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] Don't do it, man. Lets keep things peaceful and go along with them for now.
[x] "Brian Wacoche, this is Captain Janeway - we appear to be seventy thousand light years from home and we have detected your ship - you're just as beaten up as we are. We need to work together. No one's going to any prison now, so aiming guns at people is pointless and silly."
 
[X] Don't do it, man. Lets keep things peaceful and go along with them for now.

[X] "Brian Wacoche, this is Captain Janeway - we appear to be seventy thousand light years from home and we have detected your ship - you're just as beaten up as we are. We need to work together. No one's going to any prison now, so aiming guns at people is pointless and silly."
 
[x] Don't do it, man. Lets keep things peaceful and go along with them for now.

[x] "Brian Wacoche, this is Captain Janeway - we appear to be seventy thousand light years from home and we have detected your ship - you're just as beaten up as we are. We need to work together. No one's going to any prison now, so aiming guns at people is pointless and silly."
 
[x] Don't do it, man. Lets keep things peaceful and go along with them for now.

[x] "Brian Wacoche, this is Captain Janeway - we appear to be seventy thousand light years from home and we have detected your ship - you're just as beaten up as we are. We need to work together. No one's going to any prison now, so aiming guns at people is pointless and silly."

Deescalation good
 
[x] Don't do it, man. Lets keep things peaceful and go along with them for now.

[x] "Brian Wacoche, this is Captain Janeway - we appear to be seventy thousand light years from home and we have detected your ship - you're just as beaten up as we are. We need to work together. No one's going to any prison now, so aiming guns at people is pointless and silly."
 
Massive gigantic overwhelming votes!

Roll 3d20 - Harry's helping! He's adding a d20!

...lets watch as his d20 turns out to be a nat 20 that adds a complication to the scene.
 
Brace yourselves.

Edit: I guess we're doing the anti-boarding drills live!

Also, godsdammit DC, you had to jinx it!

Do we want to spend Momentum?
CyberFemme threw 3 20-faced dice. Total: 46
9 9 20 20 17 17
 
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[X] "Brian Wacoche, this is Captain Janeway - we appear to be seventy thousand light years from home and we have detected your ship - you're just as beaten up as we are. We need to work together. No one's going to any prison now, so aiming guns at people is pointless and silly."
[X] Don't do it, man. Lets keep things peaceful and go along with them for now.
 
I'm down with spending momentum. This is a pretty important roll imo.
 
All right, roll one more d20!

If that fails, you can give me 2 threat, then roll another!

If that fails, you can give 3 more threat, then roll another!

...note, it costs 1 threat per scale to spawn an enemy spaceship...hehe...
 
Okay! calling it!

I'm going to let you succeed at cost! That means there's three complications, which equals six threat, which equals...the reason why you succeed! *laughter*

Did you know that a Kazon ship has a scale of 3?
 
I'm going to let you succeed at cost! That means there's three complications, which equals six threat, which equals...the reason why you succeed! *laughter*

Did you know that a Kazon ship has a scale of 3?
Huh, by hook or by crook we've managed to turn this into a proper two-episode Star Trek story (season premiere even). I mean think about it; we've had the introduction of the setting, snapshots into who the main characters are, the first big "uh-oh" (them getting dragged to the Delta Quadrent), some tense moments (Amy's sacrifice etc) and a potential solution to their situation (open dialog with Caretaker).

But just as things seem to be looking up, we get the onimus stinger with the introduction of the Series's re-occurring Villains (the Kazon) barreling in to take advantedge of the still-crippled vessels. Cue a worrying statement by the person manning the sensors (and/or the Captain), fade to black with 'To be Continued' in plain view, roll credits and that's a wrap.
 
Since I've written enough today and I'm kinda lazy, I wanna share some fun facts!

So, I'm mostly doing this quest because I'm literally dying waiting for the Homeworld TTRPG to come out and both systems use the same engine. However, the Homeworld RPG - as I can tell from the Quickstart - actually does some major changes that I think will make future space combat run a bit smoother!

