Lemurs & Lies v1.0a
A Star Trek Mission for the Fate Accelerated Tabletop (FAE)
Roleplaying System
By Mark Tygart
Play testers: Michael Palucki, Ric Battaglia, Josh Iverson
Introduction
“Star Trek typically isn't focused on action and combat. The
nice thing about Fate Accelerated is that its conflict rules work just as well
for phaser blasting a cadre of Romulans as they do for talking a group of
robots to death using logical paradoxes. This here is just a long string of
Flashy social attacks...So yeah, FAE is perfect.”
---Josh Burnett (Bernie the Flumph Blog)
Josh Burnett is right, of course. There are a respectable
number of Star Trek rules conversions for Fate in all its various flavors but
you can’t go wrong with Burnett’s brilliant example of how you can simply play
Star Trek with the FAE rules. So much so that when my normal gaming group’s GM had
to miss a D&D 5e session I was able to beam them over to the Star Trek
universe for an adventure using Josh’s Trek blog entries as a basis for our
ensuing space opera.
Josh Burnett’s Fate of the Federation
Character Creation
http://bernietheflumph.blogspot.com/2017/07/star-trek-with-fate-accelerated-part-1.html
Starships
https://bernietheflumph.blogspot.com/2017/07/star-trek-with-fate-accelerated-part-2.html
Bad Guys
http://bernietheflumph.blogspot.com/2017/07/star-trek-with-fate-accelerated-part-3.html
Setup
The players are the crew of the USS Prometheus, a starship
which closely resembles the USS Archer in the Star Trek: Strange New World
pilot. It’s a small scout ship intended for scientific missions within the Federation
with a very minimal crew and a high degree of automation. The onboard ship’s
A.I. which can perform almost all the ship’s functions at the crews’ command.
It has unusually comfortable crew quarters to cater to a possible civilian
staff, advanced sensors but no photon torpedoes or shuttlecraft.
One of the players should be given command and a higher rank than the other officers although the culture aboard Federation science vessels tends towards the informal. Another item to note is the absence of a shuttlecraft and dependence on transporters can easily help strand them when dramatically needed.
The Prometheus is something of a plum assignment, given it
has the latest equipment, comforts and crew cabins for both the small crew and
any passengers. However, this entire ship class has been given the derogatory
nickname of the “comfortable coffins” for it perceived lack of combat ability. More
than one barfight has been started by envious officers asking about crewmembers
“funeral plans” when learning they are serving aboard this class of ship.
U.S.S. Prometheus
Classification: Marco Polo class science vessel
Assets: Scientific Sensors, A.I.
Weakness: Doesn’t carry torpedoes or shuttlecraft
Reputation: A.I. is the best the Daystrom Institute can
currently supply
Stunts
Because the Prometheus has an advanced sensors, the crew
gets +2 on all ship sensor rolls
Because the AI is so advanced it can run routine operations,
maintenance, and repair with minimal crew input, by receiving a -3 penalty on
all combat roles. Over time the A.I. will develop a personality of the GM’s
choosing and after multiple missions could even become a liability or even
dangerous at the GM’s discretion.
Refresh: 3
Stress: OOO
Mission Briefing
(Wherein our brave crew learns its mission)
Wherever the crew of the Prometheus is currently occupied
they receive urgent and updated orders.
The crew of the Prometheus has been at once tasked with checking on a small scientific outpost on the only moon of Palucki 3 (Palucki 3a), an M class planetoid with conditions like Earth during its Ice Age (think Endor or Pandora with Hoth’s climate). Despite the system’s proximity to the Klingon Neutral Zone its chief attraction to the Federation is scientific. In the snowy forests of the moon’s equator live a race of small, sentient humanoids that strongly resemble Earth’s lemurs (if on Earth lemurs were the size of young children and had snowy white fur, with black stripes and soulful blue eyes). The appearance of this sentient species on the planet contradicts the three most currently popular theories of sentient evolution and a pair of scientists (Andorian female and male Human) were dispatched to a small and carefully camouflaged base (nicknamed “New Siberia”) to study the situation. Recently the Federation has lost contact with scientists and the Prometheus is ordered to leave at once to check on their welfare. All the restrictions of the Prime Directive are to be fully enforced with the possible penalty of court martial. Godspeed, Prometheus.
