Fight the Power (Gorkon)

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2400, Episode 22
The Tyrellian Sector Saga
Gorkon Mission History
Previous Missions · Crew Logs
Overview Individual Missions
2393 A Wolf in Sheep's Clothing
2394 Old Hatreds · The Silver Function · The Devil's Expanse · Telutho'kai
2395 Hvei'khenn · Sweet Dreams Are Made of This
2396 The Njörðr Incident · Operation Sea Devil · Together in Electric Dreams
2397 Serpent Heart, Flowering Face · Welcome to Dinosauria · Operation Q-Ball
2398 What Do Boys Dream · The Pelian Brief
2399 Shadows of the Rift · Rogue World
2400 Fight the Power · Shadows in the Temple
2401 The Dying of the Light
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Creating Fight the Power


  • Stardate 240002.05 to Present

Rise up, brave souls! The time for action is now. The Cardassian oppressors have enslaved our brothers and sisters, but we will not stand idly by. We are the Maquis, and we will not rest until we restore freedom to our people. We call upon all those who will fight for freedom to join our ranks. Together, we will overthrow the Cardassian oppressors and bring an end to their reign of terror. The future of our colony is in our hands: let us seize it with strength and determination. This is our moment: let us make the most of it.

Locations


Witherington

  • Located on Indre III, a temperate, lush Class M planet;
  • It is the main colony/urban centre on the planet—there are other townships and villages, but this is the seat of government, trade, and travel;
  • The Cardassians are in full occupation of the city and have deposed/imprisoned the government, disbanded the local law enforcement, instituted their own patrols and imposed a curfew;
  • Some sections of the city are damaged and/or without power;
  • Rainfall is constant, a result of damage to the colony’s weather control systems.

Notable Characters


Name Description Personality
Glinn Corbin Terek
Cardassian, Male
Dark, slicked back hair
Disfiguring scar on cheek
Terek is a cunning and merciless Glinn, renowned for his unswerving tenacity to achieve his objectives. He possesses a razor-sharp wit and is an astute strategist, able to adapt to rapidly shifting circumstances and conjure up innovative solutions to seemingly insurmountable obstacles. His unwavering loyalty to the Cardassian Empire is unshakeable, and he believes that the ends justify the means. He is a formidable adversary and a mercurial opponent, one whose tenacity and acumen should never be taken lightly.
Glinn Giria Palnin
Cardassian, Female
Dark, velvety shoulder length hair
Sparkly hazel eyes
Palnin is a taunting, sly and particularly vain Glinn, whose love for the Cardassian military comes second only to her love for herself. Although very ambitious, her approach to most situations is one that is often languid in nature, treating most people and scenarios as merely toys to be played with. Relying on her beauty, powerful smells, bright lights and anything else that can distract, she often gets what she wants. But when she does not, an irascible mean streak is revealed.
Imul
Witherington Colonist, Male
Bajoran
Discovered seeking shelter in a marketplace warehouse in the Outskirts of Witherington, Imul is a member of the Bajoran Resistance with ties to a group of farmers out in the Farmlands, taking refuge and gathering supplies in their damaged but still standing barn.

Mission Summary


Click sub-headings below to expand or collapse.

Act One: The Long Night


The Skarbek crew have smuggled themselves onto the planet in small teams, to better escape the Cardassians’ notice. Currently, they had spread out through the city in order to pursue their goals and minimize the chance of getting caught. Communications were available, but to be used sparingly in case the Cardassians notice the transmissions.

Scout (Forces)

  • Gather intelligence on Cardassian forces and defences. Use stealth and deception to evade Cardassian patrols and gather information without being detected.

Fingers, Red, Strip and Blades avoided a booby-trap in the staircase of a tall building they’d use as a vantage point to gather more data about the numbers and locations of the Cardassian patrols. At the top floor, they freed four citizens who sat on a pressure plate rigged with explosives. After gathering the info they needed, and activating a timed explosion inside the building to outfox the Cardassians, the team moved underground. There, they discovered the abandoned subway was not as inactive as it seemed at first sight. With the trains transporting the Cardassians from one area to the other, they need to find another way to scout one of the command centres.

Scout (Infrastructure)

  • Prepare and plan for sabotage operations against Cardassian ships, weapons, and equipment. Identify key infrastructure such as power plants, supply depots, and transporter hubs to target and cripple the Cardassians’ ability to operate on the colony.

Shades, Cable, and Cir-cen hit the ground running, deciding the best way to gather the intelligence they wanted was to use Cable’s hacking skills. They made a fortunate discovery of a computer terminal while seeking shelter inside a basement, though a combination of roving Cardassian patrols and activity elsewhere meant they couldn’t leverage the discovery to its fullest. After discovering a dead drop of information, and surprise contact with two members of the local resistance, the trio escaped the basement before it collapsed. Emerging into a brewery, they continued their intelligence gathering... and discovered some of their friends and allies are in the hands of the Cardassians.

Supply

  • Acquire medical supplies and equipment for the care of wounded resistance fighters and colonists. Locate and secure weapons and ammunition for the resistance fighters.

Blondie, Doodle, and Croaker began their quest to steal supplies from the Cardassians in the Cirque des Renégats, a bar in Borrel District. They eluded a group of Cardassians in the pub and made their way out into the area, ducking for cover as Cardassians attacked the streets. The Witherington Resistance guided them in the right direction, and they discovered the Niu Hotel's subterranean level and entered tunnels underneath, just as the Cardassian unit took over the hotel.

Recruit

  • Identify and recruit local colonists who are willing to join the resistance. Distribute propaganda and information to the colonists to raise awareness of the resistance and their cause. Provide medical care, food, and shelter to the oppressed colonists.

Lark, Trouble, and Gramma made their way through the outskirts of Witherington, passing through what used to be a residential district. They found a piece of metal bearing the seven-petaled flower of the resistance, and grovelled their way out of an encounter with a Cardassian patrol while on their way to one of the city’s markets. At the market they provided medical care to a man named Lidal, before Trouble was separated from the group. Lark and Gramma joined him and his cousin, Imul, for a meal at their house, before the house was ransacked by Cardassian troops.

Act Two:


Scout (Forces)

  • Explore the maintenance tunnels for information on the hidden Cardassian forces, get out of the subway alive, transmit their gathered intelligence to Papa Bear.

Scout (Infrastructure)

Supply

Recruit

  • Deal with the retaliatory actions of the Cardassians against the population, gain the trust of the local resistance.

Act Three:




Notable SIMs


Mission Reports



REV SD 240004.11