Mission Suggestion Box

Started by Kirok, January 29, 2017, 08:24:36 PM

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Kirok

Shranites,

Please use this thread to post mission suggestions for the rest of season 1.

Kindly,

Kiork


Species:  Betazoid/Vulcan.
Being kind to others costs nothing & builds a stronger community.

Ardyn Jaeger

I know it's not finished, but I'm currently stuck on it. If you guys can edit it, feel free to expound on this idea.
-Ardyn

Mission Title: Parallel Lines
Synopsis: The crew of the [Insert Ship named here] encounter a race of aliens who have very potent psychic abilities. This race of beings give the crew of the [insert ship name here] visions of their lives if they never joined Starfleet. The crew then has to figure out how to stop these visions before they are stuck forever. (Dun dun DUNN!)

Starting Point: A seemingly normal day on the ship.
End Goal: work together to get out of these visions of an alternative life.
Story points that must be passed?:
1) Ship encounters strange barrier around a planet
2) One by one, the crew succumbs to the psychic pressure. (The CO can figure out who gets knocked out when.)
3) Meanwhile, the remaining crew is trying to keep the ship running and to wake everyone up.


Click the badge to read my bio

If history repeats itself, I am SO getting myself a dinosaur -- Oh wait, I did.
Alt of Kinley Garrison

Ardyn Jaeger

#2

Hey guys, if you hadn't had heard the chatter we had on Skype yesterday, here's an awesome mission idea! Feel free to add any more ideas to make it even better!

Mission Title: Shall we Dance? (Working title, probably not likely the real title. )
Synopsis: The crew of the Shran is sent on a peacekeeping mission to the planet of Naraya in order to prevent a full-blown civil war between two powerful factions: The Altazi and Onata.

Starting Point: The Shran is sent to negotiate a treaty between the two factions, however,  shortly before the ship arrives, a terrorist, hoping to plunge both sides into anarchy, sets off an explosion, killing the diplomats and destroying a priceless artifact,  one of the two__________(I'm still thinking of mystical relics. Any help would be highly appreciated. )
End Goal: Get the second Artifact without getting caught, negotiate peace between the two nations.
Story points that must be passed?:

Group A: Remain on the Shran in orbit around the planet. Hostile  terrorist forces attack the ship. Help negotiate the treaty and find the terrorist before they cause any more havoc.

Group B: Attend the Gala incognito and provide cover for the group that's stealing the artifact.  Wade through the scandal and corruption of the upper elite, Avoid making any diplomatic blunders that may blow your cover and/or future Federation contact with this nation.

Group C: Steal the second relic from the Altazi and DON'T GET CAUGHT.  (Think secret agent ninja-like)

Departments: (Note, jobs may be different depending on which group your character is assigned to. Specific groups are denoted) (Yes, I know, it's complicated)
- Flight: Fly the ship. Assist with diplomatic relations
- Engineering: Keep ship intact, assist in group C
- Operations: Figure out the terrorist's whereabouts and stop him. At least one in group B.
- Security and tactical: Deal with the airstrike sent by the Onata. At least one on group C
- Medical: Heal any wounded, assist in diplomatic relations,
- Science: Assist Ops in finding the Terrorist, diplomatic relations,

Half the credit for this goes to James A. Hawke!  You rock, my friend!


Click the badge to read my bio

If history repeats itself, I am SO getting myself a dinosaur -- Oh wait, I did.
Alt of Kinley Garrison

Ariste Stark

These two are both wips and needs some improvement, as well as some plot holes filled in, so feel free to drop suggestions in. It will be updated as ideas are decided on/suggested

Mission Title: N/A
Synopsis: After the rough mission the crew just went through, and the beating the Shran took in the fight, they're instructed to go on a nice, relaxing mission to check on some Settlers on a recently terraformed planet. Or at least, that's what it was supposed to be. However, when they reach the planet, they receive no answers to their hails, and can find no lifesigns. An away team is sent down to inspect the planet in person, but can find no evidence of anyone having been there in weeks. Suddenly, the area they're in is flooded with Hyperonic radiation. The only reason they manage to escape, is because a mysterious stranger appears out of nowhere, and brings them to an underground base, where they see the few doctors left alive tending to their ailing patients. Now, the Away team must figure out a way not only to get off the planet, but to save the rest of the Colonists as well.

