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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Adhoc vote count started by DragonCobolt on Aug 7, 2023 at 12:16 PM, finished with 15 posts and 13 votes.


All right!

Roll me 3d20 for Val Jean (flying in is normally a diff 0 check, but it is +1 difficulty due to the Focused Trait in the area - they're always doing all them scannies...scanning it up...scannadoos!)

And then roll 3d20 for our Away Team (we have Neelix Jr + C'nola helping out), diff 1, opposed!

Security got 2s against diff 1 - so they succeed with 1 Threat!

You need to succeed AND have more momentum than them to win!
DragonCobolt threw 2 20-faced dice. Reason: The Pod Security Total: 15
4 4 11 11
 
Lets see if I can figure out rolls

Edit God fing dammit. Ugh sorry everyone
KRISF threw 3 20-faced dice. Reason: Roll dem bones Total: 44
17 17 7 7 20 20
 
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LADY LINDY AND THE KHAN OF KHANS: Part 2 (0.6)
Janeway, watching the situation map, gave a curt nod. "Ping the Val Jean. They can get close enough for...support of this exceedingly poorly thought out plan." Under her breath. "I'm going to wring that little-"

"No, I'm going to do it!" Neelix said, scowling back.

Janeway snorted. "I..." She shook her head. "Now a lot of Lindy's stories are beginning to make sense."

"Stories, huh," Neelix asked.

Janeway flushed, ever so slightly. "I thought she was exaggerating a little for...effect."

Tom smacked his lips slightly as he thumbed over the send message. His eyes flicked up to the main screen - and all of them watched.

The Val Jean began to cruise down - following a perfect hyperbolic arc. One that, without impulse acting in an opposite direction, would send them hurtling off and slowly out of the galactic plane. It would intersect with the Pens in several years - if they didn't use their warp drive. Of course, using the warp drive in system, while cloaked, remained a tricky business. This was long past the days of the old Warbirds - the ones that had stalked the edge of the Federation's neutral zone in the 23rd century. Warp and cloak were two things that could happen at the same time. Not too fast, of course. Warp 2 at the most.

It was still the trickiest thing that the Val Jean's crew had ever attempted.

Janeway started to chew her knuckle.

"We're going to lose their exact position once they warp," Tom said, warning.

The Van Jean vanished off their sensors.

"Good luck," Janeway said, quietly.

***
Brian Wacoche sat perfectly still. "...did you turn the magnification up on this, Seska?" He asked.

"No, sir," she said. "We're at x1 magnification."

Brian Wacoche nodded.

"All right," he said, very quietly, as if there was a risk that someone beyond the ship might hear. "Any suggestions?"

Rak hissed softly.

The Val Jean - completely invisible and utterly undetected by the Pens and the Viidian ships - floated within one hundred and two meters from a Viidian battlecruiser. They were so close that someone could jump from ship to ship and have a reasonable chance of actually landing on the other ship.

"We just need to move!" Seska said, nodding.

"We can't," R'lash said. "We're so close that the cloak systems can't hide any RCS jets. They'll see the plumes. Hell, if we jet along these tangents..." She pointed at the screen. "We'll hit half their ships with our thrust plumes! They'll fuckin' notice it when a jet of high speed deuterium reaction mass sprinkles their shields. They'll fucking see the diffraction patterns without even needing a fucking scanner!"

Everyone sat very still in the bridge.

A Viidian shuttle began to slowly cruise from one battleship to a destroyer-tender. It flew within fifteen meters of the top of the Val Jean - so close that Seska actually hunched down in her seat, ducking her head into her collar, as if she was trying to ape a Terran turtle. The shuttle passed and Brian nodded.

"Scan the pod. Tell me how our wayward kids are doing."

***
Neelix Jr. picked up the com and, in a confident, breezy voice he said: "Oh, it's just a minor power short out down here." He glanced at C'nola who pointed at the nearest air recycler, helpfully. "Minor short in an air cycler, we're fixing it right now."

"...who is this?" the crackly voice over the com asked. "We registered weapons fire down there."

"Uh, it was a, uh, discharge from the air cycler," Neelix Jr. said, watching as C'nola mimed something indecipherable, his brow furrowing as he tried to follow what she was trying to help him with. He mouthed 'what' at her, and C'nola put her hands over her face in irritation as the com crackled more.

