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
 
Last edited:
Adhoc vote count started by DragonCobolt on May 29, 2022 at 8:44 PM, finished with 43 posts and 15 votes.

  • [X] Plan Kauyon - The Patient Hunter
    -[X] Beam back to position down the corridor and defeat them in detail.
    -[X] Request NBC gear at the next checkpoint as the troops get there.
    -[X] Activate forcefields along the corridor to delay them, beam in anesthazine gas canisters behind those forcefields so when they break through, they get gassed. We've seen that stuff knock out Klingons. It should work a bit better.
    -[X] See if we can use the ship's internal systems in any other way to impede the invaders - gravity traps by overloading artificial gravity plating, hidden grenades, etc. Attacking a fortified position is supposed to be incredibly difficult, make them bleed for each inch. Defence in depth.
    -[X] If Adora begins to feel the Change at a dramatically appropriate moment, she orders a point-to-point transport into the midst of the enemy.
    [X] Counter Charge - morale shocks at an unexpectedly difficult entry are very effective.
    [X] Plan: Change-lings Are Fun
    -[X] EMBRACE THE CHANGE!
    -[X] Give a stirring speech to Alex and Telsa: "I haven't crossed realities to just have some two bit tin-pot dictator start shooting up my friends or worse. Let's beat them back and show them we HAVE something worth fighting for! LIGHT THEM UP!"
    -[X] Use momentum from that stirring speech to get extra minor actions to change the phaser rifles from just +pierce to also having +area and if enough momentum exists, +vicious, have Telsa and Alex fire.
    -[X] Prepare to charge into melee to hold back the line.
    [X] Lock onto and beam as many of the Vidiian boarders over to one of Voyager's transporter rooms. We'll take advantage of the security features built into the transporter to disarm as many of them as possible.
    -[X] Remotely disable the transporter room's control panels, raise force fields around the transporter pad, and dispatch an additional security team to keep watch over the captured boarders.


Okay!

Gonna spend 3 power on the transport - because this will give you +2 momentum (+1 momentum per bonus power spent), and 2 bonus momentum gets you to keep the initiative, which will let you throw up the force screens.

So, roll 3d20 for the transporting (Diff 2, +2 for being point to point, -1 for the operator being in the transporter bay, -1 for the truth of "Preparations for Defense" that you guys set up for a total diff of 2...I could have just said "Diff 2" but I do want you guys to see that your hard work in preparations ARE paying off!)

Then roll 3d20 for the force fields (diff 2, -1 due to the preparation truth you made)

See, the reason why that truth still applies despite the bad guys "erasing" it with 2 threat during their round because it's shipwide, and they just got rid of it for that room - and you're moving into a new context that supports it coming back!

Neat, huh?
 
PHAGE: PART ONE (1.4)
Amy heard the clicks. She knew her first tactic, back in a different world - but new technologies meant new choices. Funny thing was, you'd have thought she might have been more nervous about transporters, considering the state of them from her home universe. But when Amy had been Adora Lupercal, or Adora Ra, or even more that, when she had been Maia Lupercal or Horus Lupercal...she had never been that afraid of teleporters.

...well, okay, a little bit afraid.

A teeny tiny bit afraid.

But compared to them, these teleporters were like walking through doors. And so, she tapped her badge. "Shives, Kauyon!"

Most starfleet officers tended to name plans stuff like Alpha Gamma Strong. Amy did sometimes - but sometimes, when the plan had to be fast, she preferred something more to the point. Shives, for all of his downsides, could operate a transporter like the best of them. So while she, Alex and Telsia turned to run away from the cover she was hunkered behind, they stepped - and were two corridors down around the corner. The Vidiians kept firing for a few moments while Telsia and Alex worked to swing out the cover that they had built there.

Amy tapped at the wall console she had landed beside - and saw the tactical evaluation. The levies attacking through the cargo holds had been secured and disarmed, but two other boarding parties that were more heavily armed and armored had fought their way to junctions, there were half a dozen casualties, all in the medical bay.

She tapped a few buttons and the shield emitters built into the walls started to warm up, but she held her finger down on the button, glancing back as she heard the war cries of the Vidiians. They came around the bend, shouting: "WE ARE DEATH!"

It was a good cry.

To the point.

Amy pulled one of her phase grenades from her transporter buffer, thumbed down the swtich on it to overcharge it, then rolled it gently down the corridor as the Vidiians sprinted forward, their disruptors readied. Beams of green light leaped out...and struck the screen she had slammed down. Rippling impacts vibrated outwards from the end points of those beams, intersecting in a chaotic pattern like water under rain. The Vidiians had a few seconds to realize what it was, then retarget for the emitters...it was why people didn't use these in high energy boarding parties.

Often.

One of the Vidiians glanced down as the still tumbling grenade jounced against his shin.

Then white light flared and all of them slumped to the deck, smoking faintly. The screens shut down as the corridor filled with silence - save for the winking of the red lights and the panting of Alex and Telsia.

"It worked," Alex said, then laughed. "Well. Fuck." She stood, then wobbled and leaned against the wall. "Next time, I wanna be in...in armor like that."

"Flack vests?" Amy asked. "They didn't end up doing much." She said, stepping over and kneeling by one of the bodies as Telsia kept the coverage with her phaser rifle. "The more things...change..." She frowned, looking at the tricorder, then at the bodies.

"Are they okay?" Telsia asked.

"Yeah, they're all stunned," Amy said, frowning. "It's just...they're all infected with the Phage. Just like what the Podmaster said. And most of it is in their brain."

***
Janeway had to admit, Senior Podmaster Nurel had an amazing sob story.

"And then he attacked me and escaped the guards," Nurel said, a wound being clearly nursed by one of his fellow Vidiians - the injury clearly recent and seared across his arm, an energy blast. He winced, then shook his head. "I had no idea Dar was such a duplicitous snake. We've begun to go into his private records - we've found a massive payout from the Haakonian Order. He would give them, in exchange for power, anything they asked." He shook his head slowly. "That explains, too why his agents moved against your Talaxian - there were plans for similar attacks against other Talaxians over the past few months."

"I see," Janeway said. "And the attack?"

"Entirely out of my control until the last few minutes - you note my men stood down and withdrew?" He asked. "Dar's security department spoofed my authorization, even my voice." He shook his head.

"Well, your forces are, at the moment, unharmed," Janeway said. She noticed the way his eyes widened.

"But..." he said, and the first genuine emotion she thought she had ever seen on his features showed. "I...how?"

"Our weapons are capable of dealing even with armed attackers in a non-lethal fashion," Janeway said, her voice dry. "Unlike disruptors, phasers can be...moderated. Now, we are more than willing to discuss what to do with our prisoners - once we can be sure that...Dar...won't cause any more problems."

"...of course," Nurel said, nodding. "Once I've gotten some bio-gel on this arm, we can arrange a meeting."

Janeway nodded. "Very good," she said, then sighed as the communication shut down. "How bad is the butcher's bill, D-91?"

"Thirteen casualties - two badly, three in critical condition may not live the night, and the rest are light injuries," D-91 said, quietly.

Janeway frowned.

"Captain," Tuvok said. "I must inform you that I have lied to you."

Janeway and D-91 turned in their seats. Janeway's eyes widened. "Excuse me, Tuvok?"

"First, to explain," Tuvok said, stepping from his console, hands behind his back. "The first observed fact: The Vidiian Emergency has at their disposal a linked network of biological slaves - humanoid minds, focused upon singular tasks. The second observed fact: The Vidiian Podmaster class wear heads up contact lenses, which allow information to be beamed to them from the networked biological slaves. From this, a hypothesis: Vidiian Podmasters, through their linked slaves, are able to read microexpressions and minute changes in facial bloodflow that indicate concealed thoughts, emotions, desires."

"I'm following you so far," Janeway said.

"Thus, I kept from you that, as of 1352, five minutes after the cessation of hostilities with the Vidiians...Tom Paris and C'nola came upon the unmistakable signs of a transporter arrival and entry into Ensign Kim's quarters. There, barricaded within, was Podmaster Dar. He is currently located in the brig."

Janeway slowly smiled. "...I see..." she said, her voice full of an intense, spiderlike malice.

