Star Trek Capatins!

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Wednesday, October 7, 2026

ADVENTURE IDEA: LOST IN THE 32ND CENTURY

 


A QUICK SCENARIO FOR OPEN D6 / D6 SPACE (OGL)

Campaign Setting: USS Urland Universe Temporal Time Ship (NCC 27011-J) Time Period: 32nd Century (The Future Burn / Federation Rebuilding Era) Location: Starfleet Headquarters (Earth Orbit)



INTRODUCTION

The USS Urland has made a desperate, unscheduled temporal jump to the 32nd Century, arriving alongside the towering, organic spiral trellis of Starfleet’s distant-future headquarters (image_15.png). Low on resources, out of their own time, and with the experimental Temporal Engine entirely inactive and powered down, Captain Hedges and his crew find themselves docking next to the legendary, retrofitted USS Discovery.

But even "safe" at HQ, the timeline is not secure. A localized chronal anomaly—or perhaps sabotage—is threatening the station, and only a crew with 29th-century temporal expertise can prevent a cascade.

A BRIEFING WITH THE CAPTAIN

"We’re 300 years past our horizon, the slipstream is cold, and we’re drinking future coffee that somehow tastes worse than the replicators back home. But we’ve got a job to do. Something is ticking inside this station, and Starfleet’s future depends on us figuring out what it is." — Captain Hedges

SCENARIO OUTLINE

Episode I: The Silent Giant (Finding Your Footing)

  • The Situation: The Urland powers down to prevent temporal contamination. While meeting with Starfleet Command and the Discovery crew, a weird chroniton surge pulses through the docking bay.

  • Open D6 Check: Perception or Sensors (Difficulty 15) to realize the pulse originates from the Urland's deactivated Time Drive.

  • The Twist: Someone has attempted to illicitly trigger the temporal drive from outside the ship to siphon 29th-century chronal energy.

Episode II: Intra-Station Hunt (The Romulan Connection)

  • The Situation: To bypass the temporal lockouts, the thieves must use a relay located on a visiting Romulan diplomatic vessel moored on the other side of the organic trellis.

  • Action: Characters must navigate the complex, sprawling organic structure of the 32nd Century HQ.

  • Challenges:

    • Sneaking / Influence (Difficulty 15) to bypass future Starfleet Security.

    • Tech / Repair (Difficulty 18) to interface 29th-century tech with the 32nd-century detached-component systems.

Episode III: The Clock Is Ticking (Drive Confrontation)

  • The Situation: The thieves (temporal scavengers hoping to rebuild lost drive designs) have started an uncontrolled siphon sequence.

  • Action: Brawling and phaser fire inside the heavily modified Urland engineering bays while the drive builds dangerously.

  • Goal: Defuse the temporal siphon before it causes a localized time loop, or worse, snaps the Urland into an unstable jump.

NPC & SHIP STATS (OPEN D6)

Captain Hedges (29th-Century Commander)

  • Dexterity 3D (Blaster 4D+1, Dodge 3D+2)

  • Knowledge 4D (Command 5D+2, Stellar Navigation 5D, Temporal Theory 6D)

  • Mechanical 3D (Space Transports 4D+1, Starship Gunnery 3D+2)

  • Perception 3D (Bargain 4D, Command 5D+1, Investigation 4D)

  • Strength 2D+1

  • Technical 2D+2 (Temporal Drive Repair 4D)

  • Equipment: Future hand phaser (4D), 29th-Century temporal scanner, Starfleet Captain's uniform (image_2.png).

The USS Urland NCC 27011-J (Dormant Universe-Class Hybrid)

  • Scale: Capital

  • Space Speed: 0 (Power Down) / Temporal Engine: Inactive

  • Hull: 8D

  • Shields: 4D (Emergency auxiliary backup)

  • Special Note: Inactive temporal drive prevents time-jump mechanics, making the ship purely a base of operations and target for scavengers.

GAME MASTER’S NOTES

Keep the focus on the vast contrast of 29th-century versus 32nd-century technology. Use Discovery as a backdrop and emphasis that Starfleet HQ is enormous, featuring ships with detached, floating nacelles.

Rewards: Character Points (usually 3–5 per player) and maybe some 32nd-century "programmable matter" toolkits!

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