"...wait a second, this isn't Technician Manager Boor, who is this?"

"Uh, no one, we're fine down here, we're...we're all fine!" Neelix Jr. said, nodding. "How are you?"

The alert started to wail.

"Oh GREAT!" C'nola snarled. "What are you doing!? How the fuck would they ever buy that?"

"They would never buy the lie. The trick is to get the Focused to get into a tizzy trying to figure out precisely what you're going to do next. I just didn't expect the manager to be on the ball - they're usually too busy waiting on what their slaves think. Makes them...brittle!" He smiled as Amy and T'are both drew their phasers. Amy rolled her shoulders, slightly.

"Guys," she said. "I hear Viidians."

Then she grinned.

"Also, uh...wanna know something I just noticed?" she glanced back over her shoulder. "I uh...I hadn't been around pure evil in this universe for a long, long time."

"Amy, that's great, but-" C'nola started.

"I feel her," Amy said, quietly.

"What?" Neelix Jr. asked.

"Oh, Amy has a backstory, it's very complicated," T'are said. "Duck!"

She grabbed onto Neelix Jr. at the same time Neelix Jr. grabbed onto her and the two of them hit the ground behind the hunk of metal and the body of Pod Technician Manager Boor - landing as needles whipped through the air. They shot out of snub barreled magnetic needlers, carried by two Viidian security officers in light combat armor. The needles whined through the air and thudded into Amy's chest. She grunted, but seemed only mildly annoyed as she glowed even brighter, then clasped her eyes together, eyes closed. "By the power of Grayskull," she whispered, then grinned. "Heh. It finally works."

Her body flared with light. Golden energies crackled from her feet to her head, shifting her starfleet uniform to a brilliant white tunic, fluttering red cape. A tiara of gold sat on her head. And clasped between her hands was a long, elegant sword. The needles protruding from her chest quivered, then popped free, landing on the ground as the Viidians lowered their weapons in clear shock.

"Hah!" C'nola said. "You're fucked!"

***
"Sir, I'm detecting a massive quantum waveform event on the Pens!" Seska said. "And so are the Viidians! They're launching every single bording pod in the fleet."

"Whatever that did just definitely pissed them off," Brian said. "What are the other fleets doing?"

"The Haakonians have noticed the activity and are...also coming here!" Seksa turned in her seat to look at Brian. "And the Viidian boarding pods? Three of them are going to hit us."

Brian put his hands over his face. "Goddamn it."

---
CURRENT TRAITS
TRAIT: "Two Years To Doomsday" [Level 1]​
Blocks: Medicine (Quantum Duplicates) | Blocks: Diplomacy (Panicky Crowds)​
"Quantum Locked Core" [Level 1]​
+1 Complication Range re Core​
Blocks: Teleportation (Core)​
"Four Fleets - A Siege!"​
Blocks: Diplomacy (fleets)​
"Viidian High Alert!" [Level 1]​
+2 Threat per round​
"We're Stuck, Sir!" [Level 1]​
Blocks: Piloting (Val Jean)​
CURRENT MOMENTUM: 1
CURRENT THREAT: 0 (spent 2 to spawn reinforcements)

So one of the changes I made in traits is they're now broken into a set of possible effects as well as "blocks" and "conduits" so you know, specifically, what actions are prevented/allowed. The mechanical effects can be increased complication range, countdown timers, creating momentum or threat, and so on! The level of a trait indicates how many mechanical effects it can have - though there's no real limit on blocks and conduits save "what makes sense for the trait."

Anyway!

What does the Val Jean Do?


[ ] Uncloak, phaser the bording pods, then cloak again and start scooting
[ ] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
[ ] Write In


What do our boarding party do?
[ ] Help Amy smash towards the bridge
[ ] Help Amy smash towards the reactor
[ ] Withdraw to the shuttle and abort
[ ] Write In
 
[X] Help Amy smash towards the bridge
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
 
[X] Help Amy smash towards the bridge
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass

Amy...SMASH!
 
Good news is, there's almost no way the boarding parties have transporter jammers or a defense against cranked up gravity plates.
 
[X] Help Amy smash towards the bridge
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
 
[X] Help Amy smash towards the reactor
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass

Always control engineering first so they can't blow themselves up out of spite.
 
