[X] Plan: put out the fires
-[X] Child's Play - James T. Kirk
-[X] Dilithium Dirge - Ishrasis Th'achaalrit
-[X] Going Under - No Hero
-[X] The Neighbor's Backyard - z'oll T'hirlem

So this is a good plan?
 
Just found this story, looks fun

[X] Plan: put out the fires
-[X] Child's Play - James T. Kirk
-[X] Dilithium Dirge - Ishrasis Th'achaalrit
-[X] Going Under - No Hero
-[X] The Neighbor's Backyard - z'oll T'hirlem

So this is a good plan?
I'm pretty sure we have 5 actions, you only put in 4, I suggest something like funding or working with independent prospectors so we can start more mining, or setting up another operation into getting Cardassian ship design
 
Well this was the only actions avaliable this turn.
turn 2 there were like 2 write ins. Look if no one says anything, maybe we start expanding shipyards for more production. during peace times, we can use it to make and maintain more cargo ships, in war we have more space for crash builds. they could be a good econ action
 
[X] Plan: Kick The Tires
-[X] Child's Play - James T. Kirk
-[X] Dilithium Dirge - Ishrasis Th'achaalrit
-[X] Going Under - No Hero
-[X] The Neighbor's Backyard - z'oll T'hirlem
-[X] Write-In: Asteroid Rodeo: It's become a popular fad for Micro-Gravity Polo players on Arcturus to take shuttle flights to the local asteroid belt and play with a 'ball' freshly taken from the surface of the asteroid - Something that requires a professional Asteroid Mining Certificate. Nonetheless, these driven athletes have legitimately obtained their certificates to participate, and some now are eager to carry this curiosity into contributing to the Federation in a productive endeavor. With Starfleet assistance, one of the asteroid mining sites probes have identified could be colonized.
 
Turn 5 - Voting Closed
Voting is now closed!! Results will be up tomorrow


Scheduled vote count started by RighteousRancor on Jan 7, 2025 at 3:15 PM, finished with 11 posts and 7 votes.

  • [X] Plan: put out the fires
    -[X] Child's Play - James T. Kirk
    -[X] Dilithium Dirge - Ishrasis Th'achaalrit
    -[X] Going Under - No Hero
    -[X] The Neighbor's Backyard - z'oll T'hirlem
    [X] Plan: Kick The Tires
    -[X] Child's Play - James T. Kirk
    -[X] Dilithium Dirge - Ishrasis Th'achaalrit
    -[X] Going Under - No Hero
    -[X] The Neighbor's Backyard - z'oll T'hirlem
    -[X] Write-In: Asteroid Rodeo: It's become a popular fad for Micro-Gravity Polo players on Arcturus to take shuttle flights to the local asteroid belt and play with a 'ball' freshly taken from the surface of the asteroid - Something that requires a professional Asteroid Mining Certificate. Nonetheless, these driven athletes have legitimately obtained their certificates to participate, and some now are eager to carry this curiosity into contributing to the Federation in a productive endeavor. With Starfleet assistance, one of the asteroid mining sites probes have identified could be colonized.
 
May I please implore other, faster players whom make plans first (and also faster voters who bandwagon-vote for said plans) to remember that A.) Heroes Exist and B.) We get 5 actions a turn, write-in something fun if the GM gives us fewer than 5 missions in a turn!

Please? 🥺
 
May I please implore other, faster players whom make plans first (and also faster voters who bandwagon-vote for said plans) to remember that A.) Heroes Exist and B.) We get 5 actions a turn, write-in something fun if the GM gives us fewer than 5 missions in a turn!

Please? 🥺

I didn't knew about the write-in but one of the heroes were in cooldown so it could not be used.

AVAILABLE HEROES: James T. Kirk, Sauda el-Uddin, Ishrasis Th'achaalrit, z'oll T'hirlem (TRAIT: Shore Leave [+5])

ON COOLDOWN: Iris Imonim
 
I didn't knew about the write-in but one of the heroes were in cooldown so it could not be used.
I was referencing prior votes where heroes went un-used.

