The backstory for Lieutenant Junior Grade Rhin Valim, Starfleet Security Division can be found here. What follows is an explanation of his Attributes and Disciplines, his Talents, Values and Focuses: all the things that come into play quite a lot in Star Trek Adventures. Rather than get into the nitty-gritty of how these things work mechanically, I’ll just give a broad description of each and how it relates to his character; in other words, why I chose them and why I think they makes sense for this character.
Attributes and Disciplines
Attributes have a score range of 7-12, while Disciplines have a range of 1-5. Rhin Valim’s highest Attribute is Fitness at 12 (he’s in spectacular shape), and his highest Discipline is Security at 5 (not surprising, he’s been fighting all his life). His second highest Attribute is Daring at 11 (He’s used to taking risks) and his next highest Discipline is Engineering at 3 (he’s more than competent). HIs remaining Attributes (Control, Insight, Presence and Reason) and Disciplines (Command, Conn, Science and Medicine) are fairly average.
Attributes and Disciplines are used in combination with each other to attempt tasks. Rhin is a very physical character with a good knowledge of both combat and engineering.
These are the things Rhin is really good at: his particular set of skills, if you like. He has a better chance of succeeding at these tasks and of achieving better results than most people. Rhin’s focuses are: Small Unit Tactics, Infiltration, Espionage, Hand to Hand Combat, Hand Phasers and Hazard Awareness. All of these focuses fit a character who grew to adulthood in the Bajoran militia and spent most of his life waging guerilla warfare.
These are traits that give Rhin bonuses in certain situations. Once again, these are primarily a result of his work in the Bajoran militia.
Constantly Watching: Rhin is very good at seeing threats. He’s pretty tough to ambush or blindside.
Pack Tactics: Rhin knows how to pile on when he needs to. Other characters benefit more than they normally would if Rhin assists them during combat.
Crisis Management: He can give commands in combat situations, even if he isn’t in command. This isn’t “official” command status; it’s just that he is the kind of guy who people listen to when things go south.
Fire at Will: Usually, it’s difficult to fire with accuracy the more times you shoot, but Rhin doesn’t suffer from that. Rhin is used to laying down fire.
Finally, these are the things that Rhin thinks are important: his ideals and aspirations. In game terms, you can invoke (or challenge) a value in order to gain big bonuses; so when your values come into play, it’s a big deal.
For example: one of Captain Kirk’s values is “I don’t believe in a no-win situation.” People familiar with Kirk would agree he’s not the kind of guy who gives up, even in the face of overwhelming odds. When faced with a seemingly no-win situation, Kirk’s player could invoke this value to get a big bonus on his intended action. It also tells us a bit about Captain Kirk, so anyone could use this value to guide their roleplay of the character.
Rhin Valim’s values are:
“Work with what you have, not with what you wish you had.” Rhin is used to making do with whatever is available, as the Bajoran militia was hardly a well-equipped force. It’s great to have the right tool for the job, but sometimes you need to use a rock because you don’t have a hammer. Starfleet has all the hammers anyone could ever need. Rhin’s still not used to that.
“Put faith in yourself. It’s the only thing worth believing in.” Rhin doesn’t put faith in a higher power or the promises of politicians, because he’s seen what those amount to: nothing. If you don’t do it yourself, it won’t get done. Don’t trust anyone or anything to act in your best interests. Only you can do that.
“No one gets left behind.” This one is pretty self-explanatory. Rhin will go out of his way and risk life and limb for his fellow soldiers, even if he doesn’t particularly like them. As much as possible, the wounded get evacuated, bodies get recovered and identified, and most of all, prisoners get rescued.
“Improvise. Overcome. Adapt. Or die.” Again, pretty self-explanatory. Don’t stick to a plan if it isn’t working. There’s nothing noble about getting killed because you were too stupid to zig when someone commanded you to zag. This value is probably why Rhin hasn’t advanced much in rank; he’s not afraid to buck the chain of command if it means saving lives, including his own.
As stated above, you can also challenge a value if it’s dramatically appropriate, and if successful, you can get big results just as if you had invoked it. For example, let’s say Rhin was in a situation where he was faced with trusting someone he didn’t know. Normally, because of his “put faith in yourself” value, he wouldn’t be able to do that, and he’d have to fend for himself. But what if I challenge it instead of invoking it? Rhin takes the chance and gets the bonus, but then I would have to cross out that value and choose a new one. People change.
Sadly, I never got to play this character. Maybe one day I will. I think he could be interesting, as he clearly lacks the mindset for Starfleet; but could be an asset to the right crew. He’s a lot like Major Kira Nerys at the beginning of Deep Space Nine, only Kira had her faith in the Prophets to guide her decisions. Rhin doesn’t. It would be fun to see how he reacts to serving alongside someone similar.
This is a character I created for an online game of Star Trek Adventures. The game never ended up happening; but I thought I’d share him here anyway. In this first post, I’ll detail the character’s back story. In the next post, I’ll discuss a bit about his Atributes, Disciplines, Talents, Values and Focuses; all of which play an important part in Star Trek Adventures.
Rhin Valim was born to artisan parents in Kendra Province on Bajor. His mother was a potter, his father a landscape architect. Perhaps Rhin Valim could have been talented in one or the other, but he never got the chance. When he was four, the Cardassians came to Bajor. Once your planet is occupied and your family is sent to a labor camp, pottery and flowers seem a lot less important.
Unlike most Bajorans, Rhin Valim is not a man of faith. He believes the Prophets, if they even exist, stopped caring about Bajor long ago. For his part, Rhin stopped caring about the Prophets when he was ten. By then, he was an orphan; and not a single prayer or appeal to the Prophets had ever done him or anyone else he knew any good. Now that their supposed “Emissary” is a Starfleet Commander in charge of a former Cardassian labor camp/mining station, he can’t understand why no other Bajorans can see the absurdity of their entire religion. The Prophets never did a damn thing for Bajor, certainly not in recent history.
Who actually did something for Bajor? He did. Rhin Valim, and those like him in the Bajoran Resistance. The Resistance is who liberated Bajor, one dead Cardassian at a time; not the Vedeks, or the Kai, or the Prophets. At least some of the Vedeks were Resistance fighters. The Prophets were nowhere to be found.
Once the Cardassians withdrew, Rhin was dismayed to see the various factions of the provisional government quickly degenerate into a disorganized mess, praising the Prophets for their liberation while securing their own power bases. If it weren’t for the Federation, the Cardassians never would have left; and Rhin would still be avenging every Bajoran who was beaten, raped, murdered or worked to death in a filthy camp by a Cardassian overseer. Rhin long ago lost count of how many Cardassians he has personally killed.
