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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I think the entire planet is somehow embedded in a sub-universe. Their transporter range claims seem like a clue, like there's an insane amount of physical distance between where the resort is and where the Borg are, and they do something with orbital approach corridors to cover it up.

Which is still a way to get home sooner, unless it's not something they can direct, like a natural effect of some kind.
 
Love this.

[x] Mostly hesitant, Torres is the only one who's down
This option gives us maximum recruitment scenes, although it does seem least realistic honestly.

[X] COMBO TIME!
 
Adhoc vote count started by DragonCobolt on Jul 10, 2022 at 5:47 PM, finished with 20 posts and 12 votes.


Now, to make the SICK FREAKS who love plan votes get all, "hehe" and go into goblin mode, you fuckin' weirdoes...
 
PRIME FACTORS (1.3)
Tom Paris broke the silence. "I don't know about everyone else, but I'm in. These people are assholes. I saw the price they gave for a seaside room - they doubled the cost because my date had pheromones and tried to cover it as a cleaning bill." He shook his head. "I've seen more hospitable hotels run by Ferengi."

"Yeah!" T'are said, slamming her green fist down on the table.

"I'm always down to steal shit for fun," Catra said, leaning back in her seat, putting her feet up on the side of Adora's chair.

"Please..." Adora said, then sighed as Catra's foot bumped her chin gently. "We're not going to just steal stufff. We're taking a specific object for a specific reason. Not just for fun." She put her hand on Catra's foot, lowering it to her lap.

"It's still fun!" Catra said, her ears perking up.

"All right," Janeway said, her voice a quiet croon. "Lets get to work then. This is going to take...some work."

---
Time for the CASINO HEIST!

The objective is to nab the teleporter technology. Here are the known defenses!

1) The teleporter itself is contained within a secure facility in the Sikarian hotel, located behind standard force fields that prevent transporting directly to and from it. The teleport pads are routed through secure lines to it - just taking a pad won't get the technology.
2) The secure facility has three layers of defense. The outermost is a series of security cameras and sensors that keep track of the people who are nearby the facility's seemingly mundane exterior. The next are the doors themselves, which are locked with key-codes that are changed every day with a quantum-computer that is carried from the computer center in the hotel to the secure facility at a randomized schedule. The final are the guards themselves, patrolling the area with disruptors.
3) There is also the issue that to even get to the secure facility, you'd need to get into the hotel, and the hotel itself is closed to Voyager crewpeople...unless...circumventing the hotel is possible, but they check subspace networks for ship identifications in local governments and cross reference data as much as possible.

There are several upcoming events that you got on the itinerary before you were kicked out.

The Happy Holidays Hololuau
The Star Chancers Gambling Tourney
The Replica Revel, Primitive Combat Martial Arts Tournament
The Hoverski Pan-Oceanic Race Circuit

Any two are happening near one another, but no more than two at once if you want to take advantage of multiple events.

A plan should have a catchy name, use at minimum 4 characters, and will work without rolling if it's fun enough and includes setbacks built into it. If it's too prefect and boring, you'll have to roll!
 
Are you sure we can't just steal the entire facility? We have two ships with weapons, tractor beams and the like...and one is even cloaked, so they'd never see it coming just like a proper Phantom Thief.

Alternatively, if we want to try getting people on the ground, well, the place is closed to Voyager crewpeople, not the fine upstanding crew of the Val Jean.

Say, perhaps...our non-human, non-federation Seska, R'lash, the Dragon, and Nelix? Lets throw in the Gorn for good measure!

@DragonCobolt By any chance, does the resort have any holographic emitters? Perhaps enough to deploy the Emergency Criminal Hologram?
 
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Are you sure we can't just steal the entire facility? We have two ships with weapons, tractor beams and the like...

Alternatively, the place is closed to Voyager crewpeople, not the fine upstanding crew of the Val Jean.

As for people involved...perhaps...Seska, R'lash, the Dragon, and Nelix? and maybe Amy, since transforming at inconvenient times can add some narrative tension

Seska
I'm betting Amy can change herself and Catra to not be identifiable as Voyager Crew by embracing their Alt-Universe appearances. Kes and Nelix should certainly be a pair- never thought about Seska and R'Lash since they hadn't been see as crew of Voyager from -anyone- and the Dragon would make a wonderful gambler. Maybe I am crazy but Amy and Catra would be a shoe in for the Race Circuit and Martial Arts Tournament, which would give their 'support team' backstage access.

The Val Jean can be treated as the ship they arrive on and can -flood- the resort with the majority of the crew under the pretense of Shore Leave just to create bits of Chaos.

Quantum Entanglement Signalling to Voyager to be able to use replicators and long distance transport it to the Val Jean- hidden tricorders among the Val Jean crew and our Voyager plants to locate and get detailed schematics of local security sensors so they can be replicated with compromised versions of them and teleport swapped into place. We can pay for the Val Jean to be there for a while through replicated money.

Personal holographic projectors, if the concept would work, would have a short life span and would fool normal sensors but compromised sensors would be able to get around that. Photonic camouflage of what else but being one of the guards, a bunch of guards that are escorting the Teleporter Technician (cause there has to be an expert that is keeping that running, and they would no doubt be living the high life there) because of a need for emergency maintenance and repair due to some unexpected fluctuation we can cook up with some technowizardy (like, a sub-space thumper designed to make sub-space in the local area unstable when turned on- threatening the technology from working.)

