Star Trek - The Ghost Planet

Water Bob

Adventurer
STAR TREK - THE GHOST PLANET
a scenario for any Star Trek roleplaying game



This is a scenario outline meant for a GM to flesh out and customize to his tastes for his game. The GM can use any rpg rules he likes, and this scenario can be set in any Star Trek timeline. I'll provide the major events of the story. It's up to the GM to add stats and throws to the scenario, based on his game system of choice.

This scenario is based on one of the old Gold Key Star Trek comics, which debuted in 1967. If you've ever seen these comics, you'll know that they were written and drawn by a team that had never seen the show. And, at least the early comics, got a lot of details about the Star Trek universe wrong. For example, the Enterprise is powered by rockets, not warp engines. The ship regularly enters planetary atmospheres. The crew are space pioneers who explore multiple galaxies. There is an accepted interplanetary language, called Esperanta. And, some of the stories can get a little corny. For example, the name of the planet in the story on which this scenario is based is called, "The planet Numero Uno."

On the other hand, the art in the book is quite good, especially for the era. And the stories, despite being corny from time to time, also have an interesting "Trek" feel. You know what I'm talking about here, yes? True science fiction tales, many times heavy on the "fiction" and lite on the "science". Star Trek is built on stories that often have an ethical question on which the entire tale pivots. Remember how saving the whales was central to the plot of Star Trek IV - The Voyage Home? Remember the Organian Peace Treaty between the Federation and the Klingon Empire, where extremely powerful god-like beings had to exert their influence forcefully upon both star-powers to keep them from annihlating each other? Remember the Devil in the Dark episode where the monster that was killing all the miners turned out to be a mother, last of her race, defending her young?


THAT is Star Trek.

The science may not be exactly real. But the stories are solid science fiction yarns that usually make you think.

I saw that certain Star Trek something in the Gold Key story, and I thought it'd make for an excellent roleplaying scenario for a GM running a game set in the Star Trek universe.

I'll write the outline in terms of Kirk and Spock and the Enterprise, but the GM should change any and all details to fit his tastes and his game. It doesn't have to be the Enterprise. It could be the USS Santiago, a small Starfleet exploration vessel, Archer class, with a total crew compliment of 14 personnel. Or...whatever the GM desires.

I'm sure you know that there are tons of pictures on the net that you can use to spice up this game. The GM can have a ball taking the scenario and making it his own.
 
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THE GHOST PLANET

I. The Rings of the Ghost Planet

Stardate 26.06.4. While on stellar mapping duty, the Enterprise discoveres an interesting phenomenon: a set of rings, like those around Saturn, but with no planet in the ring's center.

Closer observation will reveal sensor interference. A new type of radiation is playing havok with the sensors and blocking the Enterprise's "eyes", keeping it from seeing the planet that must be at the center of those rings.

The disturbance from the radiation is so strong that the only method of detecting the planet is to take the Enterprise into the ring system--to punch through, so to speak, for a closer look.

This scene takes place on the ship's bridge. The GM should play up the mystery, Star Trek style, and give the ship's science officer a few task rolls with the ship's sensors, revealing details slowly. Frustrate or intrigue the ship's captain, if at all possible. Do a scene with the department heads in the briefing room, if necessary. Have some intriguing details about the rings ready as rewards for good scensor throws or information from NPC science department types who may participate in informing the captain.

The rings emit a lot of an unidentified radiation, and that radiation is deadly after prolonged exposure. This radiation has a side effect in that is scrambles Federation sensor technology. The sensors show, simply, "nothing" in the center of the rings, where the planet should be. And, that is the primary reason it can be deduced that sensors are being blocked. By boosting power to the ship's sensors and moving into orbit around the unseen planet, placing the ship between the rings and the world, there is a chance that the sensors will be strong enough to detect the world.

Besides the radiation, a strong magnetic field is detected, which is stronger at the planet's poles than it is at its equator. It's not quite on the scale of degenerate matter (Black Hole), but the field is strong enough that, if the ship's helmsman attempts entry at the world's poles, attempting to avoid the ring debris, there is a chance that the magnetic field will "push" the Enterprise into the ring field. Whether this happens should be determined by the Helmsman's throws when the ship moves closer.

