Outer Limits/Faction Missions

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Outer Limits: Federation

IconFederation.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
Corrosion Medicine Command
AND
Diplomacy
Command
AND
Science
Engineering A vessel from the 32nd century made from a material that puts tritanium to shame arrives in the present, almost completely eaten away. Investigate. The trip through time has caused a reaction in the material similar to oxidation. Your away team finds readings of chronitons that have been altered molecularly by the substance. Your team develops a sealant to protect such vessels in the future. Your away team is unable to pinpoint a cause.
Dark Matter Engineering Science Command
OR
Medicine
Diplomacy Diplomacy
OR
Science
The USS Janeway has been experiencing a great deal of trouble making even mundane trips in the present. Investigate the cause. After interviewing the crew and studying the ship, your team realizes that the Janeway's time near the DMA left a residual impact - one that activated when she leapt through time. You fix the issue and inform other ships that may be at risk. Your away team is unable to determine a cause and the Janeway is forced to be docked for the time being.
Echo of Silence Command
AND
Engineering
Science
AND
Diplomacy
Command
AND
Diplomacy
Programmable matter aboard one of the Mars-class scouting ships is reacting erratically after a recent mission. Investigate. After studying the changes, your away team learns the matter is being influenced by an alien lifeform attempting to study and imitate objects familiar to the crew in an attempt to communicate. Your crew is able to establish a direct means of contact. Your away team's poking and prodding into the matter results in whatever is controling it to become antagonistic. Your away team is forced to retreat.
Leaves and Branches Command
AND
Diplomacy
Diplomacy
AND
Command
Engineering Science The crew of the Discovery is dealing with their own phenomena, as corridors begin expanding infinitely and ship maps and schematics become all but useless. Assist the crew without becoming lost yourself. Your away team is blown away by the time/space distortions surrounding the ship - until they unveil Q, having his own bout of fun. You convince him to return the Discovery to normal and he complies, insisting you are no fun. Your away team becomes lost attempting to investigate the situation aboard Discovery.
Less Travelled Diplomacy
AND
Medicine
Science
AND
Command
Security Medicine A strange version of the Discovery appears post-jump, but the crew is missing and there is no data to indicate where - or when - it's from. Investigate the phantom Discovery. Your away team investigates the ship and learns it is from an alternate timeline where the Discovery never had to leap into the future, leading the spore drive to be continuously improved upon. Despite their investigative efforts, your away team is unable to arrive at any answers.
Replicated Service Science
AND
Diplomacy
Diplomacy
AND
Command
Science
AND
Command
Several crew members aboard ships from the far-future have fallen ill. Doctor Pollard asks you to analyze their ships for a potential cause. After interviewing crew members and analyzing the ship logs, your away team pinpoints failures in the future ships as the cause. They are able to repair the equipment. Your away team is unable to identify a cause, though some members of your team fall il after eating in one of the ship's mess hall.
The Mirror Man Engineering
AND
Diplomacy
Command
AND
Diplomacy
Medicine
AND
Science
Crew aboard far-future ships are undergoing a noticeable personality shift during the transport process, whether by transporter or tricom badge. Investigate. Your away team learns that crew with mirror universe counterparts who have also arrived via temporal anomaly are being swapped during the transport process. After some investigation, they are able to resolve the issue. While investigating the issue, your away team is attacked by mirror universe tranceworms and forced to flee.
The Queen's Lineage Command Science
AND
Medicine
Diplomacy Command
AND
Engineering
Kovich enlists your away team to undertake one of their most dangerous missions of all: giving Grudge a medical exam as well as collecting data to compare to other felines. Be sure to handle the Queen delicately! Despite Grudge's reluctance, your away team is able to perform an examination. Grudge has arrived in the present healthy (and feisty as ever!) Also, her genetic profile provides an interesting comparison point against current feline species. Despite your away team's best efforts, the Queen refuses her examination.