It’s a large number, and he doesn’t regret a single one.
Like all Bajorans who weren’t collaborators, Rhin is grateful for the Federation’s help in ending the occupation. But he knows the Federation had a vested interest in keeping the Cardassians off of Bajor; and since the discovery of the wormhole, that determination seems to have increased. Rhin Valim joined Starfleet because he couldn’t stomach working for the Bajoran Provisional Government, not out of love for Starfleet. For now, Starfleet’s interests align with his; but he is no career soldier. He has no interest in rising through the ranks, and little use for exploration and discovery when his home world is still very much under Cardassian threat.
Because of the skills he learned in the D’arana Resistance Cell, Rhin Valim was best suited to Security Division. Rhin already knew how to fire a phaser and check an ID; and he knew how to hit someone and make it hurt. His instructors at the Academy were impressed.
Unbeknownst to them, though, he also knew how to defeat security systems, jury-rig explosives, extract information from those unwilling to impart it, plan and execute an ambush so that not a single target got out alive, blend into the surrounding terrain and/or population to escape detection, sabotage a power generator, blackmail an asset, infiltrate a high-security outpost, and silently and effectively murder a Cardassian Gul in his bed while his wife slept peacefully beside him.
Skills not taught at Starfleet Academy, but learned at great cost in the Bajoran Resistance.
Rhin Valim is a quiet man with few friends, not because he is difficult to get along with; but because he is extremely focused on survival, even now. He knows how quickly things can change for the worse. Although not obvious, he constantly scans his environment for threats and takes the measure of his companions early and often, taking nothing for granted, not even food and basic necessities, things that should not be a concern for a member of Starfleet. At Lieutenant Jr. Grade, he is a low-ranking officer; but despite this he likely has a better understanding of the capabilities of the individuals on his team than they have of themselves. Rhin’s opinions on the Prophets of Bajor are not popular among his own people and he does not go out of his way to share them; but neither does he wear the traditional earring symbolic of the Bajoran faith. Likewise, despite the inclusivity that Starfleet tries to instill in its recruits, Rhin Valim hates Cardassians. All Cardassians, without exception.
Four posts with no miniatures? This will not stand! Let me fix that…
In December, I usually focus my attention on my “side pile”, i.e. those unfinished and partially-painted miniatures that have accumulated off to the side of my workspace over the course of the year. Some have been primed, others basecoated; some have just a dab or two of color on them from when I squeezed out a bit too much paint and didn’t want to waste it. There they indefinitely sat, clogging my workspace and staring at me accusatorily; until finally, a few years ago, I made the conscious choice to clear the workspace. It’s worked out great.
Yeah, well…I didn’t do that last month.
I painted a LOT of Star Trek miniatures in 2020; both Modiphius miniatures and Heroclix repaints. Since I started playing Days Gone last month, I simply haven’t had the motivation to paint as much (funny how most of my hobby dry spells coincide with periods of video game obsession). But I only had a few Star Trek miniatures left, and I was bound and determined to get them all done by the end of the year.
I have succeeded. First up: the Heroclix repaints.
I picked up these Heroclix to supplement my Modiphius Romulans. They’re not perfect, because I didn’t remember what paints I used way back when; but they’ll do.
Next, I did the same with these Klingons. Everyone can use more Klingons, and I have plans for these guys…
Sadly, I only managed to get my hands on two Heroclix Cardassian soldiers. I repainted the TNG-era brownish uniform to DS9 black, since I like it much better.
Next, some Ferengi salvage crew, and Daimon Bok. These miniatures are obviously based on the early TNG costuming, which was…well, pretty fucking awful. Don’t believe me? Here’s what the Ferengi uniform was on TNG:
Yikes. I’m guessing most of the show’s first-season budget was blown on special effects, because that looks like medical scrubs and cheap carpet. Dig those fur booties.
Finally, the last of the Heroclix: I did a couple of TNG character repaints: Geordi, Worf and Lt. Barclay; as well as a couple of generic TNG-era Starfleet crew.
I repainted Mugato and some Talosians, as well as a whole bunch of generic Starfleet crew for the TOS era.
Moving on, I finally finished the last Modiphius set: the Iconic Villains. I have a lot of opinions about this set, and let’s start by saying I would never have bought it if I didn’t find it on Amazon for an obscenely low price (like $18 or so). The truth is, I didn’t need or want most of these miniatures, and I think there were a lot of better choices available for the “iconic” Trek villains. Let’s go through them, best to worst. These are my opinions, of course…your mileage may vary.
First: Locutus, Lore, and the Borg Queen. All of these are solid choices for iconic villains. What’s more, Modiphius made a Borg Collective miniature set and the Next Generation Bridge crew and TNG Away team, which makes them easy to use in a miniature wargame or for their Star Trek Adventures roleplaying game. I have no issue with any of these. Love them.
Next: Gul Dukat. He’s a great sculpt, and my personal favorite villain in all of Star Trek; so of course I’m happy to have him. The problem is that Modiphius hasn’t done the Deep Space Nine station crew yet, and also hasn’t done any Cardassians (both of which I’m DYING for); so, he’s of limited gaming utility at the moment. Still, he’s Gul Fucking Dukat, and he’s holding Sisko’s baseball, so I can’t complain too much; although it would be really nice if Modiphius made those other sets soon. In the meantime, I think they could have included a villain that would better compliment the sets they have already released.
Next: Q, in his judge’s robes. As far as iconic villains go, Modiphius would have been remiss not to include Q. BUT: why would you need a Q miniature? Q can do anything and is pretty much invulnerable and omnipotent. I get I’m nitpicking here. Star Trek Adventures is a roleplaying game, and anyone using miniatures for that purpose may have need of a Q miniature simply to show where he’s standing at any given time. But it’s not like Q needs to worry about things like difficult terrain or line-of-sight. He doesn’t need to worry about cover saves. He’s Q. Like I said, Modiphius kinda needed to include him, but the miniature is of limited use in a game setting, particularly a wargame. Also, although the judge’s robes are cool, I would have liked to see him in a Command uniform. But that’s me.
Next: the Gorn Captain. Calling him an iconic villain is a bit of a stretch to me. Also, since he’s the only Gorn miniature made by Modiphius (kinda like Gul Dukat is the only Cardassian), unless you want to replay the classic TOS episode Arena, there’s no point in gaming with him. Meh.
Finally, for some inexplicable reason, Modiphius decided to include two Star Trek movie-era villains: General Chang, and KHAAAAAAAAN!!!!. Why they did this when they haven’t released the movie-era TOS crew is frankly baffling to me.
