Star Trek Adventures - Remnants PDF
Star Trek Adventures - Remnants PDF
Star Trek Adventures - Remnants PDF
SEAN GORE
TERMINAL MUH051432-PDF
CREDITS
FAM 1670 5670 8132 386
ND 101 22 1370
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SW 845 21 3290
CONTENTS
01.10 SYNOPSIS 2
01.20 ACT 1: FINAL CHANCES 3
01.30 ACT 2: ADRIFT, BUT NOT ALONE 9
01.40 ACT 3: STOWAWAY 14
01.50 CONCLUSION 18
AS 72 107 3391
REMNANTS 001
01.10 REMNANTS
SYNOPSIS
The Player Characters are aboard their starship, traveling DIRECTIVES
deep within Vulcan space, when they receive a distress call
from a crippled research vessel, the Starship Sirius, near the The Directives for this mission are:
Arachnid Nebula. Upon reaching, and assisting in baseline
repairs, of the research ship, the Player Characters’ starship XX The Prime Directive
is tasked with assisting the Sirius’ chief researchers with
investigating an anomaly detected within the nebula. XX Plying the Unknown
As written, this is an adventure for The Original Series (TOS) era The singular exception to this has little directly to do with era
(within the years 2254–2269). and more to do with technology. Due to the Eidolon’s nature,
its ultimate goal is unfulfillable in most cases. A starship with
This is a Star Trek story, however, and certainly not era bio-neural circuitry, or similar organic technology, could find the
dependent. Some elements may need to be mildly reworked, Eidolon an even more significant threat. If your players have such
based on a chosen era (such as type of science vessel), but technology available in their ship, some consideration ought to
should have little to no impact on the story itself. Therefore, this be given to the possibility of the Eidolon establishing control, and
Star Trek Adventures story can be played in any era with very what the resulting obstacles and consequences of such an event
little additional work. Starship types involved may influence some occurring would incur.
descriptions. Likewise, refined sensors and similar “improved”
technology due to era differences have cosmetic impact, if any,
far more than any adjustment in story or game mechanics.
REMNANTS 003
assisted by the ship’s Weapons + Security with a Difficulty
U.S.S. SIRIUS NCC-530
of 5. This roll would need to be accomplished three times to
CLASS: Rubin COMMISSIONED: 2148 completely clear the asteroid field.
The U.S.S. Sirius is an old laboratory starship used to
observe stellar phenomena and chart distant stars. The Rubin A final option is to physically traverse the distance and dock
class is not well-suited for extremely hostile environments with the Sirius. This could either be done with the Player
and is considered outdated. Characters’ starship itself, although that puts their ship
in unnecessary danger as it must enter the asteroid field.
TRAITS: Federation laboratory ship Alternatively, they could fly one, or more, of their shuttlecraft
through the asteroid field to the crippled laboratory ship.
SYSTEMS
In either case, navigating the asteroid field to reach the
COMMS 05 ENGINES 04 STRUCTURE 07
Sirius is a Perilous Extended Task, with a Progress of 8 (the
laboratory ship isn’t that far into the asteroid field yet), a
COMPUTERS 06 SENSORS 07 WEAPONS 06
Magnitude of 3, a base Difficulty of 3, and a Resistance of
3 (if they are piloting the starship) or 0 (if they are piloting
DEPARTMENTS shuttles). In either case, closing with shuttlecraft or the larger
starship, the pilot (or helmsmen) must attempt a Daring +
COMMAND 01 SECURITY 01 SCIENCE 04
Conn Task for the Extended Task, as flight plans cannot be
created due to the erratic nature of the asteroid field. Each
CONN 02 ENGINEERING 02 MEDICINE 02
Extended Task attempt inflicts 6A damage to the starship
(with the Penetrating Effect) or 2A Stress on the crew within
FOCUSES: Advanced Survey Sensors, each shuttle, representing scrapes and near misses. If the
Expanded Laboratories pilot of a shuttlecraft is Injured (and, therefore, incapacitated),
the shuttlecraft is rendered inert, adrift in the asteroid field,
POWER: 5 CREW SUPPORT: 3 and now complicating the scene and requiring rescue.
