Star Epic for PDF
Transcription
Star Epic for PDF
Star Epic A public domain fan RPG for Star Trek universes – Part 1 – Basic Play By Nathan Hawks (nhawks at gmail dot com) Version Pretest/0.__________-incomplete Published at htp://nathanhawks.us in December, 2012 INTRODUCTION P ROJECT: STAR EPIC P LAYING STAR EPIC This document is a public domain work of fan art, in progress. Copyrighted terms, marks, and likenesses are included, as is usual with fan art, in hopeful accordance with Fair Use laws. No profit is being made from its creation or distribution; it is offered freely to the world to enjoy and expand. Any contributions by artists, suggestions or submissions by system designers, and constructive criticisms from anyone, are welcome. The final guidebook will be in three parts; hopefully, completed by the end of 2013. Part 1 will allow new players to jump in as quickly as possible; it will be designed and organized for players new to role playing games and unfamiliar with the lore. Part 2 will expand topics for advanced play. Part 3 will give GMs materials they need to run adventures, allow players to design and modify ships, and will include sample campaign content. Alternate rules, and sourcebooks for specific topics, are currently not planned. I would be happy to collaborate with anyone, whether you want to help with the core book, or contribute materials outside the plan. You are also welcome to fork the project, if its direction or details are not to your liking; I would appreciate credit for portions you keep, and would enjoy seeing your modifications or offering both versions together. As a public domain project, please understand that I find it highly unlikely anyone will ever be paid for this work. I am doing this as a love letter to Star Trek, a debut as a game system creator, and a gift to the world; I will collaborate on Star Epic on that basis. Contact nhawks at gmail dot com or visit nathanhawks.us for collaboration, creating a repository of errata/expansions, questions, etc. Star Epic is a campaign guidebook. To play, use this book as an addendum to either The d20 System version 3.5, or your favorite compatible game system such as D&D 3.5 or Pathfinder. Some of this book replaces parts of d20 3.5, such as the rules on character classes, and the new races. Most of d20 survives intact alongside Star Epic, such as skills, character attributes, and personal combat. Some rules in d20 are modified by Star Epic, such as rules for magic, and availability to certain feats. STAR EPIC'S GOALS PART 1 – BASIC P LAY This book is Part 1, Basic Play. Here is a chapter-by-chapter breakdown of the part 1 guidebook: 1. Introduction: The chapter you're looking at right now. This chapter also introduces the setting, first with an overview for Star Trek fans of how this universe differs from the TV shows and movies, and concluding with a full history overview, focusing on Earth over roughly 300 years. 2. Character Creation: A character creation guide focusing on infusing role play into character backstory. Description advice, starter packages, and introductory race information help draw your into your character and the universe. 3. Fleet Characters: The Starfleet character classes, and most of the new game mechanics invoked by each; plus adjustments to basic d20 classes, rules on d20 feats and skills, new Star Epic feats and skills, and so forth. 4. Fleet Equipment: The equipment chapter covers gear, shipboard devices, ship infrastructure, and a wide variety of items needed by away teams. The Federation economy, and exchanges with alien societies, are explained. 5. Starships: The basic rules for starships include ship attributes and how they interact, how to conduct ship-to-ship combat, and all necessary information you'll need to use the ship as vehicle, adventure hook, adventure setting, and as an aid to cosmic-scale adventure tasks. 6. Adventuring: A guide to what replaces killing-and-looting in Star Epic, including: many kinds of adventure hooks; some lessobvious ways to get things done using a starship; details on Starfleet as an organization; and other styles of play, besides command of a Starfleet ship in UFP space. This rule set has the following goals: • Provide clear roles fitting how Star Trek action differs from typical D&D adventure styles; • Enable typical adventure via boarding and away-missions while reflecting advanced culture; • Imbue character creation and classes experiments, and slower level advancement; • Codify Trek-flavor actions & bonuses for roleplay & teamwork vs. cosmic odds & certain death; • Maintain an ability, action, and teamwork flow allowing fast pace despite careful, RP-heavy play; • Ship combat rules reflecting both ships-as-combatants, and crewas-characters; for fun, flexible WORK IN P ROGRESS This version