As for General Chang, he’s my least favorite miniature in the set; not because he’s a bad sculpt, but because I’m at a loss as to why he’s here. Sure, he was the bad guy in Star Trek VI, and he was ably played by Christopher Plummer, and he’s a Klingon. And…I got nothing else. Who the hell was asking for a General Chang miniature? Again, the fact that he’s from the movie era and Modiphius hasn’t released any movie-era miniatures makes his inclusion perplexing.
Finally, arguably the MOST iconic Star Trek villain, Khan definitely deserves to be here. His sculpt is pretty good overall, although I don’t think he needed to be clutching a Ceti eel (it looks kind of silly). While Khan should definitely be included, they should have made the younger version of him from “Space Seed” to work with the current TOS Enterprise crew and landing party sets. (Heroclix made a young Khan, but he’s a rare miniature that fetches about $50 on the secondary market; or, as I like to call it: “fuck that expensive”.)
So, aside from replacing old Khan with young Khan, who do I think should have made it into the set instead of Chang, the Gorn Captain, and (even though I love him) Gul Dukat?
Gowron. Played by “Crazy Eyes” Robert O’Reilly in 11 episodes of Star Trek: TNG and DS9, Gowron is definitely an iconic villain who should be here. I am personally offended that he is not, because how can you not love Gowron?
Lursa and B’etor: The Duras Sisters are also recurring antagonists in TNG and DS9 before finally meeting their end in Generations (spoiler alert). Both of them would be welcome.
Sela: The Half-Romulan daughter of Tasha Yar would be a welcome addition, too; although Modiphius seems to have had her in mind when designing the Romulan set. The commander is female, and can easily be painted as Sela. (In fact, I did just that, as you know because you followed my link to the Romulans above.)
Harry Mudd: One of the only recurring characters on TOS, Harry Mudd would be an awesome addition to the set. I love both Mudd episodes (Mudd’s Women and I, Mudd“) and would love it if someone made a miniature of him!
These are my choices for iconic villains that compliment sets already released by Modiphius. Assuming they release DS9 and Voyager crews down the road; who should make it into Iconic Villains 2? (I’m not including Enterprise because I’ve only seen the first season and honestly don’t know if there are any iconic villains to include.)
From Deep Space Nine: Kai Wynn (of course), Weyoun, Damar, the Female Changeling, Enabran Tain, Minister Jaro, Liquidator Brunt and Michael Eddington; from Voyager: Seska. (She’s the only one I can think of, and the only recurring villain other than the Borg Queen, and she’s already been done.)
I actually completed a project! I’m happy to say I’m done with Star Trek for now. I have no more Trek miniatures to paint, although I do have a couple of bridge scenics to get to, courtesy of Wargames Terrain Workshop.
The crew returned from the Shakedown Cruise of the U.S.S. Adventure two months ago. Since then, the vessel has been docked at the Denali substation at Outpost 51 pending an inquiry into the loss of Captain Boardman and the subsequent actions taken by Commander Logan, particularly those that caused a diplomatic incident with the Cardassian Union and the Ferengi Alliance. The ship received minor repairs, mostly cosmetic; while the data collected on the mysterious alien vessel was analyzed and processed. The Maquis agents discovered at the mining colony were sent to Security for interrogation.
The Adventure‘s captain’s chair remained vacant while Starfleet conducted an inquiry. Over the next few weeks, all senior staff and department heads were interviewed by a panel of four of Starfleet’s top brass. The panel was chaired by Admiral Alynna Nechayev, and consisted of Fleet Admiral Shanthi, Admiral Owen Paris, and Captain Tomek.
It was not a trial, at least officially; but it sure felt like one. One by one, the officers were all called before the panel to give statements on their role during the maiden voyage of the U.S.S. Adventure. They faced some hard questions, particularly from Admiral Nechayev, who lived up to her reputation for being no-nonsense, tough-as-nails, and–quite frankly–scary.
“So, to be clear,” she said at one point, “On her very first mission, the Adventure lost her Captain and her Chief Science Officer, both of whom seem to have been mentally unbalanced; and managed to provoke and antagonize both the Cardassians and the Ferengi, both of whom are demanding concessions and satisfaction from the Federation. Sounds like a resounding success.”
Despite this, Admiral Nechayev seemed mostly concerned with the Cardassians; what they were doing, why they crossed into the Neutral Zone, and what the crew’s opinion was of the Cardassian officers they interacted with: Legate Jabrel and Gul Drazel. Fleet Admiral Shanthi and Admiral Paris questioned Commander Logan’s decisions and the decisions of Captain Boardman, up to and including his rash decision to abandon ship on a seemingly suicidal mission. They asked if there was any warning of Boardman’s tenuous mindset beforehand; any indication that he should have been relieved of duty by his First Officer ( Commander Logan) or by the Chief Medical Officer. They also asked about Chief Science Officer Shazak Fulexian; wondering aloud how anyone so unstable could be tapped to lead the science department on a Federation starship.
Throughout the proceedings, Captain Tomek said very little. In fact, he seemed to accept the official version of events presented at face value.
Eventually, the discussion turned to who would captain the Adventure now that Boardman was gone. As a new, Akira-class vessel; the Adventure would need a strong captain. Although Commander Logan assumed command under dire circumstances, was she the right person to sit in the captain’s chair permanently?
Admiral Nechayev made the case that Commander Logan is known to the Cardassians now; that putting her in command of the Adventure may be sending a message to the Cardassians that “cowboy diplomacy” is an option that is on the table, should it be required. This term elicited a collective chuckle from the three admirals; but predictably, Captain Tomek, a Vulcan, showed no reaction. Rather, he began to speak.
“I feel it is necessary to remind everyone that I never supported the decision to give Captain Boardman command of the Adventure.”
Fleet Admiral Shanthi sighed. “Gloating doesn’t become you, Tomek.”
“Gloating is something humans do,” said Tomek. “It is illogical to take pleasure in the knowledge you were correct when your counsel went unheeded, nonetheless. Rather, it is more productive to consider a future course of action in light of past lessons. I merely state that I believe now, as I did then, that there are better candidates for command of the Adventure. Commander Logan has exhibited sound judgement and has performed her duties competently. But she is not the best choice.”
Admiral Paris spoke up: “I feel like we’ve discussed this before.“
“That is because we have discussed it before,” Tomek said. “Ronan Lyko should captain the Adventure. It is only logical.”
“Captain Lyko commands the Ostrander,” said Admiral Nechayev.
“An antiquated, Cheyenne-class vessel, well past its prime,” said Tomek. “His abilities and experience would be better utilized in command of the Adventure.”
