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Topics - Davy, aka GM

#1
Captain's Log, Stardate 8873.7: The Drake has been at 40 Eridani Shipyards over Vulcan for three weeks, continuing workups following our shakedown cruise. Our Vulcan crewmembers have taken the opportunity to schedule overdue leave, leaving Lt. Kolesnikov in charge of engineering for the maintenance period. I've counseled him that he cannot, in no uncertain terms, give into his daredevil tendencies in his off hours. I don't need him to break another leg while he's filling in for Mr. Sorak.

I have been meeting with Commodore Santiago off-and-on regarding the recent events on Neural and the greater concerns of Klingon activity that has been brought to me. Prior to our arrival, I only knew him by reputation, and the epithet of "Sant-Hedges-His-Bets" fits him well. I can't get a straight answer out of the man, even as he's shared some good insights into the overall political situation since the Mutara and Whale Probe incidents. He's scheduled a meeting on the subject with the Federation mission's chargee d'affaires, one Dr. Ratnam Suchwani.

On a personal note, Asha is on Vulcan to attend a VSA conference on "Economic Geology as the Federation Approaches a Post-Scarcity Economy." Frankly, I'm surprised it hasn't started her sleep cycle early; it sure would mine...


A private residence on the outskirts of the city of Ta'Vista...

T'Kiri secures the last fastener on her suit jacket as she examines herself in the smart glass of the master suite, visually ensuring the placement of her investigator's badge is precise. To the left of her reflected image scrolls the local and planetary news of the day, and below it is displayed a realtime local weather forecast.

Over her right shoulder, a welcome figure is sitting up in their shared bed, in a place that too often for her preferences is empty of his presence. She spares a moment to regard his bare chest and allows certain primal feelings to surface before quickly reestablishing her composure; she cannot be late to work, after all.

He looks up from his reading - another technical journal, she's certain - and their eyes meet. T'Kiri smiles at her husband, an affection that is returned in equal measure.

"I will keep you informed as to how long I am expected to remain on duty today, beloved," she says. "I am told it is just a briefing, but logic dictates that canceling leave of this kind infers a major crime was committed."

Sorak and T'Kiri had planned this break for more than a year, the Drake's chief engineer placing his request through the Vulcan Ambassador to the Federation's office, as is normal for their septennial...priorities. She had similarly been guaranteed leave for the duration of his time home, but was called to the office just this morning for reasons unspoken.

OOC: Everyone, please post an introductory scene. Feel free to place yourself anywhere on the ship or planetside; Asha is attending a conference that conveniently places her on Vulcan during the yard period, so she can spend some time with Treyva. The Starfleet Station is in ShiKahr, as is the Federation Mission to Vulcan. The shipyards are in orbit, but have planetside logistics facilities and offices in the major cities.

Major cities and districts of interest include ShiKahr (Vulcan's capital), Vulcana Regar (major city), and Raal (a coastal district with a significant Terran expat population).

Commodore Anton Alvarez Santiago is a human male of Spanish ancestry from Deneva colony. His service jacket shows he's never commanded a starship, and most of his billets have been communications and logistics posts ashore.

Dr. Suchwani is a human female of Indian ancestry from the Terra Four colony on Alpha III. You only know that she's a career diplomat, based on her public bio.
#3
OOC: Regarding the past five months...Starfleet ultimately determined in January 2289 that the old Drake should be retired from active service, and the crew transferred together to a new ship, which was revealed to be the new USS Drake, being fitted out at the Copernicus Shipyards over Luna. The crew were allowed a month's leave before reporting to the ship and adding on an additional 110 crew members.

While Dietrich Schrepfermann pleaded guilty in his court-martial, Niro's lasted a month and he was convicted. Niro was sentenced to full neuro-rehabilitation at the Elba II penal colony, while Dietrich was given a sentence of 27 years at the New Zealand penal colony, including mandated psychological rehabilitation.

Treyva made inquiries into the hazing against Ernst and Katarina at Starfleet Academy. In his many conversations with his daughter (and Ernst's classmate), Miral, he learned that the incidents were short-lived before the commandant personally intervened in the matter. Seven cadets were disciplined, including one being expelled and two being suspended and having to repeat their current year. Treyva learned from the commandant himself that two staff members were reprimanded for not acting quickly enough to prevent the hazing, and one faculty member was removed from her position. Ernst has since been reintegrated back into the cadet corps. He has told Treyva that he's doing "much better" since his father's capture and sentencing.

Paula is in good spirits, and the doctors at the Lucas facility are hopeful for her progress. She understands that she'll never regain full sight, but, between their regenerative techniques and custom-designed corrective lenses, she will likely be able to return to full duty within a year.

The Welches also visit from Mars before the new Drake departs for its shakedown. They introduce the crew to their newborn son, Nathan.

Among the crew, Maria became engaged to a young vintner from eastern France; Miruku & her father took a holiday to Hawai'i; Casey spent a bunch of time visiting Paula in Wisconsin; Miguel spent his leave at home on Terra Nova; Nikolai broke his leg skiing in Sochi and spent a week in recovery.

(Due to the rigors of receiving the ship and preparing her for her shakedown cruise, Sorak didn't have much leave time; I do expect he spent significant time with his son. I have leave planned for Sorak at the beginning of Episode 2.02.)