SHIELDS: 5 RESISTANCE: 1 SCALE: 3
Regardless of their approach, once the Sirius is reached, the
ATTACKS: crew of the Player Characters’ starship can enact repairs
XX Phaser Array (Energy, Range M, 3A, Versatile 2) and tend to the wounded. Help is needed in several different
XX Tractor Beam (Strength 2) sections of the vessel, but boil down to providing medical
relief, re-establishing life-support, and stabilizing the warp
SPECIAL RULES core. Because these must be accomplished simultaneously
XX Launch Bay (or very close to it), the group will have to split up. In this
case, players may still participate in each separate Task
Once the situation is fully ascertained, the Player Characters resolution, doing so by spending a point of Crew Support to
will inevitably investigate a method to lend assistance, ideally bring a secondary (player-controllable) character on to the
without risking their own vessel. The most obvious answer scene. These should be fleshed out, as normal. Each section
will likely be transporters, but the kelbonite deposits in the requires its own Task to successfully accomplish, some more
asteroids will make that near impossible, likely applying too complicated than others:
great a risk for the number of transporter attempts required
(to either beam their own crew over, or retrieve the wounded XX Rendering medical aid is a two-step process requiring
from the Starship Sirius). Each attempt requires a Control someone of commanding presence to get the wounded
+ Engineering Task with a Difficulty of 5, assisted by the gathered and calmed enough for proper medical
ship’s Sensors + Engineering. This roll would need to be attention. None of the wounds are immediately life
accomplished three times to transport necessary crew and threatening, but the crew, while Starfleet, are not combat
wounded to and from their destinations. or hazard tested and are, therefore, reacting poorly to
the stressful situation. For any medical procedure to be
They may also attempt to tractor beam the Sirius. This is a attempted, a Presence + Command Key Task (Difficulty
dangerous path to take, as manoeuvring the Sirius within 10; these are Starfleet personnel) precedes the Reason +
the asteroid field under power of a tractor beam only (Sirius’ Medical Extended Task (Progress 7, Magnitude 2, base
impulse engines are offline; they cannot steer) puts them Difficulty 2). Because these are injuries, there is a bit of
at great danger of striking an obstacle. With the damage a time pressure on this Extended Task (six 10-minute
the vessel has already suffered, this could be traumatic. Intervals), and if it is failed, one of the wounded dies due
Nevertheless, the Player Characters may attempt this course to their severe injuries.
of action. Doing so requires a Control + Security Task,
REMNANTS 005
SCENE 3: BUMPY RIDE The flight time, even under impulse, is minimal, and in a few
minutes the Player Characters’ starship is in Close proximity
Gamemaster Note: Avoid spending Threat, if possible. If any to the gravimetric anomaly and can enact greater study.
is generated, continue to let it build. Bringing the object up on the viewscreen reveals it to be a
rogue planetoid hurtling through the nebula, and wreathed in
Aside from a few screen flickers, the sensor difficulties of an ion storm that also trails behind it like a comet’s tail. While
the nebula, and the cobalt-hue cast over everything from the the planetoid’s current velocity is 108,000 kilometers per hour
luminescence, there is little to indicate that the starship flies (30 kilometers per second), the Player Characters’ starship
into the Arachnid Nebula. There are no immediate navigational can easily match that, so catching up to, and maintaining
hazards or stresses against the ship’s shields or hull, and no parallel travel, is a simple matter (no Task needed).
strange dementia or radiations bombarding the crew.
Attempting to scan the rogue planetoid, requires a Reason
The first step to further investigating the gravimetric anomaly + Sciences, assisted by the ship’s Sensors + Sciences
is to find it. They could launch a spread of sensor probes, but Task with a Difficulty of 3 (the increased complications of
that would be similar to blind shooting and likely only waste the nebula’s effects on sensors has already been added, but
resources (8 billion kilometers in diameter is a lot of area don’t forget the Resistance of 1). Successfully scanning the
to cover with sensor probes). Working from the Sirius’ last planetoid reveals the information presented in the Rogue
sensor readings of the anomaly and tracking the trajectory Planetoid sidebar. A follow-up Reason + Sciences Task with
while it was being observed gives the crew a solid basis a Difficulty of 2 determines that the planetoid has only hours
upon which to start. of existence left before literally being torn apart.