Fleet Admiral Shanthi cleared her throat. “After Wolf 359, Captain Lyko was offered his choice of vessels. He has made his feelings on the matter clear. He wishes to remain in command of the Ostrander.”
Tomek looked at each of the admirals in turn. “It is my understanding that Captain Lyko’s is still a Starfleet officer, and thus subject to assignment, regardless of his personal wishes.”
“Might I suggest we table this conversation for now?” Admiral Nechayev rang the bell to adjourn the inquiry. “This inquiry has concluded. You will be notified of our findings within a few days.” Everyone slowly filed out of the room.
The Adventure was docked for the duration of the inquiry; thus the senior staff was assigned to other duties around Outpost 51 and the Denali substation until it was concluded. Lieutenant Kl’rt Beta, Helm Officer, had to content himself with piloting shuttlecraft between the outpost and the substation, carrying personnel and cargo back and forth. It was a big step down from being at the conn of an Akira-class starship. Since all he really did was pilot the Adventure, his actions weren’t in question as far as the inquiry panel was concerned. His testimony was brief, merely verifying the version of events as presented by Commander Logan and the ship’s own combat data.
Chief of Security Daris Pak had a bit more to account for. She was in charge of the tactical station; so it fell to her to explain every phaser blast and photon torpedo launched during the course of the Adventure’s clash with the Cardassians and Ferengi. Until the Adventure was flying again she was assigned to menial duties aboard the Denali docking substation; cargo inspections and routine security details: a complete waste of her talent and ability. She supplemented her time by teaching self-defense classes to enlisted personnel who would likely never have need for her training. One of her classes was disrupted by a few rowdy Klingons who scoffed at Starfleet security training, since it emphasized de-escalation and non-injurious conflict resolution. Commander Pak took the opportunity to instruct one Klingon in particular about the danger of underestimating an opponent.
Chief Engineer Suvak was most worried about retaining his post aboard the Adventure; not because of anything he did or failed to do; but rather because he never would have been assigned to the Adventure in the first place if it wasn’t for Captain Boardman. Boardman was a strong advocate for the Vulcan, despite the fact the Suvak had spent decades in an alternate dimension. As a result of a transporter accident, he was now somewhat behind as far as current Starfleet technology was concerned. Nonetheless, Boardman saw something in Suvak that made him pass up more qualified candidates in favor of the Vulcan. In light of his obvious mental instability, would Boardman’s favor ultimately harm Suvak?
Suvak decided to spend his time as productively as possible. He proposed some modifications to the Adventure: remove the extensive shuttle bays in favor of improved power systems. After all, the Adventure didn’t need two runabouts and six shuttlecraft. It seemed destined for a more martial role; improved power systems would ensure the ship had power to phasers when it needed to fight, or power to warp drive when it needed to flee; and it would still allow Adventure to carry one runabout and three shuttlecraft. HIs proposal was accepted. He and Chief Station Engineer Malcolm Khofi spent most of the two months overseeing the modifications.
Commander Logan, meanwhile, was temporarily relieved of command duties while the Inquiry was ongoing. When not answering the panel’s questions, she spent most of her time in her quarters, wondering if she made the correct decisions in light of what had occurred. She was confident she had; in hindsight, she would not have done anything differently. She did not know either Captain Boardman or Commander Fulexian well, nor was she a counselor. She had no way of predicting their aberrant behavior.
She received an unexpected visit from Captain Tomek, who came to her quarters to inform her that the Maquis operative, Hoddek, had finally cracked under interrogation and was giving up some valuable information. Tomek was on his way to the Denali substation to meet with Kalar Duren, the Betazoid interrogator who was questioning Hoddek, and wanted Logan to accompany him. Duren was both Counselor and Chief of Security aboard the substation, dividing his time between the two positions as needed. Tomek seemed to hold him in high regard.
Tomek and Logan met in shuttle bay 3 an hour later to find Lieutenant Beta awaiting them. It was the first time Logan had seen her helm officer since the Adventure’s return. Beta flew the two senior officers to the substation, where he left them to pass some time playing dom-jot with Master Chief Engineer Holt Belmont, a likeable enlisted man whom everyone–including Beta–seemed to owe a favor. Along the way to the interrogation room, Logan picked up Commander Suvak, who took the opportunity to brief Logan on the modifications to the Adventure as they walked. All three arrived at the Security Office to find Lt. Commander Pak was there already, checking her duty roster.
Suvak, Pak, Logan and Tomek met with Kalar Duren to hear the results of the interrogation. Hoddek revealed that a high-ranking individual operating around Deep Space Nine was a key Maquis agent. He claimed not to know the person’s identity, and Duren believed him. Still, it wasn’t long ago that Lieutenant Commander Calvin Hudson had deserted Starfleet to join the Maquis; causing a significant amount of damage and security risk. Tomek recalled that Hudson was a personal friend of Commander Benjamin Sisko. Now, news of another high-ranking Maquis operating around Deep Space Nine was of great concern, and a bit too coincidental for the Vulcan’s liking.
Upon leaving the Security Office, Tomek pulled Logan aside. “I see no need to draw this out. The panel has decided that you are to retain command of the Adventure. Congratulations, Captain Logan. Unfortunately, there will be little time for formal recognition. Please ensure the Adventure is ready to depart, and make any changes to your personnel as you see fit. We leave for Deep Space Nine in three days.”
Logan saluted Captain Tomek, who returned the gesture solemnly. “Thank you, Captain.” She said. It sounded odd to her, not having to call him “sir” any longer.
Word of the Adventure’s destination spread rather quickly as Logan assembled her crew. Over the dom-jot table, Holt Belmont grinned at Lieutenant Beta. :So,” he said, “I hear you’re back behind the wheel, headed to DS9.”
“That’s what they tell me,” said Beta.
Belmont’s smile widened. “Beta, buddy…I was wondering if you could do me a favor…”
After a brief hiatus to play some D&D 5th edition, I have started up my Star Trek Adventures campaign again. While preparing to document the continuing adventures of the U.S.S. Adventure, I realized I had left the story hanging several months ago, and never returned to it. Sure enough, in my unpublished WordPress posts, there was this account of our last gaming session: the end of the “Shakedown Cruise” of the U.S.S. Adventure, The Big Sleep: Conclusion. If you need a recap, the story immediately preceding this can be found here.
So, to resume:
Aboard the alien cylinder, Commander Fulexian was losing his patience. Despite his best efforts, the hatch to the interior of the object remained inaccessible. To make matters worse, the Cardassian boarding party was on its way to the away team’s location. Soon they would be trapped between them and the hatch. The Andorian was the Adventure’s science officer, not security chief; but even he could see that this was not a strategically advantageous position to maintain.
