MUH0142309 STA BRIEFS 012 Starfleet Academy v1.0
MUH0142309 STA BRIEFS 012 Starfleet Academy v1.0
MUH0142309 STA BRIEFS 012 Starfleet Academy v1.0
STARFLEET ACADEMY
TALES FROM THE NEXT GENERATION ERA
MICHAEL DUXBURY
LCARS TERMINAL MUH0142309-PDF
CREDITS
2D20 SYSTEM DESIGNER HEAD OF CREATIVE SERVICES GRAPHIC DESIGNERS OPERATIONS MANAGER SALES ACCOUNT MANAGER
NATHAN DOWDELL JON WEBB STEPHANIE TORO, CHRIS WEBB, JOHN WILSON MATT VANN-HINTON
MARK WHITTINGTON,
STAR TREK ADVENTURES CREATIVE COORDINATOR FACTORY MANAGER MARKETING MANAGER
LEIGH WOOSEY
KIERAN STREET MARTIN JONES BEN O’BRIEN
PROJECT MANAGER
AUDIO AND VIDEO PRODUCER
051426 JIM JOHNSON FINANCIAL CONTROLLER SENIOR PRODUCTION OPERATIVES MARKETING COORDINATOR
STEVE DALDRY
LUC WOOLFENDEN DREW COX, WARWICK VOYZEY SHAUN HOCKING
WRITER
EDITOR
MICHAEL DUXBURY LOGISTICS AND PRODUCTION LEAD PRODUCTION OPERATIVE BRAND MANAGER
MANAGER BRYCE JOHNSTON
ANTHONY MORRIS CHRIS SHEPPERSON
EDITOR PETER GROCHULSKI DEVELOPMENT COORDINATOR
JIM JOHNSON PRODUCTION OPERATIVES CUSTOMER SUPPORT
ART DIRECTORS JASON ENOS REPRESENTATIVE
THOMAS BULL, REBECCA
GRAPHIC DESIGNER ROCÍO MARTÍN PÉREZ, ARIEL OREA CHRIS DANN
GAMES DESIGNER CARTWRIGHT, LOUIS HARTLEY-
MICHAL E. CROSS & STEPHANIE
STUDIO COORDINATOR JAMES HEWITT EDWARDS, JAKE PINK, JAKE WEBSTORE MANAGER
KATZ-BARNES
ROCÍO MARTÍN PÉREZ SKINNER-GUY, MILES TURNER APINYA RAMAKOMUD
DEVELOPERS
COVER ARTIST
PHOTOGRAPHER JONO GREEN, ETHAN HEYWOOD ASSEMBLY TEAM BOOKKEEPER
STEPHANIE KATZ-BARNES
FÁTIMA MARTÍN PÉREZ ELAINE ELIZABETH HUGHES, VALYA MKRTCHYAN
QA TESTERS
PROOFREADER NICHOLA JONES
LEAD 3D DESIGNER SAMANTHA LAYDON, NATHAN PERRY ACCOUNT PAYABLE SPECIALIST
CHARLIE KNIGHT
JONNY LA TROBE-LEWIS TOOL MAKERS OFELYA MNATSAKANYAN
010670 MODIPHIUS COMMUNITY AND DESIGN
ASSISTANT LUKE GILL, DAVID HEXTALL
ENTERTAINMENT LTD. SENIOR 3D DESIGNERS FINANCE & LOGISTICS
DOMINIC WESTERLAND CUSTOMER SERVICE AND ADMIN ASSISTANT
JOANA ABBOTT, DOMINGO DÍAZ
CHIEF CREATIVE OFFICER ACCOUNTS MANAGER HOLLIE SHEPPERSON
FERMÍN, CHRIS ‘CHRISPY’ PEACEY SCHEDULING AND DESIGN
CHRIS BIRCH ASSISTANT LLOYD GYAN
020420 SENIOR 3D PLASTICS DESIGNER FOR PARAMOUNT GLOBAL
CHIEF OPERATIONS OFFICER JUSTIN TALSMA EVENTS MANAGER MARIAN CORDRY, CECILIA
COLIN GRAYSON
RITA BIRCH RPG DESIGN ASSISTANTS GREGOIRE BOISBELAUD FERRINI, STEPHEN ZELIN, AARON
3D DESIGNERS ANDY DOUTHWAITE, HUBBERMAN, BRIAN LADY &
MANAGING DIRECTOR COMMUNITY MANAGER
BEN DE BOSDARI, SEAN BULLOUGH JESS GIBBS JAMES SALERNO
CAMERON DICKS APRIL HILL
STUDIO PAINTER SENIOR PROJECT MANAGER WITH THANKS TO
HEAD OF BRAND TRANSLATIONS AND
CALLUM FRANCE GAVIN DADY PUBLISHING MANAGER GENE RODDENBERRY, MARIAN
SAMANTHA WEBB
LEAD GRAPHIC DESIGNER MATT TIMM CORDRY, SCOTT PEARSON, AND
HEAD OF DEVELOPMENT PROJECT MANAGERS THE MANY FANS WHO SUPPORT
MICHAL E. CROSS DANIEL LADE, BEN MAUNDER, DISTRIBUTION AND KEY
SOPHIE WILLIAMS THIS GAME
HARALAMPOS TSAKIRIS ACCOUNTS MANAGER
GARY MOORE
082397
050670081302030806
§ Suggested Era of Play: The Star Trek time period in which the mission is recommended to be set (Enterprise era,
original series era, The Next Generation era, etc.).