Captain's Log, Stardate 8844.4: For the past five months, we have been settling into our new home, integrating another hundred or so crewmembers to those who transfered en masse from Starbase 24, and testing crew and ship alike in a shakedown cruise in the Sigma Serpentis proving grounds at the edge of Federation territory...

The Constellation-class cruiser streaks along at warp factor 9 between Sigma Serpentis and the Arbazan system; the trials have, so far, been highly successful, and only a few more remain before the new USS Drake can be declared ready for full duty.

The captain is in the center seat, listening to the conversation between Maria, Sorak, and Sovar (in engineering), as they monitor the helm's and engine's performance during the exercise. The station to his right beeps, and the captain is about to ask Mr. Les what is going on when he realizes that the library computer station is now on the port side of the bridge, and the communications station is where the library computer station should be.

"Captain, I'm getting a Priority One signal from Starfleet Command," Miguel reports without prompting. "Admiral Bennett's direct line."

OOC: Rear Admiral Robert Bennett is Chief of Starfleet Operations.
#4
First, I didn't realize I forgot to create an OOC thread, so here it is.

That said, the new Drake is up. The spaceframe's common Talents are:Improved Warp Drive and Extensive Shuttlebays. As a Scale 4 ship, she gets two more Talents. One must be chosen from the multirole explorer mission profile, and the other may be any starship Talent.

The mission profile Talents choices are:

Improved Hull Integrity
Improved Power Systems
Rugged Design
Redundant Systems
Secondary Reactors

What would you gents like to pick?
#5
USS Drake, NCC-2491
"A prudent question is one half of wisdom." -- Francis Bacon

Entered Service: 2289

SYSTEMS
Communications 8
Computers 7
Engines 9
Sensors 9
Structure 8
Weapons 9

DEPARTMENTS
Command 2
Conn 3
Security 3
Engineering 3
Science 2
Medicine 2

SCALE 4
RESISTANCE 4
SHIELDS 11
POWER 9
CREW SUPPORT 4

WEAPONRY
Phaser Banks (Medium Range, Damage 8^, Versatile 2)
Photon Torpedoes (Long Range, Damage 6^, High Yield)
Tractor Beam (Strength 3)

TALENTS
- Advanced Sensor Suites (The vessel's sensors are amongst the most sophisticated and advanced available in the fleet. Unless the ship's Sensors have suffered one or more Breaches, whenever a character performs a Task assisted by the ship's Sensors, they may reduce the Difficulty of the Task by one, to a minimum of 0.)

- Extensive Shuttlebays (The vessel's shuttlebays are large, well-supplied, and able to support a larger number of active shuttle missions simultaneously. The ship may have twice as many small craft active at any one time as it would normally allow, and it may carry up to two Scale 2 small craft.)

- Improved Warp Drive (The ship's warp drive is more efficient, capitalizing on improved field dynamics, better control of antimatter flow rates, or some other advancement that allows the ship to expend less energy when traveling at warp. Whenever the ship spends Power to go to warp, roll 1 [CD] for each Power spent; for each Effect rolled, that point of Power is not spent.)

- Rugged Design (The ship is designed with the frontier in mind, with a durable construction and easy access to critical systems that allow repairs to be made easily. Reduce the Difficulty of all Tasks to repair the ship by 1, to a minimum of 1.)

TRAITS
Federation Starship
Brand Spankin' New (for Eps 2.01-2.05)

NOTES
Length/Beam/Height: 310/140/94 meters
Complement: 350
Transporter Rooms: 4
wf 7/9/12

SHIP INFO
USS Drake is the ninth Constellation-class cruiser built for Starfleet at the Copernicus Shipyards on Luna. She is the first of her sister ships to not be fitted out specifically for perimeter patrol and interception, instead reflecting a multirole exploration mission profile.

The ship is named for 22nd Century Earth archaeologist Dr. Elias J. Drake, a member of the Earth Arctic Archaeology Team who discovered a mysterious wrecked alien spacecraft on the polar ice cap in 2153. All members of the team went missing and were presumed dead. This is the second Federation starship to bear the name, the first being the Anton-class vessel that served from 2258 to 2289.

The Drake's first and current commander is Captain Treyva of Denobula.

Crew Complement Department Assignments: Command, 28; Helm/Nav, 42; Security, 87; Engineering, 87; Science, 71; Medical 35.

SHUTTLES
The Drake carries 3 standard Class G shuttlecraft and an aquashuttle, with room for one more Scale 1 small craft (max total of 6 Scale of small craft):

Brahe (NCC-2491/1), Class G
Mercator (NCC-2491/2), Class G
Lagrange (NCC-2491/3), Class G
Dubilier (NCC-2491/5), Aquashuttle

Note: Class G shuttlecraft use the Class F small craft stats, but have been extensively refitted.
#6
The old game thread on the previous server, if you care to catch up.
http://www.rpgrm.com/rmsmf/index.php?topic=9260.0


Unfortunately, the Real Roleplaying gaming site no longer exists. Archives of the game page exist, but none of the threads themselves seem to have survived...