Okay, so, in space combat, resistance is a huge deal, because incoming damage is either no problem or it causes a permanent issue (1 breach at 5+ damage at once.) However, in ST:A rules, 1 momentum can ignore 2 resistance. Flat out. This is so...ludicrously good, doubly so when you recognize that ALL PHASERS have "Versatile 2" - meaning even if you hit with 0 bonus successes, you are still getting 2 momentum, meaning that, essentially, all phasers ignore 4 soak.

This means that armor (which is based on scale, modified by talents) essentially doesn't exist for vehicles of Constitution or smaller size, which is...most of them.

This also means that all the other cool things you can do with momentum - creating advantages, asking questions, keeping the initiative so a friend can act, or even taking a second action - are all less important. Since, like, if you're doing a spray attack (which is SO FUCKING POWERFUL) you want to make sure that resistance is as low as goddamn possible, so that your secondary attacks are more likely to hit the sweet spot of 5+ damage which means that each effect you roll is basically an extra free breach (it's free breaches.meme!)

Which is why it's actually really good that the Homeworld rules...COMPLETELY REMOVED THIS.

It means armor actually has a fucking point now! It means you have to spend momentum on *interesting* things instead of the boring anti-armor tax!

This also serves as my warning that this quest immediately stops the instant the homeworld RPG comes out, I swear to fucking god. I need it so bad...I love Homeworld so fucking much...

EDIT: OH!

ALSO!

SHIPS aren't FUCKING STUPID

In ST:A, if you wanna shot phaser, you roll 2d20 using your Shooty Stat + Shooty Skill, then AN ADDITIONAL 1d20 using the ship's Weapons + Security, meaning you need to remember two (four if you roll low) numbers and making it kinda hard to really gauge your chances at doing anything.

In Homeworld, ships do not have skills! So, if you wanna fire the guns, you roll the fighter's Weapon + your Combat skill and bing bang boom, and you just roll 2d20, which means the difficulties aren't wonk as fuck.

Also, power is gone and replaced with fuel, so you can't just, like, get bonus momentum by shoveling more dogs into the reactor, which fits the tone of Star Trek, but makes no goddamn sense in the superior SF universe of Homeworld.
 
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You could adjust the rules used for this quest from the ones you use now to the homeworld ones if you prefer to use those.
 
CARETAKER (1.5)
Harry put his hand on the man's shoulder. "Don't do it," he whispered. "Lets keep things peaceful and go along with them for now."

The man tensed, his jaw tight - but the hesitation was enough for one of the Maquis, a half-klingon woman who looked ready to break limbs and shatter jaws, to step over and snatch the phaser out of his holster, then shove him back a bit. "Yeah, don't try it," she said, her voice tight.

"All right, everyone," Wacoche said, his voice rising above the murmuring. "Lets all remain calm."

The PA buzzed and crackled. Janeway's voice came over it. "Brian Wacoche, this is Captain Janeway. Can you hear me?"

"Yes, I can," Wacoche said, his entire bearing relaxed and calm - as if he held Starfleet officers at gunpoint at any time. "I don't want to hurt anyone - we're all basically on the same side here, after all. I just interpret certain Starfleet regulations, visa vi sentient rights and standing up to fascism a bit more broadly than the standard."

Janeway chuckled. "You're more right than you know, Wacoche. We are not in the Alpha Quadrent. Something has dragged us seventy thousand light years off course - and both of our ships have sustained serious damage. We need to work together. No one is going to prison now, so aiming guns at people is pointless and silly."

Wacoche frowned. He lowered the point of his phaser. "All right, Tuvoc, Nola, one out of ten on bullshit?"

"It is too outlandish a lie to be easily believed, lending it additional credence," the Vulcan said - confirming his name at least.

"Sounds like bullshit, Brian," Nola said.

Brian sighed. "Why do I ever ask you two anything," he mutters, quietly.

"Cause I'm hot," Nola said, winking.

"Nola's physical appearance notwithstanding, we have the widest variance in perspective opinions," Tuvok said, his voice dry. "As Captain, you are the one who must navigate the possibility space we operate in."

Brian frowned, thinking.

That was when the ship went to red alert.

