Self-Care/Faction Missions

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Self-Care: Bajoran

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Mission Name 1st
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Mission Text Success Failed
An Attitude of Gratitude Diplomacy
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Command
Command
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Security
Security
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Diplomacy
A therapeutic session in which participants are guided in a meditative session to be aware of and thankful for that which they have turns dangerous when one participant is revealed to be one of Pascal Fullerton's followers. Apprehend the impostor. You manage to apprehend Fullerton's follower before anyone is hurt, leaving the hard [sic] of the session to quickly restore a meditative atmosphere. Fullerton's follower escalates upon your arrival and injures one of the other participants.
Creative Expression Diplomacy Command
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Science
Security Medicine
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Diplomacy
Tora Ziyal wishes to offer an art workshop, hoping the opportunity for expression will help to alleviate stress. She asks for your help in identifying participants and ensuring all goes well. You consult with several captains and identity the best candidates, then ensure Ziyal has the supplies she needs. While attempting to help Ziyal set up, a member of your team breaks a pottery wheel she brought for her participants to try.
Meditation Through Honor Medicine Science Command Security
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Diplomacy
Diplomacy
OR
Science
A "therapeutic" bat'leth session being held by Worf turns dangerous despite his insistence that he had several safeguards in place. Investigate and help Worf out. Your away team finds the blunted bat'leths Worf had prepared were replaced with sharpened ones, as well as several other safeguards being removed. Worf thanks you, but ruefully ponders switching to mok'bara instead. Attempting to recreate the situation, two members of your team are injured.
Mutual Benefit Command
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Diplomacy
Diplomacy
AND
Security
Security
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Command
In order to strengthen the alliance between Bajor and the Fedration, youths from both factions have been sent on a camping trip on a sparsely populated Class-M planet. But when contact is lost, Starfleet dispatches your away team to find them. You manage to find the groups of youths working together and rescue them before any harm comes to them. They share that they believe their equipment was compromised. You are unable to find either group.
No Rest for the Weary Command
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Diplomacy
Diplomacy Science Security
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Diplomacy
A Miranda-class ship bound for Risa has disappeared. Starfleet sends you to investigate. You find Fullerton and his followers have boarded the ship in an attempt to proselytize her crew. You fail to catch Fullerton, but at least he and his followers depart with no one harmed. Your away team is unable to locate the vessel.
Reconnected Diplomacy Security
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Diplomacy
Command Science
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Diplomacy
A retreat is proposed at the Dakeen Monastery on Bajor as an opportunity for Starfleet personnel to reconnect with nature, but the vedeks are wary, insisting you help ensure participants from off-world respect the revered facility. Your away team participates in the retreat as well, ensuring there are no issues. While observing the proceedings, one of your team members knocks over an ancient statue.
Values Dissonance Engineering Science
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Diplomacy
Diplomacy
AND
Security
Security Several academics and thought leaders want to try to reach Fullerton's followers, if not Fullerton himself, to show them the hypocrisy and error in his rhetoric. Help them get their messages through. Following an appearance by Fullerton and his followers, you manage to override their comms and patch the messages through their vessel, ensuring they will be heard. Your away team's attempts to deliver the messages head-on are in vain, as Fullerton's followers ignore you.
You Are What You Eat Science
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Diplomacy
Medicine
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Diplomacy
Command
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Science
Nutritionists at Starfleet Command have updated guidelines and recipes for replicators aboard starships, but ships in certain areas are unable to receive the upgraded nutrition data. They ask your crew to assist. Your away team is able to deliver the data in person, repairing several damaged replicators in the process. Your away team is unable to deliver the data to the ships in question.

Self-Care: Federation

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Mission Name 1st
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Mission Text Success Failed
A Closer Look Diplomacy Security Command
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Diplomacy
Diplomacy
OR
Science
Engineering Seeking to learn more about Fullerton's motivation, as well as how many followers he has, Admiral Janeway dispatches your away team. Your away team sneaks into Fullerton's office. Though you are unable to breach security at access most of his files, you do manage to gain insight into his followers and how he found them. While rummaging through Fullerton's office, your away team is caught.
Biometric Bungle Medicine
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Command
Science
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Diplomacy
Diplomacy
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Security
In an attempt to get ahead of of issues like burnout with personnel, Starfleet Medical tests a biometric tracking program with certain crews. However, the bracelets seem to be creating their own issues. Investigate. Your away team assesses the bracelets and finds signs of tampering. They manage to repair the bracelets and get them working as intended, even if the crew is a little hesitant to take them back. While tinkering with the bracelets, your away team breaks several of them,
Energy Efficiency Medicine Science Engineering
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Security
Command
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Science
Starfleet is experimenting with nutritional and medicinal strategies to give their personnel more energy. Your away team investigates and though there are certain nutrients that can help, there's still no replacement for good old-fashioned rest. A member of your away team falls ills while trying one of the concoctions Starfleet proposed to boost energy.
Holiday Unplugged Command
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Diplomacy
Diplomacy
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Engineering
Engineering
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Command
While Starfleet sent several of its captains on mandatory leave, all of them have taken work with them. Your away team is enlisted to ensure these overworked captains get rest and relaxation. Your away team finds ways to disconnect the captains from their work and they begrudgingly commit to their leave. A member of your away team is caught trying to steal the PADDs of an overworked Captain.
Raising the Bar Engineering
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Diplomacy
Security
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Science
Diplomacy Command After hearing of Fullerton's assertions that the Federation and Starfleet have gone soft, a group of ensigns decided to use their shore leave to try and live without the comforts they take for granted - and they have yet to return! Find them. Your away team finds the ensigns huddled in a cave, fighting off fierce-looking bat-like creature. They reluctantly admit that perhaps there is more to Fullerton's idea than simply going off-grid with no prior knowledge or experience. Unable to locate the ensigns the traditional way, your away team attempts to follow their lead in abandoning all modern technology - and ends up lost themselves!
Removing the Burden Diplomacy Command
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Diplomacy
Science Diplomacy
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Science
With so many in Starfleet in need of leave and respite, Starfleet Command asks your team to investigate and help them come up with a way to keep from overburdening personnel. Your away team investigates and offers Starfleet a plan that includes rebalancing crews and schedules, as well as ensuring regular breaks and leave are more evenly woven into their schedules. FAIL TEXT
Rules and Guidelines Diplomacy Security
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Diplomacy
Science
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Diplomacy
Engineering The Department of Temporal Investigations, despite their commitment to secrecy, find their offices in this time period ransacked. They ask your team to investigate. The DTI seems to work against you as much as with you, but you manage to get clearance to investigate. You find evidence of Pascal Fullerton and it's clear he was looking for instances of the Temporal Prime Directive being violated to prove a point. Despite being called in to assist, the DTI will not allow your team to investigate.
Tourist Trap Diplomacy
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Command
Command
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Science
Science
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Diplomacy
Certain common shore leave and vacation destinations, such as Risa, are finding themselves overburdened with all the personnel taking leave. Your away team is asked to find solutions. Your away team manages to connect with worlds that are seeking to boost tourism and suggests Starfleet give incentives to those visiting lesser known leave destination. Your away team gets distracted while on Risa for their "investigation."