Actual Situation
The moon’s inhabitants (called Snow Lemurs, Ice Lemurs or
simply “Lemurs”) are the products of bioengineering experiments of an ancient,
alien manufactured entity known as the Crystal Probe. Dispatched eons ago by
its creator race it has been manufacturing both life and eventually sentient
lifeforms all over this section of the galaxy ever since. To aid it in its work
it also uses psionic cloaking technology and manufactured servant Biological
Probes from its former bioengineered polar base on Palucki 3a.
The Crystal Probe is ancient and arrogant, holding both the
Klingons and Federation in contempt. It originally simply ignored the
Federation scientists and successfully cloaked itself and its base from them as
successfully as they avoided the Lemurs. It was detected by the nearby Klingons
due to fact that it radiated a signature form of temporal displacement like the
Klingon world of Boreth’s time crystals and the Klingon’s recently acquired
knowledge of simple cloaking technology obtained from the Romulans. A cloaked
Klingon ship (ISS Horrifying Death) was dispatched to covertly investigate and
promptly engaged in a brutal conflict (Klingons being Klingons) with the Crystal
Probe. This resulted in a deeply damaged Crystal Probe being captured, its
polar base largely destroyed and its Lemur friends being traumatized. The
Federation base was destroyed mistakenly by the damaged and malfunctioning Crystal
Probe and the Human scientist killed. The Andorian female scientist was
captured by the Klingons who decided to frame the Lemurs for the loss of the
Federation base. Unaware they were slowly being driven mad by the vengeful
psionic attacks of the Crystal Probe the Klingons decided to hide and
repair their damaged ship in the upper layers of the Palucki 3 gas giant where
under the captive Crystal Probe’s malign influence most of the crew has lapsed
into delirium. Their ship is malfunctioning and descending slowly deeper into
the gas giant. Within a few days it will reach a crush depth and everything and
everyone aboard will be destroyed unless the Prometheus intervenes.
Act 1
(Wherein our brave crew may be freaked out by one of the
many obligatory strange alien probes inhabiting both the Star Trek Universe and
this adventure.)
This act is entirely optional and may be omitted by the GM
to reduce session time if needed.
A confused and malfunctioning Biological Probe survivor looking
to protect its master will pull the Prometheus out of warp and look to scare
the ship away by manufacturing harmless illusions it intends to be terrifying.
This can be played seriously or as a comedy. Any decent Sensor Roll (+1) will
reveal the illusions are unreal and any successful attack will destroy the
probe or cause it to retreat. It will in no event use its powers to in any way
harm the Prometheus or her crew. A good Sensor Roll (+2) will reveal it is quite
small, defenseless, and completely organic. If the crew can somehow perform a
brilliant Sensor Roll (+4) the probe’s DNA will be revealed to be related to
that with life from Palucki’s moon.
GMs are encouraged to consult the Star Trek: TOS episode The Corbomite Maneuver for more inspiration.
