The diagram at left shows a simplified map of the galaxy, as known by the
Federation. It is divided into four quadrants; Earth is on the line between
the Alpha and Beta quadrants. The intersection of the four quadrants is the
galactic core.
The map also shows the general location of the Federation and several
nearby races, labeled in green.
The campaign area is shown by red hatching, at
the "northern" border of the Federation.
The crew of the Calypso has been charged with exploring beyond the
frontiers of the Federation. Having recently become aware of the
Dominion and the Borg, the Federation is very interested
in learning what lies immediately coreward. This is a relatively
anarchic region of space, with many small independent governments, but
a lot of commerce. It seems to be economically dominated by the Ferengi,
though Cardassian traders also frequent the area. Piracy and petty
warfare is rampant.
The Federation would especially like permission to establish a military
presence in this frontier zone, offering protection and stability in
exchange for a tactical early-warning advantage against the Borg. Specific
goals include installation of communication repeater stations, scout and
patrol bases, scientific survey of the area, and contact with new races.
As always, the various governments have the option of joining the Federation.
The Calypso is currently on a scouting mission, with the following orders:
- Look for signs of Borg or Dominion activity. With the recent Dominion
takeover of Cardassia, this is very urgent. Do not openly engage them
without authorization. If out of communication range, try to gain information
without revealing your presence. If attacked, you may of course defend
yourself.
- Evaluate the military strength of the region, paying particular
attention to anyone who might be a threat to the Federation.
- Survey the region thoroughly. The ship carries a small scientific
staff to conduct research. Attempt to learn as much about the races
and governments as possible, in preparation for possible future
diplomatic missions.
- Federation merchants are known to operate in this region, and the
Calypso has an obligation to extend aid and protection if necessary.
- Maintain a low profile, and try not to draw attention to yourself.
The Calypso is a scouting and survey mission, not an ambassadorial
or military operation.
- Send monthly reports to the Federation outpost on Mendar. If out of
subspace communicator range, send encrypted message drones.
- Lend humanitarian aid when appropriate, if it does not jeopardize
your mission or violate the Prime Directive. Make sure that the first
contact with an official Federation vessel is a positive one.
Since the Calypso will be patrolling beyond the boundaries of Federation
space where there are no communications repeaters, they will often be out
of contact with the Federation. Therefore the commander is granted
discretionary authority to act autonomously as needed to protect his
ship and crew, without jeopardizing the mission or the security of the
Federation. This is considered a "secret" mission. Being away from
supplies, the ship will also have to find ways to replenish its stocks,
and carries some trade goods for this purpose.
This is a great opportunity for the crew of the Calypso. As an important
mission, their deeds will not go unnoticed.
- Lieutenant Commander Edmund Lancaster
- Captain
Human (European)
Edmund is the quintessential starship captain: strong leader,
charming personality, imperturbable. And lucky. He has
commanded several survey missions; this is his first major
assignment.
- Lieutenant Ryuichi "Ryu" Murakami
- Executive, Conn
Human (Japanese)
Ryu is the Executive officer, second in command. He normally
is assigned to Conn, though duties often call him elsewhere.
He is a hotshot pilot and a kung-fu master, and is accounted by
all to have way too much energy.
- Lieutenant T'Kora
- Tactical, Chief of Security
Vulcan
T'Kora is the security chief for the Calypso.
Like many vulcans, she is also skilled in science and engineering.
Her personality is cool and logical, and she does her job with
ruthless efficiency. She doesn't talk much, and sometimes does
things that nobody understands. She keeps her background to herself.
- Lieutenant Rolla
- Chief Engineer
Trill
Rolla is the chief of engineering, with specialties in weapon
and computer systems. She is known for her sharp memory, as
well as her love of parties... well-liked by the crew. Besides
her primary responsibility in engineering, she is also the
head of the science team.
- Lieutenant ?
- Operations Manager
Usually found on the bridge, or reviewing the duty rosters.
Reliable, but has a dull personality.
- Lieutenant ?