What Came Before
The Drake left at Starbase 24 to affect repairs taken in combat with the blockade runner, Treyva and a select crew are recruited by Starfleet Intelligence operative Mia Tyler to continue their pursuit of Dietrich Schrepfermann and his gang. The crew travel to a Klingon border world to follow a lead and are drawn into a dispute between two criminal brothers; acting on information gained through resolving the dispute, the crew are able to locate and capture the shape-shifting Suliban agent who sabotaged the Volgograd over Starbase 11 and learn from her the location of Schrepfermann's secret base...
#7
Tasks
A task is resolved by rolling 2d20 and comparing each die to the sum of the character's Attribute & Discipline, as called for by the GM. If the roll is equal to or less than the sum, the character achieves 1 success. If the roll is a 1, the character achieves an additional success, for a total of 2. If the character has a Focus appropriate to the task, he achieves that additional success if the die result is equal to or less than the character's Discipline rank. (This replaces rolling a 1.)

Note that some situational benefits (like spending Momentum) allows you to roll additional d20s; however, you may roll no more than 5d20 on a single task.

When you assist on a task, you roll only 1d20, instead of the normal 2d20 for a task. (Ships always assist on a task, and never perform the task themselves.)

Assists
Successes rolled on an assist are only applied to the total number of successes for the task if the main task roll also generates at least 1 Success. If the main task roll generates 0 Successes, then any Successes rolled on assists are discarded.

When you are assisting a task, your Focuses may apply; however, anything that reduces the Difficulty of a task does not (they're only active when you are the primary character performing a task).

The ship doesn't have Focuses, per se; however, because even small ships are a valuable and capable resource for the characters, all ship assists are treated as if the ship has an applicable Focus.

Momentum
At the beginning of each Episode, the player Momentum pool is 0.

When players succeed on a task, they receive a number of Momentum equal to the difference between their total number of successes minus the task Difficulty. This Momentum can be spent immediately, or saved into the players' collective Momentum pool. Note, however, that the Momentum pool can only hold 6 Momentum. Any Momentum that cannot be saved must either be spent or discarded.

Note that a secondary character will generate Momentum for the crew; however, guest stars who are allied with the crew (i.e., NPCs who are not part of the named crew) do not. Instead they draw from and contribute to the Threat pool in the same way that adversaries do.

Common Momentum Spends
CREATE ADVANTAGE - Momentum can allow a character to produce a positive or advantageous circumstance. Spending two Momentum establishes some new Advantage in addition to whatever effect the successful Task had. Advantages created must relate to the nature of the Task attempted, and it must be something that could logically result from the character's actions. This may instead be used to remove a Complication currently in play, or to create a Complication on an adversary.

CREATE OPPORTUNITY - (Immediate, Repeatable). One of the most straightforward uses of Momentum is to add bonus d20s to a Task. The decision to purchase bonus dice must be made before the dice pool is rolled. The cost of this increases for each die purchased (regardless of how those bonus d20s were bought); the first die bought costs 1 Momentum, the second one costs 2 Momentum, and the third die costs 3. As noted on p. 80, no more than three bonus d20s may be bought for a single Task.

CREATE PROBLEM - (Immediate, Repeatable). A character can choose to make things more difficult for an opponent, increasing the Difficulty of a single Task by one for every two Momentum spent. The decision to increase a Task's Difficulty must be made before any dice are rolled on that Task.

OBTAIN INFORMATION - (Repeatable). Momentum from a successful Task allows a character to learn more about a situation. Each point of Momentum spent can be used to ask the Gamemaster a single question about the current situation, or an item, object, structure, creature, or character present in or relevant to the scene at hand. The Gamemaster must answer this question truthfully, but the Gamemaster does not have to give complete information - a partial or brief answer that leaves room for further questions is more common. The information provided must be relevant to the Task attempted, and it must be the kind of information that a character using that skill would be able to determine in that situation -- a character could use Medicine to diagnose an illness, or Security to identify a form of ranged weapon from the damage it causes.

Adding Threat instead of Spending Momentum
The player may also make an Immediate Momentum spend by adding Threat on a 1-for-1 basis.

A Note for NPC Allies and Adversaries
NPC characters allied to the PCs will spend Momentum and add Threat. NPC characters opposed to the PCs will instead spend Threat and add Momentum (limited by the Momentum Pool's limit of 6).

Extended Tasks
These are tasks that cannot be overcome by a single attempt, and proceed similarly to personal and starship combat.

Extended Tasks have four elements:

BASE DIFFICULTY
This is the Difficulty set for all tasks in the Extended Task; it can be modified by circumstance (like Advantages and Complications), but all tasks attempted within an Extended Task start from the Base Difficulty.

WORK
The Work track reflects the amount of effort required to overcome the Extended Task. Work is the equivalent to combat Stress (or Shields), and is reduced by rolling challenge dice after a successful task roll (see below).

RESISTANCE
Resistance reflects increased difficulty to overcome an Extended Task. It reduced the amount of Work completed in a successful task, and is subtracted from the results of challenge dice (see below).

MAGNITUDE
Magnitude reflects the size and complexity of the Extended Task, and is equal to the number of Breakthroughs required to complete the Extended Task.

