Overview
The Freshman Phaser Tag Tournament at Star Fleet Academy pits a few
dozen teams against each other for the coveted Freshman Trophy. The
tournament takes place in the Kirk Hall Holosuites, as each team
searches for computer terminals to answer the questions therein.
Meanwhile, everyone has low- powered phasers with which to shoot each
other and keep the tournament exciting. The characters have either
enrolled together or been assigned together as a team. Winning the
tournament is a sure sign that the cadets are destined for greater
things.
This scenario is designed for Freshman Year Cadets at Starfleet
Academy. In my campaign these characters only have Species Template,
Personality Archetype Points (5 DP), Early Life Package (5 DP), and
Freshman Year (16 DP) of development. No one has an Energy Weapon
skill, few have any useful skills, which is why all the tests are
Routine.
The Teams
Each team is made up of a number of cadets of approximately the player
group size (+/- 1 or 2). Each team member is given a special Phaser
Type 1 that only fires at setting 1 (dmg = 2 + 2d6), 2 (4 + 2d6), or 3
(6 + 4d6). The phaser start out with ten charges, and can't be used on
wide beam. The team is also given a hypospray with two (or for a large
group four) doses of a stimulant to wake up stunned cadets. Each team
can decide for themselves who will lead. Teams can't loot each other,
although surreptitious cadets may be able to snag an item and get away
with it (not be caught by the sensors) with a Routine (4) Sleight of
Hand (Pick Pocket), or a Routine (5) Coordination test.
Holodeck Layout
The Holosuites are wired together to provide a very large playing area.
Several floors divided into a maze of rooms, the floors being connected
by ladders and stairwells, no elevators. Lighting can be bright to dim,
varying from section to section. Hidden in the bottom floor are power
packs with five charges each and extra doses of stimulant for the
hypospray. The top floors have computer terminals scattered about, each
cadet team must find four different terminals.
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Objectives
The objective is to score the most points. Points are scored by taking
four different tests on four different computer terminals. Each test is
four Routine (4) skill rolls, one for each skill. Success is one point,
Dramatic Success is three points, Dramatic Failure is -1 point. Each
skill roll is a Combined Test for the team. Skills marked with an
asterisk (*) can't be used untrained.
Test 1: Freshman
Curriculum
History: Federation
*Law (Starfleet Regs)
*Language: Federation Standard
Planetside Survival: (Any)
Test 2: UFP World
Knowledge
Any four World Knowledge skills
Test 3: UFP
Culture
Any four Culture skill
Test 4: Science
and Engineering
Any four basic Engineering or Science skills (no specializations)
Taking a test takes one turn (5 minutes). The team can take an extra
turn for preparation. Once the tests are taken they can't be retaken.
Note that the cadets may try to "be creative" and hack into the
computer terminal. This can be done with a Moderate (6) *Computer
(Hacking) roll on each terminal. Once in, the characters can either try
to reset the terminal to retake the test with a Routine (4) *Computer
(Programming) test; or they can change their scores in this test to any
result with a Moderate (6) *Computer (Programming) roll. Hacking in
takes one turn and changing their scores takes another turn, resetting
the terminal takes no time.
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