When Technology Gets Advanced Enough...

Started by Arrun Dihsar, September 01, 2017, 12:51:21 AM

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Arrun Dihsar

Mission Title: When Technology Gets Advanced Enough...

Summary: The USS Yourship comes upon a world covered in swamps from pole to pole. Its surface covered in sensor baffling mists and the faintest hints of a primitive civilization. However, the crew discovers some spacer has come to the planet in the guise of some sort of sorcerer who uses high technology the baffle and intimidate the planets many armies to serve him as their overlord. On this planet of mist, the people are being manipulated into a life of servitude and are purposely held back from advancing as a society so they never know the truth of the planet's single invader. The USS Yourship must intervene to save the populace from this high-tech charlatan; keeping Starfleet's General Orders in mind.

Start Point: The USS Yourship comes upon Akar IV to explore and examine the strange swamp-world.
End Point: The Crew of the Yourship exposes the High-Tech Charlatan or otherwise removes them for power.

Story Beats
1: The Yourship arrives at a planet covered in bog, swamp and mist. Life persists, sensors struggle, and a primitive civilization of stone castles and thatch roofs that subsists in the muck and fog. Rumors of a 'magic user' with the power to render any man before him into ash circulate through the people.

2: The people are frightened of their oppressor and would resist if it was thought possible. Armies of good soldiers vanished away; whole castles rendered to rubble in a single beam of light. There simply, in their minds, no way to fight the Magic-Lord.

3: Agents of the "Magic-Lord" come bearing "wands of energy" that fire good old phaser fire.

4: From somewhere within the planet of swamp and mist, an incredibly strong tractor beam slowly drags the YourShip in closer and closer. The power of this tractor is on par with a military space station. Overtime, the YourShip will be forced to land...and swamps are -generally- not the best place for large heavy objects to land.

5: The crew uncovers where the magic-lord resides and their lair...an alien ruin that the high-tech charlatan only barely understands. With holograms, high-power tractor beams, and teleporters: this charlatan could have been far more dangerous had he truly known what he had. Though he is more than happy to resist the away team as best as his meager understanding can manage.

6: What to tell the people who live there? What to do with the powerful alien installation? That you must decide.

Department Overview:
Science: Strange world covered in bog with a strange power hidden within. The world deserves some study, but so too the powers of this so-called Magic-Lord.
Medical: An away team beaming down to a civilization that still hasn't gotten to the blood-sucking leeches stage of medicine sounds like a hotbed of good health and sound sense; said no doctor in their right mind.
Flight: The ship must fight the tractor beam to buy the away team more time; shuttles may speed the search or get caught in their own problems with the Magic-Lord.
Sec/Tac: Planet of scared people willing to out the away team to "wands of energy" guards sounds fairly unsafe. Also, the final capture of the Charlatan need some security minded officers.
Engineering: The ship can use all the power it can get to fight the tractor beam, give her all she's got lads. Also, getting a closer look at the alien facility might be something an engineer can ferret out.
Ops: Some fancy transporter work might be needed on a sensor baffling world; also (with TacSec help) probes might aid in finding this charlatan.


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