has certain serious flaws obvious before play testing; the italicized terms are intended goals of these rules; (the parentheses describe the current problem). GMs, feel free to compensate: PART 2 P REVIEW A preview of Part 2 is included at the end of this version. Most notably, the Race Guide (chapter 7) gives players and GMs everything needed to portray alien characters uniquely and look after their unique racial and personal concerns. Material in Part 2 is intended to replace the simplified material in Part 1, and the Race Guide is highly recommended. • Minimal new rules, maximal use of d20 standards. (Many things need revised for this reason); THE U.S.S. NEBULA • Control over Starfleet casters, while allowing for Kes, Guinan, etc. (I've barely scratched this surface.) • Fast-paced, deadly, but tactical ground-combat. (Mostly complete, but untested & see next point.) • Less trash-mob-style combat without boss-style abilities. (Combat underdeveloped; missing enemies, etc.) • Robust resources for ship-ship combat & ship creation. (Such details are being deferred to part 2, Advanced Play.) At the end of the book is a variety of sample play material, including details on the suggested player ship: the large Starfleet cruiser U.S.S. Nebula, model of a brand new class. Your group can choose to crew the Nebula during its prototype phase; or, when it leaves the shipyard, after its pre-commission overhaul, just beginning its official tour. Alternatively, you and your GM might use the information from Chapters 4 and 5 to create a new starship, or you might use the suggestions in Chapter 6, and avoid starship play altogether. Additionally, materials for GMs are currently up to the GM's whole cloth creativity. The Nebula is the largest, most advanced and most powerful ship in the fleet. I chose the class because it's my personal favorite TNG-era class, and the ship specifically because it has absolutely zero canon history. As the class prototype, its enhanced science capabilities could allow the Federation to advance more quickly in terms of scientific discoveries and technological developments, than the prime universe did; and its enhanced fleet-support focus should make it a unique play experience in battle. The Nebula is roughly as capable, when alone in a fight, as the Galaxy class, which hasn't been designed yet at time of game launch. THE (SUGGESTED) SETTING P LAYING IN THE SETTING The suggested setting begins in 2357 or 2358, in the alternate universe – 100 years after the 2009 movie, Star Trek. This means the game begins 5 or 6 years before the Enterprise-D launched, in Star Trek: The Next Generation. The setting is slightly bleaker than TV TNG, featuring a few border conflicts with hostile aliens, and a few unfolding threats of which Starfleet is barely aware. The classes, feats, and rules were designed with early alternate-TNG era in mind, specifically prior to the launch of Picard's Enterprise. Here are some suggestions on adventure styles and challenges. To quote the late Adm. James T. Kirk, retired, speaking at Starfleet Academy to the 2348 graduating class: Ninety years ago, a few reporters called Earth and Andoria, “the New Federation,” afer Vulcan's fall. Vulcan is gone. And it's true – the Federation won't ever be the same. But Andoria has honored old ties and filled Starfleet ranks like never before, and daily, they defend Vulcan refugees to the death. Humanity kept footholds on ashes – we always do. It's also true that worrisome developments have come with... recent changes. When Vulcan fell during my watch, the Romulans and Klingons smelled death on us. Colonies and outposts were lost, all along the neutral zone, which was only renegotiated and respected because of events at Camp Khitomer. And ever since Organia, there's been a tense lull teeming in an expanded neutral zone, that brims with constant pirate trafic. Science and diplomacy continue as Starfleet hallmarks, but naivete is a loss of all hands, waiting to happen. Through these hard times, strong ties have grown stronger: the precious few remaining Vulcans now a reminder of former glory, and conceit; now mended with their neighbors and humbled. The Xindi joined the Federation less than 100 years afer the Earth-Xindi conflict, a sign of rapid peacemaking in the best Federation spirit; and the Tellarites, Coridanites, and Andorians have stifled what quarrels they can, and worked hard to strengthen the quadrant. Together. Now, as Starfleet completes its design of a new flagship, the 1701-D, we find we are becoming a lesser power; of no special interest to the great beings I once exchanged barbs with, or to far-flung empires from other quadrants of the galaxy. We are not the vast monolith of stability, nor the recourse of justice for people of all worlds, that we had hoped to become. But we do what Starfleet must: We explore strange new worlds, seek out new life and new civilizations, and boldly chart what we know to be an undiscovered country... • Hostiles: Border attacks; pirate assaults; alien of the week. • Mystery: Races across the stars, and intrigue with detective work. • Technology: Mishaps, risks and rewards, ominous alien technology; wondrous ancient technology, R&D/exchange. • Science: Mishaps, catastrophes, mysteries, alternate universes, time travel, bio and ship hazards, exploration. • Diplomacy: Saving, trading, learning, recruiting, affecting, and first contact; plus strange and tense relations. • Teamwork: Starfleet crew are heroes; together, much more so. • The Ship: Upgrade the ship, protect her from harm, gain a reputation. • The Crew: Typical character RP, with all the unique back stories and strange natures afforded by Trek + d20. • Societal: The Federation has lost its great destiny; work large factors, reach a golden age, or forge UFP history. See chapter 6, Adventuring, for more about the common play styles and story hooks in Star Epic. STATE OF STARFLEET & THE UFP Vulcan influence collapsed as refugees hid to rebuild. With their collapse of prominence, came a drop in UFP stability. Some technologies and applied sciences, such as starship hulls, are a half-generation behind early TNG TV. Pure sciences are yet further behind, in some areas. Starfleet is smaller than in TNG, for lacking Vulcan manpower and developments. There has also been loss of space, and a shift of diplomatic destiny, compared to the prime universe The Khitomer Accords were never signed. UFP-Klingon relations are barely improved since the abortive Khitomer conference; still the cold-warring, saber-ratling, bad-neighbors tone seen in Enterprise and TOS. The Borg are not coming; there will be no trial or direct involvement by Q, thus the Borg are unaware of Earth. In general, UFP technologies, directives, and social platforms focused mostly or wholly for scientific or diplomatic purposes in the prime universe, or which derived from a golden age of prosperity and pervasive luxury, will be slightly more practical, spartan, militaristic, or general-purpose here. However, the detail of loss and change is somewhat up to your group, at least until parts 2 and 3 (advanced play and GM's materials) are ready. HISTORY OF THE U NITED FEDERATION OF P LANETS On the following pages, the major historical events of the past 300 years are outlined and explained. LATE BARBARIC AGE THE 20TH CENTURY EARLY 21ST CENTURY CATAPULTED EARTH 1980s – Rise of the Supermen (later called Augments) 1989 – United Nations disbanded in Augment conquests 1993-1996 – Earth's revolution (The Eugenics Wars) 1996 – The last Augment, Khan, is expelled from Earth 2026 – U.N. re-chartered as the New United Nations 2026 – 2053 – World War III almost ends civilization 2063 – Zefram Cochrane breaks Warp 1 barrier; – First contact with Vulcans – First contact with the Cyber 2066 – The first Earth-Cyber War 2067 – United Earth Space Probe Agency (UESPA) formed in secret 2068 – The second Earth-Cyber War 2069 – The third and fourth EarthCyber Wars – Utopia Planitia shipyard founded above Mars 2079 – Height of Earth's Post-Atomic Horror 2080-2119 2083 – Decriminalization of UESPA; founding of Earth Space Agency 2090 – Orpheus Mining Colony founded 2103 – First Martian colony founded 2104 – Andorian explorers discover the Aenar 2112 – Earth Star Fleet commissioned 2113 – The United Earth Government is founded; – Fusion of Starfleet and UESPA 2117 – Zefram Cochrane disappears for the first time 2119 – Last confirmed sighting of Zefram Cochrane EARTH'S INTERSTELLAR AGE 2120-2159 2151 – First contact with Klingons; – Starfleet breaks Warp 5; 2134 – Arik Soong begins exile as – Andorian-Vulcan border tensions founder of an Augment colony escalate; 2137 – Revolution begins on Vulcan – Formal first contact with Ferengi 2143 – Starfleet breaks Warp 2 barrier and several others; 2144 – Starfleet breaks Warp 3 barrier – Select Starfleet reports become 2149 – Starfleet predicts breaking Warp sealed to the public; 5 barrier in two years – UESPA protests Starfleet's 2150 – The United Earth now ratified heightened militarization by all nations 2153 – The Xindi Crisis 2154 – Revolution succeeds on Vulcan; – Romulan forces try to destabilize local interstellar relations; – First Aenar adventurer willingly leaves Andoria 2155 – The Coalition of Planets 2156 - 2160 – The Earth-Romulan War THE F EDERATION 2160-2199 III, found and re-exiled; 2161 – The United Federation of – The Federation-Klingon War – Organian Incident; Treaty of Organia Planets oficially ratified; signed; – United Earth Starfleet becomes – Nimbus III (“Planet of Galactic Federation Starfleet; Peace”) colony founded – Starfleet