Captain’s Log Part Two — The State of Rideau

Friday—Two: The State of Rideau

[If you have a checkmark in Box 1 on your Mission Tracker, read Minor Damage, below. If you have an X in Box 1 of your Mission Tracker, read Major Damage, below.]

Minor Damage

All told, that could have gone worse. Rideau is running on back-ups of a few key systems, the communications array looks fried, and the warp drive is currently offline, but life support is stable, and nothing looks to be of immediate concern.

That’s when you notice two things: one, those twists of energy are getting closer and picking up speed; and two: Ensign Stiles is injured. 

Stiles puts one hand to her temple, where it looks like her head hit a console during the worst of the wild ride, and winces at the pain and the blood both. 

“I’m sure it’s not as bad as it looks,” she says. 

“An illogical assumption,” Ensign T’Rin says.

Major Damage

All told, you’re not sure that could have gone worse—well, other than the runabout exploding, of course. Rideau is running on secondary or tertiary back-ups, the communications array is fried, and warp drive is currently offline, but life support is running on secondary back-up mode, so at least no one is in danger of immediately dying.

That’s when you notice two things: one, some of those twists of energy are getting closer and picking up speed; and two: Ensign Stiles is injured. 

Stiles puts one hand to her temple, where it looks like her head hit a console during the worst of the wild ride, and winces at the pain and the blood both. 

“I’m sure it’s not as bad as it looks,” she says. 

“An illogical assumption,” Ensign T’Rin says.

It’s clear you won’t outrun those “twists” without warp engines, and Ensign T’Rin is correct as well: Ensign Stiles needs medical attention. Luckily, there are two of you able-bodied in the moment. You can either grab the emergency med kit and make sure Ensign Stiles is okay (DARING + MEDICINE; Potential Focus: Emergency Medicine or First Aid) while T’Rin tries to restore warp, or you can pass the med kit to T’Rin and grab an engineering kit and try to get the runabout’s warp engines back online yourself (CONTROL + ENGINEERING; Potential Focus: Small Craft or Warp Engines).

Friday—Test Two: Patch up Ensign Stiles

If you choose to grab the med kit and check out Ensign Stiles, you need to make a DARING + MEDICINE test. Take your Daring Attribute score and your Medicine Discipline score and add them together, creating your Target Number. Roll two twenty-sided dice (2d20) and compare them to the Target Number. As before, you’re trying to roll a number equal to or lower than the Target Number on at least one of the twenty sided dice. 

Don’t forget, if you gained Momentum from Test One, you can erase it to re-roll either of your twenty sided dice. 

If one of your rolls is below the Target Number, read Test Two: First Aid Success! below. If both of your rolls are below the Target Number, read Test Two: First Aid Momentum! below. If neither of your rolls were below the Target Number, read Test Two: First Aid Failure! below. 

Test Two: First Aid Success!

It was, in fact, as bad as it looked, but with a medical tricorder scan, an application of the dermal regenerator, and a hypo to head off potential concussion, Ensign Stiles should be good until she can get to a proper Sick Bay.

“Thank you,” she says. “That feels much better.” She exhales. “Let’s see if T’Rin had any luck with the warp engines.”

The Vulcan ensign has indeed gotten the warp engines back online—if only partially. Still, it’s enough you can put some distance between you and those subspace twists. 

 [Mark down a checkmark in Box 2 on your Mission Tracker to note your success! If you also have the Emergency Medicine or First Aid Focus, and your roll was equal to or less than your Medicine Discipline, read Biological Impact below. Otherwise, when you’re ready, you can move on to Part Three.] 

Test Two: First Aid Momentum!

It wasn’t, in fact, as bad as it looked—it was worse. Stiles was showing all the signs of a major concussion, according to the medical tricorder scan. You administer a hypo to counter the immediate injury, as well as the something to relieve the worst of the symptoms. An application of the dermal regenerator handles the wound itself. 

You’re sure you’ve done as much as was possible. Ensign Stiles should be good until she can get to a proper Sick Bay.

“Thank you,” she says. “That feels much better.” She exhales. “Let’s see if T’Rin had any luck with the warp engines.”

The Vulcan ensign has indeed gotten the warp engines back online—if only partially. Still, it’s enough you can put some distance between you and those subspace twists. 

[Mark down a checkmark in Box 2 on your Mission Tracker to note your success, and then put a checkmark in the Momentum Box! During a future test, you can erase your Momentum checkmark to re-roll one of your dice. If you already had Momentum, you can’t gain it again—you either have Momentum or you don’t. If you also have the Emergency Medicine or First Aid Focus, and your roll was equal to or less than your Medicine Discipline, read Biological Impact below. Otherwise, when you’re ready, you can move on to Part Three.]

Biological Impact

The medical tricorder picked up more than just a concussion from Ensign Stiles—her neurological readings have an odd resonance to them. You’ll likely need access to Sickbay to get more details, but there’s no immediate medical alert showing beyond what you’ve already treated. 

“Are you feeling okay?” you ask Stiles, just to make sure.  

“That hypo helped,” Stiles says. 

You make sure the scans are all stored in the medical tricorder’s memory to pass on to Sickbay.

[Mark a checkmark by Biological Impact under Advantages. When you’re ready, you can move on to Part Three.]

Test Two: First Aid Failure!

