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
19/19​
RESISTANCE
5​
SCALE
6​
POWER
Yup!​
CREW SUPPORT
6​
SMALL CRAFT
5​
COMMS
ENGINES
STRUCTURE
COMPUTERS
SENSORS
WEAPONS
10​
10​
10​
9​
10​
10​
COMMAND
3​
13​
13​
13​
12​
13​
13​
CONNING
2​
12​
12​
12​
11​
12​
12​
ENGINEERING
2​
12​
12​
12​
11​
12​
12​
SECURITY
3​
13​
13​
13​
12​
13​
13​
SCIENCE
3​
13​
13​
13​
12​
13​
13​
MEDICINE
2​
12​
12​
12​
11​
12​
12​
TALENTS
Command Ship: When using Command tasks to create traits, may be assisted by the ship and can grant this trait to allied ships, away parties and landing teams the ship has a comlink with.
EMH: Can summon the EMH without needing to spend crew support.
High Resolution Sensors: +1 momentum when using sensors out of combat.
Improved Power Systems: Reduce the difficulty to Regain Power by 1 (to a minimum of 1) and can buy off complications for 1 momentum.
Improved Warp Drive: When going to warp, roll 1d20. If the roll is under the engine score, it does not cost Reserve Power:
SPECIAL ABILITIES
Saucer Separation: Can separate into two ships with Scale-1, and 1/2 their systems (round up.) This cannot be reversed outside of dry dock.
Sovereign Class: Voyager is a Sovereign class, meaning it has everything that a Sovereign class has.
Maquis Crew: A large portion of the crew is a part of the Maquis - and thus, not exactly on the up and up with Starfleet styles!
TRAITS
Starfleet Ship: The ships is a highly advanced starfleet ship with a well trained crew, holodecks, replicators and so on.
WEAPONS
Phaser Array
Range: Medium | Damage: 8 | Qualities: Area (can hit one target per momentum spent within the same zone), Spread (reduce the cost of Devastating Attack by -1 momentum, and make it Repeatable), Versatile 2 (add 2 momentum on a successful hit)

Photon Torpedo
Range: Long | Damage: 5 | Qualities: High Yield (when it inflicts a breach, add +1 breach - either improving the intensity or hitting a second system, attacker's choice.)

Quantum Torpedo
Range: Long | Damage: 6 | Qualities: Calibration (requires a prepare minor action before being fired), High Yield (See Above), Intense (-1 momentum cost to add to damage)

Tractor Beam (Strength 5)

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!)
Gelli Vlee: Goo Girl Gonna Get Gloriously Gay!
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)
CREWPEEPS: V'orak (sometimes girl gorn)

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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[X] Plan Cat Got Your Tongue?
This looks good!

I don't really see how that will work out. The Okampa from Val Jean are clearly Starfleet associated and Neelix is an intelligence agent and thus naturally one who isn't to be trusted.
To be fair, if Neelix is a halfway decent intelligence operative then they won't recognize that he is.

I'd also postulate that what one kazon sect has heard through the grapevine is probably not enough to sour relations completely, and this is just one aspect of the situation, we still have to deal with the locals.

So far as the borg plan and widening the rift generally… I just… wtf. Like, escalation is usually abad thing and in this case I think we definitely haven't explored all our options. We're at hour 4 or 5 of 24? We have some time left. And if we bring the borg down on everyone's heads then it will totally justify the Kazons animosity. We'll have just painted a huge target on our backs that won't go away until we're out of Kazon space.

Though I suppose if we go through the timehole and make sure it never happened in the first place then the borg will never have detected it to begin with? But that seems kinda like cheating and threat is at Dragon's discretion not ours, right? Is it even a sure thing that we'll get the borg and not a flotilla of Kazon?
 
Though I suppose if we go through the timehole and make sure it never happened in the first place then the borg will never have detected it to begin with? But that seems kinda like cheating and threat is at Dragon's discretion not ours, right? Is it even a sure thing that we'll get the borg and not a flotilla of Kazon?

Introducing Threat to gain bonuses is one of the main mechanics of this system and I kind of wanted to try it out. Plus I just like the idea of escaping down a collapsing time portal. Don't let your dreams be dreams, and all that. If DC prefers to substitute his own option, then that's of course his choice - it's a narrative suggestion. The Borg have been dangled quite a lot as a major plot point, so introducing them incidentally in our first "proper" mission felt appropriate.

Plus, remember, the Borg are explicitly characterised in this Quest as completely uninterested in lower-technology civilisations, and barely interested in us - so the planet is not at any risk. We'd be at some risk, partly because we're next to an interesting phenomena, but we have a ready-made escape option in the time portal. I would expect some difficult rolls and challenges to overcome with this option, to be sure, in order to make our escape, but with our accumulated psuedo-Momentum we should be able to handle it.

It would be possible to do a safer version of this plan, and just take out the last line, so we just try to reduce the difficulty of widening the gap, and see where that leaves us.
 