Academy established 2269 – Starfleet begins to probe the 2171 – Diplomatic contact with the galactic core Tholian Assembly formalized 2200-2239 2280-2319 2223 – Acknowledged beginning of cold 2287 – Starfleet Corps of Engineers restructured due to fleet defects war with the Klingon Empire 2289 – Nearly-successful UFP-Klingon 2233 – Incursion Prime diplomacy at Korvat colony 2240-2279 2293 – The Khitomer Conference th 2311 – Tomed Incident; start of 2248 – The Federation gains its 25 Romulan isolationism member homeworld 2312 – Warp speed numbers revised in 2254 – First contact with the El-Aurians light of transwarp theory 2258 – The Batle of Vulcan 2265 – UESPA and Federation Starfleet 2320-2359 begin political struggles; 2323 – Starfleet's Star Date calendar – Galactic barrier first explored 2266 – Romulans violate the Neutral system is revised and reset to 0 2329 – Gamma Orion given special Zone and commit several atacks 2267 – Starfleet grants UESPA trial Diaspora Act protection 2334 – Noonian Soong ends 2 centuries authority over some starships; – Khan, Augment leader of World War of family exile 2335 – First Soong-type Droid, Sim, introduced to the public 2336 – Sim enters Starfleet Academy; – Two thousand Soong-type Droids are ordered for manufacture 2341 – Sim graduates from Starfleet Academy 2342 – Twenty thousand Soong-type Droids are ordered for manufacture 2343 – Starfleet Academy struggles to accommodate Droid applicant influx 2344 – Batle of Narendra III 2346 – The Khitomer Massacre 2347 – Cardassian forces begin massacring UFP colonies 2348 – A Starfleet oficer defects to Romulus 2353 – The Tholian Conflict begins; – Sixty thousand Soong-type Droids are ordered for manufacture 2354 – Ferenginar applies for Federation membership; – Soong-type Droids get rights and legal status as life 2355 – Design begins on Nebula-class starship prototype Late Barbaric Age The Augments: Genetically engineered super soldiers seized vastJ power using superior abilities and aggression. Most political, military, and financial power on Earth could be traced to an Augment by the end of the century. The Eugenics Wars: Decades of subjugation by Augments, and talk of additional Augment breeding, sparked a revolution. Revolutionaries were outclassed and regularly annihilated. The Augments responded with nuclear force against civilian populations. Utopia Planitia shipyard: Illegal procurement on Earth gradually gave way to mining in space, using microwave beams and robotics to remove ore. With Vulcan help to refine and fabricate, Cochrane built a modest design and construction yard in Mars orbit. Zefram Cochrane disappears: In the leadup to revitalizing the UN, Zefram Cochrane's life shifted from that of idle Montana drunk, to jetsetting space traveler, to Earthly celebrity and political icon. As Earth stabilized, Cochrane was reported missing for long periods. He finally Post-Atomic Horror: Try as Humans might departed for space unknown, and never returned. to reform their governments, a century of broad Arik Soong: Anarchistic idealist and fiery health and economic disparity put despots in the genius Arik Soong steals Augment embryos and superior position. Uncountable genocides medical equipment from cold storage, hijacks a occurred under mockeries of law; while mutants planetary colony vessel, and flees Earth. rotted into extinction, whole segments of history Revolution on Vulcan: Ages after the dawn were purged in deliberate attempts to forge a new of Vulcan's logical one-world government, scholars dark age and prolong elite privilege. theorize locations for a surviving copy of their Khan expelled from Earth: Augment masters were killed, or captured; those captured Catapulted Earth were loaded on space ships and fired from Earth on random courses. Expelling Khan, the most evil The sensation of being a human on earth in and powerful tyrant, ended Augment rule of Earth. 2080 was of desperate fraternity between any two New United Nations: In the vacuums of humans not immediately hostile to one another, power, after the Augments, a new UN tried to and a total racial obsession with denying all cement civility. Detailed reports of reconstruction worldviews based on harm and prejudice. efforts in different regions, became security hazards as old despotism took over in many pockets of the world. World War III: Complicated issues, including states euthanizing those genetically damaged by nuclear fallout, converting large populations into drug controlled militaries, and flirting with continuation of Augment programs, led to Earth's worst war. Zefram Cochrane: 10 years after any concentrated nuclear bombing against civilians, a drunk from a shanty in Montana prototyped the Phoenix: a nuclear missile hull fitted with a cockpit, and a new deep-space travel