- Chief Medical Officer
Likes to putter around in sick bay, doing experiments and
treating minor maladies.
 |
Cruising speed | warp 8 |
| Peak speed | warp 9.4 |
| Phasers | +3 |
| Crew | 70 | Photon Torpedoes | +5 |
| Type | Military/Scout | Damage Capacity | great (10) |
| | Shields | +5 |
| | Sensors | great |
| | | |
|
|
The Calypso is a new ship design, and is one-of-a-kind. It is a hybrid
design based on the successful Defiant class, but modified for scientific
and scouting missions. It carries a nominal crew of 70, with extra space
for cargo or scientific equipment. A cloaking device (in development)
will be added in the future.
The Calypso is a fast ship, with a sustainable cruising speed of warp 8,
and able to achieve warp 9.4 for brief periods. While capable of carrying
heavy armament, it is currently fitted with phasers and photon torpedoes,
devoting space instead to an impressive sensor array and an advanced
computer (for such a small ship). Its library contains all known
information on the Borg, the Dominion, and Cardassia.
- Andorian
- Blue skin, white hair, antennae, no ears
Attrs: Strength +1, Dexterity +1, Toughness +1
Gifts: Ambidextrous, Alert, Infrared vision, Ultrasonic Hearing
Faults: Bloodlust, Honor, Cannot hear from behind
Quirks: Not boisterous, complex wedding customs, prolific
Skills: Communications, Navigation
Code of honor: never quarrel without a reason, protect family above all else
- Antican
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Bajoran
- Wrinkled nose, earring in right ear
Attrs: Willpower +1
Faults: Intolerant of Cardassians, Duty to Bajor
Quirks: Belief in the Prophets
Skills: Theology
- Benzite
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Betazoid
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Borg
- Cybernetic enhancements, pale, hairless
Attrs:
Gifts: Feels no pain, Cypernetic enhancements
Faults: Massmind, No individuality
Quirks: Awkward movement
- Bynar
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Caitians
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Cardassian
- Reptilian, broad neck, spoon-head
Attrs: Scale +1, Willpower +1
Gifts: Alertness, Night Vision, Heat-Tolerant
Faults: Bully
Quirks: Dislike cool temperatures and bright light
Skills: Subterfuge, Repartee
- Deltans
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Edoans
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Ferengi
- Short, batlike ears, filed teeth
Attrs:
Faults: Greedy, Ugly, Sexist, Pragmatic
Quirks: Ear-fetish, Quoting rules of Acquisition
Skills: Merchant
- Human (Terran)
- No special abilities.
- Klingon
- Ridged forehead, mesh bandolier
Attrs: Strength +2, Toughness +1
Gifts: Alertness, Acute Senses, Pain Resistant
Faults: Bloodlust, Honorable, Truthfulness, Intolerant of dishonor
Quirks: Likes blood wine, raw meat, heroic tales
Skills: Hand to Hand combat
- Jem Haddar
- Look like lizard-men
Attrs: Scale +1, Toughness +1
Gifts: Personal cloaking device
Faults: Ruthless, Addiction to The White
Quirks: Impassive demeanor, Doesn't mince words
Skills: Hand to Hand combat, Marksmanship
- Rigelians
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Romulan
- Lumpy forehead, pointed ears, straight black hair
Attrs: Strength +2
Gifts: Pain Resistant, Acute Hearing
Faults: Honor, Curious, Intolerance, Overconfidence
- Selay
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Tellarites
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- Tholian
- Little is known about the Tholians
- Trill
- Brown spots around face and shoulders
Attrs:
Gifts: Memory, Multiple Lifespans
Faults: parasitic worm-like Symbiont
Skills:
- Vulcan
- Green skin, pointy ears, straight black hair
Attrs: Scale +1, Strength +2, Intelligence +1, Willpower +1
Gifts: Telepathy, Tolerance of heat/light, Unfazeable, Longevity,
Mathematics, Metabolism Control, Pain Resistance, Eidetic Memoryl, Absolute Timing
Faults: Honesty, Truthfulness, No sense of Humor, Pacifism, Lack of Intuition, Pon Farr,
Emotional suppression
Quirks: Vegetarian
Skills: Meditation, Logic, Appreciate Beauty, Nerve Pinch
(Example names: Sarek, Selik, Spock, Sybok, Tuvok, T'pau, T'kora)
- Yridians
-
Attrs:
Gifts:
Faults:
Quirks:
Skills:
- ?
-
Attrs:
Gifts:
Faults:
Quirks:
Skills: