One Incredible Tale 4/Faction Missions

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One Incredible Tale 4: Ferengi Traditionalists

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Back to the Drawing Board Security Engineering Engineering
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Command
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Medicine
To ease Herb's anxieties, Quark sets up a simulation of the Incredible Tales office as it was before the men were spirited away, in order to see if there were any clues. But the shoddy holosuite malfunctions, trapping the two men inside! Your away team, with Rom's help, manage to get the two men free. It takes a great deal of effort from your engineers to get the holosuite in safe working order, though avoiding it altogether is probably best for now. Your away team tries to help Rom get the holosuite door open, but ultimately, it takes brute force to get the two men out. The holosuite is damaged beyond repair and Quark is throwing around a human term he recently learned--lawsuit.
Fantastic Interactions Diplomacy
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Science
Medicine Diplomacy Engineering
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Science
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. 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. 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.
First Printing Diplomacy
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Command
Security
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Diplomacy
Engineering
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Command
The prospect of having a long-dead author hanging around his bar gives Quark an idea. He decides to attempt a long-forgotten human tradition--book signings, complete with authentic copies of Incredible Tales, a task which he enlists your help with. After combing through archives, your aWay team was scarcely'able to find digital scans of the magazine, let alone in tact print copies. But digital scans are enough--Quark will replicate them with some fake wear and sell them as first printings! Your away team couldn't even find digital scans of the long defunct magazine, let along physical copies, which surely have decomposed by now.
Incredible Adventures Diplomacy Diplomacy
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Medicine
Command Engineering
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Medicine
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. 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. 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.
Interview With a Time-Traveller Diplomacy Security Command Diplomacy
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Security
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. 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. 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.
One Went Through the Wormhole Engineering Engineering
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Command
Science Security
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Command
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. 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. 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.
Paying Down the Tab Diplomacy
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Medicine
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Diplomacy
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Command
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. 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. 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.
Red Herrings Engineering
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Command Engineering Command
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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. 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. 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.

