“Rex, this one’s coming around – eyes are open. Synaptic response time is normalizing. Temps are looking better. What’s next?”
“Beep do do beep bop.”
“How would I know, you said you downloaded the manual when we took them aboard!”
“Bop doo beep!”
“Alright, we don’t have time to argue. How much longer are they supposed to keep these ventilator masks on?”
“Bee dee doo bow.”
“Six hours! We’ll be scrapped in orbit in six minutes! Blast, we gotta pull the masks and hope for the best or we’re in trouble.”
“Bow beep bow…”
“Yeah, well, you got a better idea? You wake those other two and I’ll get the rest. Watch the bios and if any of them start to crash hit ‘em with some current.”
“Boo beep?”
“Hey, I’m a freighter captain, not some meat-stitcher. Now hurry up, and once you pop them get back to the cockpit and try to keep us out of range from those bandits. But don’t short the motivator.”
“Beep bop bo bo beep!”
“I’ll get it fixed right if we live through this. I promise!”
A deafening boom jolts you to your senses, and suddenly you are aware of your surroundings. You lay in a bunk, on a small starship – a light freighter, by the looks of the “captain.” He’s wrestling with a breathing mask over your face as a shower of sparks rain down behind him. As the mask slips free you almost wish it hadn’t – a near toxic smell of burning circuit panels and body odor assault your olfactory glands. Mercifully, one of those smells dissipates as the burly, unshaven captain turns away.
Still groggy, you turn your head and see him busily tending to another human in the opposite bunk. Then you start to cough uncontrollably. Your extremities tingle and then burn, and just when you think something has gone horribly wrong the sensation passes. You regain your breath just as the guy across from you starts to lose his.
Another boom sends a shudder through the hull of the ship, and you feel a sickening loss of pressure. A headache follows almost instantly.
“Rex! Seal that leak! Shields are breached.” He turns back toward you and mumbles, “This job doesn’t pay well enough to die today.”
The captain is in your face again. He grabs you roughly by the cheeks and pulls your eyes wide. “Hey pal, you need to try to get on your feet, ok? I gotta get you to the escape pod. Red Barren is your stop.”
You have no idea what he’s talking about. Everything seems foggy; you can’t remember why you’re here. As he bounces back to the next guy over you rise in the bunk, your head throbbing. A wave of nausea hits as you sit upright, and you dry heave but nothing more. The pain in your brain spreads to your gut, but another blast to the outer hull puts your minor ills into proper perspective. The guy in the other bunk is going through the same misery, but you don’t know who he is, only that he’s sharing your fate.
“Come on, pal. You too, guy. On your feet, quick! If I don’t get you off my ship then I don’t get paid, and we’ll all be dead.”
You find your footing on the pitching slope of the deck. It’s not easy to walk, but adrenaline kicks in, and your body responds. You follow the captain through the common area and find there are more of you than you first realized - five in all, each of you human, and worse for wear. Through the next narrow corridor you see the open hatch to the cylindrical escape pod. It clearly does not have room for more than two people. Not comfortably, at least.
“I said I’d get you there. I didn’t promise what shape you’d all be in.”
Just then another blast rocks the ship, and the lights go out. You hadn’t noticed it until now, but there was an excessive amount of background noise below the din of the fight, and that sound just abruptly shut off.
“Rex!” the captain shouts through the suddenly quiet corridors. Red lights flicker to life, bathing the freighter in eerie dark shadows. The droid reappears seconds later.
“Beep beep beep!”
“Emergency power won’t get us out of here. Damn, and I was saving that last hyperspace jump to get out of here. Guess we play dead.”
You’re just about to ask what he meant by “play dead” when a dull thud resonates throughout the ship.
“Their boarding us! Rex, plan B!”
“Boo beep?”
“Get back to the cockpit and wait for my signal, and throw most of what we’ve got left into the cannons. Then gimme one thruster boost to put our orbit into decay. We’re only gonna get one shot at this.”
“Beep beep!” The sturdy little astromech droid wheels off.
The captain stares you down. “I hope you’re all more capable than you look. They won’t be expecting human cargo that can shoot back – that’s our advantage.” The piercing noise of sheering metal from directly above causes you to flinch.
“Here,” he runs around the corner and comes back quickly, his arms full of blaster pistols. He hands them out. “Hurry – you and you, get behind that bulkhead. You two protect the cockpit from the central corridor. And you come with me.”
As if on cue, the hatch directly above is sheared open. The six of you scatter, following the captain’s tactical advice as best as possible. You don’t have to wait long. In the murky red glow an intruder drops into the corridor where you just stood, then another, and another. There is an interminable moment when all is quiet.
Combat Conditions: Low light, heavy shadows, and smoke will make for difficult targeting. But each of you are within 10 meters of your targets, which is close range for blaster pistols. You and the raiders all have partial cover depending on the angle, but to stay simple for this first test I'll say the difficulty level to hit is Medium.
Tactical Assessment: Looking at the map of the Elysium Pale, up will be north. The 3 Raiders are in the hallway leading from the south escape pod, below the Top Hatch. The hatches were cut through but the airlock can be triggered from inside and is intact. Atlas and Page are poised in the Power & Circuity Piping closets 2 o'clock from the Raiders, which would be dangerous except the Main is offline. Jek and Red are in the corridor leading to the cockpit, 12 o'clock from the Raiders. That leaves Java with the captain hugging the wall on the south end of the Lounge, 9 o'clock from the Raiders. The captain is in front, crouching, his pistol ready.
Each of you now has a blaster pistol you can add to your inventory. It has 100 shots of ammo, but I want to keep track of that even less than you do, so don't bother. Damage is 4D6. You are dressed in plain clothes - no armor.
Initiative: Action order is Page, Atlas, Java, Raiders, Jek, and Red.
Of course I forgot about our freighter captain. He goes last.
Standard Rolls: Everyone give me a Tactics skill roll and a Strength attribute roll. Then also give me your actions for Round 1. To reiterate the mechanics, tell me all the actions you intend to take for the full round, then also give me the dice rolls and damage if attacking.
Example:
Captain Ethgarnon makes his standard rolls. These are considered free actions and do not count against your actions for any round. The results last the duration of combat.
Tactics: 11 + 2 = 13 Strength: 4 + 3 = 7
...and takes 2 actions (remember to subtract 1D from each roll for every action taken beyond the first)... Targeting the closest Raider that he can see, Capt. Ethgarnon fights to control his breathing. Remembering the all-too-brief training he received from his father, he exhales, then squeezes the trigger.
2) Fire blaster pistol: 10 + 6 (6 on the Wild die means roll again!) + 3 = 19 / Damage: 11 + 4 = 15
(Just because I've asked you to roll damage for every shot does not mean you hit. I just want the rolls so we keep things moving.)
Since he chose not to make a reaction roll, like Dodge or Parry, the Raiders would target him using the Difficulty number. In his case, with an average dodge skill, and subtracting at least 1D, he's better off not trying to dodge.
There's no need to wait for your fellow adventurers. Go ahead and add a Comment here with your actions, and I will sort out the results based on initiative.
Finally, I encourage narrative flair. Reading dice results is pretty dry; don't be afraid to get into your character's head and write it for all to read!
When he put the screwdriver in his pocket early that day, Red hadn't envisioned stabbing it into the neck of an intruder on the ship but it appeared that he might have to do just that. After he gets his wits about him, he closes the gap between him and the intruders and takes a swipe at the nearest one.
(OOC) The schematic makes it look like only Jek and Red have line-of-sight, but the narrative sounds like we have LOS and can shoot. Are the solid thick lines full walls?
(OOC)Name's Otho. Otho Martel. I like t' talk an' shoot guns. Not necessarily in that order =) (OOC)Tactics Roll: 5+5 = 10. (OOC) Str roll: 4+5 = 9
Otho runs at a dead sprint, heedless of which direction he's heading. He raises his head just in time to see the welcome sight of a Piping closet, and throws himself at it, coming around in a crouch, weapon held at a ready aim at the breech-hole. He spares a nano-glance at the weapon, and is reassured to see that it's a Totschlag 3700. Certainly not the top of the line, and certainly older, but it has a reputation for reliability and solid hits. And it looks like he's gonna need that right now.
He spares a glance at his companion. "Hey there. Name's Otho. Here's the plan: We kill them all, then get out of here alive and become rich and famous. Sound like a good plan? Great."
Just then sound of blaster fire draws his attention and he sends a pair of his own bolts downrange.
(OOC) 1: First shot: 17+4=21 Damage: 12+1 = 13. Second shot: 17+4=21(srsly?) Damage: 10+3 = 13.(consistent!)
"The dark, hazy atmosphere makes this like hunting on the forest floor in Kashyyk. Except these will shoot back. And the smell! Damn, does this guy have any idea how many diverse mold and bacterial colonies his clothes are supporting? I'm probably a petri dish myself right now. This dude had better tell me what the hell is going on! After I free these boarders from consciousness, that is." Staying in cover behind the odor generator, Java peels off a couple shots at the nearest boarder:
OOC: Still working on author rights for everyone but getting close now. In the meantime, here is Page Evilsizor's first round actions:
Page quickly ducks into cover and snaps off two careful shots at the nearest boarder.
"I hate firefights," he yells, to no one in particular. He squeezes tighter into his hiding place. Tight quarters, close combat. Everything he didn't want to be involved in. Just perfect.
Tactics: 1+1+1 (Yeah. I couldn't believe it either) Strength: 1+3
Page is still out of sorts from the hibernation experience; his guts feel like they're pushing up into his head, which is putting his senses and motor skills out of whack. The veteran scout almost stumbles as he attempts to find the optimum cover in the power conduit closet, instead resting heavily against the doorway to squeeze off two shots. He is inarticulate with the clumsy blaster pistol, favoring smaller assassination-type hold out blasters in his line of work. The shots sail wide of the mark, impacting the far wall only centimeters in front of the freighter captain.
Java has better luck, his head clear of the fog and sickness which had assaulted all of them only minutes earlier. His back to the wall, and with the heavy-set captain in front, he minimizes his profile, and when the first raider steps out into the lounge, the man of science quickly finds the soft spots in the enemy armor. With surgical precision his first blaster shot impacts the soft exposed spot below the raider's rib cage, lancing the man with enough energy to cut through deep into his abdomen. The raider cries out and turns, even as Java's second shot misses to the left.
The familiar curve of the blaster nestled into his grip, Ortho nimbly avoids Page's stumble, crouching low in the opening of the conduit closet, he extends his weapon, tracking the wounded raider, and pours deadly fire into the hapless foe. The raider shows his profile, and Ortho's first shot blasts into the exposed flesh of his armpit, causing the enemy to double over to his side. The next shot hits him squarely in the head, and he drops where he stands, unmoving.
The remaining raiders now see their dilemma, but they are brave, or perhaps overconfident even in the face of withering fire. They each drop to a knee, covering ninety degrees of arc. The first raider aims around the south wall, his blaster only meters from the captain. The result is predictable, with one shot hitting the larger man square in the chest. The captain absorbs another round from the raider's blaster pistol, then collapses forward.
The last raider sees Page in the doorway to the conduit closet, but both of his shots impact harmless off the far bulkhead of the lounge.
Then something happens that no one expects. From the cockpit corridor, one of your group comes running through the lounge. Having eschewed his blaster for what looks to be a conventional screwdriver. he plunges it into the neck of the raider facing the captain. The raider seems more startled than hurt, and swivels to engage his assailant in melee.
OOC: Jek, when you are able go ahead and give me your Tactics and Strength rolls, and then 2 rounds worth of actions. Everyone else can go ahead and give me their actions for round 2.
Red thought longingly of the vibro blade he'd lost in that ill-fated game of Lubjack on Dantooine. It would have come in handy right about now but like his grandpa used to always say, "A screwdriver might not be the right tool for the job, but it'll make you reconsider your line of work when it's sticking out of your neck!"
Red positions himself with his opponent between him and anybody who might be inclined to point a blaster his way then viscously lashes out 3 times with his screwdriver of doom.
One of Page's more brave - or insane - companions drives a screwdriver at one of the lead raiders.
As his soon-to-be erstwhile companion distracts them, Page takes the opportunity to try and steady himself and fire twice more at the next-nearest boarder.
round 2: After patiently watching the insanity that occurred around me, I decide to take action... I carefully aim at the raider in melee with the rampaging screwdriver wielder... "Screwdrivers are so uncivilized."
Raising an eyebrow I try to do away with this raider.
Knowing he can't help the captain until these Raiders are subdued, Java focuses on the target that is not engaged in the screwdriver death match. Exhaling as he squeezes the trigger, he lights up the attacker's blind flank.