system, called warp drive. The peaceful first test of FTL travel led to… First Contact: After Cochrane returned to Montana, a sophisticated alien ship touched down at his location. The aliens' technology translated Decriminalization of UESPA: Strong languages, and humans made their first alien volunteerism at the new UN had dismantled many friends: the Vulcans. tyrants and put others on the run; during an event The Cyber: Experimentation of space as an to celebrate four years of remarkable human escape from Earth's problems, led to another first- progress, the UN declared a wave of new global contact scenario the same year; the encounter laws; among the cherries on top, was full legal began with weapons fire, and ended with the Earth immunity to all members of the UESPA. ship escaping. Founding of Earth Space Agency: UESPA First Earth-Cyber War: Cyber explorers declined to become a government body; the Earth had long surveyed and mined Earth's solar Space Agency soon began applying modern system. All Cyber forces currently in our space, technology to civilian problems, in preparation for began attacking ships launched from Earth; a unified human space fleet. nuclear-capable governments repelled them. Orpheus Mining Colony: A civilian is given United Earth Space Probe Agency mining rights to a large portion of the moon, and (UESPA): The UESPA was a rebel space program immediately begins construction of Orpheus which incidentally shaped social change. Mining Colony. The colony is a full live-in facility, Cochrane, his friends, and supporters, were now with residential, recreational, and other quality-ofliving legends; their stories were borrowed as the life basics at minimal legal levels. guerrilla voice for human possibility on the brink of Earth Star Fleet: A handful of craft for extinction. UESPA had silent angel funding, Vulcan logistics, defense, economic and scientific support, and was known for succeeding at world- missions are manufactured and crewed. One shaping projects separate from Earth affairs. They model is fitted with warp drive; missions are were uniformly declared enemies of most nations planned to follow previous explorers to learn their for collaborating with aliens to effect Earth policy, fates after a few shakedown years in the solar but were popular heroes outside elite circles. system. Second Earth-Cyber War: A new wave of United Earth Government: The central and Cyber ships, apparently not looking for their fallen most ambitious goal of the UN is manifest, as a compatriots, arrived and immediately began to constitution for a United Earth Government. Few provoke Earth ships. Earth's few military space nations immediately ratify, but refinements over vessels eventually turned away the aggressors. years show positive progress. Third & fourth Earth-Cyber Wars: UESPA Starfleet and UESPA: UESPA often ships had begun fitting adapted assault rifles coordinates with Starfleet operations; this year, stolen from stockpiles, and begun operating in UESPA agrees to draft procedures and formalize small fleets. The Cyber apparently don't enjoy war partnerships. The result is an agency-branch when the enemy fights back. It seemed each confederation, with UESPA keeping full operational enemy fleet was a separate tribe or guild. agency. society's founding documents. Hawkish politicians label those seeking the documents as separatists. Starfleet breaks Warp barriers: Vulcans, alarmed at the Human love of risk, have advised more simulation, less building, for many decades. Earth Starfleet finally sides with Human engineers. The United Earth: The UN experiment lives up to its name. The last nations holding-out from ratifying a world government for life rights and socioeconomic equality, now join the United Earth. Andorian-Vulcan border tensions: For over a century, the emotionally passionate Andorians and logically conniving Vulcans have barely avoided total war. Unverifiable rumors and discoveries of bad faith put peace at risk. First contacts – Klingons, Ferengi, and many others: Increased exposure to new alien races came gradually with the advent of warp 2, and exploded with the launch of the first warp 5 vessel. Starfleet met Andorians, Ferengi, Klingons, Tholians, Suliban, Tellarites, Coridanites, and many others in the first decade of warp 5 flight. Starfleet reports sealed: Pubic is told Starfleet and United Earth will seal select Starfleet reports for Earth security reasons. Fifty UNapproved experts are briefed on sample reports; 47 agree afterward the secrecy is wise; eleven immediately resign public office, citing stress risks. UESPA protests militarization: Starfleet orders all warp vessels recalled for retrofit with particle beam weapons; adds torpedo launchers to all ships large enough. UESPA spokesperson says Starfleet at risk of