Outer Limits: Ferengi Alliance

IconFerengiAlliance.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
A Matter of Principle Command Science
AND
Diplomacy
Medicine Command
AND
Engineering
Word reaches you that a group of Ferengi merchants may have come into possession of some programmable matter. Retrieve the matter before it changes history forever. Your away team intercepts the merchants. They are steadfast at first, but a little latinum and access to a wormhole in Federation space convince them to turn it over. Your away team locates the merchants, but they have already sold off the programmable matter to members of the Orion syndicate.
Fitting Tribute Engineering
AND
Diplomacy
Command
AND
Diplomacy
Medicine
AND
Science
After learning a future vessel bears his nephew's name, Quark insists on a tour. But when the Ferengi begins messing with equipment, the ship is propelled through the wormhole - and fails to reemerge. Find the USS Nog! Your away team finds the Nog stalled inside of the wormhole. They help get the vessel out. Your away team is unable to locate the USS Nog.
Future Calling Command
AND
Diplomacy
Diplomacy
AND
Command
Engineering Science A series of attempted hacks on several of the far-future vessels has many in Starfleet - and the DTI - concerned. Your away team is sent to investigate one of the impacted vessels. After analyzing data surrounding the hacking attempt, your away team is able to trace it back to a group of Ferengi who want to use the future knowledge the ships contain to their benefit. The DTI apprehends the Ferengi and the hacks cease. Your away team is unable to obtain any answers before another ship is hacked.
Insecurity Protocols Science
AND
Diplomacy
Diplomacy
AND
Command
Science
AND
Command
A group of diplomats from multiple factions are touring one of the Mars-class vessels when suddenly, the ship's self-destruct sequence activates. The crew is unable to deactivate it or transport off the ship. Rescue them! Readings from outside the ship indicate interference, coupled with unprecedented chroniton levels. While this doesn't give your crew a clear answer, by dealing with both, they are able to restore control and transport functionality to the crew. The ship is unresponsive to your crew's attempts to disable the lockdown remotely.
Programmable Problems Engineering Science Command
OR
Medicine
Diplomacy Diplomacy
OR
Science
Following his return from exploring one of the future ships, Quark's is inundated with holograms leaving the holosuites - in physical form! Return the holograms to their photonic origins before they cause some real trouble! Some of the holograms give your away team a challenge - everything from Davy Crockett to a T-Rex roam about - but you are able to get them back into the holosuites and separate them from the programmable matter. Your away team's attempts to corral the holograms are halted when they come face to face with a horde of dinosaurs.
The Invisible Men Command
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Engineering
Science
AND
Diplomacy
Command
AND
Diplomacy
While a group of Ferengi are assisting on a far-future ship whose crew has gone missing, the Ferengi begin to go missing as well. Investigate the mystery. Your team searches, but it is only when they see a flicker of someone that they figure it out. Interference is causing anyone holding or wearing a tricom badge to transport and not reappear. You clear the interference and restore the missing. Your away team is unable to locate the missing.
The Trouble With Dooplers Medicine Command
AND
Diplomacy
Command
AND
Science
Engineering A 32nd century starship commanded by a descendent of Lynne Lucero hails you for help. While transporting the Doopler ambassador, a bout of shame causes him to duplicate... and duplicate... and duplicate.... Intervene before the ship is overrun! Tapping into the knowledge from logs of Captain Freeman's experiences, your away team is able to cause the Dooplers enough indignation to recombine into one entity. No matter how much your away team tries to comfort the Dooplers, they only continue to duplicate.
Worlds Within Worlds Diplomacy
AND
Medicine
Science
AND
Command
Security Medicine A Merian-class ship begins attacking Federation stations and outposts. They refuse to answer hails or stop. Stop the rogue ship's onslaught. Your away team intercepts the wayward vessel and finds the crew has been taken over by an incorporeal lifeform. Though it is challenging, they manage to remove the hostile lifeform. The ship quickly overpowers your vessel and you are forced to retreat.

