this task yields the knowledge that the
an odd compulsion to stay in the village after eating greenfin greenfin contains a protein with psychoactive properties
stew from the food kiosk. If the player characters further capable of transmitting signals detectable by humanoid
question McDiarmid armed with this new information, they synapses, as though the protein were a subspace relay and
will learn the following: the brain was a transceiver. That said, the protein within the
greenfin is only the medium carrying the signal. If the greenfin
§ What’s your normal diet, before you became sick? is what is causing the compulsion to remain in Greenpoint
“The same as everyone else, really… all our food is either Cove, something or someone is using the greenfin as a
fished or grown. We only use food synthesizers to make telepathic intermediary.
things we can’t get out of our gardens or the ocean.”
Since Jun Chao is Betazoid, the players may reach the
§ Do you eat greenfin stew? “Yeah, most people do… it’s conclusion that she is somehow responsible and is masking
what most people make with any that’s about to go bad.” the full potential of her psionic abilities, but at this point, all
the player characters have is circumstantial evidence and
§ Is greenfin used in any other way? “You kidding? We accusing the village administrator’s daughter without being
fry it, grill it, smoke it, stew it, slice it up for sushi… it’s a able to prove without a shadow of doubt a direct link to
dietary staple. There are a lot of edible sea creatures in Jun would not help their case of convincing the people of
Corsero’s oceans, but greenfin are sustainably fishable Greenpoint Cove to leave.
due to their short gestation period. We could fill all
three of our boats in one day and the population would If Momentum earned from the extended task is used for
replenish to previous levels in a week.” an Obtain Information spend to ask if something could be
used to counteract the greenfin’s psychoactive effects, that
§ When was the last time you had any? “Let me think… question can be answered with something from the previous
um, I had a greenfin sandwich from the market the day adventure in this campaign – the psi-suppressing enzyme
before I got sick. I think that’s what laid me up… it comes discovered in the mycelial construct.
with a spicy relish usually, and I ordered it without. They
left it on, but I was hungry, so…”

SCENE 2: SAMPLING THE


WARES
By this point the player characters may surmise that the
greenfin species may have something to do with the villagers’
insistence on ignoring the danger of Klingon attack, due
to the link between McDiarmid’s forced abstinence of
consuming greenfin and her newfound desire to flee the
village, and the next step is to prove the suspicion, which will
require – above all else – a specimen of greenfin. Obtaining

CHAPTER 09.20
211
what they’ve learned, and offer to introduce the enzyme
ACT 3: THE LAST as proof of their claims. Colin will be concerned enough
about the welfare of his people to allow himself to be
MEAL
–– – given a hypospray injection of the enzyme. If the players
take this route, play it out via Scene 2A.

§ Surreptitious Introduction: The player characters


will discover that the enzyme can be formulated into a
CAPTAIN’S LOG breathable gas that will nullify the greenfin’s psychoactive
protein in a matter of seconds. As the bulk of the
population will be attending the weekly fish fry that night,
which is held at a large banquet hall in the village, the
“Supplemental. We have discovered a possible cause to the extreme
player characters have the option of secretly introducing
case of pioneer spirit expressed by the people of Greenpoint Cove,
the aerosolized enzyme via the building’s rooftop climate-
a psychoactive protein through which someone may be controlling
control system. The question of the morality of this
their minds, and my officers believe the suppressant enzyme we
course action should not be taken lightly, and discussion
encountered during our recent sojourn through the mycelial network
among the players on the subject should be encouraged.
may be an effective counteragent. Now a decision must be made on
Some may feel disrupting what could be their last time
how precisely to make use of it.”
gathering in such a manner is a horrible thing to do; some
may consider it a small price to pay to save their lives.
Some may even consider waiting until near the close of
the evening to introduce the enzyme to at least let the
OPTIONAL SCENE: GUESS villagers enjoy themselves once last time. If the players
WHO’S COMING TO DINNER take this route, it should be played out via Scene 2B.
The gamemaster may, if they so choose, add this scene to
both provide a bit more action to the proceedings and to SCENE 2A: CARDS ON THE
ramp up both the overall tension and the desire to complete TABLE
the evacuation of Corsero VI-B. Once the player characters arrive at the Zhou home, they
find Colin home alone and Jun out with friends. Once they
During the course of the mission, the player characters’ ship present their findings, Colin is initially skeptical but is willing
may face what they hoped would never occur: a Klingon to hear the player characters out. If the player characters
presence amidst their evacuation efforts. A single bird-of-prey have figured out Jun’s involvement, whether they include
(see page 130 for statistics) drops out of warp and opens fire their suspicions or not is up to them, but Colin will be a bit
on the player characters’ ship, forcing the player characters more skeptical if an accusation is made toward his daughter
to engage the vessel in combat. Even if the player characters’ without hard evidence. To his credit, however, Colin is willing
ship emerges victorious, which will necessitate the destruction to allow himself to be the first of the villagers to be tested
of the bird-of-prey, now the player characters must contend with the enzyme. As the player characters’ medical officer
with the possibility that the bird-of-prey may have contacted prepares the hypospray, Jun arrives and demands to know
their allies and notified them of a Starfleet presence in the what is happening. Colin attempts to explain what the player
Corsero system, placing a gigantic target on the people of characters are claiming, but Jun begins to tear up and insist
Greenpoint Cove and perhaps the entire evacuation effort. that Colin tell the player characters to leave. Colin then
realizes Jun knows more about this than he thought and
While this will be the only Klingon encounter the players will gently urges her to tell him what she’s done.
face in this adventure, the potential that it was a precursor
for further hostilities should loom large over the rest of the What happens next is detailed in Scene 2C.
adventure should this optional scene take place.
SCENE 2B: BUZZKILL
SCENE 1: METHODOLOGY Whether the player characters allow the villagers one last good
How precisely the player characters opt to employ the time or opt instead to rip off the proverbial plaster, introducing
psi-suppressing enzyme to prove their case is something the enzyme to the banquet hall’s climate control system is a
the players should be encouraged to discuss at length, simple matter. The system is a rudimentary module mounted
particularly if the specter of Klingon incursions is ramped on the hall’s roof, and is easily accessible and unguarded. To
up by the inclusion of the optional scene above. The player access the module and introduce the enzyme requires no more
characters have two options: than a successful Control + Engineering task at a Difficulty
of 1. Less than a minute after the enzyme is introduced, the
§ Full Transparency: The player characters could jovial demeanor of those present begins to wane and honest
conceivably go straight to Colin and Jun Zhou, lay out discussion of the Klingon threat begins to dominate the

212 "HOME AND HEARTH"


HEARTH"
conversation. The crowd seems to sober to the realization of them look forward to the day they can come back. He then
that they aren’t safe any longer and likely should go. Colin looks to the characters and tells them he believes Starfleet will
and Jun Zhou are present, and Colin begins to also think that end the war and allow them to return home.
evacuation is a sound idea, something to which Jun protests.
Colin tries to assure his daughter, then becomes concerned as With that, Colin and Jun join their group and beam aboard
to why she so vehemently opposes the evacuation. the player characters' ship.

What happens next is detailed in Scene 2C.


