Joining the crew of the Bonavanture in a pitched combat, and without giving the ending away, someone is badly injured, and someone dies.
Current Events Announcement:After the death of Vedek Bareil and the peace treaty that is signed between the Cardassian Empire and Bajor, Kai Winn steps in after the First Minister of Bajor dies and begins acting as First Minister as well. It is well known that she intends to stay on as First Minister. A civilian Kreetassan ship collided with a 21st century Earth relic known as a “Tesla automobile,” a piece of space junk that was launched as some kind of stunt centuries ago. Professional Tetraball is undergoing a major expansion, with 12 new planetary teams being added to the Beta Division. In what’s seen as a bold choice, a new Vulcan Academy has been founded on Risa.
Chief Security Officer’s Log: The Bonaventure has engaged in a routine patrol beyond the Castores System and the senior staff under my direction have decided to engage in some wargame training in the holodeck.
This episode will begin with a PVP shuttle battle with each player and their NPC as two person crews battling it out in the holodeck for supremacy. (Basically just in case we end up having ship to ship combat this is a way to get everyone familiar with using the rules in a fun way)
Following this, Castoria will communicate with the Bonaventure that a deep space probe has picked up an incredibly large starship that just appeared, possibly through a wormhole, within their sensors and then set course for the Castorian System at extreme high warp (9.99), nearly at Transwarp speeds. The Castores will ask to beam aboard Federation Liaison Jazzo to observe.
The Bonaventure can either move to intercept or wait until it arrives, either way, when it comes close to the starship it will immediately come to a complete stop. It is impossibly large, several kilometers (~85) in length and shaped like a cigar. It has some exterior minor damage, but scan will show that there may be some damage to systems. It will not answer to hails. Its size, shape, energy patterns, etc., will identify the ship as belonging to the Whaliens from “Voyage Home.” (Diff 3 to match it to previous encounters)
There will be some time when the Bonaventure can investigate, taking scans, going onboard, etc. All impressions about the vast superiority of the technology and the apparent ease with which it could be accessed should be given. If they scan for lifeforms, cetacean life forms will be found, but they will be unresponsive and uncommunicative, possibly in some form of stasis. The life forms will be in the protected interior of the ship, in a yellowish fluidic atmosphere with dark forms moving around slowly within it.
An unmanned probe arrives and takes scans of the ship. (Identify it as Orion Diff 1)
Complication: At some stage after they have time to investigate and get a sense for the size and awesome power that is within it, they should be reminded of the Prime Directive.
During this process, it is discovered that 7.3 hours from then a cycle that is occuring in the ship will come to a crescendo, which you can speculate either wakes the occupants or powers the ship up fully.
Soon after that the Tyneridean starship “The Immeasurable” will arrive and demand that the Bonaventure depart and relinquish all claims on the ship. The Tyneridea want the ship destroyed for fear that it is going to target their planet. If they intercepted the craft in deeper space, The Immeasurable will be alone, if just on the outside of the system they will have a squadron of Orion Interceptors with them as backup.
Even just outside the system, the Interceptors are severely unreliable and all actions taken with them should take a (1) level penalty for how old and unreliable they are, and an additional (1) for operating in deep space. If they roll complications of any type, they should be taken out of combat.
Frankly, at least one of the squadron should power down and and have to be towed back by another on the way to the confrontation, leaving (10) in the squadron.
Complication: As tensions increase O’Zark’zo shows up in the Bintek with another Wanderer Class Starship the Bizrak, lays salvage claims under “Orion Law” and attempts to negotiate a shared salvage between all parties. The Tyneridae seem really surprised that the Orion are there, and confused about how to move forward. They call for reinforcements, and General Zimpeck arrives shortly in the Fathomless. At this point, the Bonaventure will be outnumbered two to one by both adversaries, and having leaders of all parties come aboard to negotiate is their best insurance against attack. O’Zark’zo will happily beam aboard with a small party, while Zimpeck and his party come shortly after in a shuttlecraft (Deepest Galcon refuses to transport).
As opening positions for the negotiations, the Orions want to carefully disable and salvage the ship for its technology, while the Tyneridea want the ship destroyed swiftly, before it can pose a threat. O’Zark’zo will haggle for every possible gain, but as he has nothing at stake, he will be leaving the table happy no matter what. Between Deepest Galcon’s powers and the Orion’s use of the Tyneridae as a borrowed knife, there are plenty of secrets that could be revealed tactically, to drive a wedge between the Orion and the Tyneridae. Eventually it should come out that the Orion have used the Tyneridae to create a conflict so that they can smooth it over with less risk.
At the earliest opportunity, O’Zark’zo will offer to amend his position if they can verify [insert scientific claim here] - So, if they say that they can't destroy the vessel because it's helpless, or because it will just leave after repairing, or because it's actually inhabited and not just a probe, he will ask for verification of that fact. He's trying to get his daughter alone with a mark, and is creating a pretext. It also serves a few other purposes; he's playing a Xanatos Gambit, after all. But in the short term he just needs them to make a claim that suggests that they have been studying the vessel, and then he can ask them to share their data. As a communications assistant, S’Zera will accompany the Orion science officers assigned to the data being shared. After getting them on task, S’Zera will will start out complaining of hunger, then ask for the location of the commissary, then ask for a high-ranking officer to escort her to avoid getting lost. During the escort she will say she doesn’t want to be around other people, and would prefer food in a private setting...such as the escort’s personal quarters (Seduction, Opposed Roll). She will take this as far as she can, either to undermine the officer’s loyalty or just blackmail him later.
