Species GS54
A type of small, swarming spaceborne lifeform that fed on electricity. As they are bioluminescent, Starfleet personnel referred to them as "lightning bugs" or simply "bugs". This species can drain power from spacecraft. Unless removed expeditiously from the ship's exterior, an infestation can disable the ship's systems, leaving its occupants to die of asphyxiation or freezing temperatures. Usually encountered inside of a interstellar storm.
To remove Species GS54 the Characters have to wear EV suits and physically remove them from the Hull exterior. This is an Extended Task, after every attempt roll 2[CD] and remove that much Power from the ship (for Complications add 2[CD]). If the Power is 0 then after every attempt one System suffers a Complication using Breach rules (After the Species has been removed all the Complications go away at the end of the Scene).
Work 10, Magnitude 3, Base Difficulty 2, Resistance 1: Daring/Fitness + Conn/Engineering
REQUIREMENTS: Science 3 or higher
The vessel is equipped with displacement-activated spore hub drive, an organic propulsion system enabling a starship to travel to any point in the cosmos spanning mycelial network, virtually instantaneously.
Travel via spore drive is probabilistic, requiring the integration of a lifeform capable of forming a symbiotic bond with the mycelial network to safely calculate the possible outcomes.
Using the spore drive is a Control + Conn task with a difficulty of 0 and a Complication range 19-20, assisted by the ship's Engines + Conn. This has a power requirement of 3, and generates 2 Threat. In addition, using the spore drive during a mission counts as a negative influence upon reputation for all senior officers.
Attempting a spore drive jump without an integrated navigator has a difficulty dependant on the distance travelled -- Close 1, Medium 2, Long 3, Extreme 4 -- and a Complication range 17-20. Doing so does not influence reputation.
THE ORIGINAL SERIES AND NEXT GENERATION ERAS ONLY
Example Value: Discretion is the Better Part of Valour
○ ATTRIBUTES: +1 Control, +1 Fitness, +1 Insight
○ TRAIT: Kelpien. A prey species, Kelpiens developed extremely acute senses to warn them against the impending threats. Kelpiens are capable of picking up feint scents, seeing in the dark, and sensing infrasonic vibrations too low to be heard. Even among other sentient species, Kelpiens tend to think of individuals as either predators, or prey; the view certain traits -- brashness, impulsiveness, aggressiveness -- as endemic of predators and consider those individuals who display them to be dangerous.
○ TALENTS: The character receives access to the following talents:
PREY'S INSTINCTS
REQUIREMENT: Kelpien, or Gamemaster's permission.
You're familiar with the methods predators use when taking down prey, and are capable of using that information to your advantage. During combat, you may make an Insight + Security or Reason + Security Task with a Difficulty of 0, specifically to generate Momentum, which can be spent right away or saved to the group pool.
SENSE THE COMING OF DEATH
REQUIREMENT: Kelpien, may only be taken during Character Creation
You are particularly aware of eminent danger, having threat ganglia that a sensitive even by the standards of your people. Whenever you attempt a Task to notice a hidden threat or determine if someone intends to do you harm, you reduce the Difficulty by 1.