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 May 30, 2022 at 9:06 PM, finished with 46 posts and 11 votes.
  • 13

    [X] Plan Carrot and Stick
    -[X] Try and keep our critically wounded alive by any method necessary until we know if the bio-gel is safe to use or some kind of trap.
    -[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."
    -[X] If Nurel tries any shit, fire a shot across the bow, and remind him who has the loaded gun here.
    [X] Plan Prisoner's Dilemma + Counterstrike
    -[X] Place the critically wounded into stasis pods for the time being.
    -[X] Interrogate the captured boarders.
    --[X] Offer to place those that share information into stasis until medicine for the Phage can be acquired. Hint that there are only so many stasis pods available. Have crew empaths nearby to help. Take detailed scans and samples as part of prep for stasis.
    --[X] Ask for volunteers that would be willing to be examined and test out treatments so that Voyager may learn more about the Phage.
    -[X] Once the wounded have been treated and no one is in immediate danger of dying have the Doctor begin work on anti-Phage treatments and or transporter bio-filter cure shenanigans.
    -[X] Inform Dar that he has three choices. Cooperate with Voyager's investigation, be handed off to the Talaxians for plotting the attack on Neelix, or be returned to Nurel for his attempted murder. In the hands of the Talaxians he'll live but without ever seeing another dose of treatment for the Phage again. If Nurel were to get him he would undoubtedly be killed, assuming the man Dar betrayed doesn't decide to go that extra mile by having him hooked up as his own personal computer as a twisted form of revenge.
    --[X] Bring in a skilled telepathic or empathic member of the crew to get a read on the truthfulness of Dar's responses.
    ---[X] Key information we want to know: 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, can they be safely removed from the biocomp) and a description of current political picture for the station and Viideans in general.
    -[X] Based on Dar's answers plan a raid to capture guilty parties and individuals key to defending or mobilizing a response to our raid.
    --[X] Raid station, get samples and in-depth scans of cures, treatments, pens, etc. Steal, hack, or trick enemy computers into giving you as much as possible. If station size is small enough, take and hold control, if not get as much as possible.
    ---[X] Spool up some virtualized doctor "clones" either in sickbay to help with investigation or in a holodeck lab to assist crew with quickly understanding what they're scanning during the raid and processing data from station computers.
    ---[X] For slave pens if individuals can be safely disconnected do so and transport them to spare cargo bay on Voyager or Val Jean for debriefing, bio scan, and contaminant containment. If they can't be disconnected quickly see if they can be hacked to stop giving enemy information (or feed bad information to enemy) to make capture or raid easier.
    ---[X] Interrogate/question guilty parties using Emergency Espionage Hologram's and Okampan assistance.
    [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.
    [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."
    [x] Plan Tear the Root v2
    -[x] Interrogate Dar with a psychic present, pumping him for details on the phage and specific details on the pen infrastructure.
    -[x] Use Phage samples from the captured boarders and info from the interrogation to synthesize a phage treatment.
    -[x] Launch a two pronged offensive: distribute the phage treatment to the general population (either putting it in the life support system or handing it out for free in public), and destroy infrastructure which the pens rely on.


Roll me 3d20 for the Doctorb! The diff is 0...BUT the complication range is 18-20 rather than the normal 20. Basically, the Doctor is a genius and will save everyone...unless there's a complication, in which case you're down a crewman. However, if he does well, he gains momentum that can be banked for FUTURE USE!

Next, roll me 3d20 for the Interrogation - 2d20 from the interrogation, 1d20 from Kes helping. You're facing diff 1, while Dar is facing a diff 2 check (+1 diff due to Kes' esper powers making things harder for him.)

Meanwhile, Nurel is rolling a gathering threat check. This is like rolling to gain advantage - you narratively justify what you're doing, then roll a skill check against diff 0, with each success giving you +1 momentum (threat, in his case.)

This is how much reinforcements he can get from other nearby pods, if he has too!

Fun!

EDIT: So, Dar got a staggering 4s, meaning he succeeded with 2 momentum! Oh no! Meanwhile, Neural got 3s and he's adding +2 to the threat pool, for a total of 7 delicious, delicious threat...
DragonCobolt threw 2 20-faced dice. Reason: Dar's resistance Total: 5
4 4 1 1
DragonCobolt threw 2 20-faced dice. Reason: Nurel's subspace message Total: 16
3 3 13 13
 
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That's 3s!

So, you succeed with 2 momentum, while he succeeds with 2 momentum - but since you're the aggressor...you win!

Also, fun fact: Doctorb (the b stands for best!) got 2s!

You can buy off a complication for 2 threat or by spending 2 momentum!

If you want, you can save Crewman Chandra's life!
 
Also, fun fact: Doctorb (the b stands for best!) got 2s!

You can buy off a complication for 2 threat or by spending 2 momentum!

If you want, you can save Crewman Chandra's life!

The 2s over a Diff 0 we got from the Doctor gives us 2 Momentum right? I think this is preferable to adding even more Threat, the pile we've got currently is quite alarming.

[X] Spend 2 Momentum to save Crewman Chandra

BEST DOCTOR IN THE GALAXY

GO DOCTOR!!
 
If we buy the complication with threat that puts it at at least 9 👀

[x] Buy off the complication for 2 threat, saving Crewman Chandra
 
[x] Don't do that

just as an alternative plan, we could stop digging
 
On an entirely different topic, can we propose projects for the crew to undertake in future "episodes" or "off-screen" or are we only limited to steering events that the character initiate and that we are witness to? Could we for example vote to have Voyager look into developing suits of power armor at the end of this episode or have the crew begin work on their own incarnation of the Delta Flyer far earlier than in canon?
 
The Star Trek Online combination of ablative armour + personal shield generators seems like a pretty good setup if you're engaging on regular infantry combat in Trek. Armour might not stop a direct shot by itself, but it's better than nothing and helps against debris, and wider phaser/disruptor settings presumably have less power per square inch. But I can understand why Starfleet does not roll with that - armoured marines carry a certain ominous vibe which probably translates across cultures and hampers diplomacy, and personal shields may not be practicable at this point.
 
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