Starting Point: They arrive at [Insert planet name here]
End Goal: Escape from the planet, and take the settlers with them
Story points that must be passed?:
-They try to contact the Colonists, but receive no response.
-When it is confirmed that it's 'safe' to go down (due to malfunctioning sensors), an away team of 3-5 is sent down to the surface
-The away team finds nobody, alive or dead, anywhere in or around the base
-The area the away team is in is suddenly flooded by radiation, and they're forced to flee in a random direction
-They are met by one of the settlers, who takes them below the old Terraforming base, which is the current safest (but not completely safe) place, because the Radiation has a harder time getting through the metal
-The Bridge crew also realizes that the planet was flooded with deadly radiation, and starts trying to think of a way to clear the radiation enough to use transporters and help the away team
-The settlers explain to the away team that one of their machines is causing the random spikes in Hyperonic radiation. It was designed to clear a new type of minor air pollution that was causing something similar to ancient Earth's "common cold" that would spike up mid-day, but instead malfunctioned and began interacting with it, making it worse. Now, the severely malfunctioning and broken machines will start at a predictable time every day/every other day, flooding the area with radiation in its attempts to help.
-The next day, the away team is able to contact the Ship and explain the situation. The radiation level has lowered enough to get to the surface for a maximum of an hour, and to have staticky communication, but the transporters still can't get through the interference
-The colony's and the Engineer on the Away team try to use the limited time and limited tools to fix the machine, but at the rate they're going, it would take them years to repair it
-Meanwhile the Ship is occupied with trying to find a way to transport, and to find a cure for the mutated cold that is slowly killing the settlers. A shuttle is sent with Doctors and Engineers with their respective tools
-The machine is either fixed or destroyed, and the radiation cleared away so the transporters can pick up the Settlers, as the away team flies back in the shuttle

Departments: (To make sure everyone has something to do.)
- Flight: Getting the ship to its destination - manually flying the shuttle through the interference the radiation causes.
- Engineering: An away team is sent to the planet with one or two engineers - any who were left on the ship, if they were left on the ship, are tasked to find a way to fix the machine with very limited information about it
- Operations: Same as Engineering
- Security and tactical: Trying to find a way to clear the radiation away, and to destroy the machine if it is necessary
- Medical: Finding a cure to the supercharged flu that is spreading amongst the Colonists, or at least a way to slow it down.
- Science: Same as both Engineering and medical - split into two to achieve this.


Mission Title: N/A
Synopsis: The Shran is on its way back to the nearest Starbase with the settlers. Only problem is, the cure to the flu hasn't been found yet, and it's spreading quickly, among Colonists and crew alike. With so many people down for the and unable to work, the Shran is terribly short-staffed, especially when they encounter an unknown object in their path. Knowing they don't have time to stop and inspect it, they start to go around it and make it a ways away, when they suddenly find themselves under attack, and without the proper Crew to deal with it. Maybe one or two players can try to power through the cold before they're ordered back to bed  ;D

Starting Point: Heading towards the nearest Starbase
End Goal: Arriving at the Starbase to drop off the patients, and perhaps stay for a while if needed, so the crew can be treated as well
Story points that must be passed?: -The ship is slowly emptying out, as people need to be kept in their Quarters instead of sickbay, there are so many sick. Meanwhile the Bridge crew is borderline quarantined so they won't fall ill
-They come across an odd asteroid-type capsule adrift in space, but after scanning it, decide it's best to leave it alone
-When they start to leave that area, they find the capsule trailing behind them, having activated from their movement
-When they try to push it away with a tractor beam/shoot it with phasers, it suddenly detects them as a threat, and begins firing on them. Its shots are strong, and it proves nearly impossible to destroy, as it is made out of a type of metal never seen before in Federation history, and shields that are far more advanced.
- (Maybe is discovered to be something that drifted through the Transwarp corridor that was opened earlier? Though could just be something that was misplaced/attached itself to another that it eventually destroyed. Just a side note and not an actual point)
-It's discovered that while it is technologically advanced in every way, it is really ancient in age, and has been adrift for hundreds, if not thousands of years, and from a far corner of the galaxy that managed to drift here. It was designed as a sort of alarm system, that would only attack if threatened
-There are three outcomes, pacifist, genocide, and backstabber, listed respectively -
One, the Shran defeats the odd technology by completely powering down, so that it no longer sees the Shran as a threat, and peacefully goes on its way. The Shran allows it to go apprehensively, and a hail is sent out to any ships nearby as to what to do.
Two, The Shran finds a frequency that the probe/capsule is weak to (or, it is technology that the Alarm System deems so old that it doesn't register it - equivalent to someone trying to get a 24th century child to identify a record player), and manage to destroy it.
Three, the Shran powers down and makes a show of giving up, but as the capsule is leaving, destroys it while it is distracted.

Departments: (To make sure everyone has something to do.)
- Flight: Flying the ship - helping out Sickbay
- Engineering: Fixing up the ship and finding a way to prolong the shields and stop the Alarm system from destroying them
- Operations: Finding a way to stop the Alarm system from destroying them, maybe helping sickbay
- Security and tactical: Helping sickbay for the most part, but also helping on the bridge to defend the Shran
- Medical: Trying to find a cure for the flu, and keep the Settlers calm and alive
- Science: Same as Sec/Tac


James H. Hawk

Quote from: Ardyn Jaeger on February 05, 2017, 11:42:19 PM

Hey guys, if you hadn't had heard the chatter we had on Skype yesterday, here's an awesome mission idea! Feel free to add any more ideas to make it even better!

Mission Title: Shall we Dance? (Working title, probably not likely the real title. )
Synopsis: The crew of the Shran is sent on a peacekeeping mission to the planet of Naraya in order to prevent a full-blown civil war between two powerful factions: The Altazi and Onata.

Starting Point: The Shran is sent to negotiate a treaty between the two factions, however,  shortly before the ship arrives, a terrorist, hoping to plunge both sides into anarchy, sets off an explosion, killing the diplomats and destroying a priceless artifact,  one of the two__________(I'm still thinking of mystical relics. Any help would be highly appreciated. )
End Goal: Get the second Artifact without getting caught, negotiate peace between the two nations.
Story points that must be passed?:

Group A: Remain on the Shran in orbit around the planet. Hostile  terrorist forces attack the ship. Help negotiate the treaty and find the terrorist before they cause any more havoc.

Group B: Attend the Gala incognito and provide cover for the group that's stealing the artifact.  Wade through the scandal and corruption of the upper elite, Avoid making any diplomatic blunders that may blow your cover and/or future Federation contact with this nation.

Group C: Steal the second relic from the Altazi and DON'T GET CAUGHT.  (Think secret agent ninja-like)

Departments: (Note, jobs may be different depending on which group your character is assigned to. Specific groups are denoted) (Yes, I know, it's complicated)
- Flight: Fly the ship. Assist with diplomatic relations
- Engineering: Keep ship intact, assist in group C
- Operations: Figure out the terrorist's whereabouts and stop him. At least one in group B.
- Security and tactical: Deal with the airstrike sent by the Onata. At least one on group C
- Medical: Heal any wounded, assist in diplomatic relations,
- Science: Assist Ops in finding the Terrorist, diplomatic relations,

Half the credit for this goes to James A. Hawke!  You rock, my friend!

This sounds fun.


Sevoc

Quote from: Ariste Stark on February 11, 2017, 02:22:07 AM

These two are both wips and needs some improvement, as well as some plot holes filled in, so feel free to drop suggestions in. It will be updated as ideas are decided on/suggested

Mission Title: N/A
Synopsis: After the rough mission the crew just went through, and the beating the Shran took in the fight, they're instructed to go on a nice, relaxing mission to check on some Settlers on a recently terraformed planet. Or at least, that's what it was supposed to be. However, when they reach the planet, they receive no answers to their hails, and can find no lifesigns. An away team is sent down to inspect the planet in person, but can find no evidence of anyone having been there in weeks. Suddenly, the area they're in is flooded with Hyperonic radiation. The only reason they manage to escape, is because a mysterious stranger appears out of nowhere, and brings them to an underground base, where they see the few doctors left alive tending to their ailing patients. Now, the Away team must figure out a way not only to get off the planet, but to save the rest of the Colonists as well.