With all the fire pouring into the combat, Otho takes a moment to see if any of the raiders are yet moving. If he deems that any are, he'll throw another pair of bolts into the combat at whoever is still standing.
(OOC) 1: First shot: 16+5=21 Damage: 15+6!+6!+2 = 29(w00t!). Second shot: 19+1=20 Damage: 13+2 = 15
The rush of the firefight floods Page full of adrenaline, and the physical space of the freighter quickly takes on more absolute proportions. The blaster pistol still feels clumsy in his hand however, the next shot he takes misses badly. He finally finds the mark on the fourth shot, connecting squarely with the raider facing his direction. The enemy is definitely hurt but not enough to alter his action.
Otho is practically symbiotic with the weapon in hand. Though not his specialty, it becomes an extension of his arm, held and squeezed with near indifference for his foe. His two shots hit the same target, and the three blaster bolts in quick succession burn a deep hole into the chest of that unfortunate raider. He collapses to the side, leaving only Red Farroway and the last raider standing in the kill zone.
Java has a clear target to the back of the raider, who was maneuvered expertly by Red. The two shots from Java's weapon find the mark, and the raider drops both his blaster and the vibroblade he was withdrawing, then drops to a knee.
Whether compelled by professional pride, fear of reprisal, or some other motivator, the wounded raider goes for his blade.
Jek puts an end to the brief confrontation, his two shots impacting the abdomen and head of the raider, killing him.
Resolution: The raiders are all dead. Three more blaster pistols and three vibroblades can be found on the bodies. What limited armor they wore is destroyed. You may choose to search them more thoroughly, but the Elysium Pale is not out of danger yet, and every action has an opportunity cost. There is also the matter of the captain. A quick assessment of his condition reveals he is not long for the world without significant medical intervention.
Before any of you can check the airlock, the ships rumbles and lurches.
"Bo bo beep bo bop!" the now familiar tones of the astromech droid, Rex, pop across the speakers. Jek understands the message: (Man the guns - they are coming around!)"Beep beep bop bop!"(Requesting a copilot!)
OOC: You're no longer in combat but not out of the woods. Players may act freely until I set initiative again.
OOC: I'll take actions on a first-to-post basis. The Elysium Pale has only 3 gun mounts - one topside and one belly gun, and the retractable blaster cannon which is controlled in the cockpit. You know the shields are down, but they may be able to be repaired on the fly. There are lots of things to do on a ship like this during a space battle. I'll leave it to all of you to examine the map of the ship. You must also determine who might be best suited for any of the tasks at hand - refer to each others' character sheets, linked from the home page. Since we're still getting familiar with how all this works, I suggest you take a post each to coordinate with each other before more fireworks begin. Save character introductions for when you're in the clear. At some point, ready or not, the raiders will strike again.
A note on Languages: You have one member of the party who can speak fluent Astromech droid. Any of you can learn any language by immersion and study, but it takes time. A high language skill gives you a chance to grasp the meaning of some unknown form of communication, but it's not guaranteed to be right. At the minimum, all of you figure the animated nature of Rex' beeping and booping, in context, means there's still trouble to be dealt with. Jek can choose to share or not share with the rest of the group what Rex is specifically communicating.
"Out of the pressure cooker and into the poodoo... The astrodroid says trouble is coming and we need to get to the guns. Anyone with some skill on gun mounts, get locked and loaded!!!..." (looking around at the unfamiliar team)...
"Captain looks bad... anyone can patch him up??? Guns first I say... better some of us survive!!!... Sheesh!!! who can patch up the shields????? I don't want to get blasted away here... and not know where here is..."
"I'm heading to the cockpit to get this casket in the air and possibly out of danger... if that is an option... I'll need a co-pilot to maximize the limited capabilities of this heap... Move it, move it everyone!!!!
(I head to the cockpit... right before entering... I pause with my hand holding the top of the entrance... I turn and face the rest of the team...)
"May the Force be with you."
OOC: I'm in the cockpit figuring out what the hell is going on and trying to get us out of as much danger as possible... I put on the classy ear-piece so I can communicate with the rest of the team as I get my bearings on the ship and possibilities of getting out of here.
"I was hired to keep this flying pile of bantha fodder afloat and that's what I intend to do!" proclaims Red. He reaches down relieves a corpse of its vibroblade before heading straight for the cockpit to repair the shields. Unless, of course, he should go somewhere else to repair them. In that case, he goes there instead.
OOC: Shield repairs=planetary vehicle repair? roll = 21+4
Nice try, Red. Roll for Space Transports Repair under Technical. The ship has multiple shield generators with facings around the ship. You can try to repair one at a time, a moderate difficulty number with unlimited time since you are not specifically familiar with them, and a very difficult task to try to accomplish in less than say, a minute or two. Or you could try to repair all shields at once with some kind of jerry-rigged bypass from the main power conduit. You'll need a heroic success, and failure could further cripple the ship. Circumstances could dictate the necessary course of action, but perhaps not.
If you have a helluva pilot and your best people on the guns, one shield might be all you need.
I see what you did. Move your Light Freighter specialization under Space Transports where it belongs. A planetary vehicle is one that stays on the planet. Your specialization should probably be YT-1300 Light Freighter.
No need to reroll. But I do need you to choose which shields you intend to repair, in what order, or all at once. If you decide to try to repair them separately, I'll need separate repair rolls. We can do one at a time, that way if something else on the ship breaks you are not committed to only fixing shields.
I assess the captain's condition. Can I stabilize him with what I have (std med kit plus my goodies)? Do I even have those? Or do I need other medical supplies?
OOC: Doctor roll: 17+3=20
If I don't have what I need:
YELLING: "The captain's life depends on me getting medical supplies! Rex, anyone, where on this flying scap heap can I find them?!
(OOC) Knowledge roll because maybe I know where freighters generally keep medical supplies: 13+6+4=23
Vibroblade in hand, you consider how you may need to use it as a crude scalpel. You find the meager stash of synth flesh patches (4), antibiotics (3), stim strips (2), and a stapler for closing medium size open flesh wounds. The synth flesh will help as long as the blaster bolts didn't cut too deep, but without a rad scanner you'll have to get him prone under good light and make an incision to assess the extent of trauma. The Tactical Station in the lounge is probably your best bet.
He is barely breathing and unconscious. Pulse is arrhythmic and soft. Given the rapid bruising at the edges of the burns, internal hemorrhaging is almost certain.
If you operate right now, and have an assistant, with these tools and what's in your medical bag, you figure you have a 50/50 shot to stabilize him and save his life. Give me your actions but hold off on the medical rolls until I prompt for them. Also, likelihood of success will diminish if the ship continues to get hit. On slip of the knife and it could be all over for our captain.
Otho listens to brief synopsys from Jek, nods briefly, and heads for the top-mount laser canon.
He straps in and calls up the highly-detailed and cutting-edge graphics on the target array. His hands slide into the controls like an old glove, and his eyes immidiately take in the control panel.
It takes but a moments for the 3-dimensional graphics to draw themselves, and he takes aim at the invading pirate.
Maybe if he can open enough holes in their side, they'll think twice about doing anything that isn't putting distance between us and them.
(OOC)Two shots with topside gun mount. Shot 1:8+5 =13 Shot 2: 15+5 =20. Don't know what damage is, but it might be set to "Cinematic" right now. =) Also, can everyone add their name (or cool GeekCon callsign) to their sheets? =)
The situation looks grim, and clearly there are not enough of you to do everything. All eyes look to Page. Jek wants a copilot, but there is another gun mount available. And Java will need help if he is to save the captain, the one person who may hold the key to each of your missing recent memories.
OOC: Page, your First Aid skill will definitely help you if choose to help Java. With Astrogation you could also help in the cockpit, you that specific skill won't be useful unless Red switches over to try to get the main power core back online. But it gives you a familiarity with general ship movement in space and can influence a difficult number. And 3D in Mechanical gives you a punchers chance at the gun mount as long as you only shoot once a round, or are very lucky.
The decision is yours, and the fate of this band of adventurers may already hang in the balance... (Is it too early to be that evil? Yeah, maybe.)
OOC: One more thing - Every player has earned 1 Character Point. (Yeah!) A Character Point is a bonus Wild Dice that can be used one time. There is no negative effect if you roll a 1 on the Character Point Dice. You may earn more of these at GM discretion throughout the adventure, but use it prudently. You may choose to spend your Character point after you make your regular roll.
Crumbs. Page looks around and tries to prioritize. All things considered, the captain will fail to help anyone if the ship and its occupants are melted slag. Better to help Red get the power core back online. He can hear the gun turret spinning up, so that'll have to buy us some time. Time. TIME.
Assuming the coms are operable, given that Red has an earpiece in.
Page goes to the cockpit and yells at the madman in the gun turret to stop shooting and power down the gun.
"I've got an idea. Just wait for the perfect shot."
Page turns to the being in the pilot's seat.
"Let's get us all out of here."
OOC: I am going to use my fast-talk to harangue the other starfighters in Basic. I'm going to yell in my gruffest, raider-est voice that we've taken the ship and for them to (insert every pejorative Page can think of) stop shooting at us. I basically want to buy us one or two rounds where they're engaging me and hopefully presenting us with one good shot.
The main power conduit is still down. Red is working on the Aft deflector shield generator. Page's assessment of the power situation is not inaccurate. The captain told Rex to move power to guns and enough thrust from the sublight drive to force the ship into a decaying orbit.
Since only one of the three guns is manned, that leaves a little extra power for shields and maneuverability. Power can also be siphoned away from life support and artificial gravity, enough to double the available reserve for the systems you need to use now.
Because all of you are acting independently, all actions will be simultaneous.
Red heads for the deflector shield generator protecting aft. The machinery is familiar - standard Kuat Drive Yard stock build parts. He quickly determines the generator has shorted out - no structural damage that cannot be rerouted. He runs back into the conduit closet, hacks the panel and pulls out several lengths of different sized cables. With snips and pliers in hand, he constructs a crude bypass and links the conduit to the generator. In the Power Core room he finds the info readouts, and realizes instantly there will be no restart of the main without a stop at a ship yard or at least access to parts. The regulator is blown - completely melted down, and the transformer exploded when the regulator went. Jumping the main would cause a meltdown. Nonplussed, Red opens the floor panel to the backup power generator. It is functional, but the stock model was not designed to support evasive maneuvers or cannons. A read of the consumption monitor indicates only one gun in use. He flips a switch to move a small amount of power toward the aft shield. If the sublight drive goes then they are dead in space.
One decision left to make - does he divert power from life support and gravity into combat and thrust?
The controls feel sluggish in Jek's hands. Although he is a fighter pilot by trade and aspiration, the basic mechanics of flying the space transport are similar enough to catch on quick. But the controls--how does anyone stand flying an old bucket like this freighter? A quick scan of the readouts paints a dire picture. Rex has diverted most of the non-life sustaining function power to the gun mounts, and power from those functions can only be diverted in the core room. At least the comm link system is still working and requires hardly any power at all.
On the active sensor display he sees two raider ships. There is a spring of hope in his heart as he sees they are also freighters - smaller than the Elysium Pale and more maneuverable, though not as well shielded or armed. Neither ship has fired, yet.
Jek can switch power from the guns to the thrusters, which will at least give them limited evasion capability, and if the ship survives the encounter, power to land.
Before he can make that decision, Page joins him and takes the copilot chair. After cursing out the most dangerous member of the team for immediately going to the guns, he opens a comm channel to the Raider ships.
Otho squares the targeting computer sites on the nimble freighter at the edge of his range. Then he engages the foot pedals to swivel the mount and - Damn! - the blasted old hunk of junk hasn't been maintained. The sound of metal on metal, with no lubrication , rips through the ships, deafening the man in the gunner's seat. Not one to be deterred by ornery machinery, Otho jams down hard at the pedals, and the guns reluctantly obey. Still, this will make targeting more difficult. Good thing he's not shooting TIE's - he wouldn't stand a chance.
The target in the computer is making almost no attempt to evade, as if it's not sure what it should do. Suddenly the distant freighter executes a barrel roll into a loop, then corkscrews into a fly-by trajectory. Seeing the guns move likely helped the raiders decide what to do. With a lot of physical effort, Otho swings the guns online and fires a salvo of two shots which both miss wide. Hitting the evasive smaller ship is going to be very difficult. It's possible the other guns are in better shape to fire, but not likely.
Over Otho's comm he hears Page hollering at him to stop firing.