becoming “a Spanish armada.” The Xindi Crisis: Unknown aliens place a manned probe in low Earth orbit over Central America; it fires a beam weapon, killing millions. Several months later, a Starfleet crew narrowly arranges the defeat of a planet-buster version of the weapon, nearing Earth. Revolution succeeds on Vulcan: With Human help, Vulcan scholars locate the complete writings of the Vulcan who led his society away from savagery. The society largely reverts to tribal traditions and telepathic rituals, and is remodernized gradually over the next century. Romulan cold war: Starfleet convinces a fleet of aliens who don't normally get along, to cooperate and discover a plot – Romulans have been deceiving them all into warring. Starfleet assumes this as official Romulan doctrine. Coalition of Planets: Humans spearhead a project to unite multiple races for mutual defense, and to craft some formal alliance. Nothing binding is laid immediately, but progress rarely falters. The Earth-Romulan War: Hundreds of Romulan ships traveling at impulse speeds reach Earth orbit, armed with atomic weapons. The carnage is halted only because of allies, home field advantage, and warp capability. the armada; some colonies and outposts were completely destroyed, many others suffered serious damage and losses. The violations occurred over several months with no contact, and then ceased. The Romulan Empire issued word that it would respect a new border 1 ly across, with their side of the neutral zone beginning 5 ly from their new holdings. United Federation of Planets The work to formally acknowledge alien friendships, leads to an interplanetary government, instead. The UFP charter is immediately ratified by United Earth, and the governments of Vulcan, Andoria, and Tellar Prime. Federation Starfleet: The Federation races bolster United Earth Starfleet, declaring it their unified space military, and partnering all scientific work with UESPA. Starfleet is re-chartered and sees its first large influx of non-Human crew. Tholian Assembly: A rarely-encountered race, the Tholians, send ambassadors to formally acknowledge the Federation's existence. The Tholians say the Federation would resonate neutrally; suppose Earth's oceans probably made Human nervous systems advantageous for social adaptation; and remark the prisoners of Orpheus Mining Colony threaten the peace. The Tholians seem to expect significant responses to each utterance, and appear to leave dissatisfied. Cold war with the Klingons: The Klingon empire in this era respects only those foreign powers who can match violence with violence. Incursion Prime: Of all the classified events Starfleet obscures from public eyes, “Incursion Prime” is sometimes acknowledged by name. Despite being a footnote to historians, advanced scientists are taught the theoretical effects of Nero and the Narada. The El-Aurians: A large group of El-Aurian refugees suddenly appear at a public square at a settlement on Vega colony. They tell a tale of time travel and near-annihilation. Their report is taken by Starfleet Command and largely classified. The refugees disperse throughout Federation lands. The Battle of Vulcan: The Narada attacks the planet Vulcan, destroying it with a black hole. The Vulcan race is barely saved from extinction. Vulcan survivors work with the Federation Council to produce legal and logistic strategies for the protection of advanced, endangered races, leading to the Diaspora Act and Diaspora Accords. UESPA political struggles: More than 20 years of public bickering begins as Starfleet Command and UESPA clash on mission safety. UESPA stalls its plans to recharter as Starfleet Science agency, in response to mission cancellations by Starfleet agencies. SC insists missions with low likelihood of survival, not launch. Romulans violate Neutral Zone: Eight years after the Battle of Vulcan, a nearlyoverwhelming Romulan armada crosses the Neutral Zone. Fleet engagements stop portions of native date system to star dates. Orion protection & sanction: The Orions, a race known as hostile slavers and pirates, and who held a pocket of sovereignty within Federation borders, request Starfleet help overthrowing the females of their species. Aggressive females have maintained control over an Orion empire, including enslaved colonies of their own kind, for uncountable centuries (their bodies produce a mind controlling chemical). Orion sovereignty is renounced in exchange for technological help in the revolt. UESPA commanding Starfleet ships: UESPA continues delaying integration with Starfleet; Starfleet offers its officers authority over a series of ships, including a number of large cruisers. Its officers are given command training Noonian Soong comes home: Noonian with the class of 2267 and enter service with full Soong, master of