Starting Point: They arrive at [Insert planet name here]
End Goal: Escape from the planet, and take the settlers with them
Story points that must be passed?:
-They try to contact the Colonists, but receive no response.
-When it is confirmed that it's 'safe' to go down (due to malfunctioning sensors), an away team of 3-5 is sent down to the surface
-The away team finds nobody, alive or dead, anywhere in or around the base
-The area the away team is in is suddenly flooded by radiation, and they're forced to flee in a random direction
-They are met by one of the settlers, who takes them below the old Terraforming base, which is the current safest (but not completely safe) place, because the Radiation has a harder time getting through the metal
-The Bridge crew also realizes that the planet was flooded with deadly radiation, and starts trying to think of a way to clear the radiation enough to use transporters and help the away team
-The settlers explain to the away team that one of their machines is causing the random spikes in Hyperonic radiation. It was designed to clear a new type of minor air pollution that was causing something similar to ancient Earth's "common cold" that would spike up mid-day, but instead malfunctioned and began interacting with it, making it worse. Now, the severely malfunctioning and broken machines will start at a predictable time every day/every other day, flooding the area with radiation in its attempts to help.
-The next day, the away team is able to contact the Ship and explain the situation. The radiation level has lowered enough to get to the surface for a maximum of an hour, and to have staticky communication, but the transporters still can't get through the interference
-The colony's and the Engineer on the Away team try to use the limited time and limited tools to fix the machine, but at the rate they're going, it would take them years to repair it
-Meanwhile the Ship is occupied with trying to find a way to transport, and to find a cure for the mutated cold that is slowly killing the settlers. A shuttle is sent with Doctors and Engineers with their respective tools
-The machine is either fixed or destroyed, and the radiation cleared away so the transporters can pick up the Settlers, as the away team flies back in the shuttle

Departments: (To make sure everyone has something to do.)
- Flight: Getting the ship to its destination - manually flying the shuttle through the interference the radiation causes.
- Engineering: An away team is sent to the planet with one or two engineers - any who were left on the ship, if they were left on the ship, are tasked to find a way to fix the machine with very limited information about it
- Operations: Same as Engineering
- Security and tactical: Trying to find a way to clear the radiation away, and to destroy the machine if it is necessary
- Medical: Finding a cure to the supercharged flu that is spreading amongst the Colonists, or at least a way to slow it down.
- Science: Same as both Engineering and medical - split into two to achieve this.

Title: Heart of Gold
Planet name: Deadwood
Quote from: Ariste Stark on February 11, 2017, 02:22:07 AM

Mission Title: N/A
Synopsis: The Shran is on its way back to the nearest Starbase with the settlers. Only problem is, the cure to the flu hasn't been found yet, and it's spreading quickly, among Colonists and crew alike. With so many people down for the and unable to work, the Shran is terribly short-staffed, especially when they encounter an unknown object in their path. Knowing they don't have time to stop and inspect it, they start to go around it and make it a ways away, when they suddenly find themselves under attack, and without the proper Crew to deal with it. Maybe one or two players can try to power through the cold before they're ordered back to bed  ;D

Starting Point: Heading towards the nearest Starbase
End Goal: Arriving at the Starbase to drop off the patients, and perhaps stay for a while if needed, so the crew can be treated as well
Story points that must be passed?: -The ship is slowly emptying out, as people need to be kept in their Quarters instead of sickbay, there are so many sick. Meanwhile the Bridge crew is borderline quarantined so they won't fall ill
-They come across an odd asteroid-type capsule adrift in space, but after scanning it, decide it's best to leave it alone
-When they start to leave that area, they find the capsule trailing behind them, having activated from their movement
-When they try to push it away with a tractor beam/shoot it with phasers, it suddenly detects them as a threat, and begins firing on them. Its shots are strong, and it proves nearly impossible to destroy, as it is made out of a type of metal never seen before in Federation history, and shields that are far more advanced.
- (Maybe is discovered to be something that drifted through the Transwarp corridor that was opened earlier? Though could just be something that was misplaced/attached itself to another that it eventually destroyed. Just a side note and not an actual point)
-It's discovered that while it is technologically advanced in every way, it is really ancient in age, and has been adrift for hundreds, if not thousands of years, and from a far corner of the galaxy that managed to drift here. It was designed as a sort of alarm system, that would only attack if threatened
-There are three outcomes, pacifist, genocide, and backstabber, listed respectively -
One, the Shran defeats the odd technology by completely powering down, so that it no longer sees the Shran as a threat, and peacefully goes on its way. The Shran allows it to go apprehensively, and a hail is sent out to any ships nearby as to what to do.
Two, The Shran finds a frequency that the probe/capsule is weak to (or, it is technology that the Alarm System deems so old that it doesn't register it - equivalent to someone trying to get a 24th century child to identify a record player), and manage to destroy it.
Three, the Shran powers down and makes a show of giving up, but as the capsule is leaving, destroys it while it is distracted.