---
CURRENT MOMENTUM: 0 (4 threat)
CURRENT TRUTHS: "Ship Defended To Fuck" (Ship)

What do? Pick as many as you wanna try, but...the longer you take, the more Nurel might cause PROBLEMS ON PURPOSE.
[ ] Question Dar.
-[ ] Write in Questions
[ ] Snatch some "Zipheads" (as Dar calls them) with the transporter to figure out what the fuck is ACTUALLY going on.
[ ] Use Dar as an exchange to Nurel to peacefully leave
[ ] Use Dar as a way to get close to Nurel to grab him.
[ ] Keep Dar and plan to try him for all the many, many crimes he has clearly done, holy shit. Or at least give him to the...some local government?
[ ] Write In


ROUND TWO

STARFLEET: Amy calls for transport and they get transported out with extra juice for the +2 momentum, allowing them to retain momentum.

STARFLEET: Amy succeeds with 3 momentum, allowing her to take a second action at the same time! She got 2s versus diff 2+1 for it being a second action, -1 for the preperations. The action? Chucking a pulse grenade, formatted for vicious. She'll add another threat on the pile for a re-roll of some really bad dice. She does 10 damage with 4 effects, meaning that 5 of the 6 surviving Vidiians run straight into the grenade, get trapped by the field, and are stunned. The last retreats.

The day is won!

Amy makes a scanny check, gets 1s and asks the obvious question: Vidiians? What's up with them!

DECEPTIONS!

Nurel makes 3s, versus diff 2 (bedcause NO SHIT) and gets 1 momentum. Janeway gets 1s - since Nurel is lying to her, he's the aggressor and wins the tie. But since you believing him would be obnoxious, I will allow you to succeed at cost. There's now 4 threat in my pile...huhuhu...
 
I appreciate that what trips up Nurel is the Starfleet policy of mercy. He could not comprehend the idea that taking prisoners was an option, let alone SOP.
 
Well since he was clearly in on the plot to try and target Talaxians. I feel it would be our duty in order to turn the perpetrator over to the party who had been targeted. The Talaxians.
 
I appreciate that what trips up Nurel is the Starfleet policy of mercy. He could not comprehend the idea that taking prisoners was an option, let alone SOP.

To be fair, it's also the fact that - in my mind - disruptors have no stun settings and...most people just don't miniaturize phasers. It's just way, way, way too much work for most people. They're finnicky and fragile and expensive, three things Starfleet doesn't really care about.
 
Can we interrogate Dar with Ken providing telepathic truth-telling (or straight up reading his mind, not sure what Starfleet ethical guidelines say in this situation)?
 
Can we interrogate Dar with Ken providing telepathic truth-telling (or straight up reading his mind, not sure what Starfleet ethical guidelines say in this situation)?

Since Starfleet has NEVER FUCKING HAD ANY RULES ABOUT THIS, we're going to steal rules from "the Good 90s Sci-Fi Show" in contrast to the bad show we're in...Babylon 5!

Deep dives into memories and personality structures without permission is a big no no, but you can use a telepath to confirm truth or falsehood based purely on surface thoughts.
 
[ ] Turn Podmaster Dar over to the Talaxians as they are the victims of a conspiracy targeting their citizens.
 
Our losses are the biggest issue now. We need to do everything we can to save them including whatever they have that might help.

Besides that it Go big time! Grab everything everyone we can. Download everything we can and hack there systems to give them false intel.
Secretly put them on the holodeck and get them talking.
 
I think I vaguely remember that even Starfleet took quite a bit to be able to implement phasers, before then it was regular old lasers and particle weapons and like proto-phaser phase rifles. For the first century or so of the Federation's existence it was faced a battlefield where the best it could do was 'less-lethal' weapons that might not work or might work far too well on non-humanoid physiologies.
 
Some ideas to bake into a plan maybe

[ ] Question Dar with Kes nearby to verify information and discreetly let interrogator know what she's sensing
-[ ] What are the Zipheads (where do they come from, is it voluntary, how long do they do the "job", what happens afterwards, are they infected)
-[ ] Ask for description of who was involved and key diplo folk so we know political picture
-[ ] Smash and grab some useful stuff based on this info (they have memory clusters we can swipe?), in depth scans of useful biotech, etc.
-[ ] Give any conspirators we capture to Neelix one we've left the system so he can transport them to talaxian authorities with duplicates of the data on their crimes. We give him a day of lead time so we don't scare possible friendlies.
 