To determine the general area in which to begin scanning Nothing more can be learned from the safety of the vessel.
requires a Reason + Sciences Task with a Difficulty of 2. The The havoc the nebula plays with the sensors renders scans
four researchers can collectively assist with this Task, rolling unreliable. Meanwhile, the blanketing ion storm makes visual
a single d20 against their own Target Number of 18. Once observation from the ship impossible. To learn more, the
the general area is determined, a sensor probe (or several) crew must travel to the planetoid’s surface. Any standard
may be launched to make sensor sweeping the region easier. equipment can be requisitioned, in addition to sealed
Interference is still too great to ascertain information beyond environmental suits. There are two options to accomplish
the existence of a mobile gravimetric anomaly. this: transporters and shuttlecraft.
Locating the actual gravimetric anomaly requires a Reason + Transporters are made unreliable, even dangerous, for the
Sciences, assisted by the ship’s Sensors + Sciences Task same reasons that scans are difficult: the combination of
with a Difficulty of 5 (3, if they launched a sensor probe into the nebula and ion storm. If the crew really wants to risk
the general area, and the added complications of the nebula’s it, however, they can, with a Control + Engineering Task,
effects on sensors have already been added; don’t forget the assisted by the ship’s Sensors + Engineering Task with a
Resistance 1). Successfully doing so enables the Navigator to Difficulty of 5. Failure requires the transporter operator to
plot a course through the nebula to the anomaly. Doing so is immediately succeed on a follow-up Control + Engineering,
a Reason + Conn Task, assisted by the ship’s Computers + assisted by the ship’s Sensors + Engineering Task with a
Conn, with a Difficulty of 2. Once the course is plotted, the Player Difficulty of 4. Failing that second task loses the pattern in
Characters are free to head to the anomaly for further study. the ion storm, killing the character (this would be a good time
to utilize a supporting character to face the terrible fate rather
than a Player Character). This risk is present during every
transporter attempt.
It is possible one, or more, of the Player Characters may more duplicitous and clandestine Star Trek (akin to some later
suspect a deeper connection with the scientists and the event seasons of DS9 and ENT), you could easily link Doctor Shen
that took place. The primary fact that may occur to them is and/or Doctor Schultz to Section 31, or some similarly secrecy-
the scientists’ specialty arrangement would seem ideal for the cloaked organization. This would enable the entire plot to have
Eidolon’s interaction. been an attempt to grab possible technology or resources that
the planetoid possibly possessed. Of course, this also implies
As written, this is nothing more than a confluence of fortunate Section 31’s advanced awareness of the planetoid, which leads
events and timing. However, if you happen to, or want to, run a to even more questions…
REMNANTS 007
None of this requires any rolls or Task resolutions, but Of course, this is when things get worse. As the landing party
should all be used to build the general tension of this rogue makes their way clear of the ruins for their shuttlecraft (or
planetoid. This should be played up to an even greater for accurate locking via transporters) everyone present must
degree as the landing party closes in on the ancient ruins. succeed at a Control + Security Task with a Difficulty of 2
to avoid damage as the ground suddenly splits and shifts,
The ruins themselves are cyclopean: large, dusty orange- creating sudden, rocky stairs and potentially dangerous
colored rocks fitted tightly together to craft crumbling fissures. Those that fail the Task suffer 2A damage with
towers, partial walls, and only vague hints of other structures. generated Effects being a Complication – Injured Leg,
Hieroglyphs consisting of lines, both angular and more which hinders their movement and may require aid from
organic-looking, are etched into many of the orange rocks, nearby allies.
but their meaning is lost.