Java finds himself alone with the seriously wounded captain, his comrades having split off to other priorities. Saving the man's life just got a lot more difficult. For one thing, he's going to have to operate on the floor - Java is strong, but not strong enough to move the obese captain onto the table by himself without aggravating his internal injuries.
Java: if you choose to attempt surgery on your own, give me 5 Medicine rolls. This will constitute your actions for the rest of the encounter. If not, I'll need other actions from you.
Page "explains" the situation to the raiders which the Elysium Pale just fired on. For some reason they don't fire back. Maybe because Otho stopped firing, or maybe because they're three men down and cannot return fire. There's still that other raider ship...
The comm crackles to life. A brusk woman's voice returns every expletive. "You're the ones shooting at us! What happened to your comm links? Why haven't you sent the all-clear code-word? Identify yourself or we'll blast you out of the sky!"
OOC: Page, if you choose to respond, write your dialog in "quotes." That's how I will do fast-talk. Your ability to come up with a good story heavily influences the difficulty number. And don't forget you've got 3 dead bodies back in the lounge. May be some useful information on them. But time is a significant factor.
"Hey! You in the lounge, search those bodies for some identification or markings or something or we're in some deep trouble! Gunner, hang tight and I'll try and give you a shot."
Page takes a deep breath.
"It's me, you idiots! There's more of em' than we thought! I'm stuck in the cockpit with R---," He garbles the com "--He got nicked. And they're still in the hallway--" Page cuts off the com and looks over at the pilot. "Please everyone, don't panic. On second thought, do panic. It makes believable noise." He turns and crackles the com once more "We've knocked down one and -- watch out!!" Leaving the com open, he fires his blaster into the seat fabric of the co-pilot's chair. "Get me some support in here! Get em' from behind." He fires again, aiming carefully for the thickest part of the backrest. "Watch out, that gunner's moving to the bottom well!" He cuts out the com. Then glances to his side, trying ignore the looks--he usually gets when trying something this stupid. "Well, don't look at me. Act piratey and point a blaster at the hallway in case they fly by."
OOC: Do I need to roll for anything? And yes, I know this is nuts.
In this case you can roll each action with full dice because we're not in combat per se. A "round" is a 5 second interval within a combat sequence. That does not apply to the current circumstances, but there is some GM discretion. In general, no need to split dice unless I have declared a turn order for combat. Please re-roll.
You catch the copilot's chair by complete surprise. It explodes before it can so much as pivot to the side. You shoot it again for good measure. The other chairs in the cockpit are noticeably concerned.
"The Main Power conduit is blown so no jump to light speed until we can get this puppy into dock. If we need to take evasive action, let me know and I'll divert power from life support and gravity to thrusters and shields." Red preps the system so he can make the switch from any console in the ship if possible and then goes to help Java with the captain.
The system is prepped. Java will need to have decided how to act before you go to help him. The nearest console is the tactical station in the lounge. By overriding the protections governing power transference, anyone on the ship can now transfer power away from life support and gravitation.
I'll still need those 5 Medicine rolls from Java if he intends to try to save the captain. Red's intervention might help.
Partially understanding Page's plan (I'm about as clever as a twin pod flying underwater with screen doors... trying to meet Jar Jar), I decide to fly casually (like Chewy in Return of the Jedi when they are waiting for their older code to clear), but ready at a moments notice to begin some serious maneuvers. I divert only what power is needed for the guns and leave the rest for thrusters and shields... I look around for something to cover my head, or place myself so it is difficult to visualize me as the pilot...
(Damn) he thinks... "Hey, were the raiders wearing helmets???" "Hey Page, check to see if they had helmets??? toss me one!"
OOC: if page is unavailable and it looks like I can leave it on auto pilot for a moment, I would then quickly rush to get me a helmet... if I feel these ships are breathing down my neck, I stay put and try to keep out of sight... maybe the captain had some glasses, a classy hat or something I can put on...
OOC: piloting roll ONLY if it is needed!!!!! :P:P:P:P space transports: 2 + 5 + 5 + 6 + 3 = 21
The raiders wore no helmets. There is a raider ship on an intercept course, but if you're quick you can run back into the lounge and return before it passes. Jek is piloting with casual confidence. An aura that abruptly terminates when Page blasts the cockpit full of dusty chair cushion fragments.
OOC: I trust, since there are no helmets, that you will stay in command of the ship. When you transfer power, do you transfer all available power to guns, thrusters, and shields?
OOC: I stay in command indeed... If I can divide the power, this is the order of importance... 1. guns (we do have 3 of them... and hopefully people who can use em) 2. thrusters (get our ass out of here) 3. shields (we have the best mechanic in the galaxy... he'll fix anything)
If I can only get one thing going at a time, I focus on guns & thrusters... keeping it on guns and switching to thrusters when the time is right...
If I feel there is an opening to make a break for it, I may put everything in thrusters and go for it!!!
OCC: DIVING UP POWER: focus enough power to have all used guns firing as normal as possible... the rest of the power to thrusters... If one gunner seems to be doing great, and I feel there is a time to run... adjust power to top gunner and the rest to thrusters... they have better mobility, but we can still make it hard to hit us... let me know how specific you want me to be... I am assuming my character would balance this to get the results I hope for... hopefully...
Otho patiently waits hunched over the gunner controls, as might a dead body, just in case they try a close visual. But inwardly his muscles are tense like a coiled spring, waiting for the right moment to spring up and take a point-blank shot. He keeps the internal radar system on so he can monitor the position of the closing pirate ship.
Jek, the experienced pilot, knows better than to cut gravitation in a starship. any evasive maneuver would toss the crew around like a bag of chickens and likely kill everyone not strapped down. As such, he has power for the single gun, shield, and a burst for the thrusters.
Much to everyone's amazement, the Elysium Pale is not turned into ash as the first raider vessel flies over, but there is no disguising the Jek and Page from view in the cockpit. They can just as easily see the enraged face of the female raider pilot through her undermount viewports as she passes.
The jig is most certainly up, but you have a clear path between you and the planet, if you choose to make a run for it. Otho's gun mount will swivel aft as well.
OOC: Jek and Otho make your rolls. You two guys are in combat conditions, so split your dice for multiple actions. Page, I need new actions if you choose to do anything. Java, I still need those Medicine rolls, and Red, give me 3 First Aid checks. You two do not need to split your dice.
OOC: Sorry if I'm delaying the action, but I kinda have a job and need to work during the day....
The triage revealed what Javelin feared: significant trauma requiring immediate remediation. "Crap, where is IT-0 (pronounced "ee-to") when I need him? I would gladly suffer that techno-ball's superiority complex for his help here" he muttered. In the com: "Moving the Cap'n will be the end, so I'm about to embark on emergency life-saving surgery on the hallway floor of a moving vessel with nothing but my hands, a vibroblade, and a few meager supplies. Another pair of hands to stabilize the patient, provide light, and maybe sing me a soothing song would probably be enough to save a life and unlock our recent past.
"Rexy, if you can trust this heap with the fleshy things, your micro-cutter, soldering tip (for cauterizing), light source, and perhaps even a little jolt to restart a heart would come in real handy!
So please join in the fun, which is commencing as I speak since this guy has no time for prattle..."
OOC: No pressure, buddy! Good rolls. Because your actions take place over many minutes, we'll resolve the combat engagement in parallel. I was looking for 3 successes against Very Difficult (21+) difficulty numbers, so we'll see...
OOC: Jek, Otho, and Page - here's what you need to know about space combat.
Turn order will be: Otho, Raiders, Jek, Page
You have 1 functional shield generator covering roughly Aft. Because of your limited power situation, someone will need to operate the trackball on the console which maneuvers the shield arc. Effectively, using the ball, a narrow sliver of shield can cover a larger radius of the ship, but only the aft portion. Additionally, when you are successful with the shield, absorbing enemy fire, the strength of the shield weakens - it uses energy to modulate the sine wave signature of the incoming laser cannon blast, thus dissipating that energy. So you can only block so many shots, and each roll to block will be more difficult than the last. This device is specific to Space Transports, and will require either the Space Transports skill or a Mechanical roll. Page is already in the cockpit with decent Mechanical score. Because this is a reaction skill, you only need to roll once per round, so you get all of your dice, as long as you're not doing anything else.
Additionally, the person who makes the Shield roll will also roll to absorb damage. The Shield gives you 2D and the Hull value is 4D, so if you are successful with the Shield you'll roll 6D to absorb an enemy attack.
Normally a Freighter like this would have 1D Maneuverability, which you would add to your skill dice. But the Elysium Pale is heavily damaged, so Jek is rolling his Mechanical 4D for any piloting rolls. You roll the full 4D each round, but also describe in narrative any special maneuvers you attempt. That will affect your Difficulty number, but if you are successful, also make the ship harder for the Raiders to hit.
Similarly, laser cannons would typically have Fire Control of up to 3D which you would add to your roll when firing them. These cannons are woefully neglected, and the fire control is not functioning. Otho will have to rely on his 5D specialization in Laser Cannons. These cannons are not fire-linked, so each shot is an action. Damage is 4D.
It takes three to make this work. Rex is on his way back to the lounge to help the good doctor. Go ahead and give me your actions for the round. Finally, the ship only has enough juice to get to the planet and maybe land. Jek is aware of this. Any maneuvers that take the Elysium Pale deeper into space will almost certainly result in the death of the entire crew.
"Page get on shield duty!!! I'm gunning it towards the planet!!!! Be ready to switch between front & rear shields... Front shields when we are entering atmosphere to help us not cook!!! Be ready for rear deflectors if we feel heat coming from the ships behind!!! Otho back to life and gun down anything that comes our way... I'm going full speed... hopefully with some planetary gravity we can dive in quick and get low enough to disrupt their sensors...
OOC: I send us at the planet as-fast-as we can... Based on the description, our ship has more hull than the raiders... so we have more hull to lose on entry than them... so I am counting on us getting to the planet faster... I'm willing to risk hull in this case, but I won't suicide our planetary entry... I'll just cut it close... very damn close... my pilot skill roll is focused on fast ass entry and not dodging/engaging... my hands on the controls to adjust our entry to maximize speed while not taking fatal ship damage... I'm willing to error on damage...
here comes the rolls: space transport: 2+4+4+5 = 15.... huh...
my character point is ready if need be... and my character is wearing depends...
Otho comes back to life and spins up the tesla coils that power the lascannon. "I guess the plan didn't work after all," he says to the non-responsive gun controls.
He locks in on the pirate ship and sends a brace of bright orange bolts streaking in their direction.
Fighting the sluggish controls, Otho lights up the enemy freighter as it passes over, in short range. A brief plume of flame erupts from the underside of the ship, indicating a hull breach. The ship lurches as it careens afar, but the female pilot recovers control. Instead of regrouping for a counterattack, she kicks the sublight hard and quickly increases the distance between your ships.
There's still the matter of the other raider ship, which is closing on the Elysium Pale. It fires a pair of shots from medium range. The first laser burst is wide of the mark, but the second hits, bucking the Elysium Pale and jarring her crew.
In the lounge, Java pumps the failing captain full of antibiotics, then does his best to quickly clean the large wound area with a solution from his medical kit. The vibroblade might as well be a cleaver, but Java works it with the skill of a practiced surgeon, his hand steady under fire. He opens the captain's chest above the man's heart,making an incredibly clean incision. He then proceeds to clear out the scorched tissue. At this point, the operation is going remarkably well. Luckily, the heart and aorta are intact, though there is clear evidence of aneurysm. If the captain can be stabilized long enough to get him to a bacta tank, he'll make it. The back and forth coming through the comm link does not inspire confidence, however. Java then applies the synth skin patches, but the patches are not meant for internal organ tissue, and are a poor substitute for the real thing. As a result, though he gives it his best shot, Java cannot be certain that the patches will not be rejected by the body.
Rex and Red join him to stabilize the captain, arriving just in time, as another laser blast impacts the outer hull. By luck, Java did not have his hands inside the patient, so no further damage done. He moves on to the next part of the surgery, carefully sewing up the wounds...
Jek hit's the sublight thrusters, but the Elysium Pale gives only a fraction of it's power to his command. Still, the boost of velocity gives him hope. He's practiced using a planet's spatial curvature to accelerate - an ancient space-faring technique but one every junior flyboy relishes - and the wounded freighter starts to gain momentum as it hurdles toward the planet. Jek even manages to coax the ship into some simple pivots. The raider on his tail connects with one shot, and the pilot looks over his shoulder to see how Page is fairing with the shield trackball.
OOC: Page, need your shield roll (Mechanical) and roll for damage absorption. Since you won't know when rolling if you've succeeded with the shield, give me two rolls for damage absorption - 6D and 4D.
