STAR TREK: A Long Road (Voyager Fix It Quest)

SHIP & CREW ROSTER
The Dragon: Once per episode, at the beginning of combat place an Advantage on the field representing a cunning tactic or strategy devised by Danara Pel.

NAME
USS Voyager
PROF.
MULTIROLE
CLASS
Sovereign Class Heavy Exploration Vessel
CONST
2371
SHIELDS
13/13​
RESISTANCE
6​
SCALE
6​
POWER
13/13​
CREW SUPPORT
6​
SMALL CRAFT
5​
COMMS
ENGINES
STRUCTURE
COMPUTERS
SENSORS
WEAPONS
BREACHES
0/6
0/6
0/6
0/6
0/6
0/6
9​
11​
10​
11​
9​
10​
COMMAND
3​
12​
14​
13​
14​
12​
13​
CONNING
2​
12​
14​
13​
14​
12​
13​
ENGINEERING
2​
11​
13​
12​
13​
11​
12​
SECURITY
3​
13​
15​
14​
16​
13​
14​
SCIENCE
2​
11​
13​
12​
13​
11​
12​
MEDICINE
2​
11​
13​
12​
13​
11​
12​
TALENTS
Command Ship: Can give advantages using Command within range to Away Missions or to supporting ships.

EMH: Has an EMH!

Improved Warp Drive: When going to warp, roll 1cd on an effect, regain the power point.

Quantum Torpedoes: Can use Quantum Torpedoes! (60 total)

Secondary Reactors: +5 to Power

High Resolution Sensors: +1 momentum to out of combat sensor checks.
TRAITS
Federation Starship – A highly sophisticated and advanced vessel, with holodecks, replicators, and similar comforts, primarily designed to handle multiple operations. Highly sensitive and requiring constant maintenance, the vehicle is less rugged than other interstellar craft

Maquis Crew - a good chunk of the crew are former Maquis troublemakers. Expect discipline problems and unorthodox plans.
WEAPONS
Phaser Arrays
Power Cost: 1-3 | Range: Medium | Damage: 9cd [+1 per extra power spent]
Can Use Spread: Hit +1 time at ½ damage per effect OR Area: hit +1 ship per effect within close range.
Versatile 2: Gain 2 bonus momentum with a successful hit

Photon Torpedoes
Power Cost: 0 | Range: Long | Damage: 6cd
High Yield: If it causes 1 breach, it causes +1 breach

Quantum Torpedoes
Power Cost: 0 | Range: Long | Damage: 7cd (Vicious 1 - +1 damage on effects)
High Yield: If it causes 1 breach, it causes +1 breach
Calibrations: Requires 1 minor action to calibrate

Tractor Beam (Strength 5)
Power Cost: 0 | Range: Close | Damage: None
Effect: If successfully established, enemies face a diff 5 check to escape.

CREW COMPLIMENT (Base Stat: 9 | Base Skill: 2)
CO: Captain Katheryn Janeway (Skilled: Command, Science | Weakness: Combat)
SPECIAL ABILITY: "We Can Be Better" - if you succeed on any diplomatic check with Janeway, Get +1 momentum​
XO: Commander D-91 (Skilled: Command | Weakness: Socialization)
HELM: Lt. Tom Paris (Skilled: Conn | Weakness: Not Being A Fucking Up)
TACTICAL: Ensign Harry Kimm (Skilled: Gunnery | Weakness: Harry Kim)
SECURITY: Lt. JG Amy Strong (Skilled: Personal Combat | Weakness: Lying)
MAQUIS HEADBREAKER: C'nola (Skilled: Combat, Sneaking and Scheming | Weakness: Emotional Wreck)​
SCIENCE: Tuvok (Skilled: Science | Weakness: Emotionless)
COMMS: Lt. Bian T'are (Skilled: Communications | Weakness: Combat)
MEDICAL: The EMH (Skilled: Doctor | Weakness: Kind of a Dick)
ENGINEER: B'lanna Torres (Skilled: Engineering | Weakness: Also a dick)