So we need to get the Val Jean to get on shore leave there to scope the place out and get us the information we need to just start subverting their entire network. Our Voyager plants can arrive later from a chartered Talaxian ship, or long distance transported to the Val Jean. Same with our surprise security team.
 
If we're bringing in the Val Jean and anyway, why not give Wacoche some screen time?
 
Because actual humans are scarce on the ground in this quadrant and we don't want the crew being associated with voyager, Amydora is honestly a bit too much of a risk as it is.
 
If we're bringing in the Val Jean and anyway, why not give Wacoche some screen time?

Just have Wacoche be the man in the chair? He successfully stole a cloaking capable Keldon from the Obsidian Order - I'm sure he has some idea of how to run a heist.

I do like the idea of flooding the resort with Ocampan crew though.

The Happy Holidays Hololuau

This, however, seems like an opportunity for the Doctor.
 
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We should have Brian's Gorn SO play the part of ship captain so that when the manager inevitably comes around they can intimidate them.

Again I think we should see if we can get Lindel to come and join the heist. Her being a regional celebrity would help make those with her less suspicious. I also still think we should recruit members of Harry's party from the last episode.
 
I am sickly at the moment and cannot think of a good plan, but fully support any that include using the borg for Weekend at Bernies shenanigans.
 
Will I cancel Voyager?

Maybe!

I dunno, I haven't decided yet. I have too many quests but also, wanna run so many.
Edition change?
Oh, I would say he is inspired. Last I chatted with him last night he was having fun converting all of this quest's rules to the new Homeworld edition because bettered handled both what he wanted and players wanted out of the quest.

Not gonna say he will do that soon or that it will happen, but he is happy with the new shiny for his hoard. :D
Edition change!
"And considering what they're hiding is a means for us to immediately get home," Janeway said, her voice grim. "I believe that we have little choice in the matter." She sat up and clasped her hands before her. "The Federation has rules about the sovereignty of other governments, other people. However, this planet has a single hotel resort on it, run by a dictatorial manager, with the only goal seeming to be the extraction of wealth from the locals via their service industry. The Sikarian brochure says their homeworld is so distant that even they take three jumps to get there - and this is just part of a franchise." She nodded, slowly. "With these facts on hand, and the clear and present danger to my crew without this technology, I have made the decision...that we need to rob this casino. We get one of their transporters, and then we go."
I love it. It would have been better if most of the Starfleet crew was hesitant, but the Vulcans were fully supportive. ;)

Can we add secondary objectives?

I still want that Drone, and their hat.
That drone isn't 7 of 9, and I don't want to fill the borg quota.
 

One rule change that is NOT coming over is the scale modification rules, because those are such a pure Homeworld alteration.

Basically, in ST:A, if a scale 6 ship shoots at a Scale 3 ship, it's Diff 2. The only modification is up by +1 from a scale 1-2 ship (cause they tiny!)

But in Homeworld, you modify the diff up or down by the DIFFERENCE. So, a scale 1 bomber going after a scale 4 destroyer gets -3 diff, while a destroyer shooting at that bomber is at +3 diff. Which totally makes sense! ...for Homeworld, where fighters and bombers are a totally accepted part of canon.

But one thing Homeworld has is rules for refining asteroids, turning those asteroids into resource units, then using those resource units to build ships (kind of, it's a bit incoherent currently because they use RU for improving ships but not building them, which is a bit odd.) Using those rules for the Voyager quest might be fun!
 
So, anyone want to bet that they don't really have super advanced transporters, just well-hidden (and very advanced) holodecks that they transport people to, and that this is why they're deathly afraid of anyone with really good scanners?

Well, maybe they still have the spatial trajector from the series, which is good for say, 40,000 light years, though if so, we wouldn't be able to use that without some adaptation.
 
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Yeah thats been my guess too. This region of space doesn't have replicators, a proper holodeck would be unimaginable for most of the locals.

That drone isn't 7 of 9, and I don't want to fill the borg quota.

They wouldn't. Its easy to forget but canon Voyager had more than one permanent ex-drone crew in the form of the drone kids.

But one thing Homeworld has is rules for refining asteroids, turning those asteroids into resource units, then using those resource units to build ships (kind of, it's a bit incoherent currently because they use RU for improving ships but not building them, which is a bit odd.) Using those rules for the Voyager quest might be fun!

I also imagine the Homeworld rpg is better configured to handle larger fleets and engagements. Let's go fleet commander Janeway!

Out of curiosity though what does building ships require in the base rules if not resources?
 
I also imagine the Homeworld rpg is better configured to handle larger fleets and engagements.

Weirdly, no? Well, yes and no. One thing it does better is having space combat faster to resolve (less dice on all counts, so its easier to roll and tabulate) and WAY less fiddling with resources (no more fucking around with power.) But there are no rules for squadrons, which is VERY weird.

However, a big change?

Ships blow up WAY easier. Rather than needing to wipe structure, then wipe engines, then roll a warp core breach, you just have to get 1 breach per scale in the structure. So, a frigate can take 3 breaches to the structure and BAM! They're dead.
 
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