Edit: I've just gotta get that out there now, because I know for a fact that this quest will update in my sleep, and then when I wake up there will be a plan with 3 votes on it by people who will never, ever, ever look back at the thread until the GM updates again, and that plan will be ignoring useful game mechanics that work in our favor.
So, I have to ask you all this in advance.
 
Last edited:
Turn 5 - Results

Turn 5 - Results


Asteroid Rodeo


2d48 -> 46

While the buzz surrounding Arcturus made a splash in the media and caught the eye of local Federation administrators, the following geological survey was somewhat underwhelming. The UFS Apollo, a Bubo-class corvette, spent the better part of a week running around the Arcturus Belt and extracting core samples for research, but the samples all suggested that the asteroids were generally unremarkable and wouldn't contribute much to Starfleet's industrial capacities or exploit a particularly uncommon resource. While some of the athletes have speculated about forming a joint project to explore and continue their newfound appreciation for mining, it will be a private endeavor, as Starfleet has decided to focus their resources elsewhere. At the very least, we got the opportunity to film a wonderful recruitment video by giving the athletes a hands-on tour of a Starfleet vessel.

Child's Play


2d48 -> 64 + 15 = 79

Starfleet is no stranger to the unfamiliar, curious, and even downright bizarre; our motto is to explore strange new worlds, to seek out new life and new civilizations, and to boldly go where no-one has gone before. However, sometimes, those strange new worlds seek us out, barge in through the back door, and start loudly complaining about our neighbors' choice of pastime.

It appears that the casino was hijacked by a group of extra-dimensional beings known as the Ascetians who have incredibly strong feelings about the recreational bending of luck, believing that the act of defying the odds should be left to extreme situations only and punishing those they believe to be abusing probability. Apparently, they opened a temporal anomaly beneath the casino and reversed the flow of time for the staff and patrons in order to leave them below the legally acceptable age to gamble and ordered Captain Kirk to arrest all present on account of their criminal activity. When he refused, they de-aged the entire crew of the Enterprise and began transmitting a message on all open channels for someone else to come along and put an end to the child gambling ring they had created.

Figuring out how to rewire the Enterprise's deflector dish to invert the polarity of the temporal anomaly and bring everyone back to their proper ages was exceedingly difficult, given that all those responsible for the necessary modifications had the bodies and minds of twelve-year-olds. Thankfully, the Enterprise's computers were unaffected and the crew – now equipped with the learning capabilities of children – were able to re-teach themselves the basics of deflector dish programming over the course of several days while the Captain and First Officer distracted the Ascetians with a combination of excessive arguments and risky physical stunts that caused the higher beings to experience some form of fourth-dimensional migraine. Between the stress of enduring intentionally annoying children and a begrudging respect for the effort involved in de-aging themselves, the Ascetians let the casino be once the anomaly was closed, but warned that future indulgences in the land of chance would be the doom of all the civilizations in the Alpha Quadrant.

Dilithium Dirge


2d48 -> 53 + 25 = 78

A Ferengi captain riding into Federation space aboard a heavily modified Klingon cruiser drew significant concern and the Peafowl was immediately dispatched to resolve the issue. Thankfully, the solution was reached before we figured out just how operable the old battlecruiser was; the Ferengi seemed far less belligerent once confronted with Starfleet's flagship. While the colonists have the basic territorial claim to the mine and promised to send Starfleet a premium cut of whatever they extracted, the deceased magnate had accumulated considerable debt to this DaiMon's clients during his explorations of international commerce and the Federation's economy didn't easily accommodate post-death divestments of those assets. Captain Th'achaalrit was able to bring all parties to the table and divide up the resources extracted from the mine between the claimants, with a modest dividend for Starfleet and a stern warning for the Ferengi, who have now returned to their old space.

