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] Out here, all we can depend on is each other. We won't throw away that trust. (Roll at diff 3)
[X] Try and talk them down.
 
Hmmm. Does the difficulty three take the target from under 12 to under 9? I feel like the whole Adora/Catra mystery oughtta be a drawn out sorta thing l, not blown open first episode so i think it's worth it. Only need one more breakthrough anyhow!

[X] Out here, all we can depend on is each other. We won't throw away that trust. (Roll at diff 3)

So far as on the ground, I prefer trying to learn a bit more about where exactly they're at wrt aliens/the C'nola situation. This write in looks good to me:

[X][Ground] Try and subtly learn more by approaching the disruption.

Amy's weakness is lying, so probably best to avoid that if possible!
 
Hmmm. Does the difficulty three take the target from under 12 to under 9?

Nah, that's how many successes you need to roll on 3d20!

Though, as a note: This game has a system called "Success at Cost" where if it's vital to succeed, you succeed with a complication, which I use amply cause faliure often just makes the game stop, and complications are #Fun™
 
@DragonCobolt I have a few questions:

- So, if we're going with "Plan Fly the Ship Through", does that require more Momentum to work out how, or just a one-way portal and some good rolls?
- Remind me, how can we generate more Momentum? By upping the Threat? Introducing a Complication deliberately? Or just rolling well?

[X][Ground] Try and subtly learn more by approaching the disruption.

So, I see where this is coming from, but I think this is likely to just make the threat ratchet up, or stay the same. The update gives us everything we need to know - C'Nola tried shooting her way out, and got cornered. We have two risky options, and have to choose between them - I don't think delaying is going to make that go away. Spending more time risks someone deciding to start shooting.
 
@DragonCobolt I have a few questions:

- So, if we're going with "Plan Fly the Ship Through", does that require more Momentum to work out how, or just a one-way portal and some good rolls?
- How can we generate more Momentum? By upping the Threat? Introducing a Complication deliberately? Or just rolling well?



So, I see where this is coming from, but I think this is likely to just make the threat ratchet up, or stay the same. The update gives us everything we need to know - C'Nola tried shooting her way out, and got cornered. We have two risky options, and have to choose between them - I don't think delaying is going to make that go away. Spending more time risks someone deciding to start shooting.

Eh, the main options were start a firefight or get taken into "custody" at gunpoint. Walk up semi-casual to learn more without being immediately captured seemed like an improvement.
 
- Remind me, how can we generate more Momentum? By upping the Threat? Introducing a Complication deliberately? Or just rolling well?

Yes, to (almost) all!

You can buy more momentum by giving me threat, and you get momentum by rolling well!
Scheduled vote count started by DragonCobolt on May 20, 2022 at 9:22 PM, finished with 17 posts and 9 votes.


Just barely, it looks like we're delving into some setting secrets!

Roll me 2d20 for Adora doin' her talking and 3d20 for the ship doing their science...ing!
 
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Ship rolls.

Edit:Think that's an oof.
KarmaA threw 3 20-faced dice. Reason: Ship stuff Total: 47
11 11 17 17 19 19
 
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Actually, that's 1 success - and thanks to ya'll violating Amy's privacy, that's enough! And you just barely avoided a complication!
 
If Adora's TN at diplomacy is a 13, then that should be one success. If it's the thing she's weakest at, then her TN will be 9, and that's no successes.

There's actually an amusing discrepancy here - @DragonCobolt's post explaining how rolls work (which could use a sticky) actually explicitly gives "Diplomacy" as an example of Amy Strong's weak point, but on the Ship & Crew Roster, it's "Lying". Given the Ship & Crew Roster is more official, and made later, I would assume it is the correct version.

Let's just hope Adora does not try to lie to anyone when she's negotiating. 😅
 
TIME AND AGAIN (1.5)
Janeway frowned at the screen. "Can we break it?" she asked.

Tuvok pursed his lips. "We shall see. If we are fortunate, the encryption may be damaged by our computers being partially rebuilt by the Okampa. If we are not fortunate...then nothing we can do will be able to break through the encryption."

Janeway nodded. "Get it done, if you can."

"The needs of the many," Tuvok said, frowning, but nothing more - he turned and strode from the room, while Janeway rubbed her palms against her face - hoping against hope that she hadn't just ruined one of her most promising officers.