Otho, in the next round you can choose to either fire at the wounded enemy freighter now in long range, or at the other raider ship which is closing and will be in medium range.
Page looks at the readout. The other raider is still out there and firing. He's not too bad with simulators, but the stakes are slightly higher here. He breathes in and out and concentrates.
The trackball orbits freely under his fingers, but it takes a little getting used to. The screen in front of him beams with a three-dimensional display of the ship, as if viewed from just above the top mount gun turret looking aft. Superimposed over the skeletal diagram is a glowing rectangle representing the position of the shield. At first Page is surprise with the alacrity of the system, and the first blast evades his spin to the right, getting past the shield. As the Elysium Pale buckles from the blow, Page steadies himself, building affinity for the device.
Jek steals a glance at the system damage panel on the starboard side of the cockpit. A new flashing red light indicates a hull breach in the cargo hold. Not knowing what's back there, he hopes it isn't alive, but there's no time to worry about it now.
OOC: Round 2 - Fight! (Otho, Jek, and Page give me actions and rolls.)
Can't let another in. Page stares hard at the display, his eyes darting back and forth as the raider slips across the screen. His brows furrowed in concentration, his fingers dance across the trackball.
OOC: You might be right, and you also know a total of 10 was not good enough last round. You do have your Character point to burn. On the other hand, looks like you rolled very poorly for damage absorption with the shield, so might as well take the hit this round and save your Character point (extra wild dice) for next round
Otho lets the ship running away from them go. It'd be a harder shot and this isn't a bounty-hunt; they're just trying to survive. He swivels the turret in the direction of the closing attacker and clacks the triggers for another two quick shots.
Otho curses loudly are verbosely using slur names for being forcefully violated by a diseased goat in at least three languages. Switching to the new target has obviously thrown off his timing, and fighting the wu tyen jein ah rusty gearworks isn't helping either!
(OOC)What? You can't have space drama without a little Firefly! =-)
Otho's first shot just misses the oncoming freighter, and the second laser blast is even more wide of the mark. The Raiders, feeling confident, eschew evasive maneuvers for a direct trajectory toward the Elysium Pale. Or perhaps their best pilot is the woman running the other ship, soon to be out of range and now heading back toward the red planet below. Regardless, their gunner is no slouch, and another shot cracks into hull. There is a temporary power loss, and for a terrifying moment, the ship begins to drift, but just when the end is certain, the old freighter flickers back to life, albeit slightly deviated from Jek's course. A couple more hits like that and it could be all over.
Java finishes the sutures just as the lights go out. When they come back on the little astromech droid is at the tactical station, his interface wand stuck into an I/O port.
"Bo beep beep!" exclaims Rex.
The surgery is complete. It was a hasty but apparently successful operation. Red and the droid helped, and probably did just enough for Java to get the job done. Java just needs to get fluids going from the standard kit in his bag, which he no longer needs Red's help for, freeing the mechanic for other actions, if he chooses.
The plight of the Elysium Pale isn't lost on Red. He isn't sure if it's his fondness for these old freighters or the fact that he doesn't want to be flushed into space through a tiny hole in the hull that compels him to take action. Either way, he rushes to the nearest console and attempts to bolster the shields.
With the captain as stable as can be managed, Java follows Red to the console. "Thanks for your help with the captain. I'm better with people, but maybe if you also tried this with the shields..."
After a brief moment of the loss of power, Jek holds his breath, and doesn't mess his undies. the brief moment seems like forever, and I turn to Page...
"I have something to say... it matters not if we really don't know each other, but it is important...... I...."
but once the power is back online, I shut up and immediately pilot this bucket back towards the planet as before!!!
Page spares a glance at his pilot. Nothing more is forthcoming. He is jerked back in his seat as the freighter rotates for entry into the planet's atmosphere. He continues to keep an eye out for the raiders, constantly hovering his fingers over the tiny trackball that has such a large influence on all their fates.
Otho takes a moment to center himself. The other ship transitioned from a halicon defensive-pattern to an omega delta attack pattern. That's usually followed by either an epsilon left or a fusillade right. But the way the ship is dipping to starboard should indicate a tell of....
Otho jazzes the coils, ignores the targeting computer, and pulls the trigger. "Dodge this," he says as a chain of crimson laser blasts launch toward the attacking ship.
(talking as if my voice was in Page's head) "Page, you need to turn off your targeting computer... Use the force Page... Use the force... Feel it.... Let go page..."
Otho's first shot once again misses the mark badly. Suddenly the frustration of the busted fire control and the sluggish turret and the gnashing of metal on metal boil over, and he feels a singular rage--that gives him a burning hot focus. "Dodge this," he says, coolly but confident. Or at least that's how it sounded in his mind. The angry taunt comes screaming over the comm system, temporarily deafening the hearing of those with headsets.
The laser carries a similar intensity and it strikes its target true. The telltale shimmer of ionization ripples across the raider ship, and it pitches hard to port just as the two vessels dip into the atmosphere. Its heat profile compromised, the raider captain fights to regain control of his ship to avoid tumbling into the atmosphere--certain death for a freighter. Finally the sublight comes back to life and the captain pulls out of the fall. The enemy gunner takes another two shots at the Elysium Pale but misses badly. The second enemy ship breaks off the attack, heading sharply away and toward the surface of the planet.
From his location at the tactical station, Red analyzes the power flow from the generator and sees there is a mess of redundancies built into the old stock light freighter, designed to maintain power to the cargo hold at the expense of defensive systems. These old ships were never supposed to get into these kinds of messes. Captains just needed to mind local customs and they would be alright. That line of reasoning mostly held true in the core worlds, or when the Republic held sway, but with the rise of the Empire came a severe uptick in piracy. Most of these ships were upgraded at the lowest cost, irrespective of the inefficiencies of the upgrades.
Red does a quick software reroute, but the fix is no substitute for the full-scale rewiring the ship needs. He also realizes that the last hit did more than just ionize the controls, it also fried the secondary motivator governing sublight throttling and seized the gyros in the gun turrets. They are frozen in place.
Java comes over to assist Red and the droid, and his diverse knowledge soon assesses the extent of the dilemma. There may be spare parts in the cargo hold, but there is also a hull breach. On the monitor Java determines they'll either need to find a spacesuit to go into the hold or wait and hope the Raiders are dealt with and Jek can safely land the ship.
Page, his own frustrations reaching new heights, sees the shield swath double in size on his monitor. He may not need it anymore for the raiders, but the damage control board is blazing overhead. The thermal plating only works when it's in place, and a large chunk has been blasted off the top of the ship behind the gun turret. He may be able to position the shield over the patch to absorb some of the aerodynamic heating.
Jek has a choice to make. He has enough power to safely land the ship in only a narrow cone of the surface based on the current trajectory. Sensors indicate it is a mountainous region where they should be able to find basic necessities but no major settlements where they would be likely to find parts to repair the ship. Or he could risk a shallower descent angle to land near a major settlement with a modest but viable spaceport. That would be a more difficult piloting effort for him as the ship comes very close to totally losing power and it would mean Page would need to stay on the shield controls longer. Albeit a stationary target, the shields will quickly lose integrity, and the only way to make them last is to pattern roll the shield over the breach - a task that requires a good deal of focus.
There is one more option: follow the enemy freighter to the surface. Two freighters operating locally probably indicates a surface base of operations.
Red and Java could also attempt to find a spacesuit and enter the hold in hopes of repairing the breach from inside, a very difficult task in such a short time frame. Failure would also certainly result in the mechanic's incineration.
Otho feels the strange focus dissipate, leaving a cold emptiness in its place. That feeling too soon fades. He attempts to swivel the turret to track the enemy ship but finds the turret is completely frozen in place. It appears the guns will still fire but without control he would need an absolutely dead on line of sight to make a shot worthwhile.
Red gives Java the international, "You can don the spacesuit and attempt to defy the incineration odds if you like" look. Over the radio he says, "Jek, you'd better drop us somewhere near a city if you ever want to see this puppy break orbit again!" "I'll give you all she's got!"
OOC digging into the depths to find Jek some additional power/control roll: 20+6+5=31!
OOC: Everyone, we're in free actions again - no turn order. Just give me what you want to do right now, with any accompanying dice rolls. I wrote above that it is Jek's decision where to land, but please collaborate as Red has done. Jek can take it or leave it, but I know I'd want a say if I was in the party.
As an aside, I am prone to add helpful hints like "...probably indicates a surface base of operation." These are things your characters would know even if it isn't obvious from our perspective as players in a galaxy far, far away. If you think it's too heavy-handed and you want less of that, preferring instead to navigate your own path's through the universe, kindly let me know. That little nugget is in no way meant to be a recommended course of action, only one of several equally viable options.
With the gun turrets rendered useless, Red siphons off power and allocates it to the sublight drive. He also bleeds the emergency power to the atmospherics in the cargo hold and the escape pods, the interior red lamps, and finally the tactical station itself. In total he's boosted the capacity of the drive from 10% to 15%. The only illumination of the Elysium Pale now comes from the glow of the red planet through the forward viewport and cockpit.
"Beep beep!" protests Rex, withdrawing his interface wand from the tactical computer port.
Red's power hack gives Jek the slightest amount of tolerance in his flight path trajectory, making extended routes to either the spaceport settlement or the possible raider base a little less stressful.
OOC: Jek, give me a decision on your destination or solicit consensus, then roll one more Space Transports/Mechanical roll for piloting. You'll need to make a success at moderate difficulty for the extended routes or easy difficulty for the shorter flight plan. Page, also give me your last roll on the shields. Java and Otho, let me know if you want to do anything else or just strap in for the landing.
Java notes Red's poignant stare, returning it with an understanding nod. "Yeah, I could really use a beer, too. Hey, that captain looked the type to have a stash somewhere, maybe some Fozbeer home brew, but maybe something stronger. I'd hate for it to go to waste, ya know?
But speaking of the captain, I guess we should secure him for what may be a bumpy landing. Can you give me a hand so he doesn't tear back open? He's lost too much blood for an aortic aneurysm to be all that entertaining."
Switching his com to active, he adds: "Mr. Pilot Jek dude, if you've any interest in hearing the captain's tale of how we all got thrown into this, we'll need to put down near a bacta tank so they can replace all the duct tape and Krazy Glue I used with viable tissues.
"Hey, I've got an idea, Red. If we can find some suspensions, we might be able to rig-up a floating gurney and give this lug a sporting chance. Then hit the beer. What do you say?"
"I'm risking it!!! We're going to a more populated area... ideally in the opposite direction of the raiders...Gum and Bantha glue alone will not keep this together!" (checking the nav computer)... "what are our options on this planet... Anyone familiar with where we are???"
ooc: I'm using the computer to figure out what planet we are on.. basic intel... and a place to land where people don't ask too many questions... hopefully in a different direction of the raiders...
space transports: 5 + 5 + 6 + 6 + 6 + 1 + 3 = 32 (dang... now I get that roll... no combat, and I kick ass at flying to land...) sensors: 1 + 3 + 5 + 5 = 14... (so this computer speaks bachi...)
Once I get our destination en route, I get on the horn... time for us to get together..
"O.K., we are heading to (insert here), and we need to talk... what the heck is going on???"
After crafting a suspensor gurney, Java takes a few moments on a console to try to access the freighter's flight log, looking for clues as to where they may have come from. Given this may be a smuggler vessel, he checks for signs that the logs have been "doctored" (missing time, unrealistic sequence of ports, etc).
Java strings up the makeshift gurney using fallen cable and a few straps he found near the bunks, then, with some effort and a hand from Red, the captain is lifted into stable position in what is surely his bunk, given the woefully depressed state of the mattress. Inside the bunk Java finds a holo image of an attractive Twi'lek girl, her pinkish-blue headtails elaborately tattooed, ordained in ceremonial fashion as if for a wedding. There is also a tablet with the ship's manifest. All of the entries from the past several weeks have to do with the diminishing count of onboard provisions, but then discovers an entry that appears to pertain to the party:
"205.6.14.83: M. Silger (full name not given), xferd 5 humans aboard. Condition alive, and healthy but comatose. Machinery included for health maint of cargo. Rex rec'd instructions. Deliver to planet Red Barren in Killiam sys. Client aware of hyperdrive status, sublight actually required! = 7 wks space. Additional prov reqd and recd. Contact Taro Afar at Red Diamond Metrotel in Rushtown. 6K upfront, 9K upon delivery. No sig, black comm."
