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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If The Fates Allow
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OR
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AND
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AND
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With the DTI working overtime to repair the timeline, there have been a rash of cases of temporal psychosis. Admiral Forrest requests your crew's aid in finding a cure, or at least a solution to stay the effects and buy some time.
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Your chief medical officer cannot develop a cure, but does find a way to slow the negative effects of time travel. It's bought time for some of DTI's finest, but still, the sooner the crisis is solved and they can stop time traveling, the better.
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Your chief medical officer works to develop a cure or pallative medicine, but nothing comes of it. The only solution is the most obvious one-not overusing the same agent in time travel, though with the DTI's small staff, that seems unlikely.
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I Hope They Didn't See
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OR
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AND
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The question arises about how the Sphere-Builders knew where to make their changes, and Starfleet enlists your help invesigating any potential leaks within the Federation.
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Your crew helps to research the matter, both among personnel and through technology. There are a few hints of technological sabotage and some bits of information that had to have come from a Starfleet officer, so you set to work patching the leaks.
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DIALOGUE FAIL
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Legends of Incursions Long Ago
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AND
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AND
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OR
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You receive an odd communication from a clerk at the DTI. A file is missing. When you ask why that is so urgent, they tell you it is Kirk's giant file of incursions. Which means Kirk himself has disappeared. Find him so his legend might continue.
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Your crew investigates Kirk's history and finds where his legend has stopped-shortly after the christening of the Enterprise-B. This leads you to retrieve him from the Nexus and to warn the DTI of the change. Happily, his file returns.
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DIALOGUE FAIL
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No Place Like Home
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AND
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Voyager's return home has been elongated from seven years to six decades. Not only does this remove Voyager and her crew from the foreseeable future, but any and all progress they have nrought (sic) with them. Get Voyager home!
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As DTI operatives seek out the point where Voyager's history was changed, your crew tries to locate them in the present. When they find a Hirogen relay network, you establish contact with them to offer assistance and insight to expedite their trip.
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Your crew tries to follow existing knowledge of Voyager to track them in the present, but without the technology to quickly reach the Delta Quadrant, there is little that can be done to bring them back.
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What I Wanted
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AND
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AND
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The UFP is running into an unexpected issue-the disappearance from history of certain individuals has also resulted in the disappearance of any technology they discovered. Starfleet asks you to come up with solutions until the timeline is fixed.
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The UFP is running into an unexpected issue-the disappearance from history of certain individuals has also resulted in the disappearance of any technology they discovered. Starfleet asks you to come up with solutions until the timeline is fixed.
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Your crew researches the matter while the DTI tries to recover the individuals. You try to assist in replicating replacement technology, but the knowledge of the tech's make-up has disappeared too.
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You're a Mean One
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OR
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AND
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An alert is sent out to all nearby crews-Harry Mudd has broken into a Starfleet weapons facility and stolen everything his ship could carry. The circumstances have Starfleet security baffled but for now, the goal is clear-capture Mudd!
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Your crew gives chase and manages to locate Mudd's ship. He puts up a serious fight, but you manage to capture him. An interrogation reveals this was a demonstration of his time crystal for potential clients-the Sphere Builders!
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You crew gives chase and tries to locate Mudd, but he is long gone.
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