Bridge Crew Nonsense: Before A Fall Plot in Campaigns Assorted | World Anvil
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Bridge Crew Nonsense: Before A Fall

Referencing Season 1 (do not interact if you're one of my Star Trek Adventures players), the bridge crew of the USS October have their own plot going on. The PCs are lower decks, so they have their plot and their drama, but the bridge crew is of course Starfleet standard and there's stuff going on where someone is trying to infiltrate upper level Federation folks and influence policy to make them push more people into the Federation. Whether they like it or not.   Who is this person? I have no idea, because the bridge crew won't need to know until sometime around the season finale and we're currently on Episode 7: The Cipher. But in the meantime, they have been getting attacked by a lot of random ships lately, usually at the behest of one particular bounty hunter, hired by that BBEG to make sure the Crew of the USS October doesn't get too close to the truth. Which they have been doing, through a combination of shenanigans and hijinks and general exploration.   But now, some of those bounty hunters have caught up with them and the crew must escape their clutches. Or is this an elaborate trap to draw out the aggressors and end the threat once and for all?  

Starting Notes

  This one shot uses the Star Trek Adventures system, but feel free to adapt it. For those not familiar, it uses 2d20 for most rolls and the idea is to roll lower, with 1s being critical hits. It also uses Momentum for the players, which they build up by greater success and use to make life easier later. The GM uses Threat, to make life more difficult at critical moments.   Roughly set in the year 2375, after the close of the Dominion War but before some of the movies.   The lower deckers who've been distinguishing themselves lately are Kalos Kaine (a Betazoid doctor on his first posting after med school), Guy Fleegman (human junior security officer who's a bit twitchy), Moga (a Denobulan pilot just looking for a chance to fly shuttles), and Velik Pa'dor (a Cardassian engineer demoted and transferred by a higher officer with a grudge). They've discovered Plant Monster #4892-D, convinced a planet to stop their overt eugenics, and most recently impressed Commander Vath by handling a combination criminal investigation and negotiation.   (For anyone reading this, Act 1 is about where I realized that my month was not giving me enough mental space to work on this so I hustled and finished up so it gets less detailed than I would like but it's there and I wrote it so there's that.)    

Cold Open

    Before the characters introduce themselves beyond a quick name, they are in a crashing shuttlecraft. Not a Starfleet standard shuttlecraft, but something clearly hodgepodge and rundown. Establish who is piloting and who is copilot. Players get one chance to do something to prepare themselves or otherwise position the shuttle to not crash so badly. Make it clear that they're not going to die, but they're definitely going down. Also note that the characters aren't particularly panicked about this. Not happy about it, but they expected this to happen and they're ready to go.   Suggested options include quick repairs on the stabilizers or inertial dampeners, diverting power to one of those systems, putting out a fire, buckling up, attempting to level the craft.   The idea is that this crash has to happen so there's no chance to avoid it or divert the rolls. They'll be fine, of course, barring some minor injuries and a way to cut the PCs off from any special resources you'd otherwise expect an experienced bridge crew to have. A quick way to have everyone roll and start to use the system, hopefully building up a little Momentum.   There is one extra NPC on the shuttle.    

Title Sequence

  Since there's always that five minute intro on the show, to mimic that, I suggest that now is the time when players introduce their characters. Describe what their action clip might be, go over the character basics like a normal session, all that fun stuff. The GM can describe the ship flying through space, past planets and nebulas. Have fun with it! Or just move on with your lives.   For intro music, I suggest the following piece: Voyager (by Two Steps From Hell). It's one minute long and suitably adventurous.    

Player Characters

    Check the sidebar for a few premade options. There are a few more characters within the Crew of the USS October, not all of whom have details. Some sillier versions can be found under the Crew of the USS Gogarg (designed as NPCs but still usable under the rules of the game).    