The case has left some lingering concerns, however; the Ferengi Alliance, up to this point, hasn't been a particularly militarized power, relying on their neutrality, positioning, and dealings with lesser systems to maintain their independence without compromising the sovereignty of their constituent nations. If the Ferengi have access to the Klingon's dregs, the Alliance could become a regional power with force behind their financial exploitation – a formula that tends to spell woe for those on the other end of the capitalist system. It also implies that the Klingons have entered the business of arms dealing – the destabilizing influence of which might be impossible to overstate. When the Romulans are tearing each other apart and the regional powers of the Alpha Quadrant squabble over territorial claims and exacting vengeance for their lost assets, Klingon weaponry flooding the quadrant could bind the lesser powers to the Empire and foment violence across the Quadrant.

Going Under


2d48 -> 87

This mission has turned out to be a curious case for Starfleet, as the after-action report has been heavily redacted by Starfleet Intelligence with selective briefings on classified material only given to a handful of Admirals. What information has been made generally available is that a Starfleet destroyer conducting training exercises near the border was able to cross into the Neutral Zone and make contact with the Romulan team – a creche of scientists conducting research on extremophile life-forms whose pre-war observation post had just suffered a power core malfunction. Due to the planet's atmosphere, transporters were nonfunctional and the Starfleet vessel had to land* and conduct the evacuation of the outpost manually. The scientists were brought to a starbase for debriefing and temporary relocation to a Federation colony until the war dies down and they can return to Romulus.

*Curiously, the Starfleet ship was only identified as a "destroyer;" however, the Peregrine-class wasn't designed for atmospheric operations, much less punching through a lethally radioactive atmosphere, landing on a planetary surface, and conducting an evacuation – a detail that was likely overlooked by S.I. when redacting classified material.

The Neighbor's Backyard


2d48 -> 51 + 10 = 61

Sometimes, the best news is no news; the repairs to K-C250 were routine and uneventful, with the local crew handling the repairs once the Ukraina had delivered the replacement parts and stood by in low-power to make sure no Cardassians ambushed the station. Once repairs were completed and the station was back online, the Ukraina went out for a routine border patrol before heading back home.
 
Turn 6

Turn 6


As the Cardassians and Tholians continue to skirmish and our listening posts detect Cardassian elements redeploying from our shared border, Starfleet maintains a cautious eye on the space around the Federation. It seems like the entire quadrant is holding its breath, waiting to see if the Saavatt Crisis spirals out into full-blown war or if the status quo will hold any longer. Thankfully, it's given us extra time to cover evacuations and brace for whatever's coming, and Starfleet Command has enough room to determine how they want to respond to the growing instability in our region of space.

SPECIAL DIRECTIVES:


CARDASSIAN-THOLIAN CONFLICT: As the Cardassian Union and Tholian Assembly tensions increase and threaten to escalate into full-blown war, Starfleet Intelligence will provide us with regular updates as they are able to. The Klingons have backed down, currently leaving this as a two-way conflict.

CARDASSIAN RELATIONS (w/UFP): Bitter (2/10)
THOLIAN RELATIONS (w/UFP): Cold (4/10)

CARDASSIAN STRENGTH: Steady (7/10)
FEDERATION STRENGTH: Steady (7/10)
THOLIAN STRENGTH: Enigmatic (?/10)

DE-ESCALATION: Escalating (2d48 -> 22)

ECONOMIC DEVELOPMENT: Starfleet must complete ten (10) economic-related tasks by the end of Turn 24. Success on ten (10) economic-related tasks by the end of Turn 24 will unlock either a new Hero or an additional Action.

TASKS: 3/10
SUCCESSES (OPTIONAL): 1/10
DEADLINE: Turn 24

TASKS:


YOU HAVE: FIVE (5) ACTIONS

AVAILABLE HEROES: Iris Imonim, Sauda el-Uddin (TRAIT: Shore Leave [+5])

ON COOLDOWN: James T. Kirk, Ishrasis Th'achaalrit, z'oll T'hirlem

[] Crossed Tees

Recently, Starfleet has been approached by a Tellarite merchant, Gullak Pend, who's seeking assistance with establishing a bazaar in space near the Ferengi and Gorn borders – the trading potential for such an establishment could be limitless and it would give us the opportunity to work on our diplomatic and technological understanding of the Gorn. However, Capt. Pend's five-part plan is heavily dependent on Starfleet assistance and would likely involve a considerable investment of time and resources.