PROCEDURE
1. Attempt a task. Momentum generated may be spent to increase work done, ignore resistance, or re-roll [CD] (see below).
2. If successful, roll [CD] equal to 2 + the Discipline used in the task to determine how much Work you complete.
3. Subtract Resistance from your [CD] result, then apply the difference to the Work track.
4. You achieve a Breakthrough if:
- Complete 5 Work (after being reduced by Resistance) in a single task
- If the Work track is filled (remaining Work reduced to 0), complete 1 Work (after being reduced by Resistance) in a single task
- Note: It is possible to achieve up to two Breakthroughs in a single task
5. Rinse and Repeat.
6. When your total number of Breakthroughs equal or exceed the Magnitude of the Extended Task, you have overcome the Extended Task.

MOMENTUM SPENDS
Additional Work: 1 Momentum (repeatable). Increase the Work done by +1 for this task, before reductions for Resistance.
Piercing: 1 (repeatable). Ignore up to 2 Resistance for this task.
Re-Roll Work: 1. Re-roll any number of [CD] from the current task.
#8
Main Characters
Captain Treyva: Stress (10) 10
Commander Sorak: Stress (11) 11
Lt. Cmdr. Les: Stress (10) 10
Lt. Cole: Stress (17) 17


Supporting Characters
Dr. Dourap: Stress (10) 10
Lt. Kalesnikov: Stress (10) 10
Lt. j.g. Bong: Stress (10) 10
Yeoman Zorana: Stress (9) 9
Specialist Banks (14) 14
Lt. del Vecchio: Stress (9) 9
Lt. de Costaluna: Stress (10) 10
Lt. Chen: Stress (9) 9
Lt. Kiunya: Stress (11) 11
Lt. David Lear: Stress (13) 13
Lt. j.g. T'Flar: Stress (10) 10
Ensign Tann-Tyra: Stress (14) 14
Chief Waymire: Stress (10) 10
#9
The first post of this thread will show all active Directives that can be used in play, all Supporting Characters introduced in the episode, all current episode Allies (guest stars who earn and spend Threat instead of Momentum), and all NPCs involved only in roleplay.

Always Active
General Order One (The Prime Directive)

Active Mission Directives (Episode 2.02)
Tread Lightly in Vulcan Jurisdiction
Investigate the Murders
Apprehend the Perpetrator
Avoid Creating Sectarian Conflict

Introduced Supporting Characters (that count against ship's Crew Support)
Note: Captain Treyva's Advanced Team Dynamics Talent allows each introduced supporting character to receive one additional option to improve them (when they are first introduced in the episode).

Asha, Treyva's wife and geologist (first introduction)
T'Kiri, Sorak's mate & V'Kor investigator seconded to the Drake task force (first introduction)
Lt. Kiunya
Dr. Dourap
Ensign O'Neil (first introduction)
Lt. Lear (feature)
Total Count: 6 of 4

Ally Characters (that don't count against ship's Crew Support, and who spend Threat instead of Momentum)
Thadis, USS Drake astronomer and suspect in five murders
Officer Ayhan, T'Kiri's subordinate seconded to the Drake task force
Officer T'Ara, T'Kiri's subordinate seconded to the Drake task force
T'Kalla-Nahs, Tobin's love interest and former Starfleet engineer (often just identified as T'Kalla, which she used on the Macon)
Sadek, a youth on his kahs-wan

NPCs Involved Only in Roleplay So Far
N'Varas, VIS investigator opposed to the Drake task force - Deceased
T'Vaana-Sath, T'Kalla's mother & solicitor representing Thadis
Spalan, Sorak's father and V'Kor provincial commander
T'Chele, Sorak's mother and law professor
T'Mag, Sorak's sister and V'Kor investigator
T'Mat, Sorak's sister and private solicitor
Vintar, T'Mat's husband and flitter technician
Storvant, T'Mag's husband and V'Kor safety enforcement inspector
Dr. Suchwani, chargee d'affaires for Federation mission to Vulcan
Commodore Santiago, commander of Starfleet station on Vulcan
#10
Test Character


This thread is for supporting characters aboard USS Drake. Please do not post characters on your own; instead, send them to me, and I'll post them in the thread.

List of Current Supporting Characters
Lt. Maria DelVecchio, Chief Helmsman, USS Drake
Lt. Cathy Chen, Chief Navigator, USS Drake
Lt. Miguel Rene Carlos Ramirez de Costaluna, Chief Communications Officer, USS Drake
Lt. Casey Kiunya, Head Nurse, USS Drake
Lt. j.g. Eiko T'Flar, Shift Helmsman, USS Drake
Lt. J.g. Miruku Bong, Relief Helmsman/Navigator, USS Drake
Ensign Katarina Schrepfermann, Shift Phaser Control Officer, USS Drake
Lt. Nikolai Kolesnikov, Assistant Chief Engineer, USS Drake
Chief Yeoman Regina Waymire, Senior Captain's Yeoman, USS Drake
Yeoman Zorana, Captain's Yeoman, USS Drake
Captain Rafael Santos, Commanding Officer, USS Springfield