He ordered the team withdraw to avoid contact with the Cardassians. They would likely have no more luck accessing the hatch than he had, anyway. The Cardassians pursued the away team, pausing just long enough to vaporize the helpless Ferengi salvage crew in retaliation for the attack on their ship, when a stroke of luck occurred: the outer walls of the cylinder shifted suddenly, cutting of the Cardassians from the away team. With a little more room to breathe, Fulexian ordered his team to resume their exploration.
Meanwhile, aboard the Adventure, Lieutenant Beta informed Commander (now Acting-Captain) Logan that the Cardassians had some reinforcements on the way…three Hideki-class cruisers were entering the system, course uncertain but probably bound for the cylinder. The odds were changing, and Logan knew she needed to protect the science outpost as her primary duty. She ordered Beta to lay in a course to intercept the Sindral before Gul Drazel could reach New Coriolanus.
The conflict was swift and decisive. Gul Drazel was not inclined to further discussion, especially since once the Adventure gave chase, the Ferengi took the opportunity to destroy the helpless Cardassian ship. The Sindral fired on the Adventure, but the shields held. In response, Lieutenant Commander Pak targeted the Sindral’s weapons and engines with the phaser arrays. The shots blew through the Cardassian shields, disabling the vessel and leaving it adrift. Commander Logan berated Daimon Nogrix (who had returned to the bridge) for the cowardly actions of his crew and banished him from the bridge once again, while the crew of the Adventure took the brief respite to restore power and repair the shields before the Cardassian reinforcements arrived.
It was then that Lieutenant Beta informed Commander Logan that there was another Cardassian vessel on a course to the system, Legate Jabrel’s ship: the Ma’bran, a Keldon-class destroyer, bigger and more heavily-armed than the Sindral. To make matters worse, some kind of dimensional disturbance was forming several million kilometers away from the cylinder’s present position, directly in its path.
Aboard the cylinder, the away team discovered a strange anomaly of thier own. There was some kind of portal opening in the very corridor they were presently exploring. Wasting no time, and in accordance with his value “Defeat Ignorance”, Commander Fulexian ordered the away team through the portal. They arrived in the vast expanse of the interior of the cylinder, somehow separated from where they were by a dimensional barrier.
The away team found themselves surrounded by crisscrossing lattices and struts containing row upon row of smooth, ovular pods made from the same alien metal that seemed to defy tricorder classification. Although there were no life signs present, both Lieutenant Suvak and Ensign Tamral could sense the pervasive presence of a great many consciousnesses, all utterly alien and incomprehensible. Scans of the pods revealed there was indeed organic matter inside; but matter that showed no signs of life or decomposition. After several more scanning attempts, they were able to determine the pods contained vaguely humanoid forms, roughly 2.5 meters tall, with long limbs and featureless faces.
There was no power to any of the pods; or indeed, to anything in the cylinder, so far as they could tell. If these were stasis pods, they were not being maintained by any conventional means. The away team was metaphorically and literally in the dark.
Repeated attempts to reach the collective consciousness, either telepathically or empathically, had failed. Commander Fulexian, thoroughly frustrated, made the decision to open one of the pods, heedless of the possible consequences or ramifications. He simply had to know…
Meanwhile, the Adventure’s readings of the alien cylinder showed something alarming: it was beginning to accelerate, heading straight towards the now fully-formed dimensional rift. It would pass through it in a little under ten minutes, taking the entire away team with it unless Commander Logan could get them back aboard Adventure in time. The Sindral was disabled, and the Prized Possession was soon to have its hands full with the Cardassian reinforcements. For the time being, New Coriolanus was out of danger. She ordered the Adventure to close with the cylinder and beam the away team back, once they were in transporter range.
“Open it up,” ordered Commander Fulexian. The rest of the away team exchanged glances.
“But, sir…” protested Ensign Tamral, “we don’t have enough information..”
“I said open it!” yelled Fulexian, his Andorian antennae quivering. But before anyone could do anything, the entire away team was beamed back aboard Adventure to be met by the smiling face of Transporter Chief O’Malley.
“I got ’em, Commander..er, I mean, Captain,” said O’Malley.
“Good news,” said Logan. “Away team, report to your posts.”
The away team filed out of the transporter room. All except Commander Fulexian. He pulled his phaser and shot O’Malley, stunning the hapless transporter chief. Then he hurriedly set the transporter controls to beam himself back aboard the cylinder.
He had to know.
By the time Commander Logan got word of Fulexian’s actions, it was too late. Defying physics and logic; and seemingly without any known propulsion system; the cylinder accelerated to warp speed and entered the rift. It closed seconds later, taking both the alien cylinder and Chief Science Officer Shazak Fulexian with it.
All that was left was to mop up. Daimon Nogrix was beamed back aboard his ship, the Prized Possession. Since there was no profit to be had now that the alien cylinder was gone, and since he was soon to be facing three Cardassian corvettes and a Keldon-class destroyer on his own (Commander Logan made it clear he could expect no further assistance from the Adventure), he made the tactical decision to withdraw, vowing to report the actions of Captain Boardman and Commander Logan to his government. Legate Jabrel’s ship, the Ma’bren, went to the aid of Gul Drazel’s ship, the Sindral; while thethree corvettes pursued the Ferengi. The Adventure took up a protective position around New Coriolanus, warily watching the Cardassians; but once repairs were complete, the Cardassians left the system without a word. Strange.
The Adventure remained in orbit around New Coriolanus until a small detachment of Federation ships arrived. These ships would maintain a presence in the system to ensure the Cardassians didn’t return. With the safety of the science outpost sorted, Commander Logan ordered the Adventure to break orbit and return to Outpost 51.
My latest Modiphius Star Trek set is one of my favorites: The Next Generation Away Team. Like the Original Series Landing Party, you get a pair (one male and one female) of Vulcan, Human, Denobulan, Tellarite and Andorian miniatures, for a total of 10 crewmen you can customize by Division as you see fit. Of course, ten is not evenly divisible by three, so you have to pick which uniform color you want to assign to the extra miniature. Once again, I chose the blue shirts (Science and Medical Division), which is weird, because I distinctly remember telling myself I needed more gold uniforms (Security and Engineering). Not sure how that didn’t happen. Must have been my subconscious at work.
This is a good set. Putting aside my problems with Modiphius in general, the poses are good and the miniatures look great. I have no complaints. These sculpts look a lot better than the TNG bridge crew, which was a real missed opportunity for Modiphius, in my opinion.