Introducing Threat to gain bonuses is one of the main mechanics of this system and I kind of wanted to try it out. Plus I just like the idea of escaping down a collapsing time portal. Don't let your dreams be dreams, and all that. If DC prefers to substitute his own option, then that's of course his choice - it's a narrative suggestion. The Borg have been dangled quite a lot as a major plot point, so introducing them incidentally in our first "proper" mission felt appropriate.

Plus, remember, the Borg are explicitly characterised in this Quest as completely uninterested in lower-technology civilisations, and barely interested in us - so the planet is not at any risk. We'd be at some risk, partly because we're next to an interesting phenomena, but we have a ready-made escape option in the time portal. I would expect some difficult rolls and challenges to overcome with this option, to be sure, in order to make our escape, but with our accumulated psuedo-Momentum we should be able to handle it.

It would be possible to do a safer version of this plan, and just take out the last line, so we just try to reduce the difficulty of widening the gap, and see where that leaves us.

Mmm. Fair enough. I guess I'm just feeling like the situation is a bit out of hand and leaning in isn't my first instinct in this sorta situation. I'm sure it'll work out fine, but I can't vote for it personally.
 
Can't tell if bringing in the borg is in character for gunslinger Janeway or not. Checks the audacity box though for sure.
 
If there's not a little crack in the thread then its heart has died.

That being said I'm gonna approval vote this to make a run at avoiding the borg. (A scout sphere or an armada 2 detector might be a bit less threatening).

[X] Plan Cat Got Your Tongue?
[X] Plan Gunboat Diplomacy
 
Borg tactical cube or bust. Or better a V'Ger type Unimatrix Command Vessel!

Yes, I'm joking. Please don't actually send a unimatrix command vessel our way.
 
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Given the discussion, I've removed the Borg part from Plan Big or Go Home - so it's just sending an away team down to the planet, and making a roll to gain an Advantage to widening the portal enough for a ship. If anyone who voted for it wishes to change votes due to that, now would be the time.

We can reserve the option to add a Threat to gain another Advantage/dice to our pool once we know what difficulty we'll be facing - it's possible that widening and stabilising it enough for people may also subtract a bit, I guess. (Also based on RAW, we have to introduce a Threat to add a bonus to a specific thing we're doing, not hold onto the psuedo-Momentum for later.)
 
We have spoken softly*, but it comes time for the stick
[X] Plan Gunboat Diplomacy

*Catra is not a member of of Starfleet, her actions do not reflect Starfleet policy and the United Federation of Planets cannot be held liable.
 
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[X] Plan Gunboat Diplomacy

At the risk of further elaborating on a vote which has possibly has been discussed too much, I would point out that this plan, as of now, still has an option which we have no way of succeeding at. Difficulty 4 is really hard to pull off without a lot of dice in our pool, or Advantage to lower the number of Successes needed.

If you would like to adopt the bit from my plan about studying a way to broaden the rift, and using our sensors to help, then please feel free. There is little downside to doing so, unless we happen to roll a Complication which is not terribly likely, and an Advantage will be virtually a pre-requisite to sending anything bigger than people through, I think.
 
Vote closed
Adhoc vote count started by DragonCobolt on May 22, 2022 at 12:01 AM, finished with 38 posts and 11 votes.

  • [X] Plan Go Big or Go Home
    -[X] Tell them everything that happened and ask for advice
    -[X] big enough for people (diff 2)
    --[X] Send T'are, V'orak, Neelix, & Kess in as back up. Priority is on rescue and finding out what went wrong in the first place.
    -[X] Meanwhile, Voyager will work on widening the breach so that the ship may pass through. (Create Advantage, Difficulty 2)
    ---[X] ...using our advanced sensors to scan the temporal cracks and find their harmonics to create a resonance. (Get an extra dice.)
    [X] Plan Cat Got Your Tongue?
    -[X] Tell them everything that happened and ask for advice
    -[X] big enough for people (diff 2)
    --[X] Send T'are, Neelix, & Kess in as back up. Other folks from the Delta Quadrant will probably be more helpful at smoothing this situation over. And we still need to figure out how to stop the planet's destruction.
    [X] Plan Gunboat Diplomacy
    -[X] "Lock onto me and Amy's combadges and beam us back to Voyager."
    -[X] big enough for people (diff 2)
    --[X] Prepare an away team disguised as the local species
    --[X] If Amy or C'nola are not transported back or only their combadges are widen it for trucks (diff 4)
    -[X] Meanwhile, Voyager will work on widening the breach so that the ship may pass through. (Create Advantage, Difficulty 2)
    ---[X] ...using our advanced sensors to scan the temporal cracks and find their harmonics to create a resonance. (Get an extra dice.)
 
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Wow, less people voted than I expected!

I think the vote...couny thing didn't work right.

EDIT: I haz fixed it. I am good at COMPUTER

EDIT 2: Okay! Roll 3d20 for the widening gyre, then 3d20 for the "scanning to find harmonic whatsits"
 
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