CONCLUSION
SCENE 2C: ALL FALL –––
DOWN Once the population of Greenpoint Cove is beamed aboard
Whether it originates in the Zhou home or the banquet hall,
the player characters’ ship, the player characters have
the result is the same.
a relatively pleasant 12-hour voyage to rendezvous with
the Hillstrand, where their passengers will be off-loaded
A panicked Jun Zhou shouts “STOP IT!”
for transport to a temporary shelter planet. The people
of Greenpoint Cove are a jovial community who actually
And like a switch being flipped, everyone in Greenpoint Cove
lighten the mood among the crew, negating the Crew Morale
passes out in unison. If any of the player characters present
optional rule if employed.
consumed greenfin, they are struck with 4A of Stress. Jun
then just lowers to a seated position on the floor and says to
Jun Zhou still feels immense guilt for endangering her
the player characters:
community, even though her neighbors hold no malice toward
her. Any medical officer with a psychological background
“I’m sorry. I just… I love this place. It’s the first place that
could make themselves available to her, if as nothing more
ever felt like home. I didn’t know much about my abilities at
than someone to listen to her concerns and offer advice.
first. A few months after we came here… I don’t know when I
noticed it, but no one would ever disagree with me, not even
Once the ship off-loads the community, they’re given little
Dad. I figured it was my abilities… I didn’t know anything
time to rest before Starfleet has a new set of orders for them.
about the fish. I never tried to control or hurt anyone, but then
everyone else left, and then you came to take us away. And I
did control everyone. I’m hurting everyone. Everyone will die CONTINUING
because I won’t let them leave. I’m sorry… I’m sorry, Dad…”
VOYAGES
–––
CAPTAIN’S LOG Once the war is concluded, the player characters may play a
role in repatriating the colonies they evacuated, including the
people of Greenpoint Cove, offering them a chance to renew
their acquaintance. Making the village ready for repopulation
“Stardate 1273.8. The citizens of Greenpoint Cove
could form the basis of a follow-up adventure.
have been immunized from the effects of the
greenfin protein and thus are freed of the control Ms.
If the Klingons were alerted to the Corsero colony’s
Zhou held over them. To their credit, the villagers
existence during the optional scene “Guess Who’s Coming
bear Ms. Zhou no ill will, as Greenpoint Cove was
to Dinner?,” they may have decided to cause damage to
home to them regardless of her influence over them,
the settlements or the ecology, providing the crew a goal of
and it is a home to which every citizen hopes to one
helping repair any damage the Klingons wrought. Perhaps
day return. Evacuations are nearly complete and
there are still Klingons on the planet, who decided to claim
we are scheduled to rendezvous with the Hillstrand
one, some, or all of the settlements for themselves, unaware
once again to offload our new passengers upon
that the war is over.
transport of the final group of evacuees.”

The colony could face another existential threat from another


belligerent species. Perhaps a segment of the Ba’ul, unwilling
to work toward coexistence with the Kelpiens after Discovery
SCENE 3: ONE LAST LOOK triggered global vahar’ai among the population, have
Colin and Jun Zhou are among the last group of villagers to be
traveled to Corsero VI-B in search of a new food source,
beamed up to the player characters’ ship. Jun is still deeply
and the greenfin’s psychoactive protein affects them in an
ashamed by her actions, but Colin assures her that she has
unexpected manner that could increase the danger they pose
nothing to apologize for, that the villagers made Greenpoint
to the colonists.
Cove their home and loved it just as much as she did and all

CHAPTER 09.20
213
CHAPTER 09.30

MINI-CAMPAIGN
“ONE STEP BEYOND”
While repairs are completed, the crew may become aware
PART 3 SYNOPSIS
–– – of the Xytar’s relationship with the fungal spores aboard the
ship, which have been used to power the experimental spore
drive. The Xytar make their presence known by possessing a
Somewhere in the gaps between the various alternate
member of the crew, and demand that the fungal spores be
realities that exist, a species by the name of Xytar exists. The
released from their captivity.
Xytar are mono-cellular creatures by nature, possessing a
similar physiological composition to fungus but possessing
However, before the crew has the chance to enter into
greater awareness of the wider cosmos. They maintain a
diplomatic discourse with the newly-discovered alien
strict attitude of non-interference and learn about the various
species, they come under attack by two fighter jets
realities and their inhabitants by means of observation alone.
belonging to the opportunistic predators of the Ba’ul. After
fending off the adversaries, the crew is faced with the

A WORD ON HORROR choice of either releasing the fungal spores as requested


by the Xytar and sacrificing Starfleet’s last chance of
duplicating a successful spore drive, or holding on to the
Star Trek is not especially known for delving into the horror genre,
sentient spores and destroying their chance of an amicable
but the franchise has a long and varied catalogue of instances when
first contact situation.
subjects have moved into the realms of fear. Examples include
“Night Terrors” and “Genesis” (The Next Generation), “Darkling” and
The gamemaster begins this mission with 2 points of
“Persistence of Vision” (Voyager), and “Context Is for Kings” (Discovery).
Threat for each player character in the group.

Whenever a mission delves into realms which evoke horror, it is


important for the gamemaster to remember that it is the characters,
and not the players, that are the subjects of the horror. Subjects may
arise during missions that may make players uncomfortable; for that SPOTLIGHT ROLES
reason, it is important to ensure that everyone at the table has access
to and is comfortable using the safety tools the group agreed to use. Engineering and science officers will likely get the
It is advisable to take a moment to discuss with all players what their focus in this adventure, as their skills will be put to the
comfort boundaries are in relation to this mission’s elements of horror. test in attempting to install the modified spore drive
and then repairing the ship once things get hairy.

In this adventure, the crew is ordered to attempt a test run of


a modified experimental spore drive. Lacking the navigational
benefits possessed by U.S.S. Discovery, the ship’s attempt OTHER CREWS
is unsuccessful, causing a rupture in the boundaries between
Non-Starfleet crews may engage in this adventure
the different realities.
by having them encounter a derelict Starfleet
vessel containing the experimental drive
This rupture draws the attention of the Xytar, who attempt to
components. A clever Klingon crew or innovative
communicate both with the crew and with the ship. However,
independent group might be able to piece together
the attempts at opening a dialogue with the Federation
the experiment and attempt to cobble it together
vessel are unsuccessful; as a highly telepathic species, Xytari
and incorporate it with their starship. How they
methods of communication are strongly misinterpreted. While
deal with contact with the Xytar is left up to each
the crew attempts to repair their vessel, they experience
individual group to determine.
the unintentional side-effects of the Xytar’s contact as
manifesting audio-sensory hallucinations.

214 "ONE STEP BEYOND"


BEYOND"
YESTERDAY’S ACT 1: ONE GIANT
ENTERPRISE LEAP
This adventure, as written, is set before the end
–––
of the Federation-Klingon War, as Starfleet was
desperate to create any advantage to win the war.

If you choose to run this adventure outside the


CAPTAIN’S LOG
scope of this campaign and era of play, you can
alter the urgency at the start of the adventure and
instead make it a top-secret experiment conducted “Following the completion of our previous mission, our crew has been
by Starfleet (or perhaps a rogue admiral or agency) reassigned to take part in a scientific study of gaseous dispersal
at nearly any point in the timeline. Replace the Ba’ul patterns of nebula clouds in the Alisciye system. Starfleet tells us that
fighters in Act 3 with an adversary appropriate to the this is intended as a break for the crew during the uncertainties of
era of your game. The Xytar should prove to be an wartime. It’s enough to make you wonder if the admirals think that this
interesting first contact challenge for any era of play. type of dull, monotonous work will truly take the edge off.