Anoter aspect of the rings is that they are heavy in copper. This is a red herring meant to screw with the heads of the players.

Using the transporter is out of the question, not only because of the radiation interference but also because the transporter chief cannot lock onto a landing point.

Using a shuttle is highly dangerous and will probably be ruled out. But, if the ship's captain refuses to risk his ship but will risk a shuttle, then the GM should make the probability of success very low--with a high chance of shuttle passenger death. If the shuttle does succeed, communications with the Enterprise will be blocked by the radiation (and that rules out a remote piloted shuttle--or even a probe).
 
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II. Once More Unto the Breach

The GM should be dramatic in describing the Enterprise's punch through the radiation bands. Give the Navigator a roll and allow the success of that roll to govern the difficulty the Helmsman will have piloting the ship closer to the unseen planet.


If the ship closes from one of the poles, failing the helmsman's check sees the ship pushed by the magnetic field into the ring debris. Inside the rings, millions of particles impact on the ship's shields. A poor Helmsman throw could mean damage to the ship. The GM decides upon damage, but a damaged ship gives the Engineer something to do. Have the ship's Communications Officer make a throw to expedite the work parties. The result of this throw governs the difficulty of the Enginneer's throw to fix the problem. The Enginneer's throw will govern the amount of time needed to get Enterprise ship-shape again--and tell the GM how long the damaged system will be out.

The GM should get creative with any damage that happens to the ship. Although not a strong plot point, the players don't know this. The GM can be as detailed or speedy as he wants with this. He can solve everything with a throw and move on, or he can have a side-adventure seeing engineers donning space suits and patching holes in the side of Enterprise--or maybe repairing the huge sensor dish.

What can be damaged? Anything. The basics: warp drive, communications, the transporter, shields. Maybe the maneuvering thrusters are damaged enough so that it is hard for Enterprise to maintain orbit. The ship will begin to slowly "fall" towards the planet (or...even neater for this strange planet, how about it "falling" towards the ring debris, away from the planet!).

When it's all said and done, the damage to the ship should be a slight side-adventure at best. But, the players do not need to feel this. They could believe that the damage is quite severe, and when the fix it early, all will be glad at a job well done and an emergency avoided.



Like a determined animal, the Enterprise punches into the ring debris. Rocks and ice impact on the ship's shields. "Stabilize the inertial dampeners! Scotty, give me more power to the shields. Mr. Spock! What is the depth we must penetrate?"

The turbulence ceases. The Enterprise escapes the ring field. The Science Officer reports that the magnetic field is still strong but falling in intensity rapidly. And, on the main viewer...a majestic planet comes into view.

"Amazing."

"Yes, but what kind of price did we pay to see it. Scotty, damage report."
 
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III. Strange New World



After making orbit, the captain will no doubt rely on sensors to scan the world. What they'll find is that the world's magnetic field is somehow amplified by the new radiation in the rings. The magnetic field is actually much stronger in orbit than it is on the surface of the world.

Sensors show that the world is Class M, but it is in perpetual darkness due to the masking radiation not allowing sunlight to penetrate through to the planet.

Further analysis on the strange radiation will reveal that it is eventually deadly but not immediately deadly. Exposure of weeks or months is necessary to start feeling effects. Therefore, visitors to the world are safe enough as long as they don't outstay the time limit. The captain may order that a landing party wear rad suits, but it's really not necessary.

All of this information should come at the result of roleplaying on the ship, interaction with NPC ship's personnel, computer analysis, and player character skill throws.

Give the Chief Engineer a throw. If he's successful, he can calibrate the transporter to work safely in spite of the radiation as long as the ship remains between the ring field and the planet.

Sensors will pick up buildings, cities, even power signatures. But, bio scans reveal no living organisms, from trees to grass to animals and inscects. There's certainly no people down there.

"A Ghost Town, Spock?"

"A 'Ghost Planet' would be more appropriate, Captain."