One Incredible Tale 4: Hirogen

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Across the Cosmos Science
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Diplomacy
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Command Diplomacy Agreeing to help Herb, the Hirogen drag him along for the ride, but he suspects that they see him as future prey. Writing being his only skill, Herb enlists your help in creating an Arabian Nights-scenario to persuade the Hirogen to keep him alive. Your away team engineers a holoprogram while Herbert writes the script. Though he is a sci-fi author, his scenario fascinates the Hirogen. The only problem now is that they are so drawn in, they lose interest in finding Pabst! The Hirogen have made updates to their holoprojectors that your engineering team struggles to design for. Even though Herbert writes his heart out, the holoprogram fails to capture the Hirogen's interest.
For the Bounty Command
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Science Herbert Rossoff finds the Hirogen both terrifying and fascinating. He likens them to bounty hunters, which leads to the topic of a trophy–precisely the payment the Hirogen expect! Help Herbert find an alternate offering to appease the hunters. Your away team initially offers up Pabst's glasses, which Herbert immediately rejects, asking, "Do you have any idea how much glasses cost?" Eventually, you assure him that new ones can be replicated and the trophy is agreed upon. Your away team tries to offer up what it sees as inconsequential gifts, such as Pabst's glasses, which Herbert is opposed to, but the Hirogen scoff at the offer.
Healthy Competition Security Security
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Diplomacy Hearing that the Ferengi and Cardassians have also taken up the hunt for Pabst, the Hirogen are furious–and more determined than ever. But their fury turns to the rival factions and now it is up to your crew to prevent an intergalactic incident. Your away team manages to ease tensions between the Hirogen and the other factions by redirecting the Hirogen's anger into determination to beat the others the old fashioned way and find Pabst first. Your away team attempts to intervene, but the factions are only further incensed by what they perceive as "taking sides". Herbert isn't sure which worries him more–that Pabst will never be found, or that he will be caught in a three-way tug of war.
Hunting a Hologram Diplomacy
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Security
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Herbert becomes worried as the Hirogen’s interest in finding Pabst begins to wane. They assert that he might be dead and dead prey offer no challenge. Find a way to reignite their interest. Your away team creates a hologram of Pabst and sets it lose on one of their hollow ships. The rousing chase that ensues is enough to reignite their interest in finding the real man, though Rossoff hopes he can talk sense into them by then. Your away team attempts to pique Hirogen interests with a holographic Pabst but they make such quick work of killing him, Rossoff fears what they might do to the real one.
Inevitable Betrayal Security Engineering Security
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Diplomacy
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Command
Turanj doesn't like Herbert's insistence that Pabst be kept alive if he's found that way--after all, what kind of hunt would that be? So Turanj takes off in a shuttle to find and hunt Pabst on his own and Herb is desperate for someone to stop him. Your away team manages to intercept Turanj, but his heart is‘set on the thrill of a live hunt and so he goes on the offensive. Your away team is able to incapacitate him without killing him. Your away team finds Turanj, but he becomes hostile rather quickly, causing serious injury to your crew. Your crew has no choice but to retreat.
The Thrill of the Hunt Medicine Security Command Medicine
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The Hirogen insist that if they are to help this mysterious visitor, then he needs to show them his abilities on the hunt. For a man working such a sedentary job, Herbert is terrified. Help him find a workaround to keep himself alive during the hunt. Your away team manages to convince the Hirogen to restrict the hunt to a holodeck simulation. Prior to the simulation, your engineers enable specific safeguards to ensure Herbert cannot actually be harmed by the prey or the Hirogen weaponry. Your away team tries to intervene, and while they are able to convince the Hirogen to restrict their test of Herbert to a holoprogram, your engineers are unable to enact any safeguards. While Herbert survives, he is badly injured.
Understanding Prey Diplomacy Science Security
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The Hirogen become readily frustrated when the search for Pabst remains cold. An Alpha Hirogen asserts that they must know their prey in order to locate it and enlists your aid in acquainting them with Douglas Pabst. Your away team manages to cull relevant data on both Pabst and the era he came from. The Hirogen still seem perplexed, but chalk it up to the oddities of humans in general, and thus continue their search with renewed ambition. Your away team has a great deal of difficulty gathering information on Douglas Pabst. On top of that, the Hirogens seem fairly perplexed by humanity and the lives they lead in a more isolated 20th century.
We Will Not Rest Engineering Engineering
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Command Herbert misinterprets the Hirogen's unwavering dedication to the hunt for Pabst as concern. However, their nonstop pursuit through asteroid fields and ion storms has left their ships in bad shapes and it is Rossoff who sends out a distress call. Your crew reaches the fleet of Hirogen ships and the damage to them is visible. In spite of the Hirogen's staunch insistence that they can take care of themselves, you complete vital repairs to the exteriors 0f the ships so the search can continue. Your away team finds the Hirogen ships, but the Hirogen reject your offers to help with repairs. The ships are in dire straits, but the best you can do is retrieve Herbert and leave their Hirogen to their own hubris.