§ Suggested Spotlight Role: The suggested focus player character role. This can be used to help you and your
players plan milestones and character arcs.
§ Synopsis: A high-level summary detailing key points such as location, antagonists, the overall plot, etc. The
synopsis generally explains how the story might relate to the player characters and provides the essential details
needed to start developing the story.
§ Opening Log Entry: A captain’s log or a personal log, usually written with the suggested spotlight role in mind.
§ Major Beats: Key scenes or encounters to include, with room left for you to bridge them as needed with material
unique to your cast of player characters and campaign events.
§ Minor Beats: Secondary plot elements or suggested subplots that you could weave into the mission as a side
scene or subplot.
§ Key Non-Player Characters: Brief descriptions of key NPCs, including the main antagonist(s). This element may
also suggest specific NPCs from the core rulebook to use or adapt. Note that any page references listed in this
document refer to the Starfleet-oriented Star Trek Adventures core rulebook.
§ Conclusion: The intended ending of the mission, with suggestions on how to adjust the conclusion if the players
move the story in unanticipated directions.
§ Adding This Mission to Your Campaign: Advice on how you might fit the mission into your ongoing campaign.
SYNOPSIS to the occasion. Unlike the other tests, each character faces
this one alone.
OPENING LOG ENTRY one another, they cannot spend Momentum without the
unanimous consent of other players. Will they help their
“My preliminary test scores have been rated high friends beat out their rivals, even if it risks sabotaging their
enough for me to attempt the Academy entrance own chances of passing the entrance exams?
exams! The competition is tough, and only a few
applicants are being accepted. But I’ll only be
satisfied if I’m top-of-the-class…” KEY NON-PLAYER CHARACTERS
CAPTAIN’S LOG Several other candidates are being tested at the same time
as the main characters: a smug Vulcan named Strood, a
MAJOR BEATS bullish Bajoran named Razen, and a boastful Human named
Vivienne from a long line of Starfleet officers. Each is a
Minor NPC (page 304) and competes ferociously with the
YOU MAY START… NOW main characters.
If the main characters aren’t already acquainted, they can
meet and befriend each other before the first test. The
invigilators explain the Academy is only accepting as many
students as there are players – and there are plenty of NPCs
CONCLUSION
competing for their spaces! The first tests involve solving a
series of mathematical queries at a computer station. This is Characters who succeed in most of their tests or otherwise
a great opportunity to teach the basic rules to people who distinguish themselves from NPC rivals are invited to attend
haven’t played before. Starfleet Academy. Unsuccessful characters can reapply next
year. There’s no shame in this – many prestigious Starfleet
SECRET TESTING officers failed their first entrance exam – but in the meantime,
The applicants are under constant supervision by examiners, commiserations are in order.
and not all tests are announced. Between computer trials, the
examiners deliberately provoke conflict between candidates
– rearranging schedules, stealing personal effects, planting ADDING THIS MISSION TO YOUR CAMPAIGN
an argumentative stooge – to see how they react. Do the
characters continue to embody the values of Starfleet If playing all Academy missions as a campaign, characters introduced
under pressure? in this mission should only complete Steps 1 to 3 of lifepath character
creation beforehand – Species, Environment, and Upbringing.