Below that is a detailed list of the additional provisions received along with the human cargo, including eight cases of Corellian Ale, the mainstay swill of the galaxy, known for being both cheap and tolerable by a wide number of species. This particular formulation is most agreeable to humans and favored by spacers in the core worlds and outer rim alike. A quick examination of the galley uncovers one full case plus two cans remaining. Java pops the top off one and tosses another to Red. The slightly bitter liquid is room temperature, but quenches a thirst poorly slaked by the nutrient feeds from the masks.
Java then quickly finds the consoles on the ship are all dead, having been drained completely of power by Red in his effort to boost the sublight drive of the Elysium Pale.
This time, Page orchestrates the shield with the skill of a master synthtonist, nimbly rotating the swath of energy to effectively disperse the atmospheric heat accrued during entry. By the time the ship drops below the terminal levels of the atmosphere, the shield is nearly expended, but the hull is no worse for wear. the Atmospheric sensor for the cargo hold crows a few times but nothing more.
Jek reads the sensors and crosses it with the ship's nav computer and system charts. Red Barren is the only marginally habitable planet orbiting the red giant start Killiam 1, part of a binary system with a white dwarf. Due to the complexity of the orbit and the intense temperature volatility, the planet has no surface water, relying on ancient subsurface stores. In recent centuries, many of these deposits were contaminated by careless mining practices, making water purification a highly profitable component industry on the planet. The surface is covered in a thick layer of oxidized iron. Frequent rust storms can saturate the atmosphere for days afterward. For most off-worlders, a breathing filtration apparatus is necessary for protracted surface excursions. Planetary gravity is Coruscant-nominal, but temps vary dramatically from night to day. Killiam 2 has a period of 80 days.
Red Barren is known as a mining planet, with several active smuggling factions. Corruption is rampant, especially in the government, controlled exclusively by the Davika Corporation. There is no information about specific individuals. Rushtown is the only major settlement on the planet. It contains a port for starships and other space-tech facilities.
The Republic had only marginal oversight of the Davika Corp., and no presence on Red Barren. The Empire likewise has no presence on the planet.
With the modest boost of power, the controls feel slightly less sluggish under Jek's fingers, and he eases the battered freighter along a seamless trajectory toward Rushtown. Together with Page's sudden and welcome command of the shield controls, the Elysium Pale glides smoothly to the spaceport. Preliminary docking procedures flash across the console, directing Jek to land in Bay 3.
It is waning daylight as the ships sets down, the emergency power meter flashing at just 2% power remaining. In the sky to the west, Killiam 1 blazes a deep red. Killiam 2 blinks more dimly above the primary star. Another quick reference of the outside conditions against the logs indicates a shallow temperature curve toward the hotter end of the spectrum, with temps rising through the next twenty days.
Jek cuts the sublight drive and powers down the cockpit.
“Rex, this one’s coming around – eyes are open. Synaptic response time is normalizing. Temps are looking better. What’s next?”
ReplyDelete“Beep do do beep bop.”
“How would I know, you said you downloaded the manual when we took them aboard!”
“Bop doo beep!”
“Alright, we don’t have time to argue. How much longer are they supposed to keep these ventilator masks on?”
“Bee dee doo bow.”
“Six hours! We’ll be scrapped in orbit in six minutes! Blast, we gotta pull the masks and hope for the best or we’re in trouble.”
“Bow beep bow…”
“Yeah, well, you got a better idea? You wake those other two and I’ll get the rest. Watch the bios and if any of them start to crash hit ‘em with some current.”
“Boo beep?”
“Hey, I’m a freighter captain, not some meat-stitcher. Now hurry up, and once you pop them get back to the cockpit and try to keep us out of range from those bandits. But don’t short the motivator.”
“Beep bop bo bo beep!”
“I’ll get it fixed right if we live through this. I promise!”
A deafening boom jolts you to your senses, and suddenly you are aware of your surroundings. You lay in a bunk, on a small starship – a light freighter, by the looks of the “captain.” He’s wrestling with a breathing mask over your face as a shower of sparks rain down behind him. As the mask slips free you almost wish it hadn’t – a near toxic smell of burning circuit panels and body odor assault your olfactory glands. Mercifully, one of those smells dissipates as the burly, unshaven captain turns away.
Still groggy, you turn your head and see him busily tending to another human in the opposite bunk. Then you start to cough uncontrollably. Your extremities tingle and then burn, and just when you think something has gone horribly wrong the sensation passes. You regain your breath just as the guy across from you starts to lose his.
Another boom sends a shudder through the hull of the ship, and you feel a sickening loss of pressure. A headache follows almost instantly.
“Rex! Seal that leak! Shields are breached.” He turns back toward you and mumbles, “This job doesn’t pay well enough to die today.”
The captain is in your face again. He grabs you roughly by the cheeks and pulls your eyes wide. “Hey pal, you need to try to get on your feet, ok? I gotta get you to the escape pod. Red Barren is your stop.”
You have no idea what he’s talking about. Everything seems foggy; you can’t remember why you’re here. As he bounces back to the next guy over you rise in the bunk, your head throbbing. A wave of nausea hits as you sit upright, and you dry heave but nothing more. The pain in your brain spreads to your gut, but another blast to the outer hull puts your minor ills into proper perspective. The guy in the other bunk is going through the same misery, but you don’t know who he is, only that he’s sharing your fate.
“Come on, pal. You too, guy. On your feet, quick! If I don’t get you off my ship then I don’t get paid, and we’ll all be dead.”
You find your footing on the pitching slope of the deck. It’s not easy to walk, but adrenaline kicks in, and your body responds. You follow the captain through the common area and find there are more of you than you first realized - five in all, each of you human, and worse for wear. Through the next narrow corridor you see the open hatch to the cylindrical escape pod. It clearly does not have room for more than two people. Not comfortably, at least.
“I said I’d get you there. I didn’t promise what shape you’d all be in.”
Just then another blast rocks the ship, and the lights go out. You hadn’t noticed it until now, but there was an excessive amount of background noise below the din of the fight, and that sound just abruptly shut off.
ReplyDelete“Rex!” the captain shouts through the suddenly quiet corridors. Red lights flicker to life, bathing the freighter in eerie dark shadows. The droid reappears seconds later.
“Beep beep beep!”
“Emergency power won’t get us out of here. Damn, and I was saving that last hyperspace jump to get out of here. Guess we play dead.”
You’re just about to ask what he meant by “play dead” when a dull thud resonates throughout the ship.
“Their boarding us! Rex, plan B!”
“Boo beep?”
“Get back to the cockpit and wait for my signal, and throw most of what we’ve got left into the cannons. Then gimme one thruster boost to put our orbit into decay. We’re only gonna get one shot at this.”
“Beep beep!” The sturdy little astromech droid wheels off.
The captain stares you down. “I hope you’re all more capable than you look. They won’t be expecting human cargo that can shoot back – that’s our advantage.” The piercing noise of sheering metal from directly above causes you to flinch.
“Here,” he runs around the corner and comes back quickly, his arms full of blaster pistols. He hands them out. “Hurry – you and you, get behind that bulkhead. You two protect the cockpit from the central corridor. And you come with me.”
As if on cue, the hatch directly above is sheared open. The six of you scatter, following the captain’s tactical advice as best as possible. You don’t have to wait long. In the murky red glow an intruder drops into the corridor where you just stood, then another, and another. There is an interminable moment when all is quiet.
The adventure begins...
ReplyDeleteCombat Conditions: Low light, heavy shadows, and smoke will make for difficult targeting. But each of you are within 10 meters of your targets, which is close range for blaster pistols. You and the raiders all have partial cover depending on the angle, but to stay simple for this first test I'll say the difficulty level to hit is Medium.
ReplyDeleteTactical Assessment: Looking at the map of the Elysium Pale, up will be north. The 3 Raiders are in the hallway leading from the south escape pod, below the Top Hatch. The hatches were cut through but the airlock can be triggered from inside and is intact. Atlas and Page are poised in the Power & Circuity Piping closets 2 o'clock from the Raiders, which would be dangerous except the Main is offline. Jek and Red are in the corridor leading to the cockpit, 12 o'clock from the Raiders. That leaves Java with the captain hugging the wall on the south end of the Lounge, 9 o'clock from the Raiders. The captain is in front, crouching, his pistol ready.
Each of you now has a blaster pistol you can add to your inventory. It has 100 shots of ammo, but I want to keep track of that even less than you do, so don't bother. Damage is 4D6. You are dressed in plain clothes - no armor.
Initiative: Action order is Page, Atlas, Java, Raiders, Jek, and Red.
Of course I forgot about our freighter captain. He goes last.
ReplyDeleteStandard Rolls: Everyone give me a Tactics skill roll and a Strength attribute roll. Then also give me your actions for Round 1. To reiterate the mechanics, tell me all the actions you intend to take for the full round, then also give me the dice rolls and damage if attacking.
Example:
Captain Ethgarnon makes his standard rolls. These are considered free actions and do not count against your actions for any round. The results last the duration of combat.
Tactics: 11 + 2 = 13
Strength: 4 + 3 = 7
...and takes 2 actions (remember to subtract 1D from each roll for every action taken beyond the first)...
Targeting the closest Raider that he can see, Capt. Ethgarnon fights to control his breathing. Remembering the all-too-brief training he received from his father, he exhales, then squeezes the trigger.
1) Fire blaster pistol: 8 + 5 = 13 / Damage: 8 + 2 = 10
2) Fire blaster pistol: 10 + 6 (6 on the Wild die means roll again!) + 3 = 19 / Damage: 11 + 4 = 15
(Just because I've asked you to roll damage for every shot does not mean you hit. I just want the rolls so we keep things moving.)
Since he chose not to make a reaction roll, like Dodge or Parry, the Raiders would target him using the Difficulty number. In his case, with an average dodge skill, and subtracting at least 1D, he's better off not trying to dodge.
There's no need to wait for your fellow adventurers. Go ahead and add a Comment here with your actions, and I will sort out the results based on initiative.
Finally, I encourage narrative flair. Reading dice results is pretty dry; don't be afraid to get into your character's head and write it for all to read!
When he put the screwdriver in his pocket early that day, Red hadn't envisioned stabbing it into the neck of an intruder on the ship but it appeared that he might have to do just that. After he gets his wits about him, he closes the gap between him and the intruders and takes a swipe at the nearest one.
ReplyDelete1. (OOC) Move
2. (OOC) Melee Roll (D6) 15+4=19
3. (OOC) Damage GM discretion
(OOC) Tactics 4+2=6
Delete(OOC) Strength 9+1=10
(OOC) Damage = 5
Delete(OOC) The schematic makes it look like only Jek and Red have line-of-sight, but the narrative sounds like we have LOS and can shoot. Are the solid thick lines full walls?
ReplyDelete(OOC)Name's Otho. Otho Martel. I like t' talk an' shoot guns. Not necessarily in that order =)
ReplyDelete(OOC)Tactics Roll: 5+5 = 10.
(OOC) Str roll: 4+5 = 9
Otho runs at a dead sprint, heedless of which direction he's heading. He raises his head just in time to see the welcome sight of a Piping closet, and throws himself at it, coming around in a crouch, weapon held at a ready aim at the breech-hole. He spares a nano-glance at the weapon, and is reassured to see that it's a Totschlag 3700. Certainly not the top of the line, and certainly older, but it has a reputation for reliability and solid hits. And it looks like he's gonna need that right now.
He spares a glance at his companion. "Hey there. Name's Otho. Here's the plan: We kill them all, then get out of here alive and become rich and famous. Sound like a good plan? Great."
Just then sound of blaster fire draws his attention and he sends a pair of his own bolts downrange.
(OOC) 1: First shot: 17+4=21 Damage: 12+1 = 13. Second shot: 17+4=21(srsly?) Damage: 10+3 = 13.(consistent!)
"The dark, hazy atmosphere makes this like hunting on the forest floor in Kashyyk. Except these will shoot back. And the smell! Damn, does this guy have any idea how many diverse mold and bacterial colonies his clothes are supporting? I'm probably a petri dish myself right now. This dude had better tell me what the hell is going on! After I free these boarders from consciousness, that is."
ReplyDeleteStaying in cover behind the odor generator, Java peels off a couple shots at the nearest boarder:
(OOC)
tactics: 11+1 = 12
strength: 10+6+5 = 21
Shot: 8+6+5=19, damage: 8+5=13
Shot: 5+5=10, damage: 13+5=18
OOC: Still working on author rights for everyone but getting close now. In the meantime, here is Page Evilsizor's first round actions:
ReplyDeletePage quickly ducks into cover and snaps off two careful shots at the nearest boarder.
"I hate firefights," he yells, to no one in particular. He squeezes tighter into his hiding place. Tight quarters, close combat. Everything he didn't want to be involved in. Just perfect.
