Shuttlecraft Epsilon 1
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Shuttlecraft Epsilon
This is the basic plan - note that this plan is made with no feed back from players - who are hypothetical, and no allowance for character back stories to influence what happens
If I were to really GM this, I'd talk to the players first and see what they expected, see how I could tailor this to give them what they want, and how their characters' stories might be included into the flow.
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As we begin the PCs are standing on Earth, either havinbg just graduated Starfleet
Academy - Been assigned to a Cadet cruise, or having been reassigned as enlisted
folk.
The PCs are issued a generic Federation Shuttlecraft, and told to head out for thier assignment - A starbase out on the frontier of known space
It's hundreds of light years away - how can a single shuttle make it that far?
Simple, by hitch hiking. The shuttle will be picked up and carried by Various Starfleet and Civil transports on each leg of the trip
This sort of thing is standard operating proceedure and easily familiar to the PCs and the people they will meet.
The Shuttlecraft looks clean and true, but is actually nearly worn out (This is why Starfleet Command is assigning it to them - they don't mind if it doesn't come back, and it probably won't.)
The first ship picking the PCs up is the Springfield class light cruiser USS Asimov - it will carry the PCs to their next rendesvous.
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Shuttlecraft Epsilon 1
Summary
The Shuttlecraft Epsilon goes aboard a Federation Cruiser on the first leg of her trip to the Frontier - and meets adventure
The Cruiser USS Asimov meets and battles a Pirate cruiser - the PCs must lend survive and triumph.
Main conflict
Shoot the Pirates, Don't get shot.
Side conflicts?
Run the Pirate ship, survive the Ion Storm
Characters
Captain - Andorian Woman, Zhra, a younger Captain, very Earnest
XO - Denobulan woman, Mellos, Mellow, easy going, but very competent and expects the best from the crew.
Lieutenant Mitchell Fiske, an Earnest young Starfleet officer - wants to be a Starship Captain someday.
Locations
USS Asimov, a Springfield Class Cruiser.
Interior corridors of USS Asimov , generic corridor, near engineering.
MacGuffins?
SS Vixen, a merchant vessel under attack by the Pirates
The Resonable Proposition, an Orion cruiser.
Story beats
Ion storm approaches
Distress call by SS Vixen
First engagement - PCs must do damage control - fight a fire, rescue crew people, repair a hull breach, rescue crew people.
The PCs must Fight Orion boarding parties Who beam aboard and try to take
over USS Asimov
The PCs must join the fight to take over The Reasonable Proposition, including
Being/escorting hackers to specific locations to defeat internal security and
take over the ship
If the players are having fun with this - the PCs must beam aboard the
SS Vixen and rescue crew people from Orion Hostage takers as well as stabilize
and repair SS Vixen
PCs must man the Orion ship as a prize to nearest starbase.
PCs must survive the Ion storm which threatens to destroy the Reasonable
Proposition before they can return to base. Ion Storm damages ship, PCs must
run to repair, Damage releases prisoners. Prisoners may have knowledge critical
to
ship survival.
time line
This will be several weeks away from Earth - this sort of madness doesn't usually occur in Earths back yard.
The Pirate attacks on the edge of the Ion Storm hoping to use the storm
to cover his escape - The damage done by the USS Asimov weakens the pirate ship
The Ion Storm interferes with all communication and transporter use,
ships caught in it are effectively isolated
Gravitic waves cause damage, subspace lighting damages equipment, Currents threaten to sweep ship away.
As the battle ends and the hostage scene begins, the storm is within minutes of striking - a count down clock keeps tension up.
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Disclaimer: Paramount owns all things Trek. I claim original characters and situations in this material for me.
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