“However, Starfleet’s true objective has less to do with rewarding us,


and more to do with ensuring the deepest discretion. After recovering
a sample of fungal enzymes in our previous mission, we received a

OPTIONAL RULE: coded transmission from Starfleet Headquarters, marked for the eyes
of the captain only. Once decoded, the message contained details on
MORALE a curious form of drive engine. Theoretically, this engine could provide
Starfleet with a new type of propulsion. We received a cargo container
At this point, the crew (and Starfleet in general)
of parts via warp courier, and the crew is working hard on installing
has experienced a protracted period of warfare;
this drive engine, all the while unaware of its function and purpose.”
significant losses on both sides have worn down the
morale of many crews across every ship. The crew’s
morale may have been impacted either positively or
negatively by their outcome following the events of
“Hearth and Home.” SCENE 1: WORKING DAY
AND NIGHT
If the mission was a success, the crew is feeling The crew begins aboard ship attempting specific tasks.
bolstered by their success in the face of adversity These can be divided into attending to the scans of gaseous
and their ability to overcome even the most trying of anomalies in the system, or working on the installation of
times; they gain the trait Invigorated: The cost to Starfleet’s top-secret drive system. Ask each player which
buy additional dice with Momentum for any task task they wish to attempt, as they cannot do both. Rumors
involving Daring and Fitness is reduced by 1 for are rife aboard the ship about what the engineering teams are
the duration of this mission. up to during all hours.

If, however, “Hearth and Home” ended in failure, SCANNING GASEOUS ANOMALIES
the grim malaise of defeat hangs over them, This is a tedious task (though it is the ship’s presumptive
dragging their confidence down. They gain the current mission) and can be attempted by any number of
trait Morose: The cost to buy additional d20s characters. This is a Reason + Science task with a Difficulty
for any task involving Presence and Control of 1. Each character may attempt this task only once; for
by generating Threat is increased by 1 for the each subsequent character after the first to attempt this task,
duration of this mission. increase the Difficulty by 1. This task takes several days to
complete.

INTEGRATING THE EXPERIMENTAL DRIVE SYSTEM


On the surface, this is a challenging project, requiring
significant alterations to be made to much of the ship’s
engineering systems. This effort may take several days
to complete, but feel free to adjust the duration of the
task as best fits your group’s needs. This project can be
accomplished by a variety of tasks at varying levels of
Difficulty – the point of this is to get the drive components

CHAPTER 09.30
215
installed; there’s no chance for the drive to function as the back of the crew’s necks to bristle. Those in engineering
intended, but you should not let the players know that. Make can inject a sample of their fungal enzymes into the drive’s
liberal use of Difficulty 0 and 1 tasks using Reason, Insight, intermix chamber; you may ask for them to attempt Difficulty
Engineering, and Science to give characters opportunities to 0 tasks for this to heighten the tension, but there’s no real
perform tasks and earn Momentum. risk of failure, as there’s no chance for the drive to operate
correctly, as will be revealed in Act 2.
Any character involved in installing the drive components
can attempt a Reason + Science task with a Difficulty of
ACT 2: BREACHED
0 to discover a scientific component to the drive – there
are references to mycelial spores in the redacted notes.
–––
It’s possible that the spores and enzymes the characters
After noting where each player’s character is situated when
collected during the campaign’s first adventure, “A Bridge
the drive is activated, proceed with Scene 1.
to Everywhere,” might somehow be injected into the matter/
antimatter streams. What the effect of such an action would
SCENE 1: THIS HAUNTED
be is anyone’s guess.
SHIP
Read or paraphrase the following:
In addition, any character involved in installing the drive
components can make a Reason + Science task with a
Just as the drive activates, the ship heaves. The artificial
Difficulty of 2. Succeeding at this task informs the character
gravity chugs for a split second, amplifying everybody’s
that this drive system appears to be capable of allowing the
weight for just a moment and sending the crew hurtling to
ship to access a previously undocumented aspect of space
the deck. The viewscreen displays a shower of kaleidoscopic
and theoretically allow for faster-than-warp travel.
lights, before the ship’s interior lighting blinks out. The
engines grow silent.
Unbeknown to the crew, the experimental drive engine is
a modified version of the spore drive that was hosted on
When peace resumes, the ship is in a precarious situation;
U.S.S. Discovery, albeit lacking in both that vessel’s unique
drifting on its port side with artificial gravity malfunctioning
navigational components and its modified hull design. Starfleet
means that the crew is forced to navigate as though the
(or rather, certain groups within Starfleet) is desperate for a
vessel’s port wall were the deck, making simple movement
breakthrough in creating a new version of the spore drive to
difficult. The computer is functional, although internal
support the dying war effort, and believes that the engine plus
and external communication relays are down, making it
the fungal enzymes aboard the ship might be the solution.
impossible to send and receive messages from different
areas of the ship or raise a distress call. The viewscreen and
SCENE 2: BLACK ALERT
external sensors are offline, the temperature regulation is
Once the components are installed and you’re ready to
offline (giving the air a chilly feel, which the crew realize will
proceed with the adventure, note that the ship is receiving
only grow colder), and the ship’s lighting has overloaded.
a coded transmission from Starfleet Command. The
Air circulation is offline, leaving the crew with roughly 14
commanding officer can take the message on the bridge or in
hours of available atmosphere, although the ship’s internal
their ready room. Read or paraphrase the following:
temperatures will reach fatal temperature in 12 hours.

“Captain, this is Admiral Adetutu,” states the stern-looking


In addition, crew members with telepathic capabilities begin
officer in a heavy Afrikaans accent. Her image flickers on
to sense a strong emotion of fear; the source of the emotion
the monitor, then steadies. “I’m sorry you got handed this
cannot be identified. If there are any Kelpien player characters,
assignment after all you’ve been through recently. Frankly,
they may experience fear as well, though if they have undergone
with your recent experiences with mycelial sciences, we felt
Vahar’ai they may be able to avoid a strong sense of fear.
you were our best shot at successfully modifying and using
the spore drive with the fungal samples you recovered. I don’t
Bringing the ship up to a degree of safety requires numerous
like asking you to play test subjects, but there’s literally no
stages. Each step is to repair one of the ship’s systems;
other option. Our back’s against the wall. Jump back to Earth
each malfunctioning system has its own complication which
if you can, as soon as you can. See you when you get here.”
remains in place until its associated system is repaired. Once
repaired, the complication ends.
The communication ends abruptly thereafter.

GRAVITY
Activating the ship’s experimental spore drive should be a
§ Problem: The gravity no longer recognizes the ship’s
dramatic moment, so take time in setting the atmosphere.
deck as the vessel’s lowest point, and instead adjusts to
The vessel’s lights dim as ship’s power is diverted to the
treat the port side as though it were “down,” which forces
drive; a resonating hum fills the ship which causes the hair on
the crew to navigate across the interior walls.

216 "ONE STEP BEYOND"


BEYOND"
§ Effect: Navigating from any one part of the ship to while another character (or the ship’s crew) reconnects
another requires a Fitness + Conn task at Difficulty 3 an auxiliary circuit elsewhere on the ship. The character
until this system is repaired. Failure at this task results in at the sensor array must pass a Control + Command
the crew expending one hour of time. task at Difficulty 2; this Difficulty increases by 2 if the
communication router is not yet repaired. Reconnecting
§ Repair: A character must navigate to engineering and
the auxiliary circuit is a Reason + Engineering task at
realign the gravitational dampeners, which is a Reason +
Difficulty 1. This total repair effort takes 4 hours; the test
Engineering task at Difficulty 3. This takes 2 hours.
may succeed at cost, so a failed test reconnects the
circuit, but takes 6 hours instead.
AIR REGULATORS
§ Problem: The ship is growing progressively colder. If left
INTERNAL LIGHTING
unattended, the climate inside the ship will eventually
§ Problem: The ship’s internal lighting is on back-up; even
reach the same ambient temperature as the surrounding
with hand-held torches, it is extremely difficult to see,
vacuum of space.
causing many additional hazards to the repairs, and
§ Effect: The crew starts to experience effects of hypothermia giving hostile forces ample concealment.
after 7 hours, which inflicts 2A Stress each hour. Cold-
§ Effect: The Difficulty of all tasks involving Control,
blooded crew members start to experience these effects
Fitness, and Reason are increased by 1. This effect can
after 5 hours. Andorians and other species accustomed to
be nullified by spending more time on the respective task
cold environments have an extra +1 Resistance against this
instead by increasing its time to complete by 1 hour.
Stress; in turn, species accustomed to hot environments
like Vulcans suffer 3A Stress instead. If this system is not § Repair: A character must navigate to the central
repaired within 14 hours, all crewmembers who require air electrical junction and reconnect the burnt-out isolinear
to survive aboard the ship perish. chips, which is an Insight + Engineering test at Difficulty
2. This takes 4 hours. The chamber housing the electrical
§ Repair: A character must navigate to the ship’s central
junction is a zero-gravity environment to prevent isolinear
life support suite in the lower decks and reconfigure the
chips from being accidently dropped and lodged in the
computer’s climate control algorithms, which is a Reason
circuitry; if the gravity is not yet repaired, this task takes 1
+ Science task at Difficulty 2. This takes 4 hours.
additional hour.

