"Running Adventures in the Mirror Universe"
by Molotov and
Jordan H. Orzoff

    Just a thought on a possibly implementation of an "evil" universe episode. Well, first, I mean - you all are planning to run at least one episode at some point in your games (now or future) where there's a transporter "incident" and the PCs beam into the alternate, "evil" universe, right? Possibly let the the players roleplay the actual mean versions of the PCs running amok in the normal, Starfleet universe. This is sure to cause havok with PCrescue efforts in the real world. The damage inflictable should be limited - "evil" Command rank Officers won't have the correct command access codes to the "real" world's ship, for example.

    But don't let them play their own PC in negative...instead, make them swap one another's PC. This save them from hurling sharp objects at you if you play up their evil selves, picking on every character weakness, amplifying it, showing them how...ahem, sorry - secret, dangerous GM thoughts. Pardon me

    Anyhow, it's probably only for more experienced (or controllable...ahem, did I say that?) groups.

    In the 24th century, the Terran Empire has crumbled and the new kid on the block is the Cardassian-Klingon Alliance (of which Bajor is a member). They aren't any nicer than the old Empire was.

    Terrans (humans) are a subjugated race. The least fortunate among them work as slaves of the Alliance. PCs, unless they are Klingons, Cardassians, or Bajorans, are likely to find themselves in a very uncomfortable position.

    Vulcans also appear to be subjugated, though their lot may be better than what the humans get.

    The mirror universe is a *very* campy place, even more so than regular Star Trek (though perhaps not as much as Voyager). Klingon Regent Worf trolls around the galaxy in a giant starship which resembles a Super-Star Destroyer from Star Wars; he uses a leash and collar on people who displease him (such as Gul Elim Garak, former second-in-command of Terok Nor). Alliance leaders can indulge themselves in any way they like (Intendant Kira Nerys being a prime example of this -- she has several slaves who attend to her, ahem, pleasures), and Terran workers lead lives that are nasty, brutish, and short.

    The mirror denizens either don't know about the wormhole to the Gamma Quadrant, or they have just recently become aware of it.

    There is no latinum in the mirror universe, though the Ferengi are still profit-driven.

    The events of the original "Mirror, Mirror" episode are history; everyone knows about the crossover of James T. Kirk, which led to the collapse of the Terran Empire. Technology to modify transporters for crossovers can be obtained, but it is very, very illegal. The Alliance is afraid of something like that happening again.

    Starting around 2371, a rebellion of escaped Terrans starts up, in roughly the same area that the Maquis operates out of in the normal universe. In 2373, they capture Terok Nor (though having control of a space station in orbit over Bajor seems like a dubious proposition, at best). They also build themselves a Defiant from scratch, right down to installing Starfleet OS and sticking the appropriate little red labels everywhere. See, I told you it was campy.

GAME IDEAS
    If your game occurs before 2370 (around the second season of DS9), nobody will have crossed over from the normal universe in a hundred years. Your characters will be the first to encounter the mirror universe in all that time.

    If your game occurs after 2370, Starfleet will have reports of Dr. Bashir and Major Kira's crossover (and possibly Captain Sisko's, as well) and will know something of the politics of this universe. Likewise, the denizens of the mirror-Alliance will know that the standard universe is still around and be suitably nervous and vigilant.

    Transporter accidents aren't the only way to crossover. A warp drive instability in the Bajoran wormhole caused a runabout to crossover with Major Kira and Dr. Bashir aboard. Probably, other wormholes or spatial anomalies can crop up, allowing you to take an entire ship into the mirror universe. If the ship arrives before 2370, they will probably have to make up a good cover story to avoid being blown out of the sky. If they arrive after 2370, they'd better learn to hide or get home fast, because Alliance ships will hunt them down!

    Perhaps your PC group is on a mission for Starfleet to recon the mirror universe (after 2370). A group could be sent over to see how far the Alliance has spread, how the human rebellion is faring, and if the Alliance poses a threat to the normal universe. Obviously, this group would want to be disguised as members of the Alliance races or neutral races. This could provide for a good set of deep-cover espionage adventures.

    Perhaps your PC group has to stop others from using the mirror universe for their own ends. For example, the Maquis (prior to their destruction in 2373) might want to crossover in the Badlands to join with their counterparts, the Terran rebellion. The Ferengi may see an opportunity for profit by introducing the latinum currency. Smugglers and artifact raiders (a la Vash) may see the opportunity to visit Occupied Earth and plunder it of valuable artifacts that are kept under lock and key on the normal Earth. And so on.


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