SECONDARY CHARACTERS
Ensign Steve (Useless Security Goon)
Ensign Becky (plural fighter jock)
Petty Officer Third Class Jessie (Hard working engineer)
Crewman Billingsly (Dude, Billingsly!)
Crewman Chandra (Concerned Crewman)
Bifurcate (bidimensional robot girlfriend of Harry Kim)
Princess Lyan Positron (runaway daughter of magician most foul and girlfriend of Harry Kim)
Soria Flyte (Pegasus girl and girlfriend of Harry Kim)
Mirror Universe Trevor (he's fine!)
NAME
MRSS Val Jean
PROF.
TACOPS
CLASS
Keldon Class Heavy Cruiser
CONST
2370
SHIELDS
12/12​
RESISTANCE
5​
SCALE
4​
POWER
7/7​
CREW SUPPORT
4​
SMALL CRAFT
3​
COMMS
ENGINES
STRUCTURE
COMPUTERS
SENSORS
WEAPONS
BREACHES
0/4
0/4
0/4
0/4
0/4
0/4
9​
9​
9​
8​
7​
10​
COMMAND
3​
12​
12​
12​
11​
10​
13​
CONNING
2​
11​
11​
11​
10​
9​
12​
ENGINEERING
2​
11​
11​
11​
10​
9​
12​
SECURITY
3​
12​
12​
12​
11​
10​
13​
SCIENCE
1​
10​
10​
10​
9​
8​
11​
MEDICINE
2​
11​
11​
11​
10​
9​
12​
TALENTS
Electronic Warfare Suite: Whenever making a Jamming or Intercept communications check, can spend 2 momentum to select +1 target (repeatable.)

Fast Targeting Systems: No +1 diff for called shots

Improved Hull Integrity: +1 Resistance

Cloaking Device: Spend 3 power, and make a Control+Engineering + Engines + Security check with a diff of 2. If successful, gain the Cloaked Trait (impossible to detect, cannot attack, shields are down.) It takes a minor action to decloak.
TRAITS
Cardassian Ship – Durable, uncomfortable, close, cramped and cheap. Thinks creature comforts are for other people and technical sophistication is for people who haven't spent decades starving to death. The fact that the starving could have been avoided if the government were less...you know, monstrous doesn't seem to have occurred to that many of them.

Okampan Crew – the crew are bright, perky, cheerful, and incredibly psychically powerful. Individually, they're all better than Vulcans, and as a gestalt? Who knows!
WEAPONS
Phaser Arrays
Power Cost: 1-3 | Range: Medium | Damage: 7-9cd (Spread: Hit +1 time at ½ damage per effect OR Area)
Versatile 2: Gain X bonus momentum with a successful hit

Disruptor Banks
Range: Medium | Damage: 8-10cd (Vicious 1: Each effect adds +1 damage)

Tractor Beam (Strength 3)

CREW COMPLIMENT (Base Stat: 8 | Base Skill: 1)
CO: Lt. Commander Brian Wacoche (Skilled: Commando Tactics | Weakness: Independent)
TACTICAL: Seska (Skilled: Being Seska | Weakness: Everything Else)
CONN: R'lash skilled: Piloting | Weakness: Romulan Fuckup)
ESPIONAGE: Kes (Skilled: Commando Tactics | Weakness: Naive)

Crewman Stadi - Age 23, Betazoid, born Beta Colony-5 to Zani and Talwyn of the House of Riis, survived by her sisters Tari and Batri.
R'mor - age 182, Vulcan, burn on Romulus to R'tan and Leslali, survived by his twelve nieces and nephews across the Empire
 
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And yet another twist with secret agent Neelix, which is a good twist. Also an actual dilemma on going home or staying.

I say we blast the bugger and ask questions if there's anything left over. Dialogue is important but here it risks endangering innocent lives as the Caretaker may seek to draw power from the Okampan population in order to strengthen itself for a fight.
 