COMMUNICATION ROUTER
Allow the characters to tackle each repair one at a time,
§ Problem: The ship’s internal and external communication
although the crew may split up to tackle them simultaneously.
system glitches. The ship cannot send signals, and the
If they choose to tackle them simultaneously, select one of
directional router for the crew’s communicators is not able
the tasks to cover first.
to direct messages from one crew member to another.

§ Effect: The crew (including the characters) cannot


communicate with each other if they are not located in the
same room. Characters who are not situated in the same
room cannot aid one another, and the characters cannot
enlist the aid of the ship’s crew to help them in tasks.

§ Repair: A character must navigate to the ship’s bridge


and analyze the source of the glitch in order to isolate
the erroneous data interfering with the communication
routing system, which is an Insight + Conn task at
Difficulty 3. This takes 3 hours.

SENSORS
§ Problem: The junction capacitors for the sensor
coordination modules have come loose and need to be
replaced. The ship cannot see what is going on around it,
and has no means of knowing if enemy ships are present.

§ Effect: The vessel’s Sensors and Weapons systems are


effectively 0 until restored, and the Difficulty for any task
involving the ship’s Security department is increased by 2.

§ Repair: A character must navigate to the ship’s sensor


array subsection and open the sensor security bracket,

CHAPTER 09.30
217
ENCOUNTERS: WHISPERS The player of the impacted character must choose to either
AND SHADOWS IN THE give the gamemaster 3 Threat, or have their character
DARK attempt a Daring + Medicine task at Difficulty 3. If they fail
After the crew successfully gets their first system back online, the task, the character suffers traumatic distress from this
peculiar events begin to occur throughout the ship, as outlined event which causes them to suffer 6 Stress. Success at the
below. Select one of the following events; it occurs to the task allows the character to take a moment to catch their
character who attempts the next repair. Continue to do so with breath and they are otherwise unaffected.
further events, interweaving them between each repair as you
see fit. Don’t select the same event more than once. You can Gamemaster Note: This event can be heightened by
also substitute other events of your own devising if you desire. replacing the unidentified figure for someone who the
character has a relationship with: a family member, deceased
TIME-SPACE DILATION loved one, or former crewmate.
Read or paraphrase the following:
TELEPATHIC TERROR
It takes you an unusual amount of time to get to your Read or paraphrase the following:
destination. You are certain that you’ve been down the same
corridor once before, twice, three times. After a short while, A scream breaks the silence. A young Vulcan ensign stands
panic starts to set in as you feel that you have become lost. nearby, a look of panic on his face as he clutches his head
Frantic, you run through the corridors, desperate to find some in pain. You hurry over to him, and are about to ask what is
familiar landmark, but they just continue on and on, turn after wrong when he reaches out and grabs your shoulders. His
turn, seemingly forever. Then, just as you turn one more random eyes grow wide, and in a voice that seems curiously alien he
corner, you arrive at your destination. The crewmembers who rasps, “They are coming!” He reaches out and touches your
greet you express surprise; you’ve been missing for some time. face; and you feel a rush of sheer, unadulterated terror. The
Vulcan refuses to release his grip; then he begins to laugh.
One additional hour is expended. The gamemaster may His laughter grows frantic, maniacal, and soon he is gasping
spend 2 Threat to change this to two hours. for air. Then he collapses, catatonic. He is rushed to sickbay,
leaving you shaken.
INVISIBLE VOICES
Read or paraphrase the following: This player character is under the effect of a mind meld
which prevents him from spending Momentum on any task
As you start to work on your repair, you hear a voice; it is loud until another character who is in the same area succeeds
but distant, and very clearly calling for help. You follow the on a Presence + Medicine task at Difficulty 3 to help the
voice, listening as it grows louder and more frantic. It leads character regain equilibrium.
you into a corridor and toward an unused room. As you arrive,
you hear other voices, too; as though multiple crew members BIZARRE COMPUTER READOUTS
are trapped behind the door and begging – screaming – for Read or paraphrase the following:
help. You reach out and open the door; the moment it cycles
open, the voices fall silent. The room is empty. The computer blares to life. “Warning, executing order. All
breathable atmosphere on this deck is now being evacuated.
The character is shaken; all tasks involving Reason and This deck will be uninhabitable in 30 seconds.” You stop;
Control are at +1 Difficulty for that character for the remainder nobody gave such an order. You cry out for the computer
of the scene. The gamemaster may spend 2 Threat to cause to stop. It does not. “Twenty seconds,” it continues. Your
this to affect the character’s Daring, Insight, and Presence too. mind races; you can’t get off of this deck in time! You rattle
off every computer command you can think of, but it ignores
HALLUCINATIONS you. The countdown continues, “Ten seconds, five, four,
Read or paraphrase the following: three, two…” Upon reaching one, nothing happens; the
atmosphere remains normal. The computer denies any errors.
From across the room or along a hallway, you catch sight of a
figure darting through the shadows. You think you recognize For the remainder of this scene and the next scene, the
the figure, but it’s impossible to make out clearly. They’re Momentum this character must pay to purchase additional
back on Earth – how could they be here, this far out in space? dice is one higher than normal. If the gamemaster spends 2
And why do they not say anything? The figure keeps moving Threat, each time the character purchases an additional dice
through the shadows, always just out of sight, as if coaxing with Momentum, the gamemaster gains 1 Threat. This effect
you to follow them. You step after them, curious. You turn a lasts to the end of this scene.
corner; and there they are, clear as day. They turn to face you,
open their mouth… and slide down toward the deck, melting Once four of the repairs are complete, and the crew has
into the metallic surface beneath them. experienced at least two hallucinations, proceed to Act 3.

218 "ONE STEP BEYOND"


BEYOND"
During this scene, telepathic characters continue to sense
ACT 3: THE PREY unusual events around them. Explain that any characters with
IS WEAK telepathic capabilities sense a great deal of suspicion and
–– – paranoia directed at them, although the source is unknown
to them at this stage. Allow the crew a moment to discuss
their experiences during the repairs. It should be clear by this
point that something peculiar is occurring; let the players ask
CAPTAIN’S LOG one another what they have experienced and formulate some
ideas.

