Star Trek Adventures – Kage Hoshi Division: Session 0 and 0.1

Posted: October 22, 2018 in Report, Roleplaying Games, Star Trek Adventures
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Greetings Fellow Star Trek and RPG Fans!

 

We just finished a session of Star Trek Adventures, from Modiphius. This is a role playing game where you create characters in one of the various Star Trek eras, and boldly blast across the galaxy in search of adventure! This initial session was primarily for character creation and to discuss various aspects of the game mechanics. These types of sessions are usually called, Session Zero. After everyone was done with characters, we wanted to go ahead and get started on the adventure in the back of the Core Book. I had already read over the adventure and took notes, but I also changed several of the details to better accommodate my current compliment of players.

I already had a main story line in mind and where I wanted my players headed. The adventure, Rescue at Xerxes IV, takes place in Klingon space near the Narendra Station. That’s not where I wanted my players to start at, but I wanted us to all get better acquainted with the system by using this adventure. I wanted them closer to Deep Space Nine, so I moved the adventure to the Koralis System and made up a planet called Koralis IV. I will also have an article published later that goes more into the backgrounds of these characters.

Note – So everyone understands my numbering system, each adventure will consist of five to six scenes. Each session will have a number associated with the adventure and the scene. For example, we started on character creation in Session 0 and advanced through scene one, so Session 0.1 is the designation for that scene. When we play our next session, it’ll be Session 0.2 for the Session 0 adventure and the second scene in the adventure – and so on.

The following is the report for the session. Anything that was read aloud to the players is italicized and colored reddish brown. Game mechanics will be in blue.

Rescue at Koralis IV
Session 0.1

Lorne and Dirnick have been briefed by Starfleet about their positions and what’s required of them on the U.S.S. Mulgrew. The Mulgrew is a classified ship. Most of the missions are classified and off the records. The two officers and K’orvo are in a runabout headed to DS9 where the Mulgrew is currently docked for re-supply and awaiting your arrival. K’orvo is on his way to DS9 for personal time.

We find a runabout headed to Deep Space Nine with three unlikely passengers. Lieutenant Lorne Dayne, a Bajoran refugee and Starfleet officer; a Cardassian Starfleet officer that was working undercover for Starfleet within the Obsidian Order, Lieutenant Commander Nir Dirnick; and a dishonored Klingon General with grey hair and an eye patch, named K’orvo. Lt. Lorne and Lt. Commander Dirnick were on their way to DS9 for a new ship assignment, while K’orvo was headed there for personal time.

“So, since we’re all stuck in this shuttle together, might as well get to know each other a little. No since in avoiding pleasantries, right Lieutenant?” Dirnick said as he eyed Lorne.

“Well, if I can speak frankly, sir, I’m not a fan of your kind. I’m sure you understand why. I definitely don’t trust you, and I don’t have anything pleasant to talk about.” Lorne looked at Dirnick warily. “And honestly, I can’t believe Starfleet allowed you to be an officer. I don’t care if I get a reprimand for that, it’s the truth and you asked for small talk.”

“It’s okay Lieutenant. I won’t reprimand you for speaking your mind. But why is it so unbelievable? I was an undercover operative who infiltrated the Obsidian Order and gave Starfleet all the intel I could gather. I lost the love of life, a beautiful and intelligent Bajoran woman, whom I honor by wearing her earring. I’ve sacrificed much for Starfleet. I haven’t sacrifice anything for Cardassia. The government has gone astray and I can’t stand by and watch the Cardassia that I knew and loved be destroyed. I have to fight for it.”

A loud snort and grunt came from the back of the shuttle. K’orvo stood and walked toward the compartment divider and leaned against the wall, just inside the control cabin. “You speak of honor for your lost love like you know what honor is. You’re a Cardassian. What do you truly know of honor? I dishonored my people and now the very culture and way of life I love is threatened by your people and their ‘Dominion’. You have not truly sacrificed anything until you have died for your people.”

Lorne rolled is eyes and looked at Dirnick. Dirnick smirked back and said, “Well, at least I can still go home some day. The way I understand Klingons, you’re out of luck if you’ve been dishonored in the eyes of your people.”

“Bah! You’re a petaQ! I’m going to take a nap. Wake me upon our arrival to DS9!” K’orvo demanded as he spun around and returned to the passenger cabin towards the rear of the runabout.

Dirnick snickered to himself. “Thankfully, my next assignment won’t be with him. And since you won’t talk about your assignment, I’ll share mine, or what I can share. I’ve been assigned to a classified ship, one that suits my skill set.”

Lorne’s eyes got as wide as saucers, “Wait, did you just say a classified ship?! You’re not talking about the U.S.S. Mulgrew, are you?!”

A wicked smile crossed Dirnick’s lips and he turned his seat so that he faced Lorne. “Why, yes. Now how would know about the Mulgrew? You wouldn’t happen to be assigned to it as well, now would you? I was told there would be two officers joining her compliment.” Dirnick said, smiling devilishly, and seeming very happy with the situation.