Departments: (To make sure everyone has something to do.)
- Flight: Flying the ship - helping out Sickbay
- Engineering: Fixing up the ship and finding a way to prolong the shields and stop the Alarm system from destroying them
- Operations: Finding a way to stop the Alarm system from destroying them, maybe helping sickbay
- Security and tactical: Helping sickbay for the most part, but also helping on the bridge to defend the Shran
- Medical: Trying to find a cure for the flu, and keep the Settlers calm and alive
- Science: Same as Sec/Tac

Title: Bushwhacked

So that would make me a blue-blooded hobgoblin?
Alt for Leo

T'Ra Jones

Quote from: Sevoc on February 12, 2017, 01:41:25 AM

Title: Heart of Gold
Planet name: Deadwood

Title: Bushwhacked

XD I see what you did there.


Ich lache, weil es ein Loch in mir gibt.
-Evan Buehler

Sevoc


So that would make me a blue-blooded hobgoblin?
Alt for Leo

Kirok

OK - so we will be finished with the current mission (Delta Gateway) by March 31.

In April we will do the Time Paradox.

Do one of the above suggestion stick out as the mission we should potentially do in May?

If so, which one?


Species:  Betazoid/Vulcan.
Being kind to others costs nothing & builds a stronger community.

Kira Wyman

Quote from: Ardyn Jaeger on February 05, 2017, 11:42:19 PM

Hey guys, if you hadn't had heard the chatter we had on Skype yesterday, here's an awesome mission idea! Feel free to add any more ideas to make it even better!

Mission Title: Shall we Dance? (Working title, probably not likely the real title. )
Synopsis: The crew of the Shran is sent on a peacekeeping mission to the planet of Naraya in order to prevent a full-blown civil war between two powerful factions: The Altazi and Onata.

Starting Point: The Shran is sent to negotiate a treaty between the two factions, however,  shortly before the ship arrives, a terrorist, hoping to plunge both sides into anarchy, sets off an explosion, killing the diplomats and destroying a priceless artifact,  one of the two__________(I'm still thinking of mystical relics. Any help would be highly appreciated. )
End Goal: Get the second Artifact without getting caught, negotiate peace between the two nations.
Story points that must be passed?:

Group A: Remain on the Shran in orbit around the planet. Hostile  terrorist forces attack the ship. Help negotiate the treaty and find the terrorist before they cause any more havoc.

Group B: Attend the Gala incognito and provide cover for the group that's stealing the artifact.  Wade through the scandal and corruption of the upper elite, Avoid making any diplomatic blunders that may blow your cover and/or future Federation contact with this nation.

Group C: Steal the second relic from the Altazi and DON'T GET CAUGHT.  (Think secret agent ninja-like)

Departments: (Note, jobs may be different depending on which group your character is assigned to. Specific groups are denoted) (Yes, I know, it's complicated)
- Flight: Fly the ship. Assist with diplomatic relations
- Engineering: Keep ship intact, assist in group C
- Operations: Figure out the terrorist's whereabouts and stop him. At least one in group B.
- Security and tactical: Deal with the airstrike sent by the Onata. At least one on group C
- Medical: Heal any wounded, assist in diplomatic relations,
- Science: Assist Ops in finding the Terrorist, diplomatic relations,

Half the credit for this goes to James A. Hawke!  You rock, my friend!

I'd quite like to do this mission.


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'Discipline strengthens the mind so that it becomes impervious to the corroding influence of fear.' - Bernard Montgomery

Chris Taylor

Title Coming to Get You Barbara
Synopsis The Shran is sent to investigate the loss of all contact from Outpost Romero. The Station is damaged and power is on in some areas but mostly out.
Scanners report no lifesigns but the away team keep hearing noises of animals and some say ther can see people.