Let the characters determine which of them are heading to


“Supplemental. Repairs to the ship proceed apace,
the ship’s computer core, which is located in a dedicated
and our vessel should be fully operational within
junction housed between lower decks and accessible only
a matter of hours. Although the primary systems
by maintenance tunnels. The characters who travel there
are restored, the ship’s computer continues to give
witness a peculiar sight the moment they enter either of the
peculiar readings – claiming that life support has
decks. Read or paraphrase the following:
abruptly stopped in lower decks, or that the ship has
inexplicably gained 200% additional life-signs on
As you step out of the turbolift, the ship’s corridors appear
a single deck, or activating various stages of alerts
twisted and warped, turning like a snake. One corridor looks
seemingly at random. The numbers of errors are as
as though it spirals up into a vertical climb, while another
varied as we have systems. Even more perplexing
enters into a bewildering conch-like spiral.
are the reports coming in from across the ship
of peculiar sightings. Our chief medical officer is
The ship’s computer reports that all decks are normal;
baffled at the shocking escalation in unexplainable
however, any crew member leaving the bridge or engineering
hallucinatory episodes which have begun with no
quickly notices that this effect has impacted the entire ship.
apparent cause – a fear that has only increased
Navigating the corridors is now an exceptional challenge,
since we scanned the surrounding area.”
requiring the characters to occasionally climb or drag
themselves along the twists and turns. Characters moving
between parts of the ship during this act, until the computer
is repaired, must succeed on a Fitness + Security task of
SCENE 1: THE CHASE Difficulty 2 or suffer 3A Stress from falling.
This scene begins on the bridge, as the crew looks through
the viewscreen at a startling sight. The ship is lodged halfway Halfway to the entrance to the maintenance tunnels, the
in a large, jagged rupture in space, an anomaly which computer gives a warning of unidentified vessels closing in on
appears like a tear in the fabric of the inky blackness of the ship. Two small shuttles are reported as moving toward
space. Through the rupture, a purple-green swirling cloud- the ship at advanced speeds. The ship’s scanners, and the
like coalescence can be seen, confirming that the area on viewscreen, detect nothing – yet the computer continues to
the other side of the tear is not any kind of known space (or, broadcast a warning of the shuttles approaching on a direct
indeed, any known reality). collision course. Because the shuttles do not appear on the
sensors, it is extremely difficult to fire upon them; any tasks
Scans of this rupture reveal varied, impossible readings involving using the ship’s Weapons or Sensors systems are at
which change with each attempt: empty space, an M-Class a +2 Difficulty. Any weapon firing upon them seems to have no
planet, a swarm of bio-ships, and the like. A successful effect – it appears that the shuttles do not, in fact, exist.
Insight + Conn task of Difficulty 2 confirms that no two
readings are the same and none are correct. This also reveals In truth, the shuttles are another illusion much like the ones
that the computer’s internal diagnostic reports that everything the crew witnessed earlier. The twisting of the ship’s corridors
is working correctly; however, this is clearly not correct, and and maintenance tunnels, too, are illusionary – but they are
any attempts to leave the area reveal that the engines are both nevertheless quite harmful and the gamemaster should
non-responsive. In fact, a visual assessment confirms that treat them with all gravitas. The computer counts down, and
the engines are working perfectly. The vessel cannot navigate at the moment of impact the ship is rocked by the collision;
free from the rupture without repairing the computer first. even though the shuttle does not in fact exist, the crew aboard
Doing so is a simple matter in theory, requiring a basic reset the ship reacts as though it is. It is realistic enough to make
from the computer’s core processor. those who experience it believe that it is real, right down to
losing their footing when the ship is struck by the impact. A
All repairs in the previous scene should be considered as character’s Stress dealt by injuries created by these illusions
having now been completed. It is impossible in this scene to is, similarly, treated as being real – psychosomatic injuries and
use the ship’s computer to aid the crew in any task. mental anguish are very real in this case.

CHAPTER 09.30
219
One of the shuttles collides with the ship, breaching the were nothing. He does not lose Stress as the result of any
shields and penetrating the vessel’s hull. Ensure that it form of attack; the gamemaster should make this very clear
breaches the hull in a location close to the characters. to the players during the conflict.

Read or paraphrase the following: The Ba’ul pursues the crew – fleeing is the best option, as the
maintenance tunnels can be safely sealed. However, racing
The ship is rocked by a crashing impact, and you hear to the tunnels is made challenging by the ship’s twisting
a near-deafening wail as the bulkhead warps, buckles, nature. The pursuit is an opposed Fitness + Security task
and cracks apart. The air reeks of discharged static as an at Difficulty 3 for the characters involved, as well as the
emergency forcefield crackles into life, protecting yourself – Ba’ul. This task must be attempted each turn for five turns.
and the ship’s new interloper – from the vacuum of space. Note how much Momentum is generated by the characters;
Surrounded by charred, twisted metal and crackling cables the character with the most Momentum is considered to
sits the sharp helm of a single-man fighter shuttle, its tapered be “in the lead” and may aid any other characters in their
prow a clear indicator that it’s designed to act as a boarding attempts. At the end of five turns, any character with 4 or
vessel. With a hiss, the front of the shuttle opens. It contains more Momentum has been able to reach the tunnels and
a single pilot, who emerges from a glistening pool of black may secure them behind them. If, after the third turn, any
liquid – a towering, near-skeletal figure which appears to be character has been unable to gain one Momentum, they
composed entirely of the same fluid. It moves with a creeping are attacked by the Ba’ul. Any character who is outside the
deliberateness. Seeing you, the creature rasps, “The prey is tunnels when they are sealed is locked outside with the Ba’ul.
weak; weak and soft.”
Once at least one character is safely into the maintenance
Characters recognize the creature as a Ba’ul. If any tunnels, they can easily access the ship’s computer core.
characters opt to touch the boarding vessel, it feels Restarting the computer is easy, a Reason + Engineering
significantly real, as does the pilot who immediately moves to task of Difficulty 2. However, the gamemaster may make this
attack the crew upon seeing them. Use the statistics for the challenge more dramatic by spending Threat here if they
Ba’ul found on page 188. The Ba’ul moves hastily to attack wish. The following options are available if the gamemaster
the characters, shrugging off any damage dealt to it as if it wishes to do so.

220 "ONE STEP BEYOND"


BEYOND"
these,” explains the lieutenant. “Don’t ask me why. I’m an
engineer, not a doctor.”
Threat
Effect
Expended Examining the enzymes under magnification requires an
Insight + Medicine task of Difficulty 1, which reveals
One character spills isolinear chips that the enzymes appear agitated, and are vibrating at
over the console and needs to spend exceptional speed.
the next several minutes gathering
2
them back up. That character’s
Daring is considered to be one less This scene ends with the NPC (or character; see above)
for the remainder of this mission. stepping into the bridge or toward the characters. Their eyes
glow with a faint luminescence, similar to that displayed
by the fungal spores earlier. The character states: “A new
A vent of super-heated plasma
ruptures, creating an obstacle that speaker is selected, ka.”
3 the character must avoid with a
Daring + Security task at Difficulty 3, SCENE 2: A FROSTY
or the burns inflicts 2A Stress.
RECEPTION
Read or paraphrase the following.
The computer locks a character out
of their security authorization. That “This one speaks for us, ka,” states the crewmember, in a
4
character cannot use the computer’s
voice not their own. They stare ahead, blankly, as if looking
systems for the rest of this mission.
into a universe beyond your vision. “However, we find
this means of communication challenging, ka. We regret
The seal on the tunnels loses power,
the necessity of making use of this body to act as a host,
allowing the Ba’ul in. It continues to
5 attack all present until a character but our other attempts at communication were causing a
completes resetting the ship’s negative impact on the life-forms aboard your vessel, ka. We
computer. are the Xytari, ka. We believe that this is the first time our
people have had to communicate with creatures from your
reality; however, your vessel has caused some significant
damage, ka. Please explain your purpose here, ka.”