As you are all getting acquainted with each other, you receive a distress call from the surface of Koralis IV, an uninhabited Class M planet containing no sentient life except a Federation science team. The distress signal offered no information except that the science team stationed there was in danger.

Just as Lorne was about to reply to Dirnick, an alert sounded and both officers turned to their consoles. “It looks like a distress call coming from the Koralis system. I can’t pinpoint the exact location. There seems to be some odd, magnetic interference. I’m trying to compensate now.” Dirnick’s fingers danced across his panel as he tried to get the location of the distress call. “It looks like Koralis IV. The distress signal only says that a science team is in danger. There are no other details. We had better go and lend aid, and I vote we have the Klingon help too.”

“Yes sir. Sounds like a plan to me.” Lorne adjusted the heading of the runabout for the planet’s surface.

As you guide the runabout toward the planet’s surface, you are caught in a violent ion storm that knocks out navigation and other systems. With systems failing and the planet’s surface rising quickly toward you, the situation is grim.

Game Mechanics
~ Task: Landing the Runabout
~ Difficulty: 2
~ Conn officer (Lorne): Daring or Control + Conn.
~ Ops officer (Dirnick): Assist against Control + Engineering (to help keep the systems up and running), or against Reason + Science (to locate the best place to land).

A violent wave of magnetic energy from an ion storm strikes the runabout, knocking out navigation. Lorne frantically tries to adjust sensors. “Sir, navigation is down. I’m flying blind! Doesn’t look like I can get those systems back online from here.”

“Turn the forward view screen on and try to land by sight. I’ll see if I can get enough out my sensors over here to find a suitable landing location. Most of my sensors are out, but I’ve got a few echo location tricks to try. They were super effective against the Maquis.” Dirnick explained as his fingers gracefully and quickly found the buttons they sought.

The runabout was closing in on the planet’s surface, far enough ahead of the ion storm, but still dangerously fast and without major navigation systems. Without the internal stabilizers in place, the runabout jolted and jerked through the atmosphere, causing the crew and passenger to be jerked about.

K’orvo was thrown into the floor of the runabout, almost falling into a weapons locker. “You fly like a child learning to wield a bat’leth! What is the problem up there? Do you need a warrior to take over the consoles and instruct you on how to fly?”

“Not now, K’orvo! We lost systems thanks to a rogue ion storm.” Dirnick yelled back. “Lieutenant Lorne, I found a location. Sending the coordinates to you now, if you can use them.”

“Based off where we were and where I think we are now, I think I see your landing spot. Looks like a clearing, but it’s awful close to a ravine. I can see it on the view screen from here. Not sure if the ground’s stable, sir.” Lorne questioned the choice for a landing spot, but was still guiding the runabout in that direction.

“There may be a ravine near it, but it looks like there are smaller surface cracks further down. I think the ground will be fine, just don’t set her down too rough.” Dirnick said cautiously. “Unless you see a better location, which I don’t, I suggest you land as close as you can to those coordinates.”

“Yes sir. Brace for impact, just in case!” Lorne called out. The runabout was coming in quickly, but at just the right angle to slide across the planet’s surface, for a softer landing than what was anticipated. There were sparks and flashes erupting from various consoles and panels on the runabout as they landed. Smoke billowed from several vents in the ceiling. K’orvo had been flung halfway across the runabout on the landing, but no major injuries were apparent.

Game Mechanics: Lorne was successful with Daring + Conn and Dirnick was successful on the assist with Reason + Science.

The runabout was heavily damaged. A quick look over the systems tells you that the potential for repairs is high, so long as a few replacement parts can be acquired.

“Well isn’t this just great.” K’orvo was picking himself up off the floor of the runabout, again. “All I wanted was some time away, on DS9. I didn’t ask to get drawn into some half baked Starfleet rescue mission. Fools, both of you.”

“Quiet down, old man. The ion storm never showed on our sensors. We’ll get us and the scientist out of here in no time.” Lorne made a dismissing gesture at K’orvo, who huffed back at him and sat back down in his seat. “Sir, looks like most of the damaged systems can be easily replaced, if we find suitable replacement parts. There are very few, if any, of the essential systems that can be repaired to working order as they are.”

“Well, the science outpost should have parts we can use, or at least maybe some parts that we can make work in place of the replace parts. We have to investigate what the distress call was about anyway.” Dirnick went to the weapons locker and pulled out several type two phasers. He put one in his phaser holster and gave Lorne and K’orvo their own phasers. He passed out tricorders and grabbed a med kit. “We should be as quick as possible. We don’t know what could be lurking on this planet and that approaching ion storm could trap us here if it gets too intense.”

“Do I have a choice in this? I don’t see why you need me to go along.” K’orvo grumbled.

“Oh, come on. You don’t seriously want to stay in the shuttle do you?” Lorne sighed. “I know I wouldn’t. I’d rather be doing something constructive.”