Act 1: The Jungle

  The ship has crashed. Pick one of the unused bridge crew members to be injured in the crash (to make the situation more serious) and then let them explain what is going on.   Bounty hunters have been fast and furious lately, and it's been getting to the point that the rest of the crew has started to notice something wrong. It's only a matter of time before the admiralty start to notice that they're being hounded. The bridge crew doesn't know quite what they've found, but they found something and they want to figure out what it was. And in order to do that, they need to get the bounty hunters to back off. They had a plan: basically just go all out on an attack so that everyone else will be more wary about going after them.   So far, this has not gone well. At least the shuttle they crashed wasn't one from the ship.   They are lacking most of the equipment they would normally have, but they have the basics, and they're away from the ship so it's all up to them. Down side is, if this takes too long, everyone will find out and it'll be a whole hassle and they'll probably get in trouble for not telling Starfleet they were being hunted.   Oh, and if they don't get back to the ship, the bounty hunter Velak will attack the unwary crew.   They need to 1) get off the planet alive, 2) convince everyone to leave them alone, and 3) hopefully also find out who is behind the endless waves of bad guys coming after them. These are the general goals.   If people did poorly in the Cold Open, consider assigning negative Traits that they'll have to deal with for a while. Possibly the whole time or for just the opening act. Related to injuries, damaged equipment, or possibly resentment against another PC to make it harder to do cooperative actions.   They are in a patch of jungle, but there is a cluster of life signs relatively nearby. Narrowing down the location can be a good thought. The goal is to muddle through and get out of the jungle.   Possibilities include dealing with wildlife (I was going to reskin the Xerxes Panther found in the starter adventure in the core book), and with difficult terrain.   Clues as to who is doing this: someone can pick up on a comm signal from the bad guys, people like Commander Vath with a background expertise in criminal activity could evaluate the tactics on display and make logical conclusions. People could think back to the crash and what the attack was like and evaluate that and combine the information to figure out who it was.   They'll find out for sure at the end of the act but there should be advantages to figuring it out beforehand. Mercy Rue is a relative newcomer to the bounty hunter field, cunning and intelligent and wary enough to not overcommit without thinking she has an advantage. She'll be hard to beat without an edge.   Could also take the chance to arm themselves with "a rudimentary lathe," so to speak. Leave stuff around to find as weapons or create other advantages.   When they reach the edge of the jungle, a trap activates and they are teleported to another location.    

Connections

  One shots can be more fun when the characters have a more personal stake in the circumstances. Here's a few ideas that go with the preset characters.   Evelyn Suthmeer: knew Mercy Rue from her academy days and was friends with her (back when she was more of a swashbuckler and less of a menace).   Vath: from her days of criminal investigation, knows a lot of the other bounty hunters and they probably know of her. It's a test of skill for her, made personal and difficult.   Rekha Sirasikar: also knew Mercy Rue from academy days and really hated her.   Ishrath Chirhat: he's been to this planet before and helped some of the locals, so he wants to keep them safe.   Johanna Bonde: is dating the extra NPC, who seems injured and therefore she'll be angry about that. (But also this person is a traitor and she'll have fun when we get to Act 3.)   Josef Henriksson: nothing special. He's Starfleet. He wants this problem handled so that they can get back to their usual aid missions and exploration. Also he has a DnD game scheduled in two days and he hasn't prepped so he wants to get this over with.  

Act 2: Nightmare Zone

  The PCs have been transported to an abandoned laboratory, paired up two to a room (including the "injured crewmember". They begin locked in with some kind of holographic representation of something one of them fears. It should be fairly obvious this is a fake and should be simple enough to turn off.   However, they are still stuck in rooms. Able to communicate through the system used for the illusions to work on a way out. Should be a multi-part puzzle where each room need to provide some component to their escape.   Depending on how quickly and efficiently they escape, they can find various tools and weapons to have a better chance of defending themselves. If they take too long, the fear thing reactivates, this time with a scenario for the other person, and should impede escape speed.   A good point for the villain to nose in and reveal herself. She can taunt them and hint at her diabolical plan for the ship once she finishes the PCs off. Can take the chance to examine the traps for clues, or possibly taunt their foe into revealing crucial details.   The end of this is a good place for the supposedly wounded traitor to officially turn on them. This should be an obvious turn of events, they should seem shady from the start.   If the PCs seem more inclined to bunker down in the facility, set a countdown to explode. Or do that anyway just for fun. Timed tasks should be focused on how much they can gather for defense before they have to leave, but added challenge can be putting blockades in their way so they risk injury escaping.    

Villains

  I have three villains prepared for this sequence. They are interchangeable with the roles available, but I did have specific roles in mind when I prepared them.   Mercy Rue: the overall villain here, the one who orchestrated the crash and the capture, the one leading the other two. She's got a personal history with Captain Suthmeer and with Commander Sirasikar.   Lacroy French: the plant on the crew. Sneaky. Thinks he's gotten away with it, but it should be pretty obvious that he's faking an injury and that he's a plant. Can make it so that the PCs knew beforehand, or else make it so they realize after this all starts who's the odd man out. Technically an Ensign.   Captain Ss'Leth: the backup, a rival mercenary who's working with Mercy for a cut. Found in the final act. Gorn. Details copied from the Alpha Quadrant supplement although I do plan to make him his own character. Someone   Also random mercenaries. I would say for the final fight count the PCs plus two, and then extra Minor NPCs past the three major villains. I think. I have no idea how this will balance.    

