Mission Name
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1st Crew |
2nd Crew |
3rd Crew |
4th Crew |
5th Crew
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Mission Text
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Success
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Failed
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Fantastic Interactions
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AND
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AND
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Seizing on the fascination and bewilderment of the newly arrived Herbert, Quark insists that he should soak up the atmosphere and spend some time at his bar, but Herbert's past sensibilities are quick to offend. Help Herb navigate the 24th century.
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Your away team works to catch Herb up on modern life as quickly as possible, through information databases and holoimages and ultimately through joining him as he socializes with the diverse clientele of Deep Space Nine.
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Your away team tries to get Herbert up to speed as quickly as possible, but trying to pick up the important aspects of four centuries' worth of history proves difficult. Your security chief is forced to intervene when Herb offends a Klingon.
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Incredible Adventures
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AND
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AND
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Quark persuades Herb to give a holonovel a try (offering the first five minutes for free!) When Herb emerges from the holosuite, he laments that nothing he writes will ever be as impressive as that. Restore his confidence.
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Your away team collects holonovels adapted from 20th century science fiction, as well as accounts of people in the sciences who, influenced by science fiction works (including his own) laid the foundation for the Federation and space travel.
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Your away team attempts to collect examples of the impact of 20th century science fiction on modern life, but due to inadequate security clearances, is able to get any hard data on impacts of 20th century science fiction.
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Interview With a Time-Traveller
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AND
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Jake Sisko is excited to chat with Herbert Rossoff about life in his time. Herbert hopes Jake can help him find some clues to Doug's whereabouts, but Jake's sources seem to be holding out on him and he could use some help persuading them.
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Your away team pays a visit to the sources holding out on Jake and finds that many of them don't see the need in helping out a human from the past. Your team provides some incentives–positive and negative–in order to get some clues for Herbert.
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Your away team visits the sources holding out on Jake, but finds many of them are indifferent or hostile to the idea of helping a human from centuries past. Helping the son of the head of Deep Space Nine is one thing, but this isn't worth their time.
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One Went Through the Wormhole
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AND
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AND
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Feeling sorry for Rossoff, Nog takes him in a runabout to try and locate Pabst. Due to failures in the navigational systems of the runabout, Nog and Pabst are swept into the wormhole, leaving Grand Nagus Rom to enlist Starfleet’s aid in finding them.
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Having caught the Dominion’s attention, your away team finds Nog and Herbert on the run, but manages to escort them safely back through the wormhole safely. Herbert asserts that he’d rather keep such excitement to the realm of fiction.
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Your away team is unable to find Nog and Herb...until an intercepted transmission reveals that they've been abducted by a group of Jem'Hadar.
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Paying Down the Tab
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AND
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AND
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AND
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Herbert Rossoff has been enjoying his time at Quark's a bit too much and now it's time to pay up! The time-traveller naturally has no presently valuable currency and so Quark puts him to work. Stop in to check on Herbert's welfare.
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Your away team pays a visit to Quark's and reminds him that Rossoff is under Federation protection, to which he responds that the UFP can pay his tab then. Herbert however seems perfectly content waiting on aliens surrounded by beautiful dabo girls.
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Your away team pays a visit to Quark to check on Rossoff's welfare and negotiations on his working conditions are made complicated by a visit from Brunt. Brunt says if the Federation is so concerned, then they'll need to pay for Herbert's freedom.
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Red Herrings
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OR
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OR
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OR
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On the surface, the Ferengi have agreed to help Rossoff find Pabst, but latinum is their true motivation. So they see no rush to close this case. But Herb is getting restless. Find something to put his mind at ease and keep the Ferengi in business.
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Your away team digs through old files on Pabst and replicates some artifacts, such as a coffee mug and a pair of glasses, to give Herbert a boost of much needed hope–and the Ferengi more time and money.
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Your away team fails to find anything to appease Herbert's fears and he begins to talk about seeking out another faction's aid, since it seems the Ferengi can't be bothered to help him in earnest.
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