THE DREADED PSYCH EVAL After the mission, characters accepted into the Academy gain the
The final exam confronts each character with their greatest Untapped Potential talent (page 118) and a value that reflects their
fear, as determined by their psychological profile. This trial inexperience. Players of unsuccessful characters should generate
may involve a manufactured accident, feigned injury, or a different character to play, who joins the group at induction.
holodeck simulation and often challenges the value each
character gained from their Environment, inviting them to rise
CAPTAIN’S LOG draw the attention of Red Squad or the Academy’s parrises
squares team.
MAJOR BEATS
KEY NON-PLAYER CHARACTERS
HI! MY NAME IS…
Over a hectic first week, the new cadets tour the campus, Kel Vh’echonach, in their post-accident hyper-impulsive
choose classes, and settle into their accommodations. form, uses the Starfleet Security Officer profile (page 314)
One of the characters bunks with a cadet named Kel, a with the Andorian trait. Other Minor NPCs (page 304) may
charismatic Andorian who was allegedly the highest scorer appear as rival cadets when required.
in this year’s entrance exams. Their lifestyle soon starts to
grate, as they return home at late hours, refuse to tidy their
living space, and buzz with constant nervous energy.
CONCLUSION
GETTING TO KNOW YOU
In the weeks that follow, Kel only maintains the minimum It is possible to reintegrate both halves of Kel’s personality
acceptable level of academic performance by copying into one body, though it is much easier if Kel collaborates
the characters’ coursework and stealing test answers. It’s with the process. After that, the Academy will have to decide
increasingly hard to believe they were a successful Starfleet on an appropriate punishment for the cadet.
candidate. Researching their background reveals Kel was
involved in a transporter malfunction when they beamed
down to the Academy on their first day but appeared to
be uninjured and claimed to feel fine. The truth is that only
ADDING THIS MISSION TO YOUR CAMPAIGN
the “id” part of Kel’s personality materialized, their most By the end of induction, cadets are committed to the Command
impulsive and passionate instincts. Kel’s more rational and Track (Command and Conn), Operations Track (Security and
conscientious persona is still stored within the transporter Engineering), or Sciences Track (Science and Medicine). If continuing
computer and has yet to reappear. an Academy campaign, characters increase both disciplines of
their chosen track by 1 and choose an attribute to increase by 1.
TO BE AND NOT TO BE Remember that Untapped Potential prevents attributes from rising
Kel is too unstable to reason with and fears being replaced above 11 or disciplines above 4.
by “the other Kel.” When they learn of the remaining
aspects of their personality, they interpret it as a threat and
OPENING LOG ENTRY characters could determine which conspirators are held to
account and which traitors manage to escape justice.
“Cadet’s log, stardate 49479.8. Our grades and
tutor recommendations have qualified us to join
Red Squad! As the Academy’s best and brightest, MINOR BEATS
we’ll receive specialist training and be deployed
If any main characters decline to join Red Squad or wash
on special assignments. If the rumors are true, and
out from the corps, they may be the only people the squad
Changelings were responsible for bombing the
characters can confide in. Senior Starfleet personnel
recent Federation-Romulan conference here on are implicated in the plot, and the constant threat of
Earth, we’ll need every edge we can get.” Changeling infiltration has everyone jumping at ghosts.
CAPTAIN’S LOG What do the characters do when there’s no one they trust?
OPENING LOG ENTRY Klingon Empire and the lurking threat of the Dominion.
Gamemasters can foreshadow upcoming missions as
“Cadet’s log, stardate 49703.6. Fresher’s year is cadets trade rumors at the party and remind the players how
over, and sophomore year has begun. A group of unity against the Dominion may be imperiled by diplomatic
complications with the Cancri.
old friends is hosting a party tonight; with all the
stresses of academic study and looming war, I can
think of no better way to start the semester.”
KEY NON-PLAYER CHARACTERS
CAPTAIN’S LOG
Ochre and Vermila are the first Cancri ever admitted to
MAJOR BEATS Starfleet Academy. While Ochre is humbled by the faith his
people have placed in him, Vermila feels suffocated by the
weight of expectations and is desperate for escapism. Both
DRINKING GAMES use the profiles of Starfleet Science Officers (page 315) with
The party starts off fun! The characters catch up after their the Cancri Trait.
summer break, play stupid games, and maybe flirt with
other cadets. Someone is passing around Romulan ale, a
notoriously strong beverage that is illegal in the Federation.
After an hour, things take a turn for the worse.