Self-Care: Ferengi Alliance

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Mission Name 1st
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Mission Text Success Failed
Come to Quark's Command Security
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Diplomacy
Command Diplomacy
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Science
Things at Quark's have gotten chaotic. While Odo suspects it's another mess of Quark's own making, he asks you to help him with crowd control just the same. As you and your team attempt to calm the angry crowds, you learn Quark was selling meditation programs with a poor attempt at subliminal messages geared at getting them to patronize his bar further. Odo forces the Ferengi to issue refunds. Though they attempt to calm the crowds, your away team is quickly overwhelmed.
Focus Testing Medicine
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Command
Science
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Diplomacy
Diplomacy
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Command
Quark has several potential ideas for his new relaxation venture and wants to test them out to see which would be most worth pursuing. But some of these ideas might be a little dangerous and so he asks for your help. Your away team oversees the trials and ensures no one is hurt testing some of Quark's admittedly wild ideas. While testing Quark's ideas, some of the subjects fall ill.
Meditations on Motivation Security
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Diplomacy
Command
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Diplomacy
Science
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Diplomacy
Quark has received several complaints about his new meditative holoprogram, with most customers insisting the program is anything but soothing. He asks your team to investigate. Your away team investigates and finds the soothing mantras and affirmations have been replaced with gruff incitements to violence in Pascal Fullerton's voice. You remove his added narration. After testing the program, your team members leave with a strange sense of aggression.
No Vacancy Diplomacy
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Command
Command Diplomacy
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Science
Security Quark's new relaxation holosuites have been triple-booked (for which he blames Rom) and the Orions and Nausicaans who are being pushed out by overworked Starfleet crew members are feeling anything but relaxed! Help the fully-booked Ferengi! Your away team modifies some of Quark's existing holosuites with the same programs as the new suites, a process during which you learn that Quark charged double for the newer models. You leave Quark to contend with that angle. While attempting to mediate the dispute, your team just ends up making the groups angrier.
Overworked and Overclocked Command Science
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Diplomacy
Engineering Diplomacy
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Command
Sensors have picked up on an increase in tachyon radiation coming from ships departing Deep Space Nine. Sisko asks you to investigate. Following up with some recently departed visitors to the space station, you learn that Quark has been selling illegal devices meant to slow the passage of time, allowing overworked Starfleet personnel to increase output. You confiscate the devices. Your away team is unable to determine a source, though a recent Starfleet report indicates increased productivity across the board.
Star Cruise Engineering Science Security Diplomacy
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Security
Command
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Diplomacy
Several runabouts have gone missing from Deep Space Nine. Sisko enlists your help in tracking them down. Your away team finds one of the roundabouts packed past capacity with a group of tourists, as a recording from Quark detailing a scenic tour of the wormhole plays. Your away team is unable to locate the runabouts.
The Acquisition of Health Command Diplomacy Engineering
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Diplomacy
Science
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Command
So many of Quark's health initiatives he's attempted and sold to Starfleet have failed for reasons he insists aren't his fault. He asks you to investigate before Starfleet stops the generous flow of latinum. Your away team manages to catch one of Fullerton's followers in the act of rewiring a holosuite. When confronted, he insists that a Federation that funnels money to the Ferengi cannot say they no longer pursue the acquisition of wealth. While attempting to investigate a budget spa with a broken temperature regulator, word reaches you of a group trapped in a holosuite.
Trade Secrets Medicine
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Engineering
Science
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Medicine
Science
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Engineering
A machine meant to relax guests in the brand new Quark's Relaxation Emporium has been leaving more guests bruised than soothed. Quark asks you to look into it, lest his insurance rates skyrocket. Your away team investigates the machine and adjusts some settings to better fit the sensitivities of the majority of Quark's clients, as opposed to the Cardassians from whom Quark acquired the machine. While testing out the machine, one of your crew members incurs several broken bones and is sent to sickbay.