Captain’s Log, supplemental. We’ve answered a distress call at the coordinates flagged by our long-range sensors, and found a ship gone silent. Automated beacon still cycling, running lights dark, and no one responding to our hails.
A freighter drifts before you, drive cold, cycling a fragmented distress call on a loop. The ship sits at the heart of a spatial anomaly venting irregular pulses of raw energy.
You’re going aboard. The only question is how.
Scotty offers to beam the away team aboard in a lull between the anomaly’s pulses. It’s the quickest way in and puts everyone directly on the freighter’s bridge. But the pulses are intermittent, and he warns: “If ye have to leave in a hurry, I’ll move heaven and earth to pull ye back, but I canna swear it’ll be the very second ye shout for it.”
Sheppard pitches flying the puddle jumper straight into the freighter’s hangar bay, where they can park it for a clean getaway. The bay is open to space and it’s also a ways from the bridge, but John will take that trade: “Sure, it’s a bit of a hike, but I’d still sooner have the jumper at my back if things go sideways.”
Garak favors accessing the ship through a hull breach that sits at the midpoint between the bridge and the hangar. Take the jumper, then enter through the rupture by EVA. Garak nevertheless admits: “It’s slow going, leaves you terribly exposed, and yes, it could get everyone killed. Which is why it’s the one approach someone who may be on board would least expect. And in my experience, the only arrival worth arranging is the one no one thought to prepare for.”
McKay isn’t a fan of any of these options. He points out: “Two involve open vacuum and the third requires us to be reduced to a data stream in the immediate vicinity of an unquantified spatial anomaly. These are the three worst ideas since the Matrix sequels.” He suggests skipping this one.
Whose advice do you follow?
Choose!
PREVIOUSLY ON
You and 19 others have been stranded in an amalgam universe of myriad SF realities. All 19 are sci-fi’s Best of the Best. And then there’s you, uniquely qualified given your encyclopedic knowledge garnered from your world where these characters, their technologies, and their stories are fiction, beloved t.v. shows you have watched time and again. Together, all 20 of you have set course on the Enterprise-D, tasked with finding a way home.
Your first mission: Investigate an emergency beacon being transmitted from a seemingly derelict freighter. (The Ghost Ship)
And, since someone asked, here’s the crew manifest:





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