***
Amy knew that she had to do something. She squared her shoulders, slowly, then walked forward, towards the knot of people clustered around the command center of the cordoned off area. As she came closer, she saw that one of them...wasn't a local. He was a Kazon - and he was armed with a disruptor rifle. Then her view of the scene was blocked by two men in the heavy security uniforms that made up most of the cordon. "Stay back, ma'am," one of them said. "This is an active shooter area - it's not safe."

Amy gulped, slightly, then squared her shoulders. "I have information about the alien," she said, trying to sound...confident. Like she knew what she was doing.

The two men exchanged a helmeted glance. One of them stepped backward, heading to the command post. A short time later, Amy was gestured forwar d- and there, she found herself being eyed by the security commander and the Kazon. The Kazon eyed her skeptically, while the security commander looked more like he was on the verge of panic. Amy didn't even want to know what C'nola had done on her escape. She squared her shoulders, breathed in, then breathed out.

"Well?" the commander asked. "What have you seen? Did the alien plant a bomb or something?"

"...not...not to my knowledge," Amy said, then bit her lip. "It's just, um...I'm also an alien." She focused and tried to kick her Change into gear - if she didn't C'nola would be facing an entire army, then an entire planet. It didn't matter how good she was with a phaser, she'd still be killed...

Shockingly, it actually did what she wanted.

Amy trembled, quivered, flashed, and then when the flash was gone, she was back in her Starfleet uniform, smoking slightly as she wobbled before the shocked looking Kazon and commander. She smiled, shakily. "So, uh, hi. I'm Amy Strong. Lieutenant Amy Strong, um, from Starfleet."

"Starfleet?" The Kazon tensed, his eyes widening. He swung his disruptor around, aiming it right at her chest. Amy tensed, her hands lifting up slightly.

"W-Whoa," she said, while the Commander shifted to his feet.

"Lenza," he said, quietly. "What are you doing?"

"One of the Kazon sects ran into Starfleet months ago - the news has gotten around," Lenza said, quietly. "They had one ship and took out an entire fleet group within sixty seconds. Then they destroyed the Caretaker, and transformed the entirety of Okampa Prime into a jungle."

"Um, actually, the Caretaker did that last one," Amy said, quickly. "Now, listen, I'm just here to do, uh, diplomacy. We at Starfleet are the best at diplomacy."

"Diplomacy?" Lenza snarled. "Your fellow Starfleet alien broke out of jail in fifteen seconds, with a weapon that rendered nearly half the staff unconscious."

"...yeah, sounds like Catra, all right," Amy said, biting her lip, slightly. "Listen, we didn't mean to arrive here! We came from twenty four hours into the future!"

She realized it was a mistake before it was out of her mouth. The two men glared at her, and Lenza swung his disruptor down and away from her chest - but only so he could turn to look at the Commander. "This is a waste of time."

"No, it's true!" Amy said, hurriedly, but the Commander was already lifting up his hand and a pair of guards were at Amy's sides, grabbing her shoulders. "And you have to listen to me! The world's going to end in-" She was dragged back, and away, followed by the Kazon, who was speaking into a bulky handheld communicator.

"Yeah, we've captured an alien. Not the alien. An. Alien."

***
"And here it is, the medical miracle," The Doctor said, while Janeway and D-91 stood in the medical bay. Torres wiped her ridges as she stepped away from the device that she and the doctor had been working on. It looked like a...thingy. Janeway, in her career, had seen many thingies. Bits of pieces of technology, kludged together in a wild profusions of formats and styles. Some people used duct tape. Some people welded. Torres, it seemed, was a 'wiring' kind of girl, because the thing was just absolutely covered with bits of wire here and there, connecting ports to ports, holding things into place, and channeling energy off into the ether.

"How does it work?" D-91 asked.

"It uses cloned tissue exposed to a biometonic quantum field stabilized by-" The doctor started.

"It makes time holes open both ways," Torres said.

"Good," Janeway said. "And the...childhood information?"

"I didn't see it," Torres said. "All the Doctor did was feed me the information I needed, and he was able to clone material. And a lot of bitching about Hippocratic oaths."