Tactics: 1+1+1 (Yeah. I couldn't believe it either)
Strength: 1+3
Shot: 3+5 = 8 damage: 1+3 = 4
Shot: 2+4 = 6 damage: 3+3 = 6
Page is still out of sorts from the hibernation experience; his guts feel like they're pushing up into his head, which is putting his senses and motor skills out of whack. The veteran scout almost stumbles as he attempts to find the optimum cover in the power conduit closet, instead resting heavily against the doorway to squeeze off two shots. He is inarticulate with the clumsy blaster pistol, favoring smaller assassination-type hold out blasters in his line of work. The shots sail wide of the mark, impacting the far wall only centimeters in front of the freighter captain.
ReplyDeleteJava has better luck, his head clear of the fog and sickness which had assaulted all of them only minutes earlier. His back to the wall, and with the heavy-set captain in front, he minimizes his profile, and when the first raider steps out into the lounge, the man of science quickly finds the soft spots in the enemy armor. With surgical precision his first blaster shot impacts the soft exposed spot below the raider's rib cage, lancing the man with enough energy to cut through deep into his abdomen. The raider cries out and turns, even as Java's second shot misses to the left.
The familiar curve of the blaster nestled into his grip, Ortho nimbly avoids Page's stumble, crouching low in the opening of the conduit closet, he extends his weapon, tracking the wounded raider, and pours deadly fire into the hapless foe. The raider shows his profile, and Ortho's first shot blasts into the exposed flesh of his armpit, causing the enemy to double over to his side. The next shot hits him squarely in the head, and he drops where he stands, unmoving.
The remaining raiders now see their dilemma, but they are brave, or perhaps overconfident even in the face of withering fire. They each drop to a knee, covering ninety degrees of arc. The first raider aims around the south wall, his blaster only meters from the captain. The result is predictable, with one shot hitting the larger man square in the chest. The captain absorbs another round from the raider's blaster pistol, then collapses forward.
The last raider sees Page in the doorway to the conduit closet, but both of his shots impact harmless off the far bulkhead of the lounge.
Then something happens that no one expects. From the cockpit corridor, one of your group comes running through the lounge. Having eschewed his blaster for what looks to be a conventional screwdriver. he plunges it into the neck of the raider facing the captain. The raider seems more startled than hurt, and swivels to engage his assailant in melee.
OOC: Jek, when you are able go ahead and give me your Tactics and Strength rolls, and then 2 rounds worth of actions. Everyone else can go ahead and give me their actions for round 2.
Red thought longingly of the vibro blade he'd lost in that ill-fated game of Lubjack on Dantooine. It would have come in handy right about now but like his grandpa used to always say, "A screwdriver might not be the right tool for the job, but it'll make you reconsider your line of work when it's sticking out of your neck!"
ReplyDeleteRed positions himself with his opponent between him and anybody who might be inclined to point a blaster his way then viscously lashes out 3 times with his screwdriver of doom.
(OOC)
Stab 16+6+3=25 Damage = 2
Stab 4+4=8 Damage = 1
Stab 18+6+5=29 Damage = 4
One of Page's more brave - or insane - companions drives a screwdriver at one of the lead raiders.
ReplyDeleteAs his soon-to-be erstwhile companion distracts them, Page takes the opportunity to try and steady himself and fire twice more at the next-nearest boarder.
(OOC)
Blaster: 1+6+4 = 11 Damage: 4
Blaster: 3+6+6+6+5= 26 Damage: 9
round 2:
ReplyDeleteAfter patiently watching the insanity that occurred around me, I decide to take action... I carefully aim at the raider in melee with the rampaging screwdriver wielder... "Screwdrivers are so uncivilized."
Raising an eyebrow I try to do away with this raider.
(OCC)
tactics: 2 + 6 + 6 = 14
strength: 1 + 2 + 5 + 6 + 3 = 17
3 actions:
dodge: 1 + 4 + 5 + 6 + 1 = 17
blaster shot one: 2 + 2 + 2 + 5 + 4 = 15
damage shot one: 5 + 5 + 5 + 6 + 2 = 23
blaster shot two: 1+5 +5+5+6+2 = 24
damage shot two: 2 + 2+ 2+5 = 11
Knowing he can't help the captain until these Raiders are subdued, Java focuses on the target that is not engaged in the screwdriver death match. Exhaling as he squeezes the trigger, he lights up the attacker's blind flank.
ReplyDelete(OOC)
Shot: 9+6+3=18, damage: 7+2=9
Shot: 10+6+4=20, damage: 11+3=14
With all the fire pouring into the combat, Otho takes a moment to see if any of the raiders are yet moving. If he deems that any are, he'll throw another pair of bolts into the combat at whoever is still standing.
ReplyDelete(OOC) 1: First shot: 16+5=21 Damage: 15+6!+6!+2 = 29(w00t!). Second shot: 19+1=20 Damage: 13+2 = 15
The rush of the firefight floods Page full of adrenaline, and the physical space of the freighter quickly takes on more absolute proportions. The blaster pistol still feels clumsy in his hand however, the next shot he takes misses badly. He finally finds the mark on the fourth shot, connecting squarely with the raider facing his direction. The enemy is definitely hurt but not enough to alter his action.
ReplyDeleteOtho is practically symbiotic with the weapon in hand. Though not his specialty, it becomes an extension of his arm, held and squeezed with near indifference for his foe. His two shots hit the same target, and the three blaster bolts in quick succession burn a deep hole into the chest of that unfortunate raider. He collapses to the side, leaving only Red Farroway and the last raider standing in the kill zone.
Java has a clear target to the back of the raider, who was maneuvered expertly by Red. The two shots from Java's weapon find the mark, and the raider drops both his blaster and the vibroblade he was withdrawing, then drops to a knee.
Whether compelled by professional pride, fear of reprisal, or some other motivator, the wounded raider goes for his blade.
Jek puts an end to the brief confrontation, his two shots impacting the abdomen and head of the raider, killing him.
Resolution: The raiders are all dead. Three more blaster pistols and three vibroblades can be found on the bodies. What limited armor they wore is destroyed. You may choose to search them more thoroughly, but the Elysium Pale is not out of danger yet, and every action has an opportunity cost. There is also the matter of the captain. A quick assessment of his condition reveals he is not long for the world without significant medical intervention.
ReplyDeleteBefore any of you can check the airlock, the ships rumbles and lurches.
"Bo bo beep bo bop!" the now familiar tones of the astromech droid, Rex, pop across the speakers. Jek understands the message: (Man the guns - they are coming around!) "Beep beep bop bop!" (Requesting a copilot!)
OOC: You're no longer in combat but not out of the woods. Players may act freely until I set initiative again.
OOC: I'll take actions on a first-to-post basis. The Elysium Pale has only 3 gun mounts - one topside and one belly gun, and the retractable blaster cannon which is controlled in the cockpit. You know the shields are down, but they may be able to be repaired on the fly. There are lots of things to do on a ship like this during a space battle. I'll leave it to all of you to examine the map of the ship. You must also determine who might be best suited for any of the tasks at hand - refer to each others' character sheets, linked from the home page. Since we're still getting familiar with how all this works, I suggest you take a post each to coordinate with each other before more fireworks begin. Save character introductions for when you're in the clear. At some point, ready or not, the raiders will strike again.
DeleteA note on Languages: You have one member of the party who can speak fluent Astromech droid. Any of you can learn any language by immersion and study, but it takes time. A high language skill gives you a chance to grasp the meaning of some unknown form of communication, but it's not guaranteed to be right. At the minimum, all of you figure the animated nature of Rex' beeping and booping, in context, means there's still trouble to be dealt with. Jek can choose to share or not share with the rest of the group what Rex is specifically communicating.
"Out of the pressure cooker and into the poodoo... The astrodroid says trouble is coming and we need to get to the guns. Anyone with some skill on gun mounts, get locked and loaded!!!..."
ReplyDelete(looking around at the unfamiliar team)...
"Captain looks bad... anyone can patch him up??? Guns first I say... better some of us survive!!!... Sheesh!!! who can patch up the shields????? I don't want to get blasted away here... and not know where here is..."
"I'm heading to the cockpit to get this casket in the air and possibly out of danger... if that is an option... I'll need a co-pilot to maximize the limited capabilities of this heap... Move it, move it everyone!!!!
(I head to the cockpit... right before entering... I pause with my hand holding the top of the entrance... I turn and face the rest of the team...)
"May the Force be with you."
OOC: I'm in the cockpit figuring out what the hell is going on and trying to get us out of as much danger as possible... I put on the classy ear-piece so I can communicate with the rest of the team as I get my bearings on the ship and possibilities of getting out of here.
Jek settles into the pilot chair in the cockpit. Rex is beside you with his interface tool plugged into the ship's nav computer. We'll hold it there.
Delete"I was hired to keep this flying pile of bantha fodder afloat and that's what I intend to do!" proclaims Red. He reaches down relieves a corpse of its vibroblade before heading straight for the cockpit to repair the shields. Unless, of course, he should go somewhere else to repair them. In that case, he goes there instead.
ReplyDeleteOOC: Shield repairs=planetary vehicle repair? roll = 21+4
Nice try, Red. Roll for Space Transports Repair under Technical. The ship has multiple shield generators with facings around the ship. You can try to repair one at a time, a moderate difficulty number with unlimited time since you are not specifically familiar with them, and a very difficult task to try to accomplish in less than say, a minute or two. Or you could try to repair all shields at once with some kind of jerry-rigged bypass from the main power conduit. You'll need a heroic success, and failure could further cripple the ship. Circumstances could dictate the necessary course of action, but perhaps not.
DeleteIf you have a helluva pilot and your best people on the guns, one shield might be all you need.
I thought I specialized in light freighters! Or is Space Transports Repair specifically for shields?
DeleteI see what you did. Move your Light Freighter specialization under Space Transports where it belongs. A planetary vehicle is one that stays on the planet. Your specialization should probably be YT-1300 Light Freighter.
DeleteNo need to reroll. But I do need you to choose which shields you intend to repair, in what order, or all at once. If you decide to try to repair them separately, I'll need separate repair rolls. We can do one at a time, that way if something else on the ship breaks you are not committed to only fixing shields.
Fixed my character sheet. I'll head to which ever one is nearest and try and get it up as fast as reasonable.
DeleteI assess the captain's condition. Can I stabilize him with what I have (std med kit plus my goodies)? Do I even have those? Or do I need other medical supplies?
ReplyDeleteOOC: Doctor roll: 17+3=20
If I don't have what I need:
YELLING: "The captain's life depends on me getting medical supplies! Rex, anyone, where on this flying scap heap can I find them?!
(OOC) Knowledge roll because maybe I know where freighters generally keep medical supplies: 13+6+4=23
Vibroblade in hand, you consider how you may need to use it as a crude scalpel. You find the meager stash of synth flesh patches (4), antibiotics (3), stim strips (2), and a stapler for closing medium size open flesh wounds. The synth flesh will help as long as the blaster bolts didn't cut too deep, but without a rad scanner you'll have to get him prone under good light and make an incision to assess the extent of trauma. The Tactical Station in the lounge is probably your best bet.
DeleteHe is barely breathing and unconscious. Pulse is arrhythmic and soft. Given the rapid bruising at the edges of the burns, internal hemorrhaging is almost certain.
If you operate right now, and have an assistant, with these tools and what's in your medical bag, you figure you have a 50/50 shot to stabilize him and save his life. Give me your actions but hold off on the medical rolls until I prompt for them. Also, likelihood of success will diminish if the ship continues to get hit. On slip of the knife and it could be all over for our captain.
I also grab a vibroblade if I can
ReplyDeleteOtho listens to brief synopsys from Jek, nods briefly, and heads for the top-mount laser canon.
ReplyDeleteHe straps in and calls up the highly-detailed and cutting-edge graphics on the target array. His hands slide into the controls like an old glove, and his eyes immidiately take in the control panel.
It takes but a moments for the 3-dimensional graphics to draw themselves, and he takes aim at the invading pirate.
Maybe if he can open enough holes in their side, they'll think twice about doing anything that isn't putting distance between us and them.
(OOC)Two shots with topside gun mount. Shot 1:8+5 =13 Shot 2: 15+5 =20. Don't know what damage is, but it might be set to "Cinematic" right now. =)
Also, can everyone add their name (or cool GeekCon callsign) to their sheets? =)
OOC: Guns blazing, got it - we'll hold there long enough to assess what everyone wants to do with their free action.