The Xytari explains that they are an inter-reality species


As soon as the reset is complete, the ship’s peculiar twisting
of creatures native to a region of the cosmos located
ceases. So, too, vanish the Ba’ul, along with the damage
between neighboring realities. Xytar are aware of the
that the shuttle’s collision caused. Allow the crew to gather
Federation, having witnessed U.S.S. Discovery passing
together on the bridge to assess their current situation. Before
through their space and into the neighboring Terran
they have the chance to decide how to proceed, the source of
universe reality recently. They are, however, hesitant
the computer’s malfunctions makes their presence known.
to engage in contact with the creatures native to the
characters’ reality, claiming that they are unsure of the
If any of the characters possess telepathic capabilities, ask
characters’ intentions.
their player(s) if one of them would like to play this role. It
is preferable to ask this before playing this session; acting
If asked to relinquish possession of the crewmember, the
as a voice-piece for an NPC can be very involving for some
Xytari explain that they are reticent to do so, stating that
players, but others may feel that it robs their characters of
it is their only means of communicating with the crew, but
agency and opens discussions of consent that they may not
they stress that no harm has been done to their “speaker.”
be comfortable addressing at the game table. If the player
It requires an Insight + Command task of Difficulty 3
does not wish to do so, respect their decision and select
to confirm that this is true (the Difficulty is reduced by 2
a suitable NPC to act in their stead. A suitable NPC for
for any character who possesses empathic capabilities).
this may be an ensign or lieutenant, ideally a telepathically
A Reason + Medicine task of Difficulty 2 reveals to the
sensitive character such as a Vulcan.
characters that the Xytari’s initial attempts at telepathic
communication resulted in creating audio-sensory
During this scene, if any character opts to go to engineering,
hallucinations in the crew’s brainwaves. A Reason +
read or paraphrase the following:
Engineering task at Difficulty 3 reveals that their attempts
to commune with the shipboard computer also caused
A surly lieutenant taps a finger against a translucent canister
the recent malfunctions and errors as well. The Xytari are
which contains a sample of the fungal enzymes. The canister
regretful of the distress caused, but are too suspicious of
exudes a previously unforeseen glow, a faintly luminous blue
the crew to want to extend apologies.
which is reminiscent of bioluminescence. “They’re all like

CHAPTER 09.30
221
Once the players are confident of the nature of the Xytari After the Ba’ul fighters have been dealt with, proceed to the
involvement in their recent problems, read or paraphrase Conclusion.
the following:

CONCLUSION
The Xytari host holds up their hand. “Enough, ka. We are
content to aid your vessel in extracting yourselves from the
–––
rupture that you have caused, ka. However, we demand the
However the combat plays out, the Xytar now insist that the
release of the hostages that you keep, ka. Understand, our
crew release their “hostages.”
display of benevolence is not to be misconstrued for friendship
or even patience, ka. We have been kind to you interlopers,
This is a first contact situation with a new species;
even warning you of your predators, ka. But we demand the
however, if the crew does surrender the fungal enzymes,
release of your hostages with immediate haste, ka!”
there’s little chance of continuing their research into the
enzymes and the experimental spore drive, much less
The Xytari refuse to divulge further information until their
ever getting the drive operational. What do the player
terms are met, or even to clarify what their terms are. The
characters choose to do?
characters who are present can attempt an Insight +
Command task at Difficulty 3 to analyze the information that
If the crew decides to free the fungal enzymes, read or
the Xytari has given them.
paraphrase the following:

The hostages that the Xytar mention are the fungal spores,
Upon being released from the sample jars, the fungal
although they will not refer to them as such. The spores are,
spores (which are now glowing at a vibrant rate) float
in fact, distantly related to the Xytar; although significantly
upward into the air, forming into many hundreds of
lacking in the Xytari higher reasoning capabilities, the species
thousands of tiny sparks of light. They start to spin and
see it as a protective duty to see their distant cousins
spiral around the engineering bay, showering the area
released. The Xytari know nothing of the mycelial network in
in a vibrant display of glittering illumination. Then, like
any way, and are confused if the crew mentions it.
fireworks, they vanish from sight, sliding between the folds
of reality. The Xytar, relieved, bow to the crew and say, “We
If any of the characters mention the “predators” or fail
hold no hostility toward you, but it is unlikely that we will
to pick up on it, their discussion is interrupted as the
meet again.”
ship’s sensors detect two fighter-sized shuttles. They
match those sighted earlier – the hallucination – and
The crew member they were possessing slumps down,
can immediately be identified as Ba’ul fighters with a
catching their breath, and remembers nothing of the
successful Insight + Command task at Difficulty 3 (which
experience.
may be aided by the ship’s Computers + Science). These,
however, are quite real and looking for an easy prey.
If the crew chooses to not free the fungal enzymes, read or
Satisfied with the urge to cull the weak, the two ships
paraphrase the following:
immediately move into attack formation.

The Xytar grow annoyed. The crew member they are


SCENE 2: OPPORTUNITY
possessing collapses abruptly to the deck as the alien
BITES gestalt consciousness hastily vacates the vessel. All grows
For the duration of this starship combat encounter, the
silent for a moment; then, breaking the silence, the ship is
characters’ ship has the trait Breached: The ship cannot
buffeted by a powerful force. The shields are knocked offline
move, and any tasks using Engines, Structure, or
as your vessel rolls, tumbling for a moment or two, before
Weapons are attempted at +2 Difficulty. This trait can
coming to a dead stop. Initial scans show that the ship is in
be removed if the characters spend a full turn diverting the
perfect working order and undamaged, but has now been
ship’s neutrino field dispersal pattern in order to “flood”
moved out of its previous star system entirely. It would take
the ship back into their native reality, requiring a Daring +
several days at maximum warp to return to where you were
Engineering task at Difficulty 5; doing so causes the ship to
only a moment ago.
shudder and heave as it pulls itself free, allowing it to function
as normal from the next turn onward.
Any scans of the area, regardless of the crew’s choices,
shows the rip in the fabric of space fully closed, as the
Alternatively, a character may attempt a Presence +
backdrop of reality has been restored. The Xytar do not
Command task at Difficulty 4 to convincingly promise
respond to any hails, and no life-signs can be found in this
the Xytari that the fungal enzymes will be released; if they
section of space.
do so, their vessel smoothly moves out of the rupture,
enshrouded in a translucent ephemeral glow as the Xytari
gently lift the vessel free.

222 "ONE STEP BEYOND"


BEYOND"
When the crew have had a moment to collect their thoughts, the crew favorably. However, all equipment and research
read or paraphrase the following: involving the lost spore drive is classified at the highest
levels and indefinitely shelved. The crew is sworn to
You receive a subspace message from Starfleet secrecy, and the drive components and any remaining
Headquarters. “This is Admiral Adetutu. It’s been two days, fungal enzyme samples are confiscated and sealed away.
where are you? What happened?” The ship is restored to its former working order and
resumes missions for Starfleet.
The crew is left to report their experiences, pick up the
pieces of the mission, and warp to the nearest facility for any If the enzymes were not released in the Conclusion,
repairs and subsequent orders. Starfleet grows cautious at the idea of possible hostile
actions from the Xytari. While the crew is not outright
blamed for this, it is clear that Starfleet does not hold them
CONTINUING in the best light. Shortly thereafter, fearing further breaches
in reality and potential retaliatory actions from the Xytari,
VOYAGES
–– – all research involving the spore drive and its modifications
is classified at the highest levels and indefinitely shelved.
The crew is sworn to secrecy, and the drive components
If the fungal enzymes were released in the Conclusion,
and any remaining fungal enzyme samples are confiscated
certain sections within Starfleet are fatalistic at the
and sealed away. The ship is restored to its former working
failure of the modified spore drive. However, some within
order and resumes missions for Starfleet.
Starfleet’s top brass are impressed with the crew’s
diplomatic contact with a sub-reality species, and view

CHAPTER 09.30
223
TECHNICAL SPECIFICATIONS MUH0142201[2]