The first part of the plan is simple enough; the bazaar needs somewhere to go and Starfleet are the people best equipped to figure out where to put it. If we can send a ship to the chosen sector, we should be able to find a good location to build the station – and, given that building the station would be significantly easier with access to local resources, could even create jobs and extract precious metals before the station is even finished.

(TRAIT: Done Deed. Choosing this task will trigger an auto-success. A high roll will give a success on the Economic Development Directive and skip an assigned hero's cooldown, while a low roll will see the next part of the event chain delayed one week.)

[] Old Reliable

Not every Constitution came back from their five-year missions; several of our largest and most prestigious cruisers were destroyed during encounters with hostile lifeforms or dangerous anomalies, but it seems like one of those cruisers might be given a second shot at life. The UFS Mayweather (NCC-1702) was mapping the space near the Breen and Romulan borders when she was damaged by a Romulan minefield and evacuated with minimal casualties before being torn apart by a patrolling warbird.

However, her tracking beacon just flared for a brief moment several systems from where she was destroyed before going dark once again – just outside the Romulan Neutral Zone. If some part of the ship survived, we might be able to reacquire it and put her to rest – or potentially even get the Mayweather back in working condition. We should approach the situation with caution, however; a single beacon is very little information to work off from.

[] Tell It Again

While Starfleet was initially hesitant on fielding the Cardenas, given its build as a dedicated battlecruiser, recent events have convinced them to reconsider their decision. The best way to convince them to put the class into service would be addressing the prototype's various deficiencies and bringing down the working cost of the cruiser; a skilled engineer should be able to give some pointers for where the craft can be improved, hopefully getting it that much closer to adoption.

(TRAIT: Close to Home. A Hero assigned to this task will have no cooldown on the completion of the task.)

[] War of Words

The Klingon Empire has always been difficult to coexist with, as their decentralized nature means that our agreements with the central government aren't always respected by the constituent houses of the Empire. Recently, a Captain Kell was inducted into House Mo'kai and has begun agitating on their behalf, claiming that the Treaty of Organia wasn't valid according to ancient Klingon law and Chancellor Goro is little more than a Federation collaborator. This is, by no means, a new line of thought, but the Captain has used his position to host rallies on Qo'noS drawing an ever-increasing number of listeners. Given the escalating tensions across the Quadrant, it might be in our best interest to reach out to Klingon contacts and see if we can't shore up our relationships before House Mo'kai chips away at the foundation of peace.

(TRAIT: The Floor is Open. Choosing this option will prompt a sub-vote for determining the method of diplomacy or subversion. A hero cannot be assigned to this task until the sub-vote, at which point, any hero that isn't assigned to a task can be assigned to this task. If the hero is on cooldown, the action will be delayed until next week and taken automatically.)

TWO HOUR MORATORIUM ON VOTING
 
Stick someone on tell it again and somebody on War of Words.

For tell it again neither available hero is an engineer, they would both be good for the diplomatic type tasks but one of the diplomacy tasks this round is an auto succeed apparently. Though Sauda el-Uddin is better at like diplomacy with alien cultures presumably.
 
Here's my plan, idk if its good, but Tholians are my favorite star trek species.

[] Plan: Connections
-[] Crossed Tees
-[] War of Words ( Iris Imonim )
-[] Old Reliable
-[] Tell It Again
-[] (Write in) Reach out to the Tholians, in an attemt to learn more about them. (Sauda el-Uddin)
 
[X] Plan: Connections
-[] Crossed Tees
-[] War of Words ( Iris Imonim )
-[] Old Reliable
-[] Tell It Again
-[] (Write in) Reach out to the Tholians, in an attemt to learn more about them. (Sauda el-Uddin)
 
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