cybernetics and grandson of Arik Starfleet rank but not beholden to Command Soong, ends his family's self-exile and becomes authority. Starfleet vessels occasionally become Director of Cybernetics at Jupiter Station. assigned to UESPA task forces and fleets to Sim introduced & enters Starfleet: provide UESPA administrators full immersion. Starfleet Science introduces Sim, the first of Khan re-exiled: Khan, worst of the Soong's synthetic officers, to the public. He Augments, is found in an old Earth space ship, applies to Starfleet within two weeks and is sleeping in cryogenic stasis. When revived, he accepted for the following commencement. tries to seize control of a starship; upon his defeat, Soong-type Droids: A year after Sim enters he is sent to the Ceti Alpha system. Starfleet as a Command Ensign, 20,000 Droids Klingon War: Federation activity near the are manufactured; all enter Starfleet Academy. Klingon imperial border has provoked Klingon fleets into aggressive staging postures. Both sides rush first contacts along the border, even with races lacking FTL travel. One such race contacted by both sides simultaneously, called the Organians, are found to be greatly superior. They force an end to UFP-Klingon hot-warring via... Treaty of Organia: After an incident on Organia's surface, the Organians dictate an end to the Federation-Klingon War, by demonstrating the ability to disable vessels at extreme distances with mere thought. The Treaty of Organia forbids the two powers from ever attacking each others' civilian populations, and from assembling fleets for large-scale engagements against one another. Battle of Narendra III: A Starfleet vessel responds to a distress call to find Romulans Starfleet Engineers restructured: After bombarding the Klingon colony on Narendra III. 175 years of near-total independence, Starfleet The Klingons report Starfleet's ship and their Corps of Engineers is asked to restructure itself colony destroyed, with all souls lost to the battle. with procedures more-compatible with Command. The Khitomer Massacre: The Klingon Amid the shakeup, new research and proposals colony at Khitomer is bombed from orbit by a developed by UESPA on outer hull composition Romulan fleet; a Starfleet ship is the first defender and emitter housings, become mandated projects. on the scene. Klingon reinforcements permit UFP-Klingon diplomacy & Khitomer: Starfleet to remain and fight until the battle is won, Various attempts at a willing peace are undertaken but most of the Klingon colonists are already dead. by both powers. When the Klingons experience a Cardassian massacring UFP colonies: risk to their home world's population, work begins Without provocation, an unknown race begins to formally declare peace. The conference is landing ground troops on Federation colonies and historic but due to the assassination of the Klingon massacring their populations in organized purges. Chancellor and much of his house, the Several years pass before the aggressors are Conference lacks authority and ultimately fails. confirmed to be the Cardassian Union. Tomed Incident: The flagship of the The Tholian Conflict: Tholian fleets attack Romulan Star Empire's space fleet, the RCS Federation installations near their border. The Tomed, crashes into a Federation Starbase at high Tholian ambassador to Earth resigns in protest. warp. The cataclysmic destruction of ship and Ferenginar applies for membership: The station annihilate an entire planetary system; the Romulan government refuses communication in Ferengi, an advanced, enlightened, but socially response to the event, but the attack signaled a underdeveloped race, are rejected for Federation halt to Romulan hostilities, which continues today. membership, and opt to sign an alliance. They immediately engage with the Federation Council to Warp speeds revised: Close partnership experiment with social changes. between Starfleet Science (formerly UESPA) and Droids rights: The Federation Council rules Engineers, leads to a new understanding of warp. A new theory, dubbed transwarp, causes revisions that Droids are a form of life, and that crimes to warp theory and warp speed numbering. against life were committed against them by the Starfleet engines see significant upgrades soon Federation (due to their design as limited slaves of military service). A few Droids leave Starfleet; most after. finish at least one tour; many renew service. Star Date calendar: Broader data about Nebula-class starship project begins: time dilation at high warp speeds, excites scientists, and frustrates others; the star date Many fleet improvements move from science labs, calendar is reset. Many fleet officers begin to shipyard design boards, when the NX Nebula programming computers to auto-convert their design project is approved.