If no one suffers a Complicating injury, allow the landing
With the Arachnid Nebula’s sensor-hindering effects party to stumble and stagger their way to the clear zone and
essentially stymied by the ion storm, tricorder scans of the launch (or be beamed) out from the failing planetoid. If one or
area, requiring a Reason + Science Task with a Difficulty more such injuries are sustained, progress is slowed enough
of 1, reveal the ruins to be nearly 5,000 years old. The that a second Control + Security Task, still with a Difficulty
hieroglyphic etchings are in an unknown language and are, of 2 (except for those with an Injured Leg, their Difficulty is
therefore, the last records of a lost and dead civilization. As 3) to avoid another round of 2A damage and further possible
should be expected, the chief researchers are elated with Complications and debilitating injuries, is required.
this find.
Once the landing parties have made it to their extraction
Allow some time for the landing party to explore the ruins, point, they are free to leave, reversing their method of arrival
recording and analyzing what they can. This can be dealt earlier. In both cases, however, the worsening ion storm
with on an action-by-action basis, or as a narrative cut scene increases the Difficulty for either avenue by +1 (increasing
as the mood dictates. As they investigate, however, the the transporter Difficulty to 5 and the shuttlecraft flight
ion storm overhead worsens. Simultaneously, the geologic Difficulty to 4). As before, things can turn rather disastrous on
instability grows more severe. Eventually, it becomes evident a failed roll, with potential crew loss with the transporter, or
that the landing party must wrap up their archaeological dig shuttlecraft damage from the storm. It is even possible that
and return to the ship. The chief researchers will be upset, a shuttlecraft could be shut down due to the storm, requiring
of course, but also acknowledge the prudence of safety. an emergency beam out via starship transporters anyway!
They will insist on bringing samples back for further study
and begin packing chunks of orange rock, gathering orange Once everyone is back aboard, proceed immediately to
dust, and all the while continuing to take visual recordings Act 2.
of pieces too large to safely transport immediately. A few
minutes later, the ground shakes again, timed with a brilliant
flash of an electrical discharge overhead; the time has come
to leave.
Dealing first with failed battery power, so the vessel can have
SCENE 1: STORM OVERWHELMING operational life-support and lights, is a tough challenge due
to the current situation. To bring battery power back online
Gamemaster Note: The Threat that has, hopefully, been requires a Reason + Engineering Task with a Difficulty
saved up throughout the mission to this point, should start of 3 and a Complication Range of 5 (16-20). Potential
being used to heighten the dramatic tension and facilitate Complications stemming from this Task are additional
the action. systems being knocked offline when power kicks back in,
frying several computer library banks, or locking down certain
With the landing party securely aboard their starship, the decks as emergency lockdown procedures are accidentally
chief researchers begin moving their findings to a partially triggered. Regardless of the outcome, the sudden power
used cargo bay (Cargo Bay #3), where they will set up a surge causes an overload in several power transfer conduits,
temporary lab to examine these artifacts. Meanwhile, the which then fries the ship’s primary and secondary lights
rest of the crew prepares to move the starship away from the (better than life support, artificial gravity, or the structural
dying planetoid and the growing ion storm. integrity fields), causing them to brilliantly flare on and then
shutting them down in a surprising and sudden cascade
Unfortunately, as they do so, the ion storm surges and of pops and sparks. The Player Characters’ starship goes
catches the Player Characters’ starship in its ionizing grip. As dark, with only the ruddy hue of emergency lighting and the
bolts of energy trace their way along the hull, main power is spotlight effects of handheld lamps between the occasional
overloaded and shorts out, which forces the core temporarily pools of light cast from the rare light that survived.
offline as several violent electrical explosions occur in main
engineering. Even battery power is initially offline. Knocked Once battery power is restored, however, life-support
off course, the ship drifts silent and dark as the crumbling becomes fully operational and damage control teams
planetoid hurtles onward. Fortunately, the ion storm moves can go about the necessary jobs of bringing the ship fully
on, as well. back online. Main power is offline and even impulse is not
operational. At best, life-support and the weakest shield
The Player Characters must effect repairs in less-than-ideal settings can be utilized. Exterior sensors are sporadic, at
circumstances. Engineering teams scramble throughout best, and transporters are offline.
the ship, while medical officers respond to several dozen
minor injuries due to the dancing ion bolts and overloading Teams should be dispatched throughout the starship to go
consoles. Meanwhile, the chief researchers operate with about the rather mundane task of replacing lights, while
single-minded obsession in setting up their workshop within engineering teams work on the core and restoring main
Cargo Bay #3. power, so the ship can erect shields and operate under full
impulse. Overly cautious command crews may dispatch
security, although there is no indication to do so now.