My favorite miniature is the male Andorian I’ve painted as a security officer; followed closely by the Human female to the left (I painted her in Command red). My least favorite is the female Tellarite (same as it was in the TOS set), but it’s still a perfectly fine miniature and it’s not like I hate it.
This brings my Star Trek painting almost to a close. I only have 5 more Modiphius Trek miniatures to paint, and they’re all from the “Iconic Villains” set. With the exception of Gul Dukat (my favorite Trek villain), I have no immediate need for any of them (and probably no long-term need, either), so they’re pretty low on my priority list at the moment.
I still hope to get one more submission in for Forgotten Heroes by month’s end, so check back soon!
With the Cardassians powering up their disruptor banks and the Ferengi vessel responding in kind, things were not going well. Remarkably, Commander Logan managed to convince the leaders of both ships to meet aboard the Adventure, to see if they could somehow resolve their differences without armed conflict.
Daimon Nogrix and Gul Drazel met across the table in Captain Boardman’s ready room. Commander Logan took the lead and tried to negotiate a peaceful resolution, mindful of her own away team aboard the alien cylinder. Nogrix began to angle for the best deal he could, a deal which would include, ideally, sole possession of the object and the protection of the Adventure. It soon became clear that Gul Drazel had no intention of negotiating anything. He once again insisted that the mysterious object was the property of the Cardassian Union, and that he fully intended to destroy the Prized Possession for their previous attack on a Cardassian vessel. Staring daggers at Nogrix, Drazel abruptly declared that the meeting was over and left the room, transporting back to his flagship, the Sindral.
This left Nogrix alone with Captain Boardman and Commander Logan, a situation he found to his liking, at least until Lieutenant Beta informed the Captain that the Sindral had broken ranks with the other two Cardassian ships and set a course inbound towards the science outpost on New Coriolanus. While the crew discussed this development, the other two Galor-class ships powered up their weapons and opened fire on the Prized Possession.
Meanwhile, aboard the alien cylinder, Commander Fulexian had his hands full; a Ferengi salvage team had covertly beamed aboard and had taken up positions around the away team. The crew was not prepared for an assault, as they weren’t expecting any trouble when they initially transported over. Acting quickly, Lt. Commander Suvak decidd to modify the mass spectrometer to emit a high-frequency sound wave, inaudible to the crew but overwhelming to sensitive Ferengi ears. Assisted by Chief Specialist J’zhara, Suvak managed to make his engineering modifications successfully. The entire Ferengi salvage team collapsed, stunned!
Fulexian gave orders and the Ferengi were quickly disarmed. With this threat dealt with, he turned his attention back to the hatch. He could find no obvious way to open it, and it defied brute force attempts. While they searched for a solution, Suvak and Ensign Tamral tuned their attention to the mysterious consciousnesses they could sense all around them. It’s was as if they were in a darkened theater; aware of the other patrons and hearing their whispered conversations, but they could not make out any meaning or message.
Suvak decided to attempt communication by means of a Vulcan mind-meld. As there was no physical being present, he attempted to meld directly with the cylinder. Ensign Tamral assisted him with her empathic abilities, but the mind-meld was unsuccessful, revealing only that the consciousnesses aboard the cylinder were concentrated behind the hatch, deeper within the object, despite there being no detectable life signs. They didn’t have much time to ponder this, however; as Ensign Tamral sensed the presence of a more immediate problem; a team of Cardassians just transported over to the cylinder. Their intentions were most definitely hostile.
Understanding the Sindral posed a threat to the Federation science outpost, Captain Boardman leapt into action. Leaving Commander Logan in command of the Adventure, he took the remaining runabout, the Yoruba, and set off in pursuit of the Sindral. His intent was to evacuate the science outpost using the Yoruba and the runabout they left at the outpost. It was a really stupid plan, and Boardman was never seen again. Most likely he’s counting lights in a Cardassian prison somewhere.
(The group had previously discussed getting rid of Captain Boardman and promoting Commander Logan to captain, as Boardman was more of a hindrance than an asset to group play. My reasoning for having an NPC captain is because I wanted to avoid having one player dictate the actions of all the characters. My heart was in the right place, but Boardman just got in the way. I was going to kill him off in the coming battle, but the group decided his fate for me. This was much funnier.)
The Ferengi Marauder traded fire with the two Cardassian ships. Commander Logan ordered Red Alert status and Lt. Commander Pak raised shields. Unfortunately for everyone, Daimon Nogrix was still aboard the Adventure, not having had an opportunity to transport back to the Prized Possession before both ships raised shields. He immediately made himself a nuisance on the bridge. I spent some Threat to add the Scenic Trait: Annoying Ferengi on the Bridge. Nogrix’s presence would make any Tasks the bridge crew might attempt more difficult for as long as this Trait was in place.
Fortunately for Commander Logan, this wasn’t for long. Lt. Commander Pak, Chief of Security, politely escorted the Ferengi from the bridge after overwhelming him with her formidable presence. In Main Engineering, Ensign Mokta (a supporting character, as Chief Engineer Suvak was on the away team) tried to scan the Galor-class ships for weaknesses. In response, one of the Cardassian ships fired on the Adventure, taking a good chunk out of her shields. But the shields held, and the ship suffered no damage.
In response, Lt. Beta ran an attack pattern, setting up a counterattack. Commander Logan ordered Pak to fire the phaser arrays, targeting the Cardassian ship’s engines. The blast crippled the ship, knocking out the shields, disabling the engines and causing a further breach to the sensor systems. The Cardassian ship was effectively dead in space.
Before the other Cardassian ship could come about, Logan ordered the launch of the rapid-fire torpedo launchers, full spread. The resulting damage was devastating, annihilating the other Galor-class vessel in a fantastic explosion.
Commander Logan was now faced with a dilemma: pursue the Sindral, and leave the away team unprotected; or remain with the cylinder and leave the outpost to the mercy of the Cardassians. Meanwhile, Lt. Beta reported the Prized Possession was largely undamaged and about to make a run at the helpless Cardassian cruiser. Logan hailed the Ferengi vessel and warned them off, but not before Nogrix returned to the bridge and insisted the Adventure finish off the Cardassians.
Logan ignored him, and set off in pursuit of the Sindral, hoping to catch it before Gul Drazel could use the science outpost as a bargaining chip in pressing his claim to the mysterious object. Once again, hailing frequencies were opened.