Ideas for probe encounters include:
The probe pretends to be huge, silent,
and scary
The probe pretends to be Darth
Vader aboard the Death Star and threatens to use the Force
The probe pretends to be Count
Dracula in a giant floating castle and announces it wants to come aboard for
dinner unless the ship retreats
The probe pretends to be the Devil and
tells the crew this is the road to hell
The probe pretends to be a giant, interstellar
Abraham Lincoln and orders the crew back to Earth
All the above
Act 2
(Wherein our brave crew gets to play detective amid
snowy landscapes amid terrified but cute Lemurs, hopefully not
forgetting the Prime Directive)
Depending on the time allowed to complete the adventure this
Act can be abbreviated or even eliminated. Ships scanning the Palucki gas giant
can detect the Klingon ship on a roll of +2 and an investigation of the devasted
former science outpost (an earlier version of the one in the Next Generation
episode Who Watches the Watchers) reveals a wide variety of clues left by
Klingons affected by the Crystal Probe that the Lemur attack was staged and a +4
scam will add clues that the badly damaged Crystal Probe was responsible. The
corpse of the human scientist is present at the New Siberia site, pierced by
multiple Lemur spears added after his death and replicated from wood not native
to the planet.
A +4 scan of the planet can also indicate the former site of
the destroyed organic base used by the entity to bioengineer the planet, but
little of it remains after the devastating Klingon attack. The Lemurs can
provide a great deal of information about the “Sky Demons” (Klingons) as they
call them, but unless the party can avoid breaking the Prime Directive, they
may face court marital for their actions.
Eventually if the players will be psionically contacted by
the Andorian female scientist (who is half Aenar) if they do not board the
Klingon ship to investigate. She is wounded, terrified and being held against
her will in the Horrifying Death’s brig.
Act 3
(Wherein our brave crew attempts a rescue of a captured
scientist aboard a malfunctioning Klingon ship sinking to crush depth in a gas
giant with a mostly comatose but largely demented crew of murderous aliens).
There are a few active Klingons in both the brig and control room. At this point the Andorian will be unconscious.
The players will need to beam over to the Klingon ship without
being detected or the Klingons will attempt to attack them. This is quite
possible as the few remaining Klingons aboard the ship are suffering from
delusions brought upon by the captured Crystal Probe and no shields will
operate in a gas giant.
Promptly after beaming over the ship will suddenly descend
due a delusional Klingon pilot to near crush depth and the transporters will be
inoperable. The players will have to seize the bridge and pilot the ship out of
the gas giant to survive unless they bring pattern enhancers to improve their
transportation chances. GMs wishing to expand the adventure can additional
delusional Klingon attacks or various forms of Klingon “food” from the galley
escaping deciding to make the Starfleet officers lunch. Star Trek: Enterprise’s
first season episode Sleeping Dogs can be a useful source of inspiration for
the entire act.
The Crystal Probe is kept in a cloaked energy cell in the
hold, but it is simple to detect +0. If freed (+1 roll required) it will
apologize for mistakenly destroying the Federation base while malfunctioning and
depart the system for a hidden location to regenerate itself fully before
establishing a new bioengineering base on a new planet. The remaining Biological
Probes will stay behind to care for the peaceful Lemurs as they begin to form a
basic agricultural civilization. When recovered the Andorian Scientist can fill
in any gaps the players may have in understanding the mission’s events.
Players that solve the mystery, recover the scientist, and
salvage the Klingon ship without breaking the Prime Directive will be commended
by Starfleet. Players that break the Prime Directive will possibly face court
martial with the outcome to be roleplayed in a future session or decided by the
GM. Successful players will find that they are given the honor of officially naming
Palucki 3a and its new expanded Federation camouflaged science facility. War is
avoided as Starfleet officially accepts that this was a “rogue” operation in
exchange for several important Klingon diplomatic concessions.
ISS Horrifying Murder
Classification: D7-class cruiser (Klingon Bird of Prey)
Assets: Burly workhorse of a ship
Weakness: Weak belly plating
Bridge Positions
Captain: +2, Tactical: +3, Helm: +1. Engineering: +2, Communications:
+1
Stunts
Because the Bird of Prey also has a cloaking device, it gets
+2 to sneakily create advantages related to stealth or invisibility.
Because the Warbird is powerful and well-built, it has an
extra stress box.
Because the Warbird is bristling with weapons, It gets a +2
to forcefully attack another ship under a “Focused Fire” aspect.
Refresh: 2
Stress: OOOO
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