Outer Limits: Maquis

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Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
A Hitch in Time Medicine Command
AND
Diplomacy
Command
AND
Science
Engineering A starship from the 32nd century is experiencing a strange phenomena - it is phasing in and out of corporeal form! Your away team is dispatched to investigate. After interviewing the crew and reviewing ship logs, you realize they made contact with some of their forebears - altering not only their futures, but the future of the ship itself. With the help of temporal agents, you correct the anomaly. Your away team is unable to determine the cause and the ship disappears before them.
An Ember of The Burn Engineering
AND
Diplomacy
Command
AND
Diplomacy
Medicine
AND
Science
Word has spread of multiple starships in a certain corner of the galaxy detonating in a manner resembling the Burn. Your away team is sent to investigate - but proceed with caution! After applying defenses to your vessel, you approach the area. Recordings and sensor readings indicate that an anomaly opened up at the exact point in time the Burn occurred, echoing the shockwave back through time. Its effect seems to have passed. Approaching the area causes distortions in your equipment. You are forced to retreat.
Bordered Lands Command
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Engineering
Science
AND
Diplomacy
Command
AND
Diplomacy
A far-future starship goes AWOL. All attempts to track or communicate with them are in vain. Your away team is dispatched to find them. Your team finds the ship on the surface of a planet currently unknown to the Federation. You learn the world will eventually join the UFP - then destroy itself in a civil war. Some of the crew hoped to intervene. You manage to retrieve them. Your away team is unable to locate the missing vessel.
Connecting the Dots Diplomacy
AND
Medicine
Science
AND
Command
Security Medicine The post-Burn future led to a period in which many planets once connected by the Federation now progressed on their own. Gather data on that unique progress. Between interviewing individuals, accessing data, and making comparisons, your away team generates a useful set of data for quick research and anaylysis. Your away team is overwhelmed by the size and dificulty of the task.
Nightmares and Starscapes Command Science
AND
Diplomacy
Diplomacy Command
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Engineering
A ship that got pulled into the same anomaly as the Discovery reemerges in the present with most of the crew catatonic. Investigate. After investigating, you find that the Discovery, about to enter the mycelial network, pulled the ship in with it. Somehow the crew were beset by terrifying visions. Using spores, you are able to restore their neurological capabilities. Your away team is unable to determine the cause of their catatonic state.
The Architects Are Here Science
AND
Diplomacy
Medicine
AND
Command
Science
AND
Command
An unidentified ship arrives in the present from the 31st century. All hails have gone unanswered. Investigate the vessel. Boarding with caution, your team finds the crew dead. They manage to access the logs and learn the ship masked its origins in a bid to reignite the UFP post-Burn. But the ship was attacked by an Orion vessel - just before slipping into an anomaly. Your away team attempts to board the vessel, but its defenses activate and your team is forced to retreat.
The Hunted Engineering Science Command
OR
Medicine
Medicine Diplomacy
OR
Science
The captain of a far-future starship hails you in a panic, begging for your help. Before you can get further information, the communication is cut off. Help the crew! Your away team intercepts the ship being pursued by several Hirogen ships. You manage to defend the ship and persuade the Hirogen to leave them alone. On talking to the crew, you learn they are unfamiliar with the Hirogen. Your away team finds the ship being attacked by Hirogen, but they are unable to assist. After being struck, your crew is forced to retreat.
The Reverence of Wolf 359 Command
AND
Diplomacy
Diplomacy
AND
Command
Engineering Science A Federation crew from the 32nd century, after visiting the site of the Battle of Wolf 359, proposes an idea: why not recycle some of the debris into a new ship to commemorate the lost. Their suggestion ignites some raw pain. Address the suggestion. Your away team mediates discussions between those interested in the idea and those opposed, while also studying the scientific feasibility. While no definite plans are laid out, the research yields some new ideas on recycling old starship components. Any attempts to discuss the idea quickly stall out, as many still have strong feelings about what happened at Wolf 359.