Any other information about the world will have to be gathered by placing boots on the ground. The captain should assemble a landing party.

Transport to the world's surface can be accomplished by shuttle or by transporter, if the Chief Engineer was successful on his throw (above).

"Gentlemen, remember the Prime Directive. Phasers on stun. Mr. Scott, you may proceed."

"Energizing, Cap'n."



The landing party will materialize within a sprawling, vacant, lonely mega-city. Buildings, skyscrapers, and roads for as far as the eye can see. Someone may speculate on the population this city once held. It's in the billions.

Scouting around will reveal some blasted buildings and some large craters in the ground. This is evidence of some conflict that must have happened. Bomb craters and some of the buildings are destroyed by explosions.

At some point, the landing party will venture close to one of the entrances to one of the large buildings. Bore the players a bit with the investigation. Let them feel the emptiness of the place. Then, startle the players when voice booms from a speaker next to the skyscraper entry.

"Welcome, visitors! Transportation is enroute for you!"

This may put the PCs on edge. They may be alert for trouble. That's the feeling you're going for, here. They should be curious, but skeptical.

Talking to the speaker will yield nothing but silence. It seems to go dead once the message is played once.



In a few minutes, a vehicle appears. Apparently, it is self controlled. It is an open top affair in the front, but the back is contained in a shell, like a van. Tricorder readings will tell the players that the last half of the vehicle is an electronic engine/robotic brain. The nose sports headlights and a compartment for storage. There are two rows of seats, three abreast, allowing for six people to ride in the vehicle. If the landing party is larger than six (unlikely since the Enterprise has six pads in the transporter room), the Captain can tell the remaining personell to stay there, beam back to the ship, or stay with the shuttle--whatever is appropriate.

If the PCs attempt to gain control of the vehicle, it will automatically shut down for 10 minutes. After that time, the vehicle will start up again. After three such tries, the vehicle will shut down for an entire day--which will probably seem like forever to the PCs because there isn't much more to do except explore the buildings (and they'll learn little more from that exercise).



The vehicle will stick to the road, but the journey is short. After about 15 minutes, the players are brought to a building. The vehicle will slow, and a voice will say, "Please exit the craft."

A Note About Language: Star Trek usually does not much more than tip its hat to galactic language barriers. To keep the Trek feel, I suggest nothing more than the GM mentioning the universal translator corrects itself once when either the speaker in front of the building or the robotic vehicle speaks. As GM, if you want to go more into this "problem", then you can put a big stumbling block into the plot for the players as they work to learn how to understand the bots and communicate when needed.
 

IV. Welcome



As the players are deposited in front of a building, they have but to walk up some steps and approach the glass door. It will open automatically. Tricorder readings will reveal power signatures in the building but little else of value. No life forms. There are several antennae on the roof of this three storey building.

As soon as the landing party enters the building, they are greeted by a humanoid shaped robot. "Greetings," it says. Then, it turns and walks down the corridor, continuing, "Please....this way."

The landing party is led into a small theater room. A few rows of seats face a blank viewer at the front of the room. "Please....take your....seats!" The robot says. The GM should play the robot with a stutter, as if the robot is damaged or has a short in its voice box.

The bot will stand in front of the room, like a host. "We know...you are...confused....It will be explained...but you must...believe we are friendly...now the government heads will address you!"

The lights go dim, and the viewer comes alive. Two large humanoid heads look back at the landing party. They are both bald. And, their heads seem both longer and larger than a human's head. They have bushy eyebrows, but no other facial hair. Other than that, they resemble humans.

"Please let us introduce ourselves," speaks one of the heads, "we are the Twin Supremes of the planet Numair. I am Justin."

Then, the other head speaks. "And, I am Justin. We rule together."

Let the players speculate on whether they are watching a AI enhanced recording; the location of the two Justins; whether they are looking at clones (the two look exactly the same); whether this is a recording from long ago; and questions of that nature.

If the captain or any of the landing party speaks to the viewer, the two Justins will interact with them. This will tell the players that they are not watching a recording but using a communication device.