Act 3: A Good Old Fashioned Shootout

  As the PCs escape the exploding facility, they find themselves in a place that is basically an old west ghost town but with alien world flavor. One of those details that will be expanded if I have time someday. Act 2 had a little clock, as needed to get the PCs moving. This is the section where we become critically aware of the impending threat of the bounty hunter Velek about to go after the October. They only have so much time to get back to the ship before they're under threat and the crew might start dying.   We have the chance to ask the locals for help, since they've been coerced into working with these lunatics. But they might also be too afraid to stand up for themselves. Limited number of actions before our villains show up in person.   The hunters have a ship that's landed. Obvious path forward is to try and steal it out from under them. Also indicate that there's likely information about the person who might have hired so many bounty hunters on the ship's computers.   Depending on the type of party the fight can be scaled to make it harder with more people or easier with less committed foes. At least some of them should escape by the end, and if anyone is downed the bounty hunters could focus on capturing or killing them which gives an avenue for the others to get away. All depends on the tone wanted for the game.   Shootout. And also sneaking toward the ship and general trickery. Possibly.    

NPCs

  This is another section that is cut down by virtue of "I'm tired but I hope to expand eventually." So instead it's a list of the NPCs to prep for.   For act 1, prep various animals and non-sentient things to deal with. Check the wiki for some interesting ones (if not specifically that then characters can say "it looks like a such-and-such."   Act 2, I hadn't planned to have a presence but there could be members of Rue's crew hanging around to monitor the situation and slow them down. Or, perhaps, use a few people from the PCs past as holographic representations they'll have to fight. Shouldn't be anything too traumatic since this is coming from what Mercy learned (via French) so it's not necessarily too deep an insight.   Act 3, spec out a standard pirate crew dude to copy-paste for use. Also have a few people in the outpost who could swing either way, helping either side. Maybe. Possibly also run into them in act 1 to introduce them but once the PCs are teleported to the trap then they lose track?  

Epilogue

  The crew have won the day, escaping in the nick of time, or possibly by subduing the hunters. In an ideal world, they made it out, stopped the bounty hunters in their tracks, and came away with someone's cool ship.   Should definitely include some kind of a confrontation with the traitor, decisively casting them out.    

Extras and Notes

  This is where I'll put them, when I have them.  
  • Setting details
  • Suggestions for Threat spends
  • etc
  If a continuation is wanted, they come away with a name as to who hired the bounty hunters in the first place. If not, then the crew had crossed Mercy Rue in the past and that's it.

Premade Characters

  All Major NPCs by the rules of Star Trek Adventures, so they'll be slightly more powerful than the average character just starting out. Use as many or as few as desired. The basic details like species and gender were determined at random, except for the captain who is based on a character in a book I'm writing. They all have full stats, but since they're also my campaign's NPCs, some of the phrasing on abilities might need to be modified.   (There's a handful of characters I haven't specced yet in the Crew of the USS October)   Captain: Evelyn Suthmeer. Human female. This is her first captaincy, and she's just now acclimating to the role. Coming from a scientific background, she's shifted into a more diplomatic focus. Believes passionately in justice and the value of life.   First Officer: Commander Vath. Vulcan female. Midlife for a Vulcan, she's served in Starfleet most of her life, usually in a security function. The stoic mom friend of the ship.   Science Officer: Commander Rekha Sirasikar. Human female. An expert in astrophysics, she tends to be more antagonistic than most. She wanted to move toward the captain's chair and sees Evelyn as a rival. Smart, driven, very good at her job.   Helmsman: Lieutenant Ishrath Chirhat. Andorian male. Reckless and prone to going off the books if he thinks it'll help people. Cheerful, hard to dislike but difficult to really befriend.   CMO: Lt Commander Johanna Bonde. Human female. Orderly and analytical and a little paranoid. Has control issues but ultimately her compassion will always win out.   Counselor: Lieutenant Josef Henriksson. Human male. Probably the wisest person on the crew. Loves life, loves people, a gentle giant. Runs the ship DnD game.

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