CONCLUSION
NEEDLE SCRATCH If Vermila’s indiscretions are discovered, her people’s
Vermila, an impressionable Cancri cadet, abruptly collapses conservative elders demand she washes out of the Academy,
unconscious. Romulan ale apparently has a disastrous effect and diplomatic relations with the Federation cool significantly.
on Cancri biology, and she requires immediate medical aid. This is still a better option than a young woman tragically
Despite the urgency, her brother Ochre begs the cadets not losing her life or ending the careers of other Starfleet cadets
to contact medical authorities. If Vermila was discovered to along with her. But if the characters find a way to save her
have taken illegal substances, or expelled from the Academy, and keep her secret, they’ll have made a friend for life.
the precarious diplomatic relations between the Federation
and Cancri would be at stake. Ochre is unwilling to gamble
his people’s future on doctor-patient confidentiality and urges
ADDING THIS MISSION TO YOUR CAMPAIGN
the cadets to think of their own careers. This adventure tests how the characters rank their priorities – career
ambitions, loyalty to friends, obedience to Starfleet protocols, and
PARTY’S OVER commitment to the Federation’s diplomatic mission. If continuing
The cadets could help Vermila by raiding the medical an Academy campaign, characters should end the mission by
faculty for tools they need for an impromptu gastric suction choosing 1 new value representing their principal motivation and
procedure (Cancri have multiple stomachs, so this is even gain 1 new focus.
harder than it sounds). Sneaking Vermila into Starfleet
Medical is risky but decreases the risk of complications
OPENING LOG ENTRY direct defiance of orders, though, and exposes the cadets to
the threat of capture or death.
“Cadet’s log, stardate 49960.5. For our second
year “cadet cruise,” we have been dispatched
to Epsilon Outpost 1 in the Archanis Sector to KEY NON-PLAYER CHARACTERS
learn from Starfleet officers on active duty.
Given the outpost’s proximity to the Klingon
Lieutenant Quiste is the outpost’s diligent Xarantine
border, the assignment should pose no shortage
commander, an alien with yellow-and-brown mottled skin.
of challenges.”
She uses the profile of a Starfleet Science Officer (page 315)
CAPTAIN’S LOG with the Xarantine Trait and prioritizes getting the cadets
to safety. In contrast, the attacking Klingon Warriors (page
317) show little regard for the cadets’ youth and will happily
OPENING LOG ENTRY factions in the Romulan Senate are agitating for a non-
aggression pact. The cadets will feel pressure from above to
“Cadet’s log, stardate 50533.7. In the spirit of make sure Tironn fits in… and may even be asked to spy on
diplomatic cooperation, Starfleet Academy’s their supposed guest.
MAJOR BEATS espionage. Use the Romulan Uhlan profile (page 320) with a
Science score of 4.
DOWN TO EARTH
The cadets welcome their new “friend” to Starfleet Academy,
showing him around the campus. Tironn is tireless and
CONCLUSION
inquisitive, sincerely committed to learning more about his
hosts. He is much more guarded about his own personal If the cadets helped Tironn, and he returns home to Romulus
history– which is perhaps not surprising for a child of the as scheduled, he is sure to climb the ranks of the Empire’s
Romulan Star Empire. hierarchy. Who knows when it might be useful in the future to
have friends in high places?
ACCUSATIONS REFUTED
Some of the other cadets openly mistrust their Romulan
guest. Events come to a head when Tironn is accused of
snooping and stealing, with some even proclaiming him an ADDING THIS MISSION TO YOUR CAMPAIGN
agent of Romulan intelligence (the Tal Shiar). Tironn bitterly
If the campaign is set in a time of heightened tensions with the
denies the accusations, with an exaggerated emotional
Romulan Empire, substitute Tironn with a student from the Vulcan
appeal that makes him look more guilty. If the cadets believe
Science Academy, Klingon military indoctrination centers, or another
Tironn, they could demonstrate his innocence by advocating
alien school.
on his behalf.
ACCUSATIONS ACCEPTED Cultural exchange provides cadets with a fresh perspective and
Sometime later, the inevitable occurs. Tironn is indeed unusual abilities Starfleet Academy would not teach them. If
contacted by the Tal Shiar and instructed to steal intelligence continuing an Academy campaign, each cadet ends the mission by
from the Academy. If the characters have earned Tironn’s choosing a new talent and increasing a discipline by 1.
trust, he comes clean to them– he is devastated and has
no wish to betray his hosts but fears retaliation against
his family back home if he does not comply. Can the
characters find a way to save Tironn from his dilemma?