Dialogue is important but here it risks endangering innocent lives as the Caretaker may seek to draw power from the Okampan population in order to strengthen itself for a fight.

The "blast him" plan does involve blowing up the charging tower - that's another point in its favor.

However, talking to him might let you both have Caretaker and end the horrible abusive system!

...also, holy shit this quest is popular, why are so many people reading this quest???
 
The "blast him" plan does involve blowing up the charging tower - that's another point in its favor.

However, talking to him might let you both have Caretaker and end the horrible abusive system!

...also, holy shit this quest is popular, why are so many people reading this quest???

You want the truth? The same reason you made it. They think the same way.
 
[X] This is the peaceful solution - violence is violence, even if it's prettied up with crystal palaces and euphamisms.

No desire to actually go home so…
 
Hmmmm. A difficult decision. If we attempt diplomacy, we risk tipping off a highly advanced orbital station.
If we blow it up, we strand ourselves in the Delta Quadrant.

Can we ask Neelix if diplomacy had everbeen attempted, and what they might know of the Caretaker's history and motivations?
 
You want the truth? The same reason you made it. They think the same way.

Plus regular updates and a healthy number of participants. People like to take part in quests other people are taking part in.

The "blast him" plan does involve blowing up the charging tower - that's another point in its favor.

However, talking to him might let you both have Caretaker and end the horrible abusive system!

Again, I'm reminded of how the Viidans were given a slap on the wrist and allowed to go despite stealing Neelix's lungs and how even with Janeway's strongly worded warnings they were more or less always preying on the Voyager crew.

The Caretaker is a parasite who doesn't consider the lives of other sapients important despite knowing that others consider them to be important. His horrible system is no more excusable than a serial killer that murders people so that he has a steady stream of replacement hearts. He is a dangerous sociopathic criminal and should be approached as such.
 
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Can we ask Neelix if diplomacy had everbeen attempted, and what they might know of the Caretaker's history and motivations?

Answer: Been attempted, never successful. Caretaker doesn't see other species as being worthy of diplomacy - just takes from them if he wants too, warns them off most of the rest of the time/

Plus regular updates and a healthy number of participants. People like to take part in quests other people are taking part in.

Also, hopefully, it's good :D
 
Violence might be the only option here. I mean there have been multiple starships dragged here in the past and the Caretaker doesn't seem to have sent any back home.

Also we have to consider the fact that Voyager just raised pisonic blockers. How do you think the Caretaker is going to take that?
 
If we blow it up, we strand ourselves in the Delta Quadrant.
We are already trapped, TBH.

We've just been told that the mechanism that got us here killec 600 people, and that was with unique conditions making it much easier and cheaper for it to function. Going back will require far more energy, and kill far more people.

"He doesn't want us to get old," Kes said. "Old Okampa who haven't been Called lose control of their esper powers."
So, do they lose their powers, or do the powers go crazy?
 
[X] This is the peaceful solution - violence is violence, even if it's prettied up with crystal palaces and euphamisms.

For my reasoning, please compare these two quotes.
Caretaker: "Burned out a few more than I intended, but...such is life."
Kes: "When he dragged your ship here, it killed six hundred of us. Outright."
While it is a shame that we have to destroy the being that can send us home, but...such is life.
 
Let us say that there exist people who have, hypothetically, never seen the show, because it's older than they are.

How severe a "lose control" are we talking? Shatter some plates, or blow up the local city block?

[ ] We can negotiate peacefull, once we remove the knives from a thousands people's throats (Take or disable the calling tower, then force negotiations).
 
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Excellent, we talked Seska down :)

Hope she sticks around, unlike her canon self.

Ooh, Neelix is Talaxian Intelligence! Even more interesting.

..and the Caretaker's using the Okampa as human psionic batteries :anger:

[X] This is the peaceful solution - violence is violence, even if it's prettied up with crystal palaces and euphamisms.
Time for a little deicide, or someone playing at god :drevil:
 
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[X] This is the peaceful solution - violence is violence, even if it's prettied up with crystal palaces and euphamisms.

