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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[X] Plan Hole: Spend 2 advantage to create truth "Widened Fissue", then fly Voyager and Val Jean into the past. Beam antimatter out. Bam! Day saved.

Diplomacy would be my second choice, but I'm not sure the Kazon are up to pulling it off.
 
[X] Plan Hole: Spend 2 advantage to create truth "Widened Fissue", then fly Voyager and Val Jean into the past. Beam antimatter out. Bam! Day saved.

Well, I'm convinced. Big Damn Ship to save the day

[X] Diplo-Amy: Convince Kazon and local scientists to hustle Amy to the antimatter factory then she brings it through the portal with her ASAP! Have C'nola and locals agree to cease fire and to shelter in place for 8 hours.
 
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[X] Diplo-Amy: Convince Kazon and local scientists to hustle Amy to the antimatter factory then she brings it through the portal with her ASAP! Have C'nola and locals agree to cease fire and to shelter in place for 8 hours.

If the Kazon can manage the beam out, that's obviously ideal. But this is Star Trek, if transporters can solve the problem, then the transporter needs to not work so drama can happen. I deeeeply distrust the Kazon's transporter capabilities and if they are smart, they do to. So it's easy for them to tell us "we can't do that."

Getting Amy to the factory is narratively the most fun.

Plus, if diplomacy falls apart, we can always fall back on Catra being Catra.
 
[X] Plan Hole: Spend 2 advantage to create truth "Widened Fissue", then fly Voyager and Val Jean into the past. Beam antimatter out. Bam! Day saved.
 
Decided to scratch the itch and do some googling. Writer's tech bible does say beaming AM is no go. But writers from TOS, TNG, and VOY have episodes (aired) where the crew does it.

I still want to see the nightcrawler/glimmer power though. If we can dye Kes' hair red, and Neelix's blue we'd be 3 characters closer to the X-men crossover event.
 
Honestly, using Adora's power here does feel a bit more diegetic given the last few updates, which kind of slowly reveals bits of the mystery of her backstory and the mechanics of the Change? Plus we have built-in stakes with Catra being angry about accessing the medical records...But also the idea of flying Voyager through the rift makes my brain make hooting noises like a small monkey being shown a massive pile of fruit, so I'm torn.

What we could do is maybe combine the options, in a way similar to plan Diplo-Amy? Have Voyager show up as backup, plus we avoid a potential confrontation where we have to play "How many toddlers can you kick to death before the guilt overwhelms you?" with the Kazon ships inbound.

Unfortunately I'm too sleepy to do it right now. What am I saying, of course I'm going to.

[X] Plan By all Your Powers Combined
- [X] Spend 2 Momentum to have Voyager and the Val Jean fly through the hole, playing top cover and eluding the Kazon.
- [X] Convince the Kazon and planetary government to bring Amy to the antimatter factory, so she can transform it into something safe. Then beam it into space without a risk of destabilisation during transport!
- [X] The two incredibly advanced starships in orbit should in no way influence their decision to cooperate, or do less fucking stupid things with their antimatter in future.

This is essentially Plan Hole with more steps, but it does mean that Amy is more included - and using the Change to reduce the chances of a Transporter Woopsie with large amounts of poorly-stored antimatter is actually a good idea on its own merits.
 
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If the Kazon can manage the beam out, that's obviously ideal. But this is Star Trek, if transporters can solve the problem, then the transporter needs to not work so drama can happen. I deeeeply distrust the Kazon's transporter capabilities and if they are smart, they do to. So it's easy for them to tell us "we can't do that."
I was having a hard time remembering if the kazon had transporters? A scene that stuck with me from the show was Neelix being amazed at transporters generally so I was thinking no one besides us has them, though of course that's at Dragon's discretion.

[X] Plan By all Your Powers Combined
I'll bite I guess, this seems the most reasonable. With 24 minutes and counting all possible approaches simultaneously seems like the best way to do things.
 
Honestly, using Adora's power here does feel a bit more diegetic given the last few updates, which kind of slowly reveals bits of the mystery of her backstory and the mechanics of the Change? Plus we have built-in stakes with Catra being angry about accessing the medical records...But also the idea of flying Voyager through the rift makes my brain make hooting noises like a small monkey being shown a massive pile of fruit, so I'm torn.

Adora: Sigh... The needs of many, etc.; I understand. I'm not happy about it, but it was necessary, right?

Catra: *Sneaking behind Janeway with a wrench* I'm about to end this woman's whole career...
 
Vote closed
Scheduled vote count started by DragonCobolt on May 22, 2022 at 11:28 AM, finished with 42 posts and 24 votes.
  • 32

    [X] Plan By all Your Powers Combined
    - [X] Spend 2 Momentum to have Voyager and the Val Jean fly through the hole, playing top cover and eluding the Kazon.
    - [X] Convince the Kazon and planetary government to bring Amy to the antimatter factory, so she can transform it into something safe. Then beam it into space without a risk of destabilisation during transport!
    - [X] The two incredibly advanced starships in orbit should in no way influence their decision to cooperate, or do less fucking stupid things with their antimatter in future.
    [X] Plan Hole: Spend 2 advantage to create truth "Widened Fissue", then fly Voyager and Val Jean into the past. Beam antimatter out. Bam! Day saved.
    [X] Diplo-Amy: Convince Kazon and local scientists to hustle Amy to the antimatter factory then she brings it through the portal with her ASAP! Have C'nola and locals agree to cease fire and to shelter in place for 8 hours.
    [X] Plan C'nola: Phaser your way out, grab Amy, steal car, hit the anitmatter factory, get Amy through the portal. Bam! Day saved.
    [X] Plan Diplomacy: convince Kazon that they need to beam the antimatter into space and shut the factory down. Bam! Day saved!


I was asleep, but now I am awake! Gonna need 3d20 for both ships and 2d20 for the talky!
 
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