Gul Drazel promised Logan and the crew that they would regret their interference in this matter and their decision to assist the Ferengi. He knew all about the Adventure from Legate Jabrel, who informed every Cardassian vessel in the sector of their previous treachery involving the Maquis. Logan reminded Drazel that he was leaving behind Cardassian soldiers to die, as the Ferengi were unlikely to show them any mercy if the Adventure had to chase the Sindral. Drazel stated flatly that death in service to the state is the highest honor a Cardassian can achieve. With a wicked grin, he said he hopes the scientists on New Coriolanus feel the same way…
The away team beams back up to the Adventure, which breaks orbit around New Coriolanus to investigate the strange object detected on the fringes of the system. On the viewscreen, the object is revealed to be a featureless cylinder (I know what you’re thinking, but that’s where the similarities end), roughly 2 km long by 1.2 km in diameter. It is moving quite rapidly, but is not moving at warp. The cylinder is rotating around its central axis. Its present course and speed will take it into orbit around New Coriolanus in 3 standard days.
Hails to the object are unanswered. Scans reveal it is hollow; spinning at a rate of .86 rotations per minute, with a rim velocity of 104 m/s. This would, theoretically, create artificial gravity inside the object approximate to standard Earth gravity. The method of propulsion is unknown. There are no readings that would indicate atomic, ion or chemical engines; and, although moving fast, the object is not moving at warp. There are no life signs detected inside.
Commander Logan forms an away team to investigate, consisting of Commander Fulexian (Science Officer) and Lieutenant Commander Suvak (Chief Engineer); accompanied by two supporting characters: Chief Specialist J’zhara (Engineering) and Ensign Mara Tamral (Medical Officer). Commander Logan remains aboard the Adventure to assist Captain Boardman. Lieutenant Beta likewise remains at the helm. The away team brings along a mass spectrometer in addition to their tricorders, to better evaluate and analyze any samples taken from the mysterious object.
The team beams aboard, arriving inside to find themselves in a long, featureless corridor. Tricorder scans reveal that the vast emptiness of the interior of the cylinder is above them. They are traversing the interior surface of the object. It is eerily silent and completely dark. There is no hum of machinery, no vibration of engine operation to be felt. The crew’s voices do not echo, as would be expected. The walls, floors and ceilings have no adornment or markings on them at all, and are made of an unknown metal. The corridor they occupy seems to tun the entire length of the cylinder, with many branching and intersecting passages. Exploring them would take months.
While the team gets it bearings, Suvak, a Vulcan, and Ensign Tamral, a Betazoid, both feel that they are not alone. Despite their tricorders registering no life signs aboard, the two officers can feel the presence of many consciousnesses, utterly alien and incomprehensible.
Meanwhile, outside the strange object, a new arrival to the system drops out of warp. A D’Kora-class Ferengi Marauder, the Prized Possession, hails the Adventure. Appearing onscreen is the huge face of a Ferengi, who identifies himself as Daimon Nogrix. Nogrix claims “sole and proprietary salvage rights to the…object” under the Ferengi Salvage Code. This allows him to take possession of any abandoned property. He discovered this “thing” several days ago and staked a claim to it then, but “circumstances developed” he had to leave the area. Now, he has returned, and he wants his property.
Technically, it’s not the captain’s responsibility to determine what is and isn’t abandoned property, or to regulate trade agreements; but Captain Boardman (played by Zach in this particular scene, as his primary character, Suvak, is aboard the object) immediately denies the Ferengi claim without so much as a hearing.
Predictably, this angers Nogrix. He claims to be “very important” in the Ferengi government, and implies that dire consequences, perhaps of a career-ending or diplomatic incident-causing nature, may result if the crew doesn’t show him proper respect and honor his claim.
Meanwhile, the away team continues to investigate the vast interior of the object. They can find no door, hatch, or means of ingress to the main area of the cylinder; and every passage seems to defy tricorder mapping. They discover that parts of the outer cylinder seem to be spinning at different speeds, which results in corridors shifting and changing constantly.
(In game terms, this investigation is an Extended Task; a series of skill checks that build a number of successes in order to complete a work track. The characters’ success rate is dictated by the difficulty of the task and opposed by a certain amount of resistance, which removes successes, costing more time. A good analogy would be to equate the work track with hit points and resistance with armor; each success removes a hit point, while each level of resistance (armor) prevents a success.)
Commander Fulexian continues to scan the interior using his tricorder, assisted by Chief Specialist J’zhara. Meanwhile, Suvak tries a different approach. Assisted by Ensign Tamral, they attempt to navigate their way around by telepathically “following” the consciousnesses they both can feel. The combination of both methods yields results. About an hour later, they discover the faint outline of a hatch in the ceiling. If accessed, this would presumably lead further towards the center of the cylinder.
Aboard the Adventure, Lieutenant Beta reports that ship sensors are detecting more arrivals to the system: three Cardassian Galor-class cruisers entering at high warp, making a beeline for the Prized Possession. Damon Nogrix hails the Adventure, and demands that Captain Boardman assist him in protecting his property from the Cardassian interlopers. Before Boardman can reply, the commander of the Cardassian squadron, Gul Drazel, hails the Adventure. He states plainly that he intends to destroy the Ferengi vessel in retaliation for a previous attack. He further states the “object” is the property of the Cardassian Union, and that the Ferengi stole it after the Cardassians staked their claim. Gul Drazel warns Captain Boardman not to interfere before terminating communications and adopting an attack formation.
Back aboard the mysterious object, Commander Fulexian attempts to access the hatch by finding its operating mechanism. Before he can, the crew hears sounds indicating new arrivals to the interior: a Ferengi salvage team taking up positions in intersecting corridors, setting up a crossfire. None of the away team are security personnel; and they are very much outgunned (especially since I spent some Threat to increase the number of Ferengi). It’s not looking good…
On Tuesday, my friends and I met via Discord/Jamboard/Roll for Your Party to continue our Star Trek Adventures game, and I must say it was pretty successful and fun all around. There were far fewer technical issues than I was expecting; and it seems we can all function pretty well gaming online. The next session is Monday, which should bring us to the end of the first mission of the U.S.S. Adventure, her “Shakedown Cruise”.
Having uncovered and shut down a Maquis resistance cell operating on an unnamed moon along the Cardassian/Federation Neutral Zone, the Adventure continued on its primary mission: delivering supplies to a remote Federation science outpost on New Coriolanus. The Adventure arrives at New Coriolanus to find a mostly empty star system orbiting a sun very much in the latter part of its life. None of the four planetary bodies can support humanoid life; even the closest planet is far too cold. Neither do they have much in the way of exploitable resources. It was a dead system of little interest to anyone, until Dr. Detog Gron, a Tellarite microbiologist, thought to use it as a staging ground for his experiments on microbes that thrive in extreme environments. Dr. Gron and his team of seven Starfleet science personnel have made remarkable achievements in the fields of microbiology and virology because of his research on New Coriolanus; as a result, other Federation scientists have sought to use the planet for their own projects. A civilian Andorian engineering team petitioned Starfleet for permission to use the facility to conduct their own experiments and was granted access.