One Incredible Tale 4: Cardassian Union

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At The Ready Security Diplomacy
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Science Using the disappearance of Pabst as pretext, Gul Dukat and the Obsidian Order push for soldiers to be posted near sites where multiple temporal anomalies have occurred. Use the opportunity to find clues while keeping the Cardassians in check. To the annoyance of the Cardassians, your away team joins them at one of the sites It seems no one has seen Pabst, but your security chief notices that the Cardassians are trying to recruit any noteworthy visitors they can. Your away team shows up at one of the temporal anomalies, but is kept at bay by several less than trusting Cardassians.
Bonds Woven by Words Diplomacy Diplomacy
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Medicine Iloja of Prim insists on meeting this this 20th century human author, in the hopes of finding a kindred spirit. But Iloja's subtle poetry is lost on Herbert and the meeting quickly spirals out of hand. It will take a diplomatic hand to rein it in. Amidst Iloja's furious shouts that Herbert is a "pulp-spewing hack," your crew manages to soothe his bruised ego and elicit the desired reaction from Herbert by explaining the intricacies of Iloja's struggle and some key bits of Cardassian culture. Your away team tries to explain to Herbert Rossoff the intricacies of Iloja's poetry and past, but this is all so overwhelming to him. His continued "thick-headedness" only infuriates Iloja further and he storms off.
History Repeats Itself Diplomacy Science
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Diplomacy
Command Medicine
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Diplomacy
The more he learns of the Cardassians and their occupation of Bajor, the more wary of them Herbert becomes. They serve as a not so distant reminder of another aggressive military force. Help balance Herbert's opinion of the Cardassians. Your away team explains some positive experiences with the Cardassians and the ways they have aided the UFP–willingly or otherwise. Overall, you convince him of their strengths in stealth, which may be key to finding Pabst. Your away team tries to show Herbert the positive aspects of the Cardassians and how they might be instrumental in finding Pabst, but the more time he spends with them, the more he wants to distance himself.
Mistaken Identity Command Science Command
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The Cardassians inform Herbert that they might have found Pabst–enjoying a nice vacation on Risa! Take Herbert to confirm their story. The man on Risa is not Pabst, but a rogue human using a disguise to elicit sympathy (and hopefully a free vacation!) Herbert asserts this man looks nothing like Pabst. Your away team takes the man into custody for further questioning. Your away team searches for the man claiming to be Pabst, but it seems he has already left--and run up quite a tab in the name of the Federation, of whom he claims to be a guest.
Predicting the Future Security
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Combing through the archives of Incredible Tales, the Obsidian Order is alarmed at how much Benny Russell got right about them. Since Russell isn't there, they decide to after Rossoff to see how much these humans knew. Intervene for Herbert's safety. Your away team intervenes and tries to calm the Cardassians, trying to show them evidence that Benny Russell's stories were the result of visions that centered on Benjamin Sisko and thus did not reflect some cross-time conspiracy to spy on them. Your away team tries to persuade the Cardassians that there isn't some cross—time conspiracy against them, but they aren't convinced. Herbert is dragged off to a Cardassian prison for refusing to feigning ignorance.
The Detective is the Killer Diplomacy
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A group of Bajorans have begun insinuating that the Cardassians are the ones who took Pabst, among other accidental time-travellers. The Cardassians are of course outraged and it's up to Starfleet to dispatch a referee before things get too rough. Your away team tries to calm the tensions between the Cardassians and the Bajorans inciting the arguments. Your crew can find no evidence to back up the Bajoran's claims, so as of right now, it seems a stunt to rile up old tensions. Your away team is unable to calm the tensions between the Cardassians and the Bajorans making accusations.
The Word on the Promenade Diplomacy Diplomacy
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Command Security Herb is shocked upon his first interaction with the charismatic Garak, but the Cardassian tailor tells Herb he might have some information on his boss–for a price. Help Herb track down a prize worthy of the aid of this would-be confidant. Garak is very specific in his request, but your away team is able to locate the shipment of exotic fabrics–and some unlabeled containers–that he wanted. He shares that a client saw a man fitting Pabst's description, but he can't remember where. Garak is less than forthcoming with what it is he wants, and everything your away team offers him is rejected, leaving Herb in a state of anxiety over his boss' fate.
Worth a Thousand Words Security Engineering Diplomacy
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Security
Science Hearing about the science fiction author and having read his work has inspired Tora Ziyal to create her own paintings based on Herbert's stories, but her paintings are stolen! Track down the art thief! Performing some surveillance of their own, your away team discovers the identity of the painting thief–Gul Dukat himself, who asserts that the works are a disgrace. He has destroyed most of the paintings though, so only two remain. Your away team has Tora create another painting in the hopes that they can catch the culprit, but her spirits down, Tora's new painting is fairly bare-bones and fails to catch the attention of any would-be art thief.