[X] Help Amy smash towards the reactor
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
 
I think the bridge is a good choice because we're going to struggle to get the focused out without hijacking the ship, I think.
 
[X] Help Amy smash towards the reactor
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
 
Was there a reason that they targeted this specific viidian ship/station? Like, what was !vorkosigan's plan, exactly, insomuch as he had one?
 
Was there a reason that they targeted this specific viidian ship/station? Like, what was !vorkosigan's plan, exactly, insomuch as he had one?

They're liberating the Focused, remember?

His mission is to *destroy* the Focused, to give his various masters an advantage in the upcoming scrum - since, well, no Focus and the Vidiians get a lot more beatable.

But C'nola and T'are and A'my were like, "Can we please try and rescue them?"

And Neelix Jr. loves a rescue

(Which, as a note, I just realized it may be unclear, it's not a ship, it's a temporary space habitat where they were pooling their Focus in one centralized location - standard Vidiian operating procedures. Easier to take care of them, manage them, have them communicate with one another, and you can isolate them if they get caught in fixation spirals easier. Also, it's easier for a single Podmaster to control them.)
 
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They're liberating the Focused, remember?

His mission is to *destroy* the Focused, to give his various masters an advantage in the upcoming scrum - since, well, no Focus and the Vidiians get a lot more beatable.

But C'nola and T'are and A'my were like, "Can we please try and rescue them?"

And Neelix Jr. loves a rescue

(Which, as a note, I just realized it may be unclear, it's not a ship, it's a temporary space habitat where they were pooling their Focus in one centralized location - standard Vidiian operating procedures. Easier to take care of them, manage them, have them communicate with one another, and you can isolate them if they get caught in fixation spirals easier. Also, it's easier for a single Podmaster to control them.)
Right but why here specifically? Is it the station they were making with the asteroids and ice n such or one of their ships? Are the focused here the only ones or are there still some on individual ships?

Edit: i guess what I'm wondering is is if the focused are cut off on this station does it cripple the viidians use of them generally? In which case the reactors (or comms?) would get my vote.
 
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Right but why here specifically? Is it the station they were making with the asteroids and ice n such or one of their ships? Are the focused here the only ones or are there still some on individual ships?

Edit: i guess what I'm wondering is is if the focused are cut off on this station does it cripple the viidians use of them generally? In which case the reactors (or comms?) would get my vote.

it's the pen station they were making! So, yes, the place with the asteroids n' nice and such.
 
[X] Help Amy smash towards the bridge
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass

I've got to admit that I'm a little disappointed that Amy's transformation didn't give her power armour.
 
[X] Help Amy smash towards the bridge
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
 
[X] Help Amy smash towards the bridge
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass

I've got to admit that I'm a little disappointed that Amy's transformation didn't give her power armour.
This isn't even her final form.
Primaris She-Ra has joined the chat.
 
[x] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
[x] Help Amy smash towards the reactor
 
...Well! :D

[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass

Once again, if it works, great, and we have more options! If not, then we decloak, fire, and cloak again.

But the other one... hm.
The reactor would definitely allow us to threaten to destroy the place (well, by Star Trek reactor design logic, at least)... but possibly only that, and even if it wasn't actually a suicide mission, we might not be able to convince our enemies of that or that we'd do it anyway, thus making it not much of a deterrent.
The bridge would give a lot more options, if the controls aren't locked out by the time we get there.
...We have, however, the Val Jean. To credibly threaten to blow the place up, we could probably just decloak with weapons locked, and even if that actually has a slightly worse chance of destroying the place, our enemies might consider it a bigger threat, thus making it a bigger deterrent.

So:
[X] Help Amy smash towards the bridge

LilyWitch said:
Always control engineering first so they can't blow themselves up out of spite.
I think in other circumstances that'd be a good point, and one I'd not thought of here, thanks -- but in this case, I don't think it matters, because we're surrounded by their warships. If they wanted to blow the place up out of spite, they could just open fire.
 
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
[X] Help Amy smash towards the bridge
 
[X] Help Amy smash towards the bridge
[X] Create the Advantage "offset agrav field" to make a Conduit: Piloting (Van Jeal) and then roll a piloting check to slip out of the way without reaction mass
 
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