Once in orbit around New Coriolanus, the crew hails the outpost. It’s immediately apparent that there are some domestic issues between the two research teams, as Dr. Gron and his Andorian counterpart, Dr. Therak Shrav, can barely stop arguing long enough to respond to the hail. An away team consisting of First Officer Commander Logan, Science Officer Commander Fulexian, and Chief Specialist J’zhara, an Andorian Engineering Officer, beams down to the outpost to gather more information.
The “domestic problem” on New Coriolanus is very simple. First, the scientists are all Starfleet personnel, while the five Andorian engineers are not. Second, there isn’t enough room in the facility for both teams to conduct their experiments without alternating lab time and resources, and it goes without saying that each team feels their work is more important than the other team’s. Add the fact that Dr. Gron wasn’t informed that the Andorians were even coming to New Coriolanus until their ship arrived in orbit, and it’s easy to see that nerves are frayed all around.
From the start, the two men harangue the away team with questions and demands. Dr. Gron insists that as a Starfleet officer he should be deferred to; while Dr. Shrav says since he isn’t Starfleet, he doesn’t have to listen to Gron at all. Gron complains that no one in Command ever asks the Science Division about command decisions, like forcing him to share lab space with civilian engineers; Shrav implies that now that a Starfleet ship has arrived, Gron is sure to get his way on everything. Both accuse each other of being unreasonable, stubborn, intractable and annoying.
Beneath all the vitriol, the two men want the exact same thing: a separate facility for the Andorians to run their experiments. The problem is that they resent and dislike each other so much that they can’t see that cooperation is the only way to get what they want.
First, the two sides must be convinced that they share the same common goal. Simply pointing this out doesn’t work, because they aren’t listening. In game terms, each of the men has a Trait that must be removed before any negotiation can truly begin.
Dr. Gron has the Trait: Command Division doesn’t respect scientists. He’s fed up with not being shown common courtesy, as the sudden and unexpected arrival of the Andorians wasn’t the first time his input wasn’t requested about a project he led. Although he feels relatively confident the away team will side with him, he’s wary, because two of the three members of the team are Andorians.
Dr. Shrav has the Trait: Starfleet sides with Starfleet. Like Gron, he doesn’t trust the crew to mediate fairly since they all wear the same uniform. The crew is bound to give Dr. Gron anything he wants at the Andorians’ expense. The fact that Captain Boardman implied as much in the initial conversation has put him in a more foul temper than usual, which is saying something.
(I had the two players who were not controlling characters on the away team play the roles of Dr. Gron and Dr. Shrav, to keep everyone involved. It worked out well!)
Commander Logan and her team are successful in reassuring both sides that they can come to an equitable arrangement (no mean feat). The first step to giving the Andorians their own space and allowing everyone to spread out a little is to dig a foundation for their facility; sadly, the ground is frozen for a kilometer below the surface. Nothing on New Coriolanus could even attempt excavation.
They decide to use the Adventure’s phasers instead. One precision blast later (and after much Momentum is spent), they are successful! The next step was to deploy some portable force field generators to enclose the foundation, allowing the engineers to work in the harsh environment, since New Coriolanus is too cold even for Andorians. A quick trip outside in EVA suits, and the generators are deployed and calibrated successfully.
Finally, Lieutenant Beta delivers the supplies needed: two industrial replicators, several heating units, and a Danube-class runabout customized with precision sensors and extra cargo space. Once the engineers have this, they no longer need the crew’s help to construct the facility (they are engineers, after all). Dr. Gron and Dr. Shrav seem to already be on better terms, so the crew is free to leave. They prepare to beam up to the Adventure.
And not a moment too soon, for the Adventure has detected an unidentified object entering the system at high speed, bound for New Coriolanus!
After much deliberation, I decided that Roll20 wasn’t really for me. It seems to be great for Dungeons and Dragons, especially if you want to play published adventures. But since I’m neither playing D&D or interested in published adventures, and it’s not free, I decided to look elsewhere. One of my friends, who lives on the “other” coast, has had luck using three programs/apps: Discord (for chat, voice and/or video); Jamboard (for visuals, such as maps, drawings and pictures); and Roll for Your Party, for dice rolling and tokens.
This Tuesday, we will attempt to continue our Star Trek Adventures campaign using these virtual aides. Last night, we did a test run to see how things should work; and while none of us are experts, we can probably figure it out. (We could all chat and see each other, the dice-roller works fine, and my friend immediately drew a hairy, ejaculating dick in Jamboard; so all is well. He’s older than me, and a scientist, by the way.) It’s certainly better than not playing at all, since actual face-to-face-play is out of the question at the moment.
The good news is that I’ve managed to corral two more of my friends into playing. Both are experienced role-players who will be assets to the campaign; ironically, both would probably not be playing at all were it not for present circumstances being what they are.
Owen is playing Shazak Fulexian, “Skip” to his friends (of which he has few), an Andorian science officer. Skip is a Starfleet veteran by circumstance, not by choice. He never attended Starfleet Academy, but was responsible for one of the most significant xenogenetic breakthroughs in Federation science history. As such, Starfleet recruited him from the private sector, promising him access to the best laboratories and research libraries available within the Federation. He accepted. Twenty or so years later, he’s still in Starfleet, but all he cares about is the science. He’s not exactly a people person.
Zach is playing Suvak, a Vulcan Out of Time. Forty years ago, Suvak was the Chief Engineer on the U.S.S. Savitar, an Excelsior-class ship carrying a prototype warp drive enhancement. They were attacked by Klingons and were forced to eject their warp core before the entire bridge compliment was killed. The resulting blast shifted the Savitar out of phase with our dimension. Suvak assumed command from main engineering and quickly realized that everyone would die unless he acted quickly. Using the transporters, he kept the remaining crew in “flux” until the Savitar reappeared in our dimension. Once returned, Suvak discovered his revived crew-mates all suffered from incurable transporter psychosis; and that his engineering knowledge was 40 years behind current practice. Nevertheless, he was (eventually) able to find a berth aboard the U.S.S. Adventure, bound once more for the unknown.
Tuesday night, they will join the rest of the crew, continuing on the inaugural “Shakedown Cruise” of the U.S.S. Adventure. Wish us luck. We are exploring strange new apps together.