DeleteThe situation looks grim, and clearly there are not enough of you to do everything. All eyes look to Page. Jek wants a copilot, but there is another gun mount available. And Java will need help if he is to save the captain, the one person who may hold the key to each of your missing recent memories.
ReplyDeleteOOC: Page, your First Aid skill will definitely help you if choose to help Java. With Astrogation you could also help in the cockpit, you that specific skill won't be useful unless Red switches over to try to get the main power core back online. But it gives you a familiarity with general ship movement in space and can influence a difficult number. And 3D in Mechanical gives you a punchers chance at the gun mount as long as you only shoot once a round, or are very lucky.
The decision is yours, and the fate of this band of adventurers may already hang in the balance... (Is it too early to be that evil? Yeah, maybe.)
OOC: One more thing - Every player has earned 1 Character Point. (Yeah!) A Character Point is a bonus Wild Dice that can be used one time. There is no negative effect if you roll a 1 on the Character Point Dice. You may earn more of these at GM discretion throughout the adventure, but use it prudently. You may choose to spend your Character point after you make your regular roll.
ReplyDeleteCrumbs. Page looks around and tries to prioritize. All things considered, the captain will fail to help anyone if the ship and its occupants are melted slag. Better to help Red get the power core back online. He can hear the gun turret spinning up, so that'll have to buy us some time. Time. TIME.
ReplyDeleteOOC: Are the coms operable?
Assuming the coms are operable, given that Red has an earpiece in.
DeletePage goes to the cockpit and yells at the madman in the gun turret to stop shooting and power down the gun.
"I've got an idea. Just wait for the perfect shot."
Page turns to the being in the pilot's seat.
"Let's get us all out of here."
OOC: I am going to use my fast-talk to harangue the other starfighters in Basic. I'm going to yell in my gruffest, raider-est voice that we've taken the ship and for them to (insert every pejorative Page can think of) stop shooting at us. I basically want to buy us one or two rounds where they're engaging me and hopefully presenting us with one good shot.
Roll for fast-talk is: 14+1 (boo!) = 15
DeleteAfter a flurry of shots, Otho suddenly stops shooting and powers down the gun turret, letting it hang slack as if the gunner had suddenly been killed.
ReplyDeleteHe lets out a sigh and stares at his dark screen, ready to bring the turret back to life quickly.
Time for another Tactical Assessment:
ReplyDeleteThe main power conduit is still down. Red is working on the Aft deflector shield generator. Page's assessment of the power situation is not inaccurate. The captain told Rex to move power to guns and enough thrust from the sublight drive to force the ship into a decaying orbit.
Since only one of the three guns is manned, that leaves a little extra power for shields and maneuverability. Power can also be siphoned away from life support and artificial gravity, enough to double the available reserve for the systems you need to use now.
Because all of you are acting independently, all actions will be simultaneous.
ReplyDeleteRed heads for the deflector shield generator protecting aft. The machinery is familiar - standard Kuat Drive Yard stock build parts. He quickly determines the generator has shorted out - no structural damage that cannot be rerouted. He runs back into the conduit closet, hacks the panel and pulls out several lengths of different sized cables. With snips and pliers in hand, he constructs a crude bypass and links the conduit to the generator. In the Power Core room he finds the info readouts, and realizes instantly there will be no restart of the main without a stop at a ship yard or at least access to parts. The regulator is blown - completely melted down, and the transformer exploded when the regulator went. Jumping the main would cause a meltdown. Nonplussed, Red opens the floor panel to the backup power generator. It is functional, but the stock model was not designed to support evasive maneuvers or cannons. A read of the consumption monitor indicates only one gun in use. He flips a switch to move a small amount of power toward the aft shield. If the sublight drive goes then they are dead in space.
One decision left to make - does he divert power from life support and gravity into combat and thrust?
The controls feel sluggish in Jek's hands. Although he is a fighter pilot by trade and aspiration, the basic mechanics of flying the space transport are similar enough to catch on quick. But the controls--how does anyone stand flying an old bucket like this freighter? A quick scan of the readouts paints a dire picture. Rex has diverted most of the non-life sustaining function power to the gun mounts, and power from those functions can only be diverted in the core room. At least the comm link system is still working and requires hardly any power at all.
ReplyDeleteOn the active sensor display he sees two raider ships. There is a spring of hope in his heart as he sees they are also freighters - smaller than the Elysium Pale and more maneuverable, though not as well shielded or armed. Neither ship has fired, yet.
Jek can switch power from the guns to the thrusters, which will at least give them limited evasion capability, and if the ship survives the encounter, power to land.
Before he can make that decision, Page joins him and takes the copilot chair. After cursing out the most dangerous member of the team for immediately going to the guns, he opens a comm channel to the Raider ships.
Otho squares the targeting computer sites on the nimble freighter at the edge of his range. Then he engages the foot pedals to swivel the mount and - Damn! - the blasted old hunk of junk hasn't been maintained. The sound of metal on metal, with no lubrication , rips through the ships, deafening the man in the gunner's seat. Not one to be deterred by ornery machinery, Otho jams down hard at the pedals, and the guns reluctantly obey. Still, this will make targeting more difficult. Good thing he's not shooting TIE's - he wouldn't stand a chance.
ReplyDeleteThe target in the computer is making almost no attempt to evade, as if it's not sure what it should do. Suddenly the distant freighter executes a barrel roll into a loop, then corkscrews into a fly-by trajectory. Seeing the guns move likely helped the raiders decide what to do. With a lot of physical effort, Otho swings the guns online and fires a salvo of two shots which both miss wide. Hitting the evasive smaller ship is going to be very difficult. It's possible the other guns are in better shape to fire, but not likely.
Over Otho's comm he hears Page hollering at him to stop firing.
Java finds himself alone with the seriously wounded captain, his comrades having split off to other priorities. Saving the man's life just got a lot more difficult. For one thing, he's going to have to operate on the floor - Java is strong, but not strong enough to move the obese captain onto the table by himself without aggravating his internal injuries.
ReplyDeleteJava: if you choose to attempt surgery on your own, give me 5 Medicine rolls. This will constitute your actions for the rest of the encounter. If not, I'll need other actions from you.
Page "explains" the situation to the raiders which the Elysium Pale just fired on. For some reason they don't fire back. Maybe because Otho stopped firing, or maybe because they're three men down and cannot return fire. There's still that other raider ship...
ReplyDeleteThe comm crackles to life. A brusk woman's voice returns every expletive. "You're the ones shooting at us! What happened to your comm links? Why haven't you sent the all-clear code-word? Identify yourself or we'll blast you out of the sky!"
OOC: Page, if you choose to respond, write your dialog in "quotes." That's how I will do fast-talk. Your ability to come up with a good story heavily influences the difficulty number. And don't forget you've got 3 dead bodies back in the lounge. May be some useful information on them. But time is a significant factor.
One more thing: Everyone has a comm link now. It's an "open" channel, so everyone can hear what's going on in the cockpit and everywhere else.
ReplyDelete"Hey! You in the lounge, search those bodies for some identification or markings or something or we're in some deep trouble! Gunner, hang tight and I'll try and give you a shot."
ReplyDeletePage takes a deep breath.
"It's me, you idiots! There's more of em' than we thought! I'm stuck in the cockpit with R---," He garbles the com "--He got nicked. And they're still in the hallway--" Page cuts off the com and looks over at the pilot. "Please everyone, don't panic. On second thought, do panic. It makes believable noise." He turns and crackles the com once more "We've knocked down one and -- watch out!!" Leaving the com open, he fires his blaster into the seat fabric of the co-pilot's chair. "Get me some support in here! Get em' from behind." He fires again, aiming carefully for the thickest part of the backrest. "Watch out, that gunner's moving to the bottom well!" He cuts out the com. Then glances to his side, trying ignore the looks--he usually gets when trying something this stupid. "Well, don't look at me. Act piratey and point a blaster at the hallway in case they fly by."
OOC: Do I need to roll for anything? And yes, I know this is nuts.
Yes, roll Fast-talk again. And just for fun, make two Blaster rolls, please.
DeleteEveryone else give me refreshed actions.
So, if I'm reading right, I lose two dice for each action, right?
Delete(1D)Blaster Shot at Seat: 5 = 5
(1D)Blaster Shot at Backrest: 6+4 = 10
(3D)Fast Talk: 9+5 = 14
In this case you can roll each action with full dice because we're not in combat per se. A "round" is a 5 second interval within a combat sequence. That does not apply to the current circumstances, but there is some GM discretion. In general, no need to split dice unless I have declared a turn order for combat. Please re-roll.
Delete(3D)Blaster at seat: 11+3 = 14
Delete(3D)Blaster at seat: 8+4 = 12
(5D)Fast Talk: 13+4 = 17
You catch the copilot's chair by complete surprise. It explodes before it can so much as pivot to the side. You shoot it again for good measure. The other chairs in the cockpit are noticeably concerned.
DeleteFast-talk results pending...
"The Main Power conduit is blown so no jump to light speed until we can get this puppy into dock. If we need to take evasive action, let me know and I'll divert power from life support and gravity to thrusters and shields." Red preps the system so he can make the switch from any console in the ship if possible and then goes to help Java with the captain.
ReplyDeleteRoll to prep the transfer: 18+5 = 23
The system is prepped. Java will need to have decided how to act before you go to help him. The nearest console is the tactical station in the lounge. By overriding the protections governing power transference, anyone on the ship can now transfer power away from life support and gravitation.
DeleteI'll still need those 5 Medicine rolls from Java if he intends to try to save the captain. Red's intervention might help.
Partially understanding Page's plan (I'm about as clever as a twin pod flying underwater with screen doors... trying to meet Jar Jar), I decide to fly casually (like Chewy in Return of the Jedi when they are waiting for their older code to clear), but ready at a moments notice to begin some serious maneuvers. I divert only what power is needed for the guns and leave the rest for thrusters and shields... I look around for something to cover my head, or place myself so it is difficult to visualize me as the pilot...
ReplyDelete(Damn) he thinks... "Hey, were the raiders wearing helmets???" "Hey Page, check to see if they had helmets??? toss me one!"
OOC: if page is unavailable and it looks like I can leave it on auto pilot for a moment, I would then quickly rush to get me a helmet... if I feel these ships are breathing down my neck, I stay put and try to keep out of sight... maybe the captain had some glasses, a classy hat or something I can put on...
OOC: piloting roll ONLY if it is needed!!!!! :P:P:P:P
space transports: 2 + 5 + 5 + 6 + 3 = 21
The raiders wore no helmets. There is a raider ship on an intercept course, but if you're quick you can run back into the lounge and return before it passes. Jek is piloting with casual confidence. An aura that abruptly terminates when Page blasts the cockpit full of dusty chair cushion fragments.
DeleteOOC: I trust, since there are no helmets, that you will stay in command of the ship. When you transfer power, do you transfer all available power to guns, thrusters, and shields?
OOC: I stay in command indeed... If I can divide the power, this is the order of importance...
Delete1. guns (we do have 3 of them... and hopefully people who can use em)
2. thrusters (get our ass out of here)
3. shields (we have the best mechanic in the galaxy... he'll fix anything)
If I can only get one thing going at a time, I focus on guns & thrusters... keeping it on guns and switching to thrusters when the time is right...
If I feel there is an opening to make a break for it, I may put everything in thrusters and go for it!!!
OCC: DIVING UP POWER: focus enough power to have all used guns firing as normal as possible... the rest of the power to thrusters... If one gunner seems to be doing great, and I feel there is a time to run... adjust power to top gunner and the rest to thrusters... they have better mobility, but we can still make it hard to hit us... let me know how specific you want me to be... I am assuming my character would balance this to get the results I hope for... hopefully...
DeleteOtho patiently waits hunched over the gunner controls, as might a dead body, just in case they try a close visual. But inwardly his muscles are tense like a coiled spring, waiting for the right moment to spring up and take a point-blank shot.
ReplyDeleteHe keeps the internal radar system on so he can monitor the position of the closing pirate ship.
Jek, the experienced pilot, knows better than to cut gravitation in a starship. any evasive maneuver would toss the crew around like a bag of chickens and likely kill everyone not strapped down. As such, he has power for the single gun, shield, and a burst for the thrusters.
ReplyDeleteMuch to everyone's amazement, the Elysium Pale is not turned into ash as the first raider vessel flies over, but there is no disguising the Jek and Page from view in the cockpit. They can just as easily see the enraged face of the female raider pilot through her undermount viewports as she passes.
The jig is most certainly up, but you have a clear path between you and the planet, if you choose to make a run for it. Otho's gun mount will swivel aft as well.