During this dialogue, the Justins will tell the Starfleet men about their fate. They were a fairly advanced society. At one time, the world held a small land-locked moon. The Numairians stored radioactive waste on the moon to keep their world clean and beautiful. But, some of the waste was unstable. An explosion occured that blew the moon apart. Billions died from the ash and fallout. In the throws of armageddon, the Numerians fought amongst themselves for survival. That's the cause of the bomb craters and destroyed buildings that the landing party has seen.

The radiation was discovered. The Numerians struggled to build two space stations, and the surviving people left Numair to live in space.

Why hasn't the Enterprise detected the space stations? Because the world's magnetic field anomaly pushed them into the ring system.

The world's rings were created by the destruction of the small planetoid moon. After the ash settled, the sun appeared for a while but slowly snuffed itself out again as the radiation interference blocked the sun's light.

Now, the population of Numeria lives in the two space habitats.

The GM should role play this all out. But, the ultimate question becomes, can the crew of the Federation starship help the Numairians regain thier world?
 

This is turning out to be longer than I expected. I'm not even sure anybody wants to read this--or get anything out of it.

I'll stop now just because I can't spend several hours on this.



EDIT: Here is a synopsis of the story. You will notice that I have taken a lot of liberties with the material above to convert it to an rpg scenario. You can use the synopsis to finish off the adventure outline, if you like.
 
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Thanks for this! I ran a brief S&S 2e game earlier in the year and might revisit that in future - the outline and general flow of events would be an awesome timesaver if I start that back up again.
 

My take on the climax, just to give you an idea of how I'd differ it from the story in the comic: The Enterprise would channel power from both the Numairian habitats through it's deflector dish, using a concentrated magnetic spike to disrupt the planet's insane magnetic field. The ring field would be cut in half and push away from the planet (Yeah, it's not science...it's Star Trek science fiction!).

Then, once Kirk & Co. learns that the two Justins plan to continue warring, using the secret cache, Spock will pull a bluff, using photons emitted from the Enterprise so that it seems that the Federation men have the power to return the rings around the planet. In fact, the photon burst is really just a Star Trekian movie, of sorts, played across the clouds. It's a reflection of the previous ring field from the Enterprise recordings.

The monitoring satellites that the Enterprise leaves in orbit around the planet to police it are real, but, really, there's not much the Federation will do--or can do. This is interference with another world, though not a Prime Directive violation. Kirk can only hope that cooler heads prevail, and that the satellite monitors "keep them honest".

Of course, players can be quite crafty. I'd obviously like to see the players come up with their own unique solution to the situation. What I say here is for the GM--ammo to lead the group if they get stuck or are not playing in a "Starfleet" style.
 

As far as "action" goes, there's a lot of drama to be had just on the bridge of the Enterprise. That's what I tried to show in Part I, above.

But, for those who need fist fights and phasers burning, there's some scenes for that, too. After the history lesson in Part II above, the next scene sees the landing party finding a room guarded by two robots. The bots attack any who approach, in a hand-to-hand fashion. Getting past these two bots is the first big action sequence, especially if the GM makes them highly resistant to phasers.

The second action scene happens aboard the Enterprise when the two Justins are brought aboard for council with Kirk and his officers. If the Justins feel that they've been found out, they'll pull a weapon. This could turn into a much bigger action scene than in the comic, especially if Kirk isn't armed. The two Justins will try to fight their way to the hangar deck to escape the Starfleet vessel in their Numairian ships.

The biggest action scene happens at the climax when Kirk discovers the hidden weapons cache, and the two fighters are sent to destroy the landing party. It looks bleak for the PCs until Spock tries his photon gambit.
 

[MENTION=92305]Water Bob[/MENTION]
Thank you for the help in the Traveller form - Also, I just picked up a copy of Star Trek "Basic RPG" rules off Ebay. Currently I am reading the rules; however, this is great timing for a Star Trek write up, which is getting me in gear to run a Star Trek themed game session. Your write up was great and set a good mood/pace.

Thanks again.
 

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