OPENING LOG ENTRY succeed, the evidence points to Changelings, who planted
explosives before the starship left port, which could help to
“Cadet’s log, stardate 51392.1. After two and a track down the infiltrators back on Earth.
half years of simulations and shadowing officers,
today we will finally get behind the controls of
a starship! Our mission is to take the U.S.S. KEY NON-PLAYER CHARACTERS
Republic on a tour of the solar system while
instructors rate our performance.”
Each cadet is supervised by a Starfleet Officer appropriate to
CAPTAIN’S LOG the station (pages 314-315). This includes the no-nonsense
Human pilot Hernandez at the conn; the imposing Bolian
Agrita at tactical ops; the exacting Vulcan Satura in main
MAJOR BEATS engineering; and the warmer Betazoid Curt in the science
division. Captain Khalil is in overall command, a stoic Human
veteran who is incapacitated by the first explosion.
SET SAIL
The Republic is an old Constitution-class starship, but its
computers have been updated in line with current Starfleet
standards. The cadets start by undertaking fairly routine
CONCLUSION
maneuvers, but the pressure of looming inspection probably
isn’t helping! When the ship is far from assistance, on the If the cadets make it back home, they will certainly earn a
outer edges of the system, a series of explosions rock commendation from their surviving instructors. There is
the ship. grave concern that even training ships are considered fair
game by the Dominion. Could an attack on the Academy
RED ALERT itself be next?
The first priority is sealing hull breaches, containing fires, and
rescuing trapped or injured crew. After that, a diligent security
sweep of the ship is necessary to check if any other bombs ADDING THIS MISSION TO YOUR CAMPAIGN
have been planted. Many of the ship’s supervising officers
are incapacitated, and communications are down. For now, The Changeling saboteurs could easily be replaced with other
the cadets must trust their own instincts. infiltrators appropriate to the era of play – choH’a’ Klingons, Tal Shiar
agents, “rogue” synthetics, etc.
LIMPING HOME
While help is on its way, the cadets will be rescued faster if If playing this mission as part of an Academy campaign, characters
they begin the return to Earth themselves. With the Republic who make it home after their harrowing ordeal choose an attribute to
so severely damaged, these maneuvers will be much slower increase by 1, a discipline to increase by 1, and a new focus.
and trickier. With so many crew critically injured, though,
getting home as quickly as possible is essential to prevent
the death toll from climbing higher.
CAPTAIN’S LOG
KEY NON-PLAYER CHARACTERS
MAJOR BEATS The Qo’noS Conquerors use the profiles of Klingon Warriors
(page 317). Like the cadets, they are military academy
TRAINING MONTAGE students playing at an amateur level, not professional
Parrises squares is played on a court between two small athletes. Nonetheless, they thirst for glorious victory and
teams, with ramps sloping up to center court. Each team approach the contest with violent fervor.
uses ion mallets to blast balls into the opposing team’s
scoring area while defending against their opponents doing
the same. The main characters are selected to play because
many other final-year students have been drafted to fight in
CONCLUSION
the Dominion War. To prepare for the upcoming match, play a
practice quarter using the rules below. However heated the match gets, the ultimate purpose is to
foster camaraderie between the Klingons and their Academy
FIRST HALF hosts. The cadets should socialize with the Conquerors after
The match is resolved in four quarters, each resolved as the match to make sure there are no hard feelings. This may
competing extended tasks using a structured action order. involve a painful hangover the following morning.
Whichever team completes their task first scores the point
for that quarter. Characters may concentrate on offense
and completing their task or play defense by creating traits
ADDING THIS MISSION TO YOUR CAMPAIGN
that make it harder for the Klingons to counterattack. The Replace the Qo’noS Conquerors with a different parrises squares
Klingons, naturally, are aggressively offensive. team if playing in a time when diplomatic relations with the Klingons
are frosty.
SECOND HALF
After the second quarter, the Klingon performance If playing this mission as part of an Academy campaign, each
inexplicably improves. The cadets may detect symptoms of character ends the adventure by choosing an attribute to increase by
cordafin doping by their opponents, an illegal stimulant. If the 1 and gaining a new focus.
Klingons are called out on this, they respond with outrage
– the match could even degenerate into physical conflict.
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