INDEX
23rd Century, the ����������������������������������������������8 Federation Colonies����������������������������������������17 Kelpiens...........................................................40
Alpha Centauri ������������������������������������������17 Klingon Campaigns ������������������������������������������4
Additional Klingon Lore ����������������������������������22 Corvan II...............................................17, 52 Klingon Coup...................................................68
Admiral Cornwell in Play �������������������������������173 Kelfour VI.............................................17, 53 Klingon Empire, The ���������������������������������������22
Amanda Grayson in Play ������������������������������175 Ophiucus System ��������������������������������������17 Klingon Intelligence�����������������������������������36
Augment Crisis................................................23 Pragine 63..................................................18 New Technology ���������������������������������������26
Tellun..........................................................18 Terror Raids................................................45
Ba’ul.........................................................40, 188 Federation-Klingon War ���������������������������� 43-54 Worlds and Locations �������������������������������30
Ba’ul Fighter..................................................144 Assault on Starbase 22 �����������������������������53 Klingon Empire NPCs �����������������������������������179
Ba’ul Technology ������������������������������������������105 Background�����������������������������������������������44 Kol............................................................180
Battle at the Binary Stars ��������������������������������47 Battle at the Binary Stars ��������������������������47 T’Kuvma...................................................179
Beacon, the.....................................................47 Battle of Pahvo �����������������������������������������52 Tenavik.....................................................182
Burnham, Gabrielle (Dr.)��������������������������������178 Beacon, the �����������������������������������������������47 Klingon Empire Styles of Play�����������������������151
Bynars, Borg, and the Cold War....................................................44 Klingon Intelligence ����������������������������������������36
Cybernetically Enhanced...................... ...... 96 Corvan II.....................................................52 Klingon Spaceframes
D.A.S.H. Drive �������������������������������������������52 ‘Etlh class.................................................137
Campaign Challenges ������������������������������������15 Doctari Alpha ��������������������������������������������46 Batlh class................................................134
Capture of the Red Angel �������������������������������73 First Six Months ����������������������������������������51 Bird of Prey..............................................130
Catastrophic Organ and Tissue Replacement Iridin...........................................................53 BortaS bir class ���������������������������������������139
Technologies...............................................104 Jonathan Archer and Broken Bow.............44 Chargh class............................................135
Character Advancement Options............ .....154 Nivalla........................................................53 DaSpu’ class............................................132
ChoH’a.......................................................27, 97 Klingon Terror Raids ����������������������������������45 Jach class................................................135
ChoH’a and Klingon Chop Shops...................97 Ongoing Campaigns During the War.........54 Na’Qjej class............................................136
Chol Ak’voh.....................................................25 Rebuilding the Federation �������������������54, 56 Qoj class..................................................133
Common Klingon Special Rules...................129 Return to Cold War �����������������������������������54 Qugh class...............................................131
Common Starfleet Special Rules..................115 Roleplaying in the Cold War......................47 Sarcophagus Ship�����������������������������������140
Control.....................................................72, 177 Septra........................................................53 Sech class................................................139
Control A.I........................................................72 Starbase 1..................................................53 Klingon Starships������������������������������������������128
Control Drone................................................144 Starbases 19 and 12 ���������������������������������53 Klingon Worlds and Locations ������������������������30
Cornwell, Katrina (V.Adm.) ����������������������������172 Strange Reappearances ���������������������������53 Qo’noS.......................................................30
Creatures.......................................................190 Thaw, the...................................................47 Boreth..................................................30, 74
Gormagander ������������������������������������������190 U.S.S. Hiawatha ����������������������������������������52 Honor’s End ����������������������������������������������30
Tardigrade................................................191 Federation Spaceframes ������������������������������114 Zeth’lor.......................................................30
Federation Space Stations ������������������� 127-128 Kol.................................................................180
Digital Cybernetics................................102, 103 Fleet Logistical Strongpoint.....................127
Digital Technology in a Duotronic Age..........102 K-Class Border Outpost��������������������������126 Lateral Vector Transporters ��������������������������104
Doctari Alpha...................................................46 Federation Styles of Play ������������������������������149 Leland............................................................176
Duotronics.....................................................101 Fleet Logistical Strongpoint ��������������������������127 Life in the 23rd Century Empire......................22
Dyson Sphere................................................100 Full-Body Prostheses �����������������������������������102
Managing the Game �������������������������������������149
Early Federation Campaigns ����������������������������9 Gear and Weapons ���������������������������������������107 Me Hani Ika Hali Ka Po ���������������������������������185
Elements of a Mission Brief ��������������������������157 Gormagander.................................................190 Mighty D7........................................................63
Empire Reforged ���������������������������������������������62 Grayson, Amanda �����������������������������������������175 Mini-Campaign...................................... 193-223
Empire Resurgent, the ������������������������������������22 “Yet, Wonders in the Jaws of Defeat”......194
Enlightened, the.............................................100 Harry Mudd in Play ���������������������������������������184 “A Bridge to Everywhere” �����������������������196
Essential Viewing ����������������������������������������������5 Houses of the Empire �������������������������������28, 48 “Home and Hearth” ��������������������������������206
Exiled Klingon Houses ������������������������������������29 Antaak........................................................48 “One Step Beyond” ��������������������������������214
Per’loq.......................................................29 D’Ghor.................................................28, 48 Mirror Universe Spaceframes �����������������������146
Jar’dok.......................................................29 Ge’rra.........................................................28 Mission Briefs........................................ 157-169
Grell............................................................29 Konjah........................................................48 “Arena of Relics” �������������������������������������166
Kor.......................................................29, 48 “Contaminant” ����������������������������������������163
Federation and Other Worlds �������������������������18 Mo’kai..................................................29, 50 “Forming Glory” ��������������������������������������158
Earth...........................................................18 Mogh....................................................29, 49 “Gormagander Migration” �����������������������160
Kaminar................................................19, 70 T’Kuvma...............................................29, 50 “Mirrored Aspirations” ����������������������������161
Pahvo.........................................................19 Hur’q Remnants and a New Klingon Navy....128 “Muddied Waters”�����������������������������������165
Talos IV.................................................19, 71 Hur’q Vessels in Your Game �������������������������129 “Starbase Naught” ����������������������������������167
Terralysium...........................................20, 68 “Tardigrade Trip” �������������������������������������164
Vulcan..................................................21, 71 I.S.S. Charon..................................................145 “The Basest Bones” ��������������������������������168
Xahea...................................................21, 75 Independent Campaigns ����������������������������������4 “Triumvirate Games” �������������������������������162
Federation and Starfleet NPCs 172 Independent Styles of Play ���������������������������152 “What Follows” ���������������������������������������159
Burnham, Gabrielle (Dr.) ��������������������������178 Isolationist Adversaries �����������������������������������30 “Worthy Prey” �����������������������������������������169
Control.....................................................177 Mission Profiles.............................................115
Cornwell, Katrina (V.Adm.) ����������������������172 jahSepp............................................................70 Battlecruiser.............................................115
Grayson, Amanda �����������������������������������175 Jonathan Archer and Broken Bow..................44 Reserve Fleet ������������������������������������������115
Leland......................................................176 Mudd, Harcourt Fenton ��������������������������������183
Sarek........................................................174 K-Class Border Outpost �������������������������������126 Muddroid.......................................................184