REMNANTS 009
EIDOLON
The Eidolon is a singular being. It claims to be the final god of an do not register to the Eidolon as anything worthy of its direct
ancient culture, although the validity of this is highly suspect. Its attention. Ignorance may well be its downfall.
origins are its own secret, so whatever story it decides to tell is
what will be recorded. In its current state, however, the Eidolon Unfortunately, the Eidolon is also, by Starfleet standards, at
is an energy being that exists outside of physical space. It seems least, a little bit mad. Thousands of years of drifting isolation has
bound to the artifacts and remnants of its past culture, as those shattered its mind. It does not retain focus as it once had, and
brought aboard the Player Characters’ starship act an anchor, it now has multiple facets to its personality, sometimes bringing
of sorts. those facets into conflict with itself. Even the puppets it directs
can occasionally fall into conflict with one another.
In its energy state, it is harmless to current Starfleet technological
devices, but it is quite capable of overriding the complex The rogue planetoid, itself, was once in a binary star system far
functions of organic processors, such as the brain. Essentially, removed from the one containing the Arachnid Nebula. On the
the Eidolon can take over and direct the physical actions of small planet lived an advanced race that expanded and explored
corporeal beings. The Eidolon is incredibly complex and is, via matter-to-energy transformations and highly advanced
therefore, capable of overriding multiple targets simultaneously, comprehension of the meaning of time and space. Their leader,
enabling it to direct crowd activities. their primary deity or mythic hero was an entity that now identifies
itself as the “Eidolon”.
The Eidolon’s only real concern is survival. It knows it must
escape the planetoid before it is destroyed, thus ending the When one of their suns died, the resulting trauma demolished
Eidolon’s existence. Fortunately, in its final hours, the Eidolon their cities, including their matter/energy conversion machines,
has had hope arrive in the form of a Starfleet starship and and tossed their world free and sent it catapulting through space.
now desperately wants to escape. As its form is inert and The Eidolon found itself alone and bound to the terrestrial rock,
inconsequential to current Starfleet technology, the only method stuck as a passenger as it went on its journey, its energy form
the Eidolon can employ to escape is to utilize the “inferior beings” approximating an ion storm locked to their world. It and the
that make up the starship’s crew to do its bidding and take it world hurtled through other solar systems and eventually found
where ever it wants to go. themselves with a most terrible fate: the planetoid was soon to
crumble and disintegrate, and there was nothing that could be
Clearly, this loss of freedom and individuality is not something done about it.
any crew, Starfleet or otherwise, would stand for, so resistance
is expected. The Eidolon is not overly concerned about that, The technology it once may have utilized, along with the culture
however. Not because it knows its abilities are greater than any that may have at one point venerated it and supported it, are long
threat the “inferior beings” could bring to bear, but because the gone. It was now trapped, helpless, and despondent, the Eidolon
Eidolon does not fully comprehend who or what these “inferior saw its ultimate demise looming. Then, along came a starship…
beings” are or how they could help or hinder. They just simply
Restoring main power is a Reason + Engineering Extended SCENE 2: WHAT WAS FOUND IN THE DARK
Task with a Progress of 16, Magnitude of 4, and Resistance
of 2. Clearly, it will be a long, involved process with many While repairs are well underway, one of the repair crews (and this
opportunities for things to go wrong. As the repair crews is better with a Player Character than without) makes a gruesome
quickly discover, however, another, much more immediate discovery: stuffed just inside a Jefferies tube, near Cargo Bay #3,
and dire problem has occurred. is the body of Ensign Holcomb. The Ensign was part of the light
repair crew, but currently lays in a crumpled heap in a pool of
As repairs get underway on main power (allow for a roll or blood, quite dead as his throat has been slit open.
two to begin generating some progress), proceed to the next
Scene for the next reveal… Security will be placed on full alert and the crime scene and
body examined. Again, with the lights out, searching the
scene is a bit more difficult, but the autopsy should prove
simple in trained hands.