Since Starfleet has NEVER FUCKING HAD ANY RULES ABOUT THIS, we're going to steal rules from "the Good 90s Sci-Fi Show" in contrast to the bad show we're in...Babylon 5!

Deep dives into memories and personality structures without permission is a big no no, but you can use a telepath to confirm truth or falsehood based purely on surface thoughts.

Speaking of B5, when are you going to finish your B5 quest, DC? I want to see the Summers system Skindance their way into knocking out a carrier, DC. :p
 
Nice update!

My main concern with handing people over to any other local polity and generally letting the cat out of the bag is how… willing they might be to just overlook horrific conditions/methods even after they've been made aware of things? For instance, we saw the Talaxian billionaire getting rejuvenated. The local polities are capitalist, so I wouldn't be surprised if they suppresed public knowledge and continued getting that kind of thing for themselves.

We have a bunch of people suffering from the phage, I think we should try to cure em! If we can get a cure that can be easily administered we could raid their life support and put it in the air/water supply, essentially rip out the control the podmasters have over the population. Presumably the only reason they've held onto power/kept people in line with this horrific system is literally holding the temporary cure over their heads.

Heck, they probably have a cure even, and just aren't using it because their fucked system depends on it never going away.

If I remember right, transporters can identify common viruses and the like and eliminate them when someone goes through them? Maybe we can ID the phage so that this works. Otherwise, an aerosolized anti-phage that could be sent through the pod's life support system would be ideal. Not sure how quick we could do that though. Maybe we could work out the temporary antiphage that they use and find a way of producing it ourselves?

Aside from that, the podmaster's setup has a single point of failure: communications. Their networked biocomputers only work when the individuals that compose it can communicate with each other and receive data. If we take that out, fry the servers/switches that enable the communications, then they'll be dead in the water.

[x] Plan: Tear the Roots
-[x] Use the captured grunts to identify the Phage
--[x] Find a way of curing/neutralizing the Phage.
-[x] Target the communications infrastructure that the pens depend on.
 
I understand that momentum makes our actions more likely to succeed, and that threat is like momentum for the bad guys. im not sure I understand what generates momentum or threat, or how long they stick around.

Threat 4 means the bad guys will get one solid counterattack, or a Voyager will face a string of bad luck.

The conflicts I see are
1. Internal politics between Dar and Nurel
2. Regional politics with other governments
3. Intergalactic politics between Voyager and the Vidiians
4. Internal damage to Voyager & crew casualties

These are ranked from least important to most, imo. Voyager cannot easily recover from attrition, so saving the crew is paramount. Voyager cannot abandon its Federation principles so early, so undermining the system of wire-head slavery is a primary goal as well. The other conflicts are more important to the Vidiians: they have to live here even after we leave.

If we use Neelix's contact codes & reveal the podmasters' secrets to the Talaxians, the Vidiians might have to bleed off some of that Threat to defuse the situation with their neighbors (a more pressing concern than one itinerant ship).
 
We could probably send a request for medical supplies to Nurel- having Tuvok or someone negotiate the details to deal with their security zips.

As for Dar, we can just show them the exact total conversation Janeway had with Nurel and see what he decides to say. Nurel just threw him under the bus pretty hard and so long as we have a telepath present to verify truth and intention from surface thoughts we can let the man dig his own hole and go from there.

You know what, I am going to make that my vote. Anything to be done to get the medical secrets spread across the local authorities to undermine the Viidans is a good thing. And gives the QM a chance to bleed some threat on something less dangerous.

[X] Plan: If a Picture is worth a 1000 words...
-[X] Have Tuvok negotiate with Nurel for the medical supplies to treat our injured crew. Both because he should be immune to their analysis methods and release of those supplies directly to our medical bay is a strong statement of good faith for working towards the release of the current prisoners.
-[X] Have the freed up time of our medical facilities be used to look into the health conditions of the attacking parties, see if more insight can be gained from this.
-[X] Have Janeway show Dar the entire conversation with Nurel, unedited, from start to finish in a Starfleet interrogation. Have a telepath available to verify truth and intent from surface thoughts. Let the man spill his own guts, so to speak.
-[X] If Dar is less then cooperative, then show him the sensor scans of their slave pens and just simply tell him "we know everything."

Please feel free to modify to add to this plan, I welcome a synthesis of this with other ideas from other readers, just change the plan name.
 
Last edited:
Back
Top