OOC: Jek and Otho make your rolls. You two guys are in combat conditions, so split your dice for multiple actions. Page, I need new actions if you choose to do anything. Java, I still need those Medicine rolls, and Red, give me 3 First Aid checks. You two do not need to split your dice.
OOC: First Aid rolls
Delete16+1 = 17
8+1 = 9
17+4 = 21
OOC: Sorry if I'm delaying the action, but I kinda have a job and need to work during the day....
ReplyDeleteThe triage revealed what Javelin feared: significant trauma requiring immediate remediation. "Crap, where is IT-0 (pronounced "ee-to") when I need him? I would gladly suffer that techno-ball's superiority complex for his help here" he muttered.
In the com: "Moving the Cap'n will be the end, so I'm about to embark on emergency life-saving surgery on the hallway floor of a moving vessel with nothing but my hands, a vibroblade, and a few meager supplies. Another pair of hands to stabilize the patient, provide light, and maybe sing me a soothing song would probably be enough to save a life and unlock our recent past.
"Rexy, if you can trust this heap with the fleshy things, your micro-cutter, soldering tip (for cauterizing), light source, and perhaps even a little jolt to restart a heart would come in real handy!
So please join in the fun, which is commencing as I speak since this guy has no time for prattle..."
(OOC) doctor:
22+6+2=30 (no freaking way...but YEAH!)
13+3=16
17+6+2=25
19+1=20
12+5=17
OOC: No pressure, buddy! Good rolls. Because your actions take place over many minutes, we'll resolve the combat engagement in parallel. I was looking for 3 successes against Very Difficult (21+) difficulty numbers, so we'll see...
DeleteOOC: Jek, Otho, and Page - here's what you need to know about space combat.
ReplyDeleteTurn order will be: Otho, Raiders, Jek, Page
You have 1 functional shield generator covering roughly Aft. Because of your limited power situation, someone will need to operate the trackball on the console which maneuvers the shield arc. Effectively, using the ball, a narrow sliver of shield can cover a larger radius of the ship, but only the aft portion. Additionally, when you are successful with the shield, absorbing enemy fire, the strength of the shield weakens - it uses energy to modulate the sine wave signature of the incoming laser cannon blast, thus dissipating that energy. So you can only block so many shots, and each roll to block will be more difficult than the last. This device is specific to Space Transports, and will require either the Space Transports skill or a Mechanical roll. Page is already in the cockpit with decent Mechanical score. Because this is a reaction skill, you only need to roll once per round, so you get all of your dice, as long as you're not doing anything else.
Additionally, the person who makes the Shield roll will also roll to absorb damage. The Shield gives you 2D and the Hull value is 4D, so if you are successful with the Shield you'll roll 6D to absorb an enemy attack.
Normally a Freighter like this would have 1D Maneuverability, which you would add to your skill dice. But the Elysium Pale is heavily damaged, so Jek is rolling his Mechanical 4D for any piloting rolls. You roll the full 4D each round, but also describe in narrative any special maneuvers you attempt. That will affect your Difficulty number, but if you are successful, also make the ship harder for the Raiders to hit.
Similarly, laser cannons would typically have Fire Control of up to 3D which you would add to your roll when firing them. These cannons are woefully neglected, and the fire control is not functioning. Otho will have to rely on his 5D specialization in Laser Cannons. These cannons are not fire-linked, so each shot is an action. Damage is 4D.
It takes three to make this work. Rex is on his way back to the lounge to help the good doctor. Go ahead and give me your actions for the round. Finally, the ship only has enough juice to get to the planet and maybe land. Jek is aware of this. Any maneuvers that take the Elysium Pale deeper into space will almost certainly result in the death of the entire crew.
Red watches Java work on the captain and hums... https://www.youtube.com/watch?v=uJ3kV3Icm28
ReplyDeleteOh, man, that totally helps Java chill, steadying his hand during the delicate procedure...
Delete"Page get on shield duty!!! I'm gunning it towards the planet!!!! Be ready to switch between front & rear shields... Front shields when we are entering atmosphere to help us not cook!!! Be ready for rear deflectors if we feel heat coming from the ships behind!!! Otho back to life and gun down anything that comes our way... I'm going full speed... hopefully with some planetary gravity we can dive in quick and get low enough to disrupt their sensors...
ReplyDeleteOOC: I send us at the planet as-fast-as we can... Based on the description, our ship has more hull than the raiders... so we have more hull to lose on entry than them... so I am counting on us getting to the planet faster... I'm willing to risk hull in this case, but I won't suicide our planetary entry... I'll just cut it close... very damn close... my pilot skill roll is focused on fast ass entry and not dodging/engaging... my hands on the controls to adjust our entry to maximize speed while not taking fatal ship damage... I'm willing to error on damage...
here comes the rolls:
space transport: 2+4+4+5 = 15.... huh...
my character point is ready if need be... and my character is wearing depends...
Otho comes back to life and spins up the tesla coils that power the lascannon. "I guess the plan didn't work after all," he says to the non-responsive gun controls.
ReplyDeleteHe locks in on the pirate ship and sends a brace of bright orange bolts streaking in their direction.
(OOC: 1st shot: attack: 11+5=16 Damage: 8+6!+3=17 2nd shot: attack: 14+5=19 Damage: 7+2=9 (OOC)
Fighting the sluggish controls, Otho lights up the enemy freighter as it passes over, in short range. A brief plume of flame erupts from the underside of the ship, indicating a hull breach. The ship lurches as it careens afar, but the female pilot recovers control. Instead of regrouping for a counterattack, she kicks the sublight hard and quickly increases the distance between your ships.
ReplyDeleteThere's still the matter of the other raider ship, which is closing on the Elysium Pale. It fires a pair of shots from medium range. The first laser burst is wide of the mark, but the second hits, bucking the Elysium Pale and jarring her crew.
In the lounge, Java pumps the failing captain full of antibiotics, then does his best to quickly clean the large wound area with a solution from his medical kit. The vibroblade might as well be a cleaver, but Java works it with the skill of a practiced surgeon, his hand steady under fire. He opens the captain's chest above the man's heart,making an incredibly clean incision. He then proceeds to clear out the scorched tissue. At this point, the operation is going remarkably well. Luckily, the heart and aorta are intact, though there is clear evidence of aneurysm. If the captain can be stabilized long enough to get him to a bacta tank, he'll make it. The back and forth coming through the comm link does not inspire confidence, however. Java then applies the synth skin patches, but the patches are not meant for internal organ tissue, and are a poor substitute for the real thing. As a result, though he gives it his best shot, Java cannot be certain that the patches will not be rejected by the body.
Rex and Red join him to stabilize the captain, arriving just in time, as another laser blast impacts the outer hull. By luck, Java did not have his hands inside the patient, so no further damage done. He moves on to the next part of the surgery, carefully sewing up the wounds...
Jek hit's the sublight thrusters, but the Elysium Pale gives only a fraction of it's power to his command. Still, the boost of velocity gives him hope. He's practiced using a planet's spatial curvature to accelerate - an ancient space-faring technique but one every junior flyboy relishes - and the wounded freighter starts to gain momentum as it hurdles toward the planet. Jek even manages to coax the ship into some simple pivots. The raider on his tail connects with one shot, and the pilot looks over his shoulder to see how Page is fairing with the shield trackball.
OOC: Page, need your shield roll (Mechanical) and roll for damage absorption. Since you won't know when rolling if you've succeeded with the shield, give me two rolls for damage absorption - 6D and 4D.
Otho, in the next round you can choose to either fire at the wounded enemy freighter now in long range, or at the other raider ship which is closing and will be in medium range.
Page looks at the readout. The other raider is still out there and firing. He's not too bad with simulators, but the stakes are slightly higher here. He breathes in and out and concentrates.
ReplyDelete(OOC)
(3D) Shields: 7+3 = 10
(6D) Dmg w/ Shields: 20+2 = 22
(4D) Dmg w/o Shields: 12+2 = 14
The trackball orbits freely under his fingers, but it takes a little getting used to. The screen in front of him beams with a three-dimensional display of the ship, as if viewed from just above the top mount gun turret looking aft. Superimposed over the skeletal diagram is a glowing rectangle representing the position of the shield. At first Page is surprise with the alacrity of the system, and the first blast evades his spin to the right, getting past the shield. As the Elysium Pale buckles from the blow, Page steadies himself, building affinity for the device.
ReplyDeleteJek steals a glance at the system damage panel on the starboard side of the cockpit. A new flashing red light indicates a hull breach in the cargo hold. Not knowing what's back there, he hopes it isn't alive, but there's no time to worry about it now.
OOC: Round 2 - Fight! (Otho, Jek, and Page give me actions and rolls.)
Can't let another in. Page stares hard at the display, his eyes darting back and forth as the raider slips across the screen. His brows furrowed in concentration, his fingers dance across the trackball.
ReplyDelete(3D) Shields 6+2 = 8
(6D) Dmg w/ Shields 12+1 = 13
(4D) Dmg w/o Shields 11+4 = 15
OOC: You might be right, and you also know a total of 10 was not good enough last round. You do have your Character point to burn. On the other hand, looks like you rolled very poorly for damage absorption with the shield, so might as well take the hit this round and save your Character point (extra wild dice) for next round
DeleteOtho lets the ship running away from them go. It'd be a harder shot and this isn't a bounty-hunt; they're just trying to survive.
ReplyDeleteHe swivels the turret in the direction of the closing attacker and clacks the triggers for another two quick shots.
(OOC: 1st shot: attack: 10+5=15 Damage: 11+2=13 2nd shot: attack: 8+3=11 Damage: 14+1=5
Otho curses loudly are verbosely using slur names for being forcefully violated by a diseased goat in at least three languages. Switching to the new target has obviously thrown off his timing, and fighting the wu tyen jein ah rusty gearworks isn't helping either!
(OOC)What? You can't have space drama without a little Firefly! =-)
Otho's first shot just misses the oncoming freighter, and the second laser blast is even more wide of the mark. The Raiders, feeling confident, eschew evasive maneuvers for a direct trajectory toward the Elysium Pale. Or perhaps their best pilot is the woman running the other ship, soon to be out of range and now heading back toward the red planet below. Regardless, their gunner is no slouch, and another shot cracks into hull. There is a temporary power loss, and for a terrifying moment, the ship begins to drift, but just when the end is certain, the old freighter flickers back to life, albeit slightly deviated from Jek's course. A couple more hits like that and it could be all over.
ReplyDeleteJava finishes the sutures just as the lights go out. When they come back on the little astromech droid is at the tactical station, his interface wand stuck into an I/O port.
ReplyDelete"Bo beep beep!" exclaims Rex.
The surgery is complete. It was a hasty but apparently successful operation. Red and the droid helped, and probably did just enough for Java to get the job done. Java just needs to get fluids going from the standard kit in his bag, which he no longer needs Red's help for, freeing the mechanic for other actions, if he chooses.
The plight of the Elysium Pale isn't lost on Red. He isn't sure if it's his fondness for these old freighters or the fact that he doesn't want to be flushed into space through a tiny hole in the hull that compels him to take action. Either way, he rushes to the nearest console and attempts to bolster the shields.
ReplyDeleteOOC:
Move (-1D)
Shield repair roll : 16+6+2 = 24
With the captain as stable as can be managed, Java follows Red to the console.
ReplyDelete"Thanks for your help with the captain. I'm better with people, but maybe if you also tried this with the shields..."
(OOC) Space Transports Repair: 12+6+3=21
After a brief moment of the loss of power, Jek holds his breath, and doesn't mess his undies. the brief moment seems like forever, and I turn to Page...
ReplyDelete"I have something to say... it matters not if we really don't know each other, but it is important...... I...."
but once the power is back online, I shut up and immediately pilot this bucket back towards the planet as before!!!
ooc:
pilot space transports: 2 + 4 + 5 + 5 = 16
Page spares a glance at his pilot. Nothing more is forthcoming. He is jerked back in his seat as the freighter rotates for entry into the planet's atmosphere. He continues to keep an eye out for the raiders, constantly hovering his fingers over the tiny trackball that has such a large influence on all their fates.
ReplyDelete(3D) Shield Roll: 8+1 = 9 (boo)
(6D) Dmg w/ shield = 18+5 = 23
(4D) Dmg w/o shield = 6+1 = 7 (boo again)
Otho takes a moment to center himself. The other ship transitioned from a halicon defensive-pattern to an omega delta attack pattern. That's usually followed by either an epsilon left or a fusillade right. But the way the ship is dipping to starboard should indicate a tell of....
ReplyDeleteOtho jazzes the coils, ignores the targeting computer, and pulls the trigger