---
"They're bearing down on us, straight out of warp, full impulse, attack vectors," Paris said, his fingers playing along the console. "We have engine power back to maximum, but we take one good hit-"

"I'm aware of that, Mr. Paris," Janeway said. "Hail them."

The two ships were angular and fast, about half the size of the Voyager individually, but they were already launching what appeared to be parasite vehicles, V shaped craft that seemed to be a single nacelle, bulky shield emitters on the nose, and some kind of energy projector on the nose. They were all relatively crude looking - weather worn and scarred by exposure to space, with bright purple and green colors painted on them. The nacelles also were bleeding off tachyon particles into nearby spacetime, leaving behind excited contrails of shimmering quantum foam that cut through space like searing neon lines drawn on black paper.

The screen blipped on. A woman with short green hair, bright orange skin, and a grizzled, scarred face looked out from her strapped down command chair. It was the kind of straps you'd use if you didn't trust your inertial dampeners. Her voice was blunt. "Unidentified starship, prepare to stand down and be evacuated. Transmit the location of your origin point to us and we shall have the Sect Nistrim there to save you from yourselves."

"Save us? From what?"

"The Takers, you fucking idiot," the woman snapped. "How the fuck did you get a ship this advanced into orbit without spotting the fuckers."

"The...Takers," Janeway said.

"Whatever you call them, you have to know them, which leads me to think you're another Singularity chasing bunch of assholes. Show you're not by dropping your shields at once or else we will open fire," the woman said.

"...the Borg," T'ara said, suddenly. "That's one of the possibilities the universal translator is throwing up for Takers."

"We are aware of the Borg," Janeway said, quickly. "If they are your enemy, then we are allies."

"If we're your allies then we've already been fettered to a corpse," the woman said.

"Captain, they're within torpedo range," Paris said.

"Drop your shields and prepare for evacuation. We shall relocate you to a M-class planet and then bring your home civilization to safe levels of technology. It's for your own good." The woman said, then cut the link - the incoming ships approaching at terrifying speeds...with their parasite vehicles launched, they had gone from two ships to ten, and they looked organized.

---
CURRENT MOMENTUM: 0
CURRENT SCENE TRUTHS: (on ship) "Crew hurt, dead & confused"

What do?
[ ] Try and negotiate - send them our origin point, they'll realize that we're not going to bring the Borg down on their heads.
[ ] We can't risk them firing on us, not with our ship in this condition, and we cannot allow our crew to be at their mercy. Bring about, full power to phasers.

Also...
[ ] Offer Maquis crew battlefield promotions (removes the "crew hurt, dead & confused" truth, but adds "partial maquis crew" trait to your ship - note, traits are PERMANENT, unlike truths.)
[ ] Keep them in the hold for now.
 
What do?
[ ] Try and negotiate - send them our origin point, they'll realize that we're not going to bring the Borg down on their heads.
[ ] We can't risk them firing on us, not with our ship in this condition, and we cannot allow our crew to be at their mercy. Bring about, full power to phasers.
Hmmmm, this is a tough choice. There's a chance that continuing to try and negotiate could work, but if it fails we'd be in real trouble should combat start.
 
[X] Offer Maquis crew battlefield promotions (removes the "crew hurt, dead & confused" truth, but adds "partial maquis crew" trait to your ship - note, traits are PERMANENT, unlike truths.)

We all knew this was coming. :p
 
Don't forget to also vote on what to do about the Kazon coming at ya with a rusty shiv!

I don't know what I want yet! :cry:

Edit: Never mind! I've decided that I don't like the cut of this Kazon lady's jib!

[X] We can't risk them firing on us, not with our ship in this condition, and we cannot allow our crew to be at their mercy. Bring about, full power to phasers.

Getting real Relay 314 Incident vibes here. And the Kazos seem to be pretty paternalistic and unlikely to listen. I think we need to underline our message in the primal language of quantum torpedoes.
 
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Yesss, you want to use cool spaceships to fire phasers...

Also, if it helps, it is actually really hard to outright blow up enemy ships. It is WAY easier to disable them. Which is good Star Trek combat rules!
 
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