Lt. Cmdr. Paula Lucilla Tyler, receiving treatment for her optical nerve injury on Earth
Cadet 3rd Class Sonek, Midshipman, Starfleet Academy
Ensign Tann-Tyra, Shift Security Officer, USS Drake
Lt. David Lear, Assistant Chief Security Officer, USS Drake
Chief Specialist Edrion Kalsi, Senior Enlisted Medic, USS Drake
Ensign Olodon Anh Sal, Shift Security Officer, USS Drake
Lt. Thadis keth Dra, Astronomer, USS Drake
Specialist 1st Class Ally Banks, Security Specialist, USS Drake
Andorian Defense Force Commander Garav keth Idrani, Deputy Program Manager for Fleet and Force Security, Farsha Tactical Analysis Center, Andoria - MAJOR NPC
Lt. j.g. Gerald Fryling, Shift Security Officer, USS Drake
Lt. Ratzmuridan Dourap, M.D., Chief Surgeon, USS Drake
Chief Specialist Guwinder Dhall, Security Specialist, USS Drake
Lt. j.g. Jacob York, Biologist & Klingon Cultural Specialist, USS Drake
Asha, Denobulan geologist & Treyva's second wife
T'Kiri, Vulcan V'Kor investigator & Sorak's mate
Ensign Calum O'Neil, Shift Security Officer, USS Drake
Lt. Peter Galt, M.D., Surgeon, USS Drake
Lt. Robin Brown, R.N., Shift Nurse, USS Drake
#11
Mid-2289 Starfleet Strength

Andor* -- launch 2274 (description listed 47 built in total through 2289, so 46 built through mid-2289, production ends 2289); 4 lost, 42 active
Baker* -- launch 2272 (building 7/yr, 108 total (3 remaining in 2289, production ends 2293)); 18 lost, 90 active
USS Belknap* -- 1 test ship active
Chandley* -- launch 2272 (building 2/yr through 2286, 27 total, production ended); 5 lost, 22 active
Constellation* -- launch 2284 (building 2/yr (1 remaining in 2289), 9 total); 9 active
Constitution* -- (Starfleet limits flagships to a maximum active strength of 12); 12 active
Excelsior* -- launch 2285 (building 1/yr, (1 left in 2289) 3 total); 3 active
Kiev -- launch 2271 (202 through 2288, 4 in 2289 (2 remaining), 3 in 2290, 2 each in 2291-2293, 202 total, production ends 2293); 24 lost, 178 active (losses include the Rostov from Ep. 2.01)
Loknar -- (production ended, retiring at rate of 3d6 per year, 6 (of 13) retired in 2289) 59 active
Miranda* -- launch 2274 (building 3/yr, (2 remaining in 2289) 37 total); 9 lost, 28 active
Northampton* -- launch 2275 (109 built through 2283, 4/yr since (2 remaining in 2289), 159 total); 18 lost, 141 active
Oberth -- launch 2275 (building 6/year, (3 remaining in 2289) 75 total); 8 lost, 67 active
Remora -- launch 2262, refit 2274 (production ended 2288, 193 built total); 37 lost, 156 active
Thufir -- launch 2268 (built 39 total, production ended 2287); 5 lost, 34 active
Wilkerson -- launch 2274 (building 2 each in 2289 (1 remaining), 53 total, production ends in 2290); 5 lost, 48 active
* Denotes Class 1 starship

Total active fleet: 892 ships (348 Class 1 starships)

Note: As of mid-2289, the following Constitution-class starships (all post-2270 refitted) are active:
USS Ahwahnee, NCC-2048 (newly commissioned); USS Constitution, NCC-1700; USS Emden, NCC-1856; USS Endeavour, NCC-1895; USS Enterprise, NCC-1701-A; USS Hood, NCC-1703; USS Kongo, NCC-1710; USS Korolev, NCC-2014 (recently commissioned); USS Lexington, NCC-1709; USS Midway, NCC-1813; USS Potempkin, NCC-1657; USS Republic, NCC-1371

(Notable Constitution-class losses (all pre-2270 refit) include: USS Constellation, 2267; USS Defiant, 2268, USS Excalibur, 2268; USS Exeter, 2268; USS Intrepid, 2268; USS Eagle, 2269)

Some rules for determining fleet strength:

1. Where the description of the class includes numbers, I went with those numbers (even if I disagree with them now...especially since they were arbitrary).
2. Certain classes have built-in limitations (the Constitution, specifically).
3. All other classes of ships are built on a #/year schedule
3a. The first year after a class' launch is a shakedown cruise for the class, with no additional ships of the class constructed.
3b. No new ships are constructed the year before, year of, and year after a listed refit.
4. Ship losses are determined first by known information (i.e. the Bozeman, Reliant, and four mysterious Miranda losses listed in the Drake's description), then using a dice mechanic (d6, roll again if 5-6; another 5-6 means a ship is lost -- I'll sometimes use 4-6 on the second roll, if I feel a class is often placed in harm's way or is somehow fragile).
4a. If a rule 1. ship class lists number of active vessels, skip rule 4.

Notes: Several ship classes end production in 2288, 2289, and 2290. I listed the 2293 production ends, but that's an unknown at the moment, since those production runs end as a result of the Khitomer Accords.

