Mirrors of the Mind

 

The PCs ship is ordered to escort the USS Finucane a Bader-Class science vessel that will be conducting an experiment attempting to tap into Hilbert space to produce energy. The Finucane deploys a power collection probe and a power transfer probe near the unstable region of space known as the "Sargasso Expanse." The Finucane activates the two probes and fires her phasers on a narrow beam setting to create a small rupture to tap into Hilbert Space. After several minutes, the test malfunctions causing several system malfunctions on the Finucane, leaving her crew unconscious and the ship completely disabled. The rupture begins to expand and the causes massive interference from the experiment, making the use of the transporter impossible. This forces the PCs to use a shuttle to reach the crippled ship. As soon as they enter the derelict, all contact with their own ship is lost due to the interference from the still active experiment.

 

As soon as they set foot on the deck of the Finucane, the PCs are hit with a powerful wave of vertigo that results in each character having to relive a painful moment of their past except this time the other PCs are along for the ride as they have to successfully negotiate these events which prove to have very real effects. Some examples of the sorts of challenges the PCs must face are below.

 

Captain – The duel between a Loknar and a D7M. Captain must succeed with a Starship Helm Operations and Starship Weapons Operations roll to outmaneuver the D7M and again fire the spread of photons that destroys the Klingon killing captured crewman. Failing either roll allows the Klingon to fire damaging the bridge of the Loknar. This forces every PC to attempt the average of DEX + LUC to avoid 3d10+2 from Max Op End. If the roll is successful, the damage is reduced to 5 points from Max Op End. If the roll is 01-10 the PC avoids all damage.

 

Engineer – Escape loss of a small ship The PC must succeed in a Computer Operation and Deflector Shield Technology roll to keep the shields from failing long enough for everyone to escape via life pods before the ship is destroyed. If either roll fails, the PCs have to roll the average of DEX + LUC to avoid 3d10+2 from Max Op End. If the roll is successful, the damage is reduced to 5 points from Max Op End. If the roll is 01-10 the PC avoids all damage.

 

Medical – Lost on Andor PC has to succeed with one of Andorian Culture/History, Geology, or Chemistry rolls to find shelter from the cold. If all three fail, the PCs must succeed with an average of END + LUC to avoid 3d10+2 from Max Op End. If the roll is successful, the damage is reduced to 5 points from Max Op End. If the roll is 01-10 the PC avoids all damage.

 

Science – Pursued by Tellerites PC has to successfully roll Streetwise to elude several drunken Tellerites. If unsuccessful, The PCs must roll an average of DEX + LUC to avoid 3d10+2 from Max Op End. If the roll is successful, the damage is reduced to 5 points from Max Op End. If the roll is 01-10 the PC avoids all damage.

 

Security Chief – Escape loss of a Larsen. PC must roll Shuttlecraft Pilot to steer a shuttle from the blast radius of the exploding destroyer. If the roll fails, the PCs must succeed with an average of END + LUC to avoid 3d10+2 from Max Op End. If the roll is successful, the damage is reduced to 5 points from Max Op End. If the roll is 01-10 the PC avoids all damage.

Communications – Unarmed Combat training. PC has to succeed with either Streetwise or Unarmed Combat roll to defeat his instructor. If both fail, the PCs must succeed with an average of END + LUC to avoid 3d10+2 from Max Op End. If the roll is successful, the damage is reduced to 5 points from Max Op End. If the roll is 01-10 the PC avoids all damage.

 

After the above vignettes have played out, the PCs must find out what is causing these events to be brought forth and find a way to put an end to it. Shutting down the experiment requires successful Astrophysics, Computer Operations, and Computer Technology rolls in one round to properly close the gate to Hilbert space. Failing this roll opens a rift to the Mirror Universe and allows a pair of B’Rels (Che’Toq and Koraga) to cross into the Starfleet Universe. The lead ship (Che’Toq) has already sent a boarding party to their K-22 (DoS Sam) science vessel and destroyed the run away experiment that was causing the disturbance on their side. On seeing a Federation ship, the USS Exeter is assumed to be conducting an invasion and the two Klingon ships immediately attack.

 

Even if the roll was successful, the experiment still breeches the separation with the Mirror Universe and this results in the PCs encountering their counterparts from the other side. However, the breech only allows crossing one way one time, which strands random members of each side on the opposite side. Each PC must roll LUC when the experiment is shut down and if the roll fails that PC ends up in the Mirror Universe, which also means that their counterpart ends up in the Starfleet Universe and due to the overthrow of the Terran Empire, humans are now slaves to the Klingon/Cardassian Alliance. This means that each of the Starfleet counterparts has a vastly different role in the Mirror Universe.  

 

All of the counterparts were aboard the DoS Sam. Three of the PCs have earned Theta ratings working as drudge labor in the lab and engineering. The others are being held in cells and have been condemned to be used as experiments. The Thetas have the same skills as their Federation counterpart, but only at one third rating, while the condemned do not have any technical skills, but have twice the carousing, combat, and streetwise ratings.

 

For Starfleet personnel in the Mirror Universe, it will take a Federation Culture/History roll to realize what has happened. Reconfiguring a transporter to cross the dimensions will require a successful Transporter Technology roll. However, the Mirror Klingons will be actively pursuing any transplanted humans and getting to a transporter will require the assistance of the Mirror humans. A Negotiation/Diplomacy or Leadership averaged with CHA roll is needed to get help from the Thetas. The condemned will gladly accept being freed from their cells, but to assist in reaching a transporter their help comes at a price, they wish to be taken to the Starfleet Universe.

 

In order to successfully reach a transporter, the PCs/NPCs will have to succeed with a Small Unit Tactics, Security Procedures, or Streetwise roll to lure enough Klingons to another part of the ship to reduce the remaining guards to a number equal to the number of PCs/NPCs. The guards will have to be subdued within ten turns or half a dozen more Klingons arrive, who are joined by an additional half a dozen every ten rounds for a maximum of twenty-four guards. If the guards can be defeated, the doors to the transporter room can be sealed giving the PCs/NPCs an hour before the Klingons can breech them.  

Eluding the Klingons without local help requires a Small Unit Tactics or Security Procedures roll every twenty minutes. If a roll fails, the PC(s) have encountered two patrolling Klingon guards. Fortunately the experiment has disabled the DoS Sam and her internal sensors are not working which gives the Starfleet Universe humans time to work out a plan. Again fortunately, only one side has to modify a transporter to return personnel to their proper place.

 

Once the transporter is ready, the PCs will have to make a roll against Federation Law allowing the Mirror Universe humans to cross dimensions is a violation of the Prime Directive. The PCs are going to have to double cross the counterparts and leave them behind. However, fooling the extremely wary humans will require succeeding with an opposed Streetwise roll. If the PCs fail to win the roll, they will have to defeat the counterparts in order to be able to transport home.   

 

On the Starfleet Universe side, the freed humans do not wish to return to their own dimension and are attempted to avoid Starfleet patrols. Catching the fugitives requires a Small Unit Tactics or Security Procedures roll, but if the counterparts can counter with a Streetwise roll, they evade capture for twenty minutes. They are desperate and will attempt to surprise guards or PCs in order to arm themselves. If armed and cornered, they fight until killed or stunned.

 

Regardless of situation, if a transport is attempted from both sides, the parallel movement of time will result in the attempt occurring at the same instant. However, if only one side manages to reconfigure a transporter, then the attempt occurs at the most dramatically appropriate time.