“Fine. You two are in need of someone who knows what they’re doing. I’m the Klingon for the job. Let’s go save you’re weak Federation scientists then.” K’orvo and Lorne approached the back hatch of the runabout with Dirnick close behind. They opened the hatch to reveal a slightly windy and static-charged atmosphere.

As you exit the damaged runabout to survey the surroundings, you hear strange grunts and shrieks. A group of strange neanderthal humanoids surrounds the runabout. They throw rocks and lope towards you, raising large branches threateningly above their heads. All of these primitive looking creatures appear to be wearing tattered remnants of Federation issued science uniforms, and it appears that one of the creatures wields a phaser. It doesn’t appear that the creature knows how to fire it accurately… yet.

Game Mechanic – Combat
~ Four Neanderthals (one wielding a phaser type one).
~ Three Zones: Inside the Runabout, around the runabout, and the forest. (Note, the runabout grants Cover of 4 Challenge Dice and the forest grants Cover of 2 Challenge Dice.)

As the hatch opens and the crew and K’orvo see the neanderthals loping towards them, they duck behind the sides of the hatch opening and prepare to fire at the oncoming threat.

Dirnick calls out, “Don’t kill them! They look like Federation citizens. They’re wearing uniforms. Something isn’t right here and I need them alive.”

“Yes sir, Lieutenant Commander!” Lorne checks his phaser to be sure it’s on the stun setting and a wide beam, and fires in the direction of several of the creatures. The beam hits two of them, barely stunning them. They seem to shake it off and continue their advancement towards the runabout.

“Honorless beasts. There is no honor in defeating such foes! They’re obviously inferior in intelligence.” K’orvo had his hand extended, pointing at the creatures and was looking back at Dirnick, when one of the creatures caught him by surprise. K’orvo was struck in the chest with a club and knocked off his feet. “Blasted creatures. I’ll help you find your way to Gre’thor! The Barge of the Dead awaits you!”

“K’orvo! Don’t kill them!” Dirnick called out as he fired a phaser blast just over K’orvo, who was still trying to get up off the floor of the runabout. The phaser blast hit one of the creatures and it collapsed unconscious.

The creature that wielded the phaser was mimicking Dirnick and Lorne’s actions when the phaser went off. A stroke of bad luck occurred and Lorne was struck in the chest by the blast. Dirnick and K’orvo struck down two of the remaining creatures in time to see Lorne stand back up, with just a slight burn on his uniform.

“By the prophets, if that had been anything other than the lowest setting, I’d likely have been done for! We need to get that phaser away from him before he really hurts us or himself!” Lorne brushed some of the char off his uniform and aimed at the creature with the phaser. The creature, unaware of what was coming, looked like it was going to attempt to fire his phaser again. Lorne’s phaser blast struck creature and it collapsed to the ground.

“Oh my. That was not pleasant at all. It appears that this could be a much more dangerous situation than we anticipated. We have to get to the science outpost and find out what’s going.” Dirnick explained as he rifled through the med kit. “Here, Lorne, this will help with any phaser burn you may have.” Dirnick administered a quick shot from a hypospray.

Dirnick inspected the unconscious creatures more closely for a few minutes and made a discovery. “Oh my! My examination of these creatures has confirmed that they are genetically identical to Humans, but their genes have regressed. I’m not certain what caused this and I hope it doesn’t affect any of us. This is most unpleasant to see.”

Game Mechanics
~ Task:
Examining the Neanderthals
~ Difficulty: 2
~ Reason + Science or Medicine
~ Success reveals they’re Humans with regressing genes (Dirnick used Reason + Science and succeeded).

“Sir, we should restrain these four and lock them in the runabout until we can return. If they really are Federation or Starfleet, then we’ll need them safe and alive.” Lorne searched the weapon lockers for restraints. “We can put a force field up in the passenger cabin so they don’t access the control cabin.”

“Lieutenant, do you know that old Earth saying, ‘Great minds think alike’?” Dirnick asked as he began administering something in a hypospray to the creatures.

“No sir, never heard it. Are you implying that we both have great minds? Or are you saying we had the same idea?” Lorne applied the restraints and moved the unconscious creatures into the passenger cabin of the runabout, with the help of K’orvo.

“Kahless save us if the two of you think you’re minds are ‘great’.” K’orvo grumbled.

“Well, Lieutenant, I was simply implying that we had the same thought process. I’ve administered a sedative to keep them sleeping for several hours. Should give us time to get the outpost and back before they begin to stir.” Dirnick administered the final hypospray and the trio closed the runabout.

Game Mechanics
~ Task:
Making a Sedative for the Neanderthals

~ Difficulty: 2
~ Reason + Medicine
~ Success grants the use of a sedative that last for a few hours (Dirnick used Reason + Medicine and succeeded).

The science outpost could be seen a few kilometers away, atop a rocky bluff. The trio set off to find out what happened to the scientists, where the neanderthals came from, and to find some spare parts so they can leave this planet before the ion storm hits in full force.

End Scene One

Commercial break!
We’ll be right back with more scenes to this adventure!

Qapla’!

 

 

 

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