INDEX
224
Mycelial Network ��������������������������������������������98 Rebuilding the Federation and Starfleet.........56 Engle class...............................................122
Using the Mycelial Plane in Your Game.....99 Red Angel Crisis ���������������������������������������������64 Hiawatha class ����������������������������������������125
Red Angel Sightings ���������������������������������������65 Hoover class............................................120
New Edenites...................................................38 Role-Based Story Arcs ���������������������������������154 Magee class.............................................118
New Lifepath Options �������������������������������������90 Roleplaying in the Cold War ���������������������������46 Malachowski class ����������������������������������121
Additional Lifepath Options.......................90 Romulan Star Empire��������������������������������������31 Nimitz class..............................................123
Mixed-Heritage Characters.......................90 Earth-Romulan War �����������������������������������32 Shepard class �����������������������������������������117
Barzan........................................................91 First Isolation Period ���������������������������������32 Walker class.............................................116
Cybernetically Enhanced ��������������������������96 Government ����������������������������������������������32 Subspace Communication ���������������������������101
Kelpien.......................................................92 Romulans as Antagonists �������������������������������31
Osnullus.....................................................93 T’Kuvma........................................................179
Saurian.......................................................95 Sarek..............................................................174 T’Kuvma’s Call to Arms ����������������������������������24
Xahean.......................................................94 Science and Technology���������������������������������98 Tardigrade......................................................191
Section 31........................................................16 Tenavik...........................................................182
Ocular Replacement Architecture.................103 Section 31 Equipment ����������������������������������107 Terran Empire...................................................79
Operation Next Step �������������������������������������114 Blackout Mine �����������������������������������������107 A Dark Reflection ��������������������������������������80
Orions and the Orion Syndicate......................34 Blade Mine...............................................107 History........................................................81
Other 23rd Century Factions ��������������������34, 39 M88 Sentry Disc �������������������������������������107 Light Sensitivity �����������������������������������������81
Arms Suppliers �����������������������������������������39 Refraction Cloak with Projection Hood...108 Multiverses.................................................83
Ba’ul...........................................................40 Section 31 Headquarters ��������������������������������71 Playing the Reflection �������������������������������82
Cardassian Republic ���������������������������������39 Section 31 Spaceframes Political Structures ������������������������������������82
Cybernetically Augmented Beings............40 Hou Yi class.............................................142 Rebellion....................................................84
Gun Runners ���������������������������������������������39 Nimrod class............................................142 Rule by Fear ����������������������������������������������82
Kelpiens.....................................................40 Shiva class...............................................143 Terran Salvation: The Defiant.....................81
New Edenites ��������������������������������������������38 Stealth Ship.............................................141 Terran Weapons and Technology.............86
Orions........................................................34 Sense-skin.....................................................103 Using the Rebellion in Your Game...........84
Pirates........................................................39 Sentient Digital Lifeforms �����������������������������100 Terran Weapons and Technology..................86
Tholians......................................................41 Seven Red Bursts �������������������������������������������66 Active Camouflage ������������������������������������86
Vulcan Logic Extremists ����������������������������35 First Burst: U.S.S. Hiawatha......................66 Agony Booth ���������������������������������������������86
Xaheans.....................................................41 Second Burst: Terralysium ������������������������68 Daggers......................................................87
Other Allies and Adversaries ������������������������183 Third Burst: Kaminar ���������������������������������70 Dragon Disc ����������������������������������������������87
Ba’ul.........................................................188 Fourth Burst: Boreth ���������������������������������74 Emperor’s Bracelet �����������������������������������87
Mudd, Harcourt Fenton ��������������������������183 Fifth Burst: Xahea �������������������������������������75 Imperial Sword ������������������������������������������87
Muddroid.................................................184 Sixth Burst: The 32nd Century..................76 Memory Extractor �������������������������������������87
Me Hani Ika Hali Ka Po ���������������������������186 Seventh Burst: Mission Accomplished......77 Terran Empire Delta ����������������������������������88
Pahvan.....................................................189 Ship Talents...................................................115 Thaw, the.........................................................47
Siranna.....................................................187 Independent Phaser Supply....................115 Tholians...........................................................41
Other Equipment ������������������������������������������112 Monopole Warp Field ������������������������������129 Tilikaal............................................................100
Kelpien Vahar’ai Dagger ��������������������������112 Specialized Crew ������������������������������������115 Time Crystals...........................................27, 106
Klingon Paralysis Blade���������������������������112 Stealth Systems ������������������������������������ 129 Time Suits........................................................64
Mycelial Plane Organic Transporter.........112 Siranna...........................................................187 Timeline of Key Events ����������������������������� 12-13
Shock Grenade ���������������������������������������112 Sphere. The...............................................68, 99
Weaponized Dark Matter Orb..................112 Sphere Data.............................................74, 100 United Federation of Planets, The..................14
Other Starships..............................................141 Starfleet...........................................................15 Using Section 31 ��������������������������������������������10
Starfleet Equipment ��������������������������������������108 Using the Mycelial Plane in Your Game..........99
Pahvan...........................................................189 Body Armor..............................................108 Using This Guide ����������������������������������������������4
Planning Missions and Campaigns...............148 Cerebral Mapping Drone�������������������������108 Using This Guide for Non-Starfleet Campaigns...4
Planning Story Arcs and Milestones.............154 DOT-7...............................................108, 109 U.S.S. Defiant..................................................81
Player Options.................................................89 Environmental Suits ��������������������������������109 U.S.S. Hiawatha ����������������������������������������������52
Playing during the Red Angel Crisis................73 Extravehicular Suits���������������������������������109
Po in Play.......................................................186 Kinetic Independent Drone Sentries (KIDS) 110 Vulcan Logic Extremists ���������������������������������35
Post-War and the Red Angel ��������������������������55 Personal Pattern Simulator ���������������������110
Post-War Federation���������������������������������������56 Phasers....................................................110 Warp Drive.......................................................11
Post-War Federation Campaigns....................59 Standard Portable Power Cell.................111
Post-War Klingon Empire �������������������������������62 Synthetic Mind-Meld Augment Device...111 Xahea...............................................................75
Post-War Klingon Campaigns ������������������������63 Tactical Holo-Projection Grid..................111 Xaheans...........................................................41
Project Daedalus.......................................65, 72 Uniforms of the Mid-23rd Century...........111
Starfleet Spaceframes
QuchHa’...........................................................23 Cardenas class ����������������������������������������119
QuchHa’ and the Empire ��������������������������������25 Crossfield class ���������������������������������������124

INDEX
225
DISCOVER YOUR
DESTINY
AND IF THERE IS A GREATER HAND LEADING US INTO AN
UNCERTAIN FUTURE, I CAN ONLY HOPE IT GUIDES US WELL.
- MICHAEL BURNHAM

The Star Trek: Discovery (2256-2258) Campaign Guide presents an all-new time period for
telling dramatic Star Trek stories based on the first two seasons of Star Trek: Discovery.
Engage in desperate battles, investigate scientific wonders and strange alien constructs,
participate in post-war recovery, and join the search for the mysterious Red Angel.

The divided Klingon Empire unites under one banner. Total war breaks out between the
Federation and Klingon Empire. Scientists and explorers are forced to become soldiers.
Independent traders and civilians everywhere struggle to survive and thrive.

How do you join the fight for the future?

The Star Trek: Discovery (2256-2258) Campaign Guide contains:

■ A detailed sandbox sourcebook ■ A large selection of NPCs relevant


focused on the intense events to this time period, including
of 2256-2258, with additional Federation, Klingon, and other
information covering the years characters.
between Star Trek: Enterprise and
the original series. ■ Ten new Starfleet spaceframes,
eleven new Klingon spaceframes,
■ Five new playable alien species, and an assortment of NPC
including the Kelpiens and Saurians, starships.
and additional lifepath options for
player characters. ■ Historical excerpts, personal logs,
and intercepted communications,
■ A daring 3-part campaign set during providing fresh perspectives on this
the crucial final months of the era of play.
Federation-Klingon War.
■ Adaptable for use with crews of
■ Gamemaster guidance on how to brave Starfleet officers, fearless
create your own stories, mission Klingon warriors, or independent
briefs, and plot hooks for this era. characters of any kind.

This book requires a Star Trek Adventures core rulebook to use.

MUH0142201
Printed in Lithuania

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