With the retirement of the Constitution-class Enterprise and commissioning of her Excelsior-class namesake in 2293, the role of "flagships" begin to transfer to the latter class. Constitution-class production will end that year, and Excelsiors begin to replace retiring Connies on the flagship list (beginning with USS Enterprise (NCC-1701-B), USS Excelsior (NCC-2000), USS Proxima Centauri (NCC-2001), and USS Columbia (NCC-2002)). Starfleet also ends the practice of limiting active numbers of a flagship class at that time, as the Excelsior is planned to become a staple of the turn-of-the century fleet.
#12
USS DRAKE, NCC-2491
Random Important Character Injury Chart

(We're using the Miranda-class cruiser USS Saratoga (NCC-1867) bridge layout. It can be found at the Cygnus X-1 site >Star Trek Blueprints & Schematics (in the sidebar) >Bridge Layouts (under Federation Vessels) >Star Fleet Bridge Variations (bottom row, middle), about 2/3 the way down the page...

The site didn't like me connecting directly to the page...)

Die Roll Number. Name (diagram number) (personnel)
1. Engineering Monitoring Station (1) (Sorak or named engineering officer)
2. Repair Status Monitoring Station (2) (engineering crewman)
3. Damage Control Station (3) (communications crewman)
4. Library Computer Station (4) (Les or named science officer)
5. Weapons Control Station (5) (Cole or named security officer)
6. Phaser Systems Monitor Station (7) (Schrepfermann or named phaser control officer)
7. Gravity Systems Monitor Station (8) (engineering crewman)
8. Environmental Systems Station (9) (engineering crewman)
9. Communications Station (10) (Costaluna or named crew)
10. Navigation Station (11) (Chen, Bong, or other named navigation officer)
11. Helm Station (12) (Del Vecchio, T'Flar, or other named helm officer)
12. Conn (13) (Treyva or named officer)
13. Sickbay (Dourap)
14. Sickbay (Kiunya)
15. Sickbay (other named medical officer)
16. Engineering (Kolesnikov or other named engineering officer)
17. Engineering (Sovar or other named engineering officer)
#13
Late 23rd Century Starfleet Rank Structure

Flag Officers
Fleet Admiral
Admiral
Vice Admiral
Rear Admiral
Commodore

Line & Staff Officers
(Fleet Captain)
Captain
Commander
Lieutenant Commander
Lieutenant
Lieutenant, junior grade
Ensign

Academy
Cadet, 1st Class
Cadet, 2nd Class
Cadet, 3rd Class
Cadet, 4th Class

Enlisted
Master Chief Petty Officer
Senior Chief Petty Officer
Chief Petty Officer
Petty Officer, 1st Class
Petty Officer, 2nd Class
Petty Officer, 3rd Class
Crewman, 1st Class
Crewman, 2nd Class
Crewman, 3rd Class

A Note on Fleet Captains
The rank of fleet captain is a rare meritorious appointment for a senior captain with shipboard command experience, and is the senior-most line/staff officer rank. Although subordinate to the rank of commodore, fleet captains have commodore-level access to classified and restricted information. Considered expert advisors and troubleshooters, fleet captains are command officers-at-large on a senior flag officer's staff, sent on missions of high importance where a flag presence would be too conspicuous.

Starfleet Uniforms
The current Starfleet officer uniform is affectionately called the "Monster Maroons." The main feature is a maroon overtunic, fastened at the right shoulder by a department-colored rank strap. Time in service is noted on a department-colored strap on the left sleeve cuff, just below the officer's rank insignia. A department-colored turtleneck undertunic is worn underneath, and black trousers with a department-colored stripe tucked into black, low-cut boots. Female officers are authorized to wear a skirt instead of trousers.

Enlisted uniforms consist of a maroon and tan jumpsuit with black boots.

The maroon uniform was phased in between 2276 and 2277, with full implementation completed the following year. This was due to widespread dissatisfaction with the uniform scheme that was introduced in 2270 (and mandated Starfleet-wide in 2272); one officer described it as, "The whole thing went from practical and simple to oddly flowing, like a fashion designer drew them up to be 'striking.'" By 2274, Starfleet began to redesign the uniform, which resulted in a radically different scheme that has been widely praised.

Timeline of Starfleet Uniforms
The first two decades of Starfleet saw individual member worlds maintain their national uniforms, even as the fledgling organization quickly adopted a uniform rank scale, based on Earth's Starfleet ranks (including the pip system).

The first true Starfleet uniform was adopted in 2183 (which we'll say is somewhat similar to the Kelvin-era uniforms, but with the Cage-style rank stripes...1 for most officers, 2 for commanding officers, and 3 for fleet captains and commodores, and a broad band for flag officers...and a filled in arrowhead, instead of the outline); this uniform remained in use until the 2245 scheme was adopted.

The Cage-era uniforms were adopted in 2245, created to coincide with the fleet exploration directive and the launching of the highly-anticipated Constitution-class cruiser.

TOS uniforms were introduced in the late 2250s, as a slight redesign of the popular uniforms that were originally introduced in 2245. It is also at this time when individual ship insignias were introduced, replacing the traditional Starfleet arrowhead (which was granted to Christopher Pike and the Enterprise). This practice ended with the adoption of the new 2270 uniform scheme.