Eventually, Zimpeck will attempt to force the issue through combat, surprising both the Bonaventure and Orions. Coordinating with Vloceg via their telepathic advisors, he will spread gravitons to interrupt transporter beams and then beam over a small team to take control of the ship, which will mean that each ship can only send one team over, (Diff 2 to successfully transport, additional transports at Diff 4) They will then raise shields and power weapons, attempting to gain a combat advantage. Combat may occur at this stage.
In the End:
The Bonaventure just needs to stall/hold off control of the ship until it powers up. At this stage, all members onboard will be beamed to their appropriate ships, it will fly straight to Tyneridea, scan it, release a communique similar to whalesong, get a response from creatures in their oceans, and then leave towards the Shackleton Expanse, with absolutely nothing having the ability to impact its mission or course.
General Zimpeck (Tyneridae) Commander of The Fathomless - a D-12 Klingon Bird of Prey outfitted with Orion weaponry and no cloaking device - and elected member of the Great Guild.
Deepest Galcon (Tyneridae) Bridge Counselor of General Zimpeck, chaplain of the popular warmongering sect called the Chasm of Stars. Has deep ties to the military and is himself a battlefield veteran of the war. He is infested with spores that give him mild empathic abilities (as Empath Betazoid talent), and the ability to communicate with others who are likewise infested (as Telepath Betazoid talent). This allows the Tyneridae captains to communicate without using technology. These spores would be eradicated by transporter technology as foreign bodies, thus their hosts distrust transporters and prefer to use shuttlecrafts.
General Vloceg (Tyneridae) Commander of The Immeasurable. Bitter old veteran determined to prove himself in battle. Fond of Klingon history and culture.
Deepest Xorack (Tyneridae) Bridge Counselor of General Vloceg, chaplain of the popular warmongering sect called the Chasm of Stars. Xenophobic, she prefers not to speak to non-Tyneridae. She is infested with spores that give her mild empathic abilities (as Empath Betazoid talent), and the ability to communicate with others who are likewise infested (as Telepath Betazoid talent). This allows the Tyneridae captains to communicate without using technology. These spores would be eradicated by transporter technology as foreign bodies, thus their hosts distrust transporters and prefer to use shuttlecrafts.
Jazzo (Castores) Federation Liaison, political scientist, and teacher. Greyish green skin, an older Castores, deeply committed to making the process work, and has a raspy voice. Very old and veteran of the war.
O’Zark’zo (Orion Family Boss) The local equivalent of a Godfather, high level Orion operative. Big, rotund, but fast on his feet. Get nauseous at high warp. Ruthless. Covered in rings and necklaces. Would sell his mothers for influence and coin. And did.
S’Zera O’Zark’krel: (Orion Female) S’Zera is physically perfect. Her beauty is famous throughout the sector. Her father uses her regularly to get his contacts and customers on the back foot/distracted. What not even her father knows is that S’Zera is ridiculously bright and is slowly hatching plans for herself. She betrays herself every now and again, her “silly blonde” routine slipping occasionally and her identifying a ship class, speaking in foreign languages, understanding engineering concepts, etc. (Seduction: Presence 4, +1 for Orion pheromone ability)
Wanderer Stats (The Dasrom) by Jacob Corbin
These stats are for a 2260s-era Orion ship that's been refitted to bring it into line with 2371 technology. I've given it the "blockade runner" trait - which I imagine to encompass both the assortment of handy tricks it might have, as well as the increased scrutiny or suspicion it's likely to draw in certain ports.
It fits neatly into the range for a Scale 3 ship. To reflect its description, which emphasized that it's fast, well-armed, and surprisingly tough for its size, I gave it a really good Engines score and above-average Weapons and Structure. The versatility and easy replacement of the modular weapons pod suggested the Rugged Design talent to me, and I gave it Improved Warp Drive to reflect that it's meant to outrun law enforcement. Finally, since the writeup mentions that it has an unusually powerful tractor beam, I added a custom "Improved Tractor Beam" talent to it, which adds +1 to the beam's strength, giving the Wanderer the same towing power as a Constitution or Intrepid class.
For Departments, I favored Conn, Engineering, and Security - if you're a fast pirate ship, you want crew who are tough, can keep the engines running, and good pilots.
Comms 08, Computers 07, Engines 11, Sensors 08, Structure 09, Weapons 09
Command 02, Conn 03, Security 03, Engineering 03, Science 01, Medicine 02
Crew: Proficient (Attribute 9, Discipline 2)
Rugged Design (talent)
Improved Warp Drive (talent)
Improved Tractor Beam: +1 to beam strength
Disruptor Banks (7CD Vicious 1, Medium range)
Photon Torpedoes (5CD, Long range, High-Yield)
Tractor Beam (Strength 4)
Facing off with four other vessels, with Orions on one side and Tyneridea on the other, the Bonaventure goes once more into the breach, dear friends.
The crew of the Bonaventure holds a summit with the Orions and the Tyneridea trying to deceive and stall their way to victory....things do not go well.
The Bonaventure has gotten into some hot water, encountering a crewed ship of the Whaliens from "Voyage Home" when both the Tyneridea and the Orions arrive to make trouble.
The crew finished up their tactical simulation, also known as the Runabout Death Match, and then has some touching scenes with their subordinates on the Bonaventure.
For all of the adventures of the USS Bonaventure.