The Doctor humphed. "Oath is putting it a bit weakly, it is a major component in my programming."

"You've saved a lot of lives, Doctor," Janeway said. "Torres, take the time hole opener down to the planet with Tom, Tuvok and T'are. We'll open up contact with the past and see what we can do."

"Got it, Captain."

As Torres picked up the thingie, D-91 and Janeway faced one another, ignoring the doctor for the moment. "Have we gotten any word back from the Kazon-Relora?" Janeway asked, softly.

"No," D-91 said, his voice soft. "But we have picked up four ships on approach, at warp five, from a solar system about two days away. They will be here in twelve hours...Captain, they left before they could have received our message."

"The past is already changing, isn't it?" Janeway asked.

"If we manage this right, they'll arrive to a habitable planet and a peaceful situation. If not-"

"If not, we're in orbit around one of their tributaries with six billion corpses," Janeway finished.

***
C'nola peeked out of the window of her building and frowned. She had been trying to think of the best way to resolve this situation without hurting Amy - or getting herself stuck in an unwinnable situation. But as it was, she hadn't seen any ways to get out - and with the cordon around her getting thicker and heavier by the moment, she knew that it was only a matter of time before they made a move, hoping to overwhelm her more advanced firepower with their own lesser technology. SHe counted heads.

"Humph," she muttered to herself. "They need more jerks." She smirked, her ears perking up as she stood, keeping her back to the wall. She was starting to consider how to best array this place for more traps when her combadge...chirruped.

"Amy?" she asked, her voice soft.

"This is Voyager actual," a familiar voice - T'are - came over the line.

"Holy shit, you guys are in the past?" C'nola asked. "Nice work. Did you do the round the sun trick?"

"No, we're already time locked thanks to the hole you fell through," T'are said.

"Ah that's bullshit!" C'nola muttered. "Why the fuck are there so many ways to travel through time?"

"Our universe is mostly held together by string and we don't like thinking about it, anyway, what's the situation?" T'are asked, her voice cheerful. "We're expanding the hole slowly to make sure it's not dangerous - but we're getting a steady information flow."

"...uh..." C'nola said. "...about that..."

---
CURRENT MOMENTUM: 0
CURRENT SCENE TRUTHS: (Away Team) "Time Hole Opened", "Pinned Down!"

What does C'nola say
[ ] Tell them everything that happened and ask for advice
[ ] "Lock onto me and Amy's combadges and beam us back to Voyager."
[ ] Write in

how big do you try and make the time hole?
[ ] big enough for information (no roll)
[ ] big enough for people (diff 2)
[ ] big enough for trucks (diff 4)
[ ] Write in
 
With how built up our opposition are I don't see us getting Amy and C'nola save with a beam out or sending in a full away team in those jeeps Picard likes, complete with mounted weapons.

Trying to figure out what exactly caused the world to get destroyed has become much harder too because no matter how we choose to extract our wayward crew the authorities along with the orbiting Kazon are bout to be on the alert for the escapees and any other Starfleet personnel. Whatever we do end up deciding if we want to change the past we're going to have to send people through, either because Amy and C'nola were extracted via transporter leaving no one else in the past to work on the problem or to send reinforcements to rescue our crew.

[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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[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)

Should be soon enough they both have their combadges on them but them not having them and having to locate them with bioscanners is a possibility. Let's shove a shuttle through that hole if we can't get them with the transporter.
 
how big do you try and make the time hole?
[ ] big enough for information (no roll)
[ ] big enough for people (diff 2)
[ ] big enough for trucks (diff 4)
[ ] Write in

Based on this, I'm guessing making it big enough for Voyager would require what, diff 5 or 6?

To do that, rolling at our best stats, we're still need to be rolling something like 7D20. Which would probably require spending a lot of Momentum (which we don't have) on more dice. Or generating a lot of Threat, which is not going to be popular.

--[X] If Amy or C'nola are not transported back or only their combadges are widen it for trucks (diff 4)
--[X] If Amy or C'nola are not transported back or only their combadges are widen it for trucks (diff 4)

On a related note to my above comment, this requires a pool of 4 or 5 D20s for us to have a good chance of pulling it off, just FYI - the default we roll is two. We might be able to finagle one out of our advanced sensors or someone helping, maybe Catra providing telemetry or something - but really to make this work, we probably need to use Momentum/Threat to get more dice in our pool.
 