TMP uniforms were introduced in 2270, but crews on 5-year missions were allowed to wear the TOS-style uniforms until the end of their missions; however, in 2272, Starfleet mandated the new uniform scheme for all officers and enlists. Dissatisfaction was expressed immediately by officers and enlists alike, with every aspect of the uniform (and the alternate styles) widely panned -- the notable exception to this was the introduction of radiation suits for engineers working near the warp core; that one article would be the only part of the early-70s scheme that would survive redesign.

TWOK and beyond uniforms began to be authorized in 2276, and the majority of units were wearing it by the end of 2277. All units were mandated to switch to the new uniform in 2278 (incidentally, just before USS Bozeman disappeared that year).
#14
USS Drake, NCC-1553
"A prudent question is one half of wisdom." -- Francis Bacon

Entered Service: 2258

SYSTEMS
Communications 7
Computers 9
Engines 8
Sensors 10
Structure 8
Weapons 7

DEPARTMENTS
Command 3
Conn 2
Security 2
Engineering 2
Science 4
Medicine 2

SCALE 3
RESISTANCE 3
SHIELDS 10
POWER 8
CREW SUPPORT 4 (3 + 1 from Costaluna)

WEAPONRY
Phaser Banks (Medium Range, Damage 6^, Versatile 2)
Photon Torpedoes (Long Range, Damage 5^, High Yield)
Tractor Beam (Strength 2)

TALENTS
Advanced Sensor Suites (When performing a task assisted by the ship's sensors, reduce the Difficulty of the task by 1, minimum of 0)
High Resolution Sensors (When not in combat, any successful task that is assisted by the ship's sensors gains 1 bonus Momentum)

TRAITS
Federation Starship
The Last of Her Kind

NOTES
Length/Beam/Height: 224/145/51 meters
Complement: 240
wf 6/7/8
2258 refit: +1 Computers
2268 refit: +1 Engines (introduced Antiquated Spaceframe trait)
2278 refit: +1 Sensors
2288 refit: +1 Structure (removed Antiquated Spaceframe trait)

SHIP INFO
USS Drake is the 40th Anton-class light cruiser built for Starfleet at the 40 Eridani Shipyards on Vulcan. She's typical of her fellow Antons, designed for a myriad of missions, from surveying, diplomacy and exploration to defense.

The ship is named for 22nd Century Earth archaeologist Dr. Elias J. Drake, a member of the Earth Arctic Archaeology Team who discovered a mysterious wrecked alien spacecraft on the polar ice cap in 2153. All members of the team went missing and were presumed dead. This is the first Federation starship to bear the name.

The cruiser's first commander was Capt. Gabriel E. J. Drake, her namesake's great-great-grandson. A scientist in his own right, Drake led his ship on two successful multi-year missions (2260-2268), making 12 first contacts and exploring dozens of worlds, before being given a flag appointment to Starfleet's Science Branch.

The Drake's next commander was Cmdr. Saltor, a Vulcan engineer assigned to assess the ship's future. The astute engineer, after a year-long assessment cruise, recommended the cruiser undergo the Mark II (2268) refit. Saltor saw the Drake through her refit and subsequent shakedown before turning command over to veteran commander Capt. Lars Anderssen.

Anderssen guided the Drake through two five-year cruises (2273-2282), which included a brief refit between them, in 2278. During this period, Antons were being retired at high rates in favor of the new Miranda-class cruiser. By the time the ship returned in 2282, she was one of three Anton's left in service.

The ship was assigned to consecutive one-year patrol missions while her fate and the fate of her sister ships were decided. Anderssen retired from Starfleet in 2284 and the ship entered into a yard period to prepare her for decommissioning, but the loss of four Mirandas to mysterious circumstances in the early part of the year and subsequent temporary halting of Miranda production forced Starfleet to keep the Drake in active service "for just a little while longer."

While her sister ships continued to prepare for decommissioning, the Drake's equipment was refurbished, damage was repaired, and the ship was given a new lease on life as the last of her kind.

In 2288, the Drake's engineering team were able to devise a solution to resolve the ship's structural weaknesses at high warp speeds.

After receiving extensive damage in an altercation with a rogue Orion vessel in late 2288, the Drake was decommissioned. She currently sits in the reserve fleet yards over Tellar.

SHUTTLES
The Drake carries two standard Class F shuttlecraft:

Kepler II (NCC-1553/7), Class F
Tesla II (NCC-1553/9), Class F

(Note: Star Trek Adventures starship small craft capacities are significantly different from CODA's. To determine the number of Scale 1 small craft a starship can carry, subtract 1 from the ship's Scale. So, the Drake can only carry two Scale 1 shuttles. (The Extensive Shuttlebays talent doubles this number, and allows a ship to carry Scale 2 small craft, which count as 2 shuttles for the purposes of taking up space.)

ANTON-CLASS INFO
The predecessor to the successful Miranda-class cruiser, the Anton was at the forefront of the Federation expansion effort in the 2240s and 50s. Originally designed as a mid-range exploration vessel, the light cruiser performed the more mundane exploratory missions from many of the new starbases that were being built along the frontier.