It wasn’t, in fact, as bad as it looked—it was worse, and unfortunately what you’ve got at hand in an emergency med kit isn’t really up to the challenge. Stiles is showing all the signs of a major concussion according to your medical tricorder scan. You do your best to relieve the worst of the symptoms, and an application of the dermal regenerator handles the wound itself, but she remains pale and unfocused, and you’ll have to keep an eye on her to make sure she doesn’t fall asleep before you can get her to a proper Sick Bay.

“Spoke too soon, I guess,” she says distantly. “I wonder if T’Rin had any luck with the warp engines?”

The Vulcan ensign has indeed gotten the warp engines back online—if only partially. Still, it’s enough you can put some distance between you and those subspace twists. 

[Mark an X in Box 2 on your Mission Tracker to note a failure. When you’re ready, you can move on to Part Three.]

Friday—Test Two: Patch up Rideau’s Warp Engines

If you choose to grab the engineering kit and go to work on Rideau’s warp engines, you need to make a CONTROL + ENGINEERING test. Take your Control Attribute score and your Engineering Discipline score and add them together, creating your Target Number. Roll two twenty-sided dice (2d20) and compare them to the Target Number. As before, you’re trying to roll a number equal to or lower than the Target Number on at least one of the twenty sided dice. If you gained Momentumfrom Test One, you can erase it to re-roll either of your twenty sided dice. 

If one of your rolls is below the Target Number, read Test Two: Engine Repair Success! below. If both of your rolls are below the Target Number, read Test Two: Engine Repair Momentum! below. If neither of your rolls were below the Target Number, read Test Two: Engine Repair Failure! below. 

Test Two: Engine Repair Success!

It takes some time and some creative bypassing but in the end, you manage to restore partial warp drive to Rideau. You had to restore the warp coil modules one-by-one, and only managed about half of them in the time you had given the approach of the dangerous dark-red flares of energy. It’s enough you can put some distance between you and those subspace twists. 

As you enter the course and engage, Ensign T’Rin arrives with Ensign Stiles. She looks a trace pale, but the cut is healed.

“It was, in fact, as bad as it looked,” Ensign T’Rin says. “Ensign Stiles had a mild concussion. Once we reach Ottawa, she will need to report to Sickbay.”

“She’s right, though I feel much better.” Stiles exhales. “I see you had luck with the warp engines.”

[Mark down a checkmark in Box 2 on your Mission Tracker to note your success! If you also have the Small Craft or Warp Engines Focus, and your roll was equal to or less than your Engineering Discipline, read Warp Coil Damage below. Otherwise, when you’re ready, you can move on to Part Three.] 

Test Two: Engine Repair Momentum!

It takes some time and some creative bypassing but in the end, you restore about half the usual warp capabilities of Rideau. You had to realign the warp coil modules one-by-one, but managed more than half of them in the time you had given the approach of the dangerous dark-red flares of energy. It’s more than enough to put some distance between you and those subspace twists. 

As you enter the course and engage, Ensign T’Rin arrives with Ensign Stiles. She looks a trace pale, but the cut is healed.

“It was, in fact, as bad as it looked,” Ensign T’Rin says. “Ensign Stiles had a mild concussion. Once we reach Ottawa, she will need to report to Sickbay.”

“She’s right, though I feel much better.” Stiles exhales. “I see you had luck with the warp engines.”

[Mark down a checkmark in Box 2 on your Mission Tracker to note your success, and then put a checkmark in the Momentum Box! During a future test, you can erase your Momentum checkmark to re-roll one of your dice. If you already had Momentum, you can’t gain it again—you either have Momentum or you don’t. If you also have the Small Craft or Warp Engines Focus, and your roll was equal to or less than your Engineering Discipline, read Warp Coil Damage below. Otherwise, when you’re ready, you can move on to Part Three.] 

Warp Coil Damage

There’s something off about the damage to the warp coils—it’s like some of their frequencies were shuffled or randomized—and while you don’t have time right now to really look into it, you make sure to log and note the various readings you took while you were working on repairing them. Maybe you can take a look at them later and get a better idea of what just happened.

[Mark a checkmark by Warp Coil Damage under Advantages. When you’re ready, you can move on to Part Three.]

Test Two: Engine Repair Failure!

You’d have to adjust misaligned warp coils one-by-one to realign them—and you just don’t think you’ve got the time to do it right. Plan B, then.

It won’t be pretty, but you think low warp could be managed with the current misaligned warp coils if you brute forced it. You think you could coax a little above above warp one, but only if you re-route all power you can spare from the runabout’s other systems into the warp field. It’ll further damage the runabout, but at this point, that’s what it’s going to take to put some distance between you and those subspace twists. 

Ensign T’Rin arrives with Ensign Stiles. She looks a trace pale, but the cut is healed.

“It was, in fact, as bad as it looked,” Ensign T’Rin says. “Ensign Stiles had a mild concussion. Once we reach Ottawa, she will need to report to Sickbay.”

“She’s right, though I feel much better.” Stiles exhales. “Looks like no luck restoring full warp?” 

You admit defeat on that front, but with a little luck Rideau will manage low-warp enough to get out of the immediate danger zone.

[Mark an X in Box 2 on your Mission Tracker to note a failure. When you’re ready, you can move on to Part Three.]

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Published on October 17, 2025 06:02
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