[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.

While a beam out is smart, Catra having to explain why & how things are going to hell is deeply amusing to me.

Since news of what happened with the caretaker has spread, Kess & Neelix may be some of our most valuable assets for keeping people from shooting. Even if the Kazon don't trust Voyager or the Okampa or the Talaxians, the Okampa and Talaxians are the devil they know rather than the devil they think will bring the Borg down on their heads.

We might be able to accomplish more with the right negotiators than we could with a fire team (plus, Kess and Neelix basically *are* a fireteam in disguise).

Plus, I feel like T'are is one of the best Federation representatives we have.

Edit Worth adding:
This plan is still probably gonna need Catra and Adora to do leg work to prevent the apocalypse. But we'll at least have a negotiating team there to support whatever they have to do. And Voyager will still be in a position to provide scientific and command and control support.
 
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[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.
 
Which would probably require spending a lot of Momentum (which we don't have) on more dice. Or generating a lot of Threat, which is not going to be popular.

Actually, you cap at 5d20!

You can reduce difficulties by creating advantages - represented in building infrastructure around the time hole to fly Voyager into it.
 
Actually, you cap at 5d20!

You can reduce difficulties by creating advantages - represented in building infrastructure around the time hole to fly Voyager into it.

Which (apologies for being very dense and asking probably the same question a couple of times by now) requires us to invest two (I think) Momentum into creating it, right?

What would the base diff of flying Voyager in be, by the way?

Also, is introducing a Threat always one Threat, or is it variable depending on how serious the Threat is?

(Fighting temptation to propose having a nearby Borg Sphere be interested in the weird temporo-spatial disturbances coming from the planet.)
 
[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.

Also, cause this would be awesome.
[X] Plan: "Orbital Diplomacy Cannon"
-[X] Tell them everything that happened and ask for advice
-[X] Isolate a surface time fracture and reposition it into space so you can make it big enough to send Voyager through.
 
While a beam out is smart, Catra having to explain why & how things are going to hell is deeply amusing to me.

Since news of what happened with the caretaker has spread, Kess & Neelix may be some of our most valuable assets for keeping people from shooting. Even if the Kazon don't trust Voyager or the Okampa or the Talaxians, the Okampa and Talaxians are the devil they know rather than the devil they think will bring the Borg down on their heads.

We might be able to accomplish more with the right negotiators than we could with a fire team (plus, Kess and Neelix basically *are* a fireteam in disguise).

Plus, I feel like T'are is one of the best Federation representatives we have.

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.

Meanwhile Voyager shot up a Kazon fleet group and is considered hostile enough to be immediately held at gunpoint by the Kazon, one of their members was shown to have infiltrated a population the Kazon were attempting to recruit, while another was found in a restricted area and opened fire on local authorities.

Diplomacy is good but at a certain point one we need to stop and acknowledge the fact that we've done things to antagonize these people to the point that it is unlikely that we will be able to solve thing peacefully within the next 24 hours. Our actions have consequences. We chose to shoot the Kazon. We chose to shoot the guards. The Kazon and the locals have reasons not to trust us and we shouldn't act like we can easily make them.
 
Which (apologies for being very dense and asking probably the same question a couple of times by now) requires us to invest two (I think) Momentum into creating it, right?

Or by taking a skill check - diff 2 is the base diff for create advantage!

Also, is introducing a Threat always one Threat, or is it variable depending on how serious the Threat is?

It's 1 threat per NPC, and [scale] for ships!

So, a scale 3 ship is 3 threat!
 
Or by taking a skill check - diff 2 is the base diff for create advantage!



It's 1 threat per NPC, and [scale] for ships!

So, a scale 3 ship is 3 threat!

Okay, then I think this plan should work!

[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.)

----[] ....quickly, because long-range sensors are detecting a transwarp signature inbound! (Gain an absolutely hilarious amount of Threat, and the equivalent in Momentum to spend later)

This should let us bring the ship through to resolve matters, and have an appropriately dramatic conclusion as we escape from a Cube down a collapsing time portal!

Also I want to send V'orak because we've never seen him on screen before, and a seven foot tall lizard himbo has to make everything better, right?
 
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