In the 2260s, Starfleet engineers designed an update the spaceframe's aging torpedo system and warp drive. However, engineers underestimated the frailty of the Anton's reinforced spaceframe, and the nacelles had a tendency to literally shear themselves off the struts under high-speed and high-stress maneuvers. These defects prompted Starfleet to completely redesign the vessel, resulting in the larger Miranda-class cruiser.
#15
DOURAP, Ratzmuridan, M.D.
Lieutenant, Starfleet
Surgeon, USS Drake (NCC-2491)

32-year-old Tellarite male (b. ca. 2257)

TRAIT
Tellarite

ATTRIBUTES
Control 10
Daring 7
Fitness 9
Insight 10
Presence 8
Reason 12

DISCIPLINES
Command 2
Conn 3
Security 1
Engineering 1
Science 4
Medicine 5

STRESS 10

REPUTATION 15

FOCUSES
Painting, Psychiatry, History, Pharmacology, Surgery, Xenomedicine

TALENTS
Incisive Scrutiny - You have a knack for finding weak spots in arguments, theories, and machines alike to glean information from them, learning about things by how they respond to pressure against vulnerable points. When you succeed at a Task using Control or Insight, you gain one bonus Momentum, which may only be used for the Obtain Information Momentum Spend.

First Response - Whenever you attempt the First Aid during combat, you gain a bonus d20. Further, you may always Succeed at Cost, with each Complication you suffer adding +1 to the Difficulty of healing the patient's injury subsequently.

Field Medicine - When Attempting a Medicine Task, you may ignore any increase in Difficulty for working without the proper tools or equipment.

Triage - When you attempt a Task to identify specific injuries or illnesses, or to determine the severity of a patient's condition, you may spend on Momentum (Repeatable) to diagnose one additional patient.

VALUES
The Smartest Being in the Room
Ignore the Blasted Machines
Beside Manner of an Irritated Le-Matya
A Tellarite Mellowed with Age

ATTACKS
Phaser Type 1 (Ranged, 3^, Size 1H, Charge, Hidden 1)
Unarmed Strike (Melee, 2^ Knockdown, Size 1H, Non-lethal)

MILESTONES
0 Arc
2 Spotlight (2 Unspent)
2 Normal (2 Unspent)

LIFEPATH
Species - Tellarite
Environment - Homeworld
Upbringing - Science & Technology (accepted)
Academy - Sciences Track
Career - Experienced Officer
Career Event 1 - Called Out a Superior on a Medical Diagnosis
Career Event 2 - Special Commendation for Saving Life of John Farrell

BACKGROUND
Ratzmuridan "Ratz" Dourop was born into a large family in 2257, the youngest of seven children of Ageromosh Dourap, a certified accountant on Tellar, and his medical administrator wife, Goonoori. Brilliant even by his famiily's overachieving standards, Ratz was fast-tracked into a a rigorous academic program. His days and nights were filled with studies; while it had the desired effect of preparing the young Tellarite for his chosen career, it also deprived him of any form of childhood. As a result, all he knew was that he was the smartest Tellarite in the room and he acted accordingly.

Finishing his collegiates by the age of 14, Ratz entered medical university, graduating with a degree in alien medicine (with human specialty) within three years. He was then old enough to apply for Starfleet Academy and was accepted immediately. Even there, Ratz considered himself the smartest being in the room, backed up by stellar academic performance and praise from his instructors. However, he frequently found himself in heated arguments with his classmates; although none ever came to blows, Ratz slowly ostracized himself from his fellow cadets as bad blood and grudges began to form.

Dourap graduated from Starfleet Academy in 2277, again in three years, while simultaneously completing his internship at the academy hospital. His bedside manner was, frankly, atrocious, and his superiors recommended him for research duty. Dourap found himself first at a Vulcan Science Academy medical research station in Vulcana Regar, where he spent a couple months earning his Vulcan internal medicine residency (about the maximum length of time his superiors could tolerate him interacting with patients); he then transferred to Denobula as part of the Federation Medical Exchange.

Following a two-year stint at Starfleet Medical on Earth (where he completed his Andorian specialty and further alienated his colleagues with his frequent correction of diagnoses), Ratz was transferred to Starbase 11 in 2284 as the senior research medical officer, where he reunited with one of his few close friends, Lt. Cmdr. John Farrell. In early 2287, while Ratz was off duty, he encountered a coolant leak near the personnel section of the starbase. Without regard to personal safety and relying on his innate resistance to toxins, the doctor rushed in to find his friend slumped over his desk, unconscious. Ratz removed Farrell from the area and performed life-saving first aid.

Ratz was decorated for his heroism, and Farrell offered to do anything to repay him. Dourap's only wish was to actually get posted to a ship. His friend and ally obliged, assigning Ratz to USS Drake as she was en route to a survey mission beyond Caitian space. After spending a couple months acclimating to the ship and shadowing Lt. Hunter (whom he replaced), Ratz stepped full time into his new role as an attending physician. Following Dr. Welch's retirement, he was assigned as chief surgeon of the Drake.

Ratz's eldest sibling is Barnangor Dourap, a member of a regional judicial commission on Tellar.
#16
1. Find and/or recreate our PCs. POSTED
2. Recover and/or recreate our secondary characters. POSTED
3. Recover and/or recreate the Drake. POSTED
4. Rebuild roster of "tertiary" characters. POSTED
5. Any other admin/repair work I can't think up right now.
6. Reset the Momentum/Threat/Advantages/Complications for the scene.
7. Continue playing.