The zombies soon attack and the away team have to fight them off and take cover, the transporter cannot get a lock where they are and maybe one of them (npc) is infected.

Start Urgent call from SF to investigate.
End The crew survive and find the cause of the outbreak.

points to pass
Dead station, Damaged areas, Blood stains, The Attack, Refuge, No transporters, Infection and what to do when the crew mate turns, finding the cause of the outbreak and containing it.

Depts
Flight - Ship and Shuttle flight and away team
Eng - Station Repairs and away team
Ops - as above
Sec Tac - Security, protecting away team
Med and Science - Find the cause and a cure if there is one.


"Insufficient facts always invite danger."

Christian Grix

Title - Valhalla

Synopsis - The Shran is investigating an uncharted moon when they discover life signs, The people are primitive compared to them. When they beam down the people seem to be long lost descendants of the Vikings of ancient earth.The people all believe that they are in Valhalla and were chosen by Odin

Start . On approach, detect lifesigns
End - solve the mystery of who they are and how they got there.

points to pass - Finding people, covert investigation, contact,  finding out who and how, what to do next.

Depts
Flight - ship, shuttle, away team

Eng -  away team, hides etc

Ops - away team, hides etc

Sec Tac - away team and ship borne if people get on board

Med and Science - investigation of people and how they got here


Djann Tempest

Hey guys!
Sorry for the late look at yours Chris! With our CO on vacation I think Kinley and I were focused on the current mission and not in tune with the mission submissions.

Christian! Could you flesh out a little more of the story points? Also if you've got plotted how the Vikings got there or their origins we would love to know a bit more about it. Feel free to DM it so we don't give away your cool plot!

Thanks all!


Djann Tempest

Mission Title: Do the "Right" Thing
Synopsis: The crew of the Shran is dispatched to smooth over relations with a non-aligned planet with a history of trade with the Federation. Command has made it very clear that it is tantamount to preserve this agreement as they provide materials key for the operation and construction of new Starships. Upon arrival the crew finds that the Federation representative on Pharon IV detained for interfering with a religious and cultural rite. Will the crew decide to follow orders or will what they uncover test their moral and ethical limits?

Starting Point: Starbase Katra for Layover, shore leave and refit of several compartments
End Goal: Resolution on Pharon IV
Story points that must be passed?:

  • Receive orders and embark
  • While in route, discuss Pharon IV society
  • Arrive and discover detained Federation rep
  • Investigate ceremony he disrupted
  • Find he destroyed the method of ceremony being performed
  • Reveal that ceremony is slow poisoning of randomly selected children
  • Deal with planet's demand to replicate supply of chemical used
  • Discover that Shran is being held hostage to ensure compliance
  • Make the choice on whether to comply or to find another solution
Departments: (To make sure everyone has something to do.)
- Flight: Shuttle down. Cannot transporter due to atmospheric conditions. Possible space combat dependent on choices made.
- Engineering: Overcome transporter limitations and technological hijacking of ship
- Operations: Arrange for delegates of planet to come aboard and deal with their turn to hijackers
- Security and tactical: Secure ship from hijackers and deal with rioting on planet due to Federation Rep's actions
- Medical: Central to story, will be directly involved with the core issue of chemical sacrifice and replication or not of said chemical.
- Science: Team with both Medical on chemical issue and engineering on technological hijacking.
Additional Details:

This ritual is broadcast planet wide and entirety of society watches these children suffer and eventually perish. It's a tradition kept alive as a penance for brutal civil war and a reminder of the innocence lost generations ago. It is a willing process by parents and most of the children who are old enough to understand.

The Federation rep destroyed their entire supply of the chemical used and it was a self replicating system (like they add additional material to the original supply and by chemical reaction, grows their total supply. Think like how Kombucha is made).

Hijackers come aboard as delegates to work directly with the Captain and Command staff while an away team goes down to access the situation. Delegates use their knowledge of Starship materials and systems to take technological or mechanical control of ship, leading to the necessity of Engineering/Ops/Sciences team up.

Medical staff will have to be directly involved and consider their oaths as Doctors vs oaths as Starfleet officers.


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