No Gods, No Masters!
 
Oh damn, forgot about the whole "killing people to use the array".

I for one vote to let DC play with his phasers!

[X] This is the peaceful solution - violence is violence, even if it's prettied up with crystal palaces and euphamisms.
 
In her old age, Kes rips Voyager apart like she's auditioning for Tetsuo!

Do they also get crazy like old Kes did and is this loss of control inevitable or is it something that can be dealt with via technobabble or via the aid of individuals from psychic races with a better understanding of such powers?

Time for a little deicide, or someone playing at god

Now I wish we had sapient geese crew. Dang it, Starfleet ships are supposed to have Cetacean Ops, can't the Maquis have a Goose Division?

As an aside if we help out here that's probably going to put us in the good graces of the Talaxians which could translate out to us to being able to borrow their yards for repair work.

Also, I'm a greedy fuck and I really want to keep both the Val Jean and Voyager, and who knows how many Okampans would be willing to sign up if we help them and offer them a chance to explore the wider galaxy.
 
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As an aside if we help out here that's probably going to put us in the good graces of the Talaxians which could translate out to us to being able to borrow their yards for repair work.
Ooh, excellent point. I hadn't thought of that.

Also, I'm a greedy fuck and I really want to keep both the Val Jean and Voyager, and who knows how many Okampans would be willing to sign up if we help them and offer them a chance to explore the wider galaxy.
Same. The Val Jean and its cloak would be extremely useful as a scout/scalpel, while Voyager is our hammer :D
 
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[X] This is the peaceful solution - violence is violence, even if it's prettied up with crystal palaces and euphamisms.

Normally I'd favor talking first, but since the Caretaker can zap us across the galaxy, giving him any warning seems like a bad idea. It will strand us, but being Starfleet means accepting difficulty for yourself in order to protect innocent lives. Even the Maquis will agree with this, save for a few who joined just to kill people. Our disagreement with them is a political one about means and timing, not the ultimate end.
 
[X] This is the peaceful solution - violence is violence, even if it's prettied up with crystal palaces and euphamisms.

Suppose if we're salvaging stuff we could also dig through the remnants of the station. Might get some goodies to modify our holodecks, some new materials, or pick up a tetryon reactor or two that managed to emergency shutdown. Worst case we get some scans and learn about alternate approaches to tech, best case we scan a mostly busted displacement wave generator. In canon dude is beaming power down to the settlement so they'll need something to generate power if we blow him up.
 
Suppose if we're salvaging stuff we could also dig through the remnants of the station. Might get some goodies to modify our holodecks, some new materials, or pick up a tetryon reactor or two that managed to emergency shutdown. Worst case we get some scans and learn about alternate approaches to tech, best case we scan a mostly busted displacement wave generator. In canon dude is beaming power down to the settlement so they'll need something to generate power if we blow him up.

In canon, one group did manage to create a graviton catapult by studying salvaged parts from the array. And since we have two ships, might be possible to have them help each other "hop" across the galaxy in steps.
 
[X] This is the peaceful solution - violence is violence, even if it's prettied up with crystal palaces and euphamisms.

Suppose if we're salvaging stuff we could also dig through the remnants of the station. Might get some goodies to modify our holodecks, some new materials, or pick up a tetryon reactor or two that managed to emergency shutdown. Worst case we get some scans and learn about alternate approaches to tech, best case we scan a mostly busted displacement wave generator. In canon dude is beaming power down to the settlement so they'll need something to generate power if we blow him up.

Bog standard Federation fusion reactors.
I'm more concerned that somebody might try to prey on the Ocampa - through given their psychic power that might not be much of a concern.

How many Ocampa ARE there on the planet @DragonCobolt?

In canon, one group did manage to create a graviton catapult by studying salvaged parts from the array. And since we have two ships, might be possible to have them help each other "hop" across the galaxy in steps.

Unfortunately, I don't think this would work - the Catapult equipment gets left behind from what I understand, and it couldn't 'pull' a ship to itself remotely.
 
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