REMNANTS 011
SCENE 3: THE EXORCISM OF the vocalization from Tholians, should any of the crew
ENSIGN DOUGLAS be aware of their language). The universal translator
has to work very hard to accommodate. The Eidolon
This entire scene presumes the Player Characters were able speaks of it being a god to an ancient culture that is
to capture the Eidolon-possessed crew member and get him long gone, wiped out by the tragedy of the death of one
to sickbay. Within the confines of sickbay, with their subject its two stars. It also mentions that it knew the world
strapped to a bed, he can be safely scanned with tricorders was finally dying, is desperate to escape, and that the
(assuming power is still off for major medical machinery) and “meat walking these halls will serve as adequate tools.”
a great deal can be learned. Finally, the being threatens that soon the “machine” will
be complete, and the tools will be given proper focus
There are several methods of proceeding to gather further and meaning for their lives. It will speak no further about
information. The Player Characters can attempt to interrogate this “machine”; the Eidolon possessing Ensign Douglas
their prisoner with questions, they can use psychology and will let the body expire under the interrogation. Failure
empathy to attempt to ascertain what is happening, and they does not eliminate the interrogation, it only means new
can scan with tricorders to discern via technology what might methods of pressure may be required.
be affecting their fellow crew member. This scene could
wind up a little complicated, with several different interaction XX If a more diplomatic method is attempted against the
attempts as well as several synergistic effects based on Eidolon-possessed Ensign Douglas, a character may try
what is learned in later Tasks and, possibly, returning to an Insight + Command Task, with a Difficulty of 4. This
earlier ones. Difficulty, if approached after learning of the Eidolon’s
goal via interrogation, can be adjusted to a Difficulty of
XX Interrogating the prisoner requires a Presence + 2. If successful, the Eidolon expresses a small degree of
Security, with a Difficulty of 2, Opposed Task versus remorse for its actions, citing necessity and survival. It
Ensign Douglas’ Control + Command, with a Difficulty will not be deterred, but it will attempt to treat the hosts’
of 0. These Difficulties, if approached after learning of bodies with greater respect and tenderness. If the hosts
several weaknesses with medical tricorder scans (see must see for themselves, they can travel to the “focal-point”
below) can be adjusted by -1 for the interrogator’s Task room, where there are dozens of boxes stacked about the
and by +2 for Ensign Douglas’ Task. Success gets the rudimentary and makeshift lab. There, they can speak with
Eidolon focused through this host enough to begin the strongest and most lucid of the Eidolon’s hosts: the
talking, albeit in a strange, shrill screeching (not unlike blue-skinned host (Dr. Karas), who can assure them of their
kind and benevolent treatment. This should give enough
hints for them to know that Cargo Bay #3 is where the
ENSIGN DOUGLAS
source of this problem can be found. Failure does not mean
TRAITS: Self-Preservation; Construct the Device; Part of a that diplomacy cannot be established, just that a greater
Greater Whole common ground must be found.
L.E.D.S
RECORDS SEARCH
RECORD / PLAY
PROGRAMMABLE RECORD / PLAY
DATA STORAGE
TYPE-1
REMNANTS 013
01.40 REMNANTS
ACT 3: STOWAWAY
Captain’s Log, supplemental. We are still dealing currently precious and unpredictable, doing it remotely is not
with the potent power surge from the ion storm a reliable alternative). Or, they could bypass the locked door
that crippled our drives. Repairs are well underway, entirely, utilizing their superior knowledge of their own starship’s
but a new danger, a very lethal danger, has layout, and access the cargo bay via a Jefferies tube.
revealed itself. One of our crew members was
found, murdered, and the resulting investigation XX If they opt to destroy the cargo bay door via phaser fire
has led us to believe that when our landing team or placed demolition charges, or some other method,
returned from that rogue planetoid, they brought this requires a Control + Security Extended Task with a
something back with them. This entity, calling itself Progress of 10 (it’s a thick, durable door), a Magnitude
Eidolon, seems intent on taking over the crew and of 2, and a Resistance of 1. Every attempt gives the
this ship! Our crew has already been formulating Eidolon-possessed entities on the other side that much
their response… more time to create additional challenges for the Player
Characters. Examples of these would be setting up
ambush points, moving storage containers around to
create tight access points or fields of cover, or to make
SCENE 1: WHAT’S IN THE BAY? quick traps of falling crates or other materials.
Prior to the four chief researchers commandeering Cargo Bay XX If they attempt to disengage the lock at the source,
#3, it was a standard storage room aboard the ship, removed this requires a Control + Engineering Task with a
and used for spare engineering parts, primarily. The bay was Difficulty of 3 and a Complication Range of 2 (18-20).
not even at one-third capacity, so there was ample room Possible Complications that could be generated would
for utilization. be making too much noise while deactivating the lock
and alerting the Eidolon-possessed entities on the other
The moment the chief researchers arrived back on Player side of the door, or damaging the door so it cannot
Characters’ starship, they began work on establishing a viable be properly closed (once opened) until repaired by an
laboratory within the cargo bay. When the “ion storm” struck engineering team.
and the Eidolon began infesting the ship and possessed the
chief researchers (starting with the unknown latent telepath, XX Finally, if they instead decide to use the Jefferies tubes to
Doctor Karas), i.e. those that were currently in proximity of access the cargo bay through alternative access points.
the artifacts brought from their dying homeworld. Soon, it While the act of crawling through the tubes requires no roll,
could “recruit” others to its mission. Possession is based on the ability to navigate them in a timely fashion requires a
proximity, so it began with a few maintenance workers that Reason + Security Task with a Difficulty of 2. Additionally,
were in the area, then, the researchers continued to work as unless the Player Characters want those inside the cargo
the “new recruits” went out and gathered others, and so on, to know of their arrival, a Control + Security Task, with a
until the Player Characters came investigating. At this point, Difficulty of 2, is required to enter with stealth.
there are two dozen Eidolon-possessed crew members,
including the chief researchers from the Starship Sirius. Once the Player Characters have found their way inside of
Cargo Bay #3, they find the place in a variable state of set-up
When the Player Characters arrive, they find the door to and alteration, depending on how long it took the Player
Cargo Bay #3 locked tight. Scans, via tricorder, require a Characters to access it, and how they accessed it.
successful Reason + Science Task with a Difficulty of 2. This
informs the scanner that there are two dozen life-forms within If they, for whatever reason, bypassed Act 2, Scene 3, the Player
the cargo bay, along with spiking levels of neurogenic and Characters will find themselves in for a tough conflict, but the
anionic energy. Eidolon-possessed crew will not have had a great deal of time to
finish the dimensional transference device they are building.
The door itself is a sturdy cargo bay door, so bashing it in is a
non-productive option. The door could be melted or burned Currently, the cargo bay has crates stacked out of the way
away with sustained phaser fire, but that won’t be easy and will (or creating strategic choke points, from above) with several
take time. The lock could be worked on locally (since power is tables set-up supporting typical laboratory equipment,
Depending on how well armed the Player Characters are FOCUSES: None applicable while possessed
from their findings during Act 2, Scene 3, it is possible
they know enough to enact a reasonable dialogue with the STRESS: 10 RESISTANCE: 0 (5 against energy
Eidolon via Dr. Karas. However, unless the engineering teams weapons as the Eidolon energy form dissipates the energy)
were told to halt their repairs and restoration of main power,
it will get turned on just as dialogue (or combat, if the Player WEAPONS:
Characters prove to be more aggressive) begins. Lights kick XX Unarmed Fist (Melee, 3A, Knockdown, Size 1, Nonlethal)
REMNANTS 015
strategically, this could cause a round or two pause in the SCENE 2: DESPERATE ACTIONS
possessed crew members’ attack. A successful discussion
delays the attack. For every two Momentum spent on Depending on how well discussions went at the end of the
this result, the Eidolon delays the attack another round. A last scene, the proceeding combat could go very quickly and
maximum of three rounds worth of delay can be generated in favorably for the Player Character crew. Alternatively, it could
this fashion. Any attack directed against any possessed crew be drawn out, with Eidolon managing to possess other crew
member or the energy amplification matrix causes Eidolon to members, thus adding to the troubles aboard the starship.
issue an immediate reprisal attack.
With the expenditure of Momentum in the previous scene,
Each magnetic flux field generator takes two rounds to set it is possible that this scene starts with the magnetic flux
up and one round to activate. Multiple Player Characters can, field pylons in place and activated. That is easily thwarted,
of course, set up multiple pylons simultaneously. Keep in however, with an Eidolon-possessed crew member
mind there can be no obstructions, including crew members unwittingly blocking the path between pylons.
or Player Characters, standing between the pylons when
activated, and they must be placed within 15 meters of To fully set the scene, draw out the battlefield as desired on
each other to properly activate and establish a maintainable a battlemat or simply on some 3x5 cards or sticky notes. The
magnetic flux field. The Eidolon has no understanding of cargo bay should consist of several Zones, most of them with
the flux field generators, their intent or purpose and will, crates or lab tables as blockading terrain (which could easily
therefore, not intentionally interfere with its setup. That double as cover and require a successful Daring + Security
doesn’t mean that coincidental or action-induced movement Task, with a Difficulty of 1 to athletically bypass). At the
won’t create this complication anyway, but it isn’t something center of the battlefield is a Zone dominated by the energy
the entity would do of its own volition. amplification matrix.
How the Player Characters utilize these precious few extra Once main power is restored and combat begins, it will take
moments, getting into a more advantageous position, trying five additional rounds for the energy amplification matrix to
to set up several (or all) of the portable magnetic flux field come online, so the Player Characters need to move quickly
generator pylons, or some other method of preparation, is to get the pylons set up (if they had not previously done so)
up to them. Once the order to attack has been issued, and and the magnetic flux field turned on. There are no Task
combat is about to ensue, proceed to the next scene. rolls for activation of the pylons, merely the time-consuming
process of positioning them, getting them running, and
keeping the paths clear. Any Player Characters not setting up
the pylons have the challenging job of keeping the Eidolon-
EIDOLON-POSSESSED
possessed crew members rounded up.
CREW MEMBER
TRAITS: Self-Preservation; Construct the Device; Part of a Once the magnetic flux field is activated, no Eidolon-
Greater Whole possessed crew member may pass from the inside out, and
any Eidolon-possessed crew member within 30 meters is
ATTRIBUTES automatically drawn into the magnetic flux field.
REMNANTS 017
01.50 REMNANTS
CONCLUSION
This leaves the crew with a challenging dilemma: what to CONTINUING VOYAGES…
do with the trapped Eidolon? It is an entity without a home.
It acted against the interests of the Federation and its The existence of the Eidolon’s culture, while its homeworld
personnel and attempted to establish control over Federation now lost, is something that might interest scientists greatly
property. However, these actions were brought about by for a while to come. Perhaps one of the doctors seeks to
the need for survival, not greed. Sympathy could be felt for acquire another Starfleet starship to go in search of the
the Eidolon, provided it has not been painted as a two- remnants of the crumpled planetoid.
dimensional bad guy. It has proven to act with little regard to
the well-being of others, placing their own survival above the If you want to go with more of a horror vibe, the Eidolon itself
needs and wants of another species. Of course, when faced could survive, or even avoid the fate the Player Characters
with extinction, what lengths would be off-limits? ultimately decide for it, and remain attached and “hidden”
within an otherwise “insignificant” crew member, springing
Therefore, the Player Characters must decide how to when the time is right.
proceed. Do they locate a small moon and place the Eidolon
there? Would it be a danger to another starship if one ever Finally, as presented back in the sidebar “More Mysterious
travelled the region? Should it be taken to a more permanent Scientists” on page 6, it is also possible to link Section 31
holding facility? Or should it and the artifacts simply be cast to the events leading to the discovery of the rogue planetoid
into the depths of space? Ideally, the Player Characters and the Eidolon.
will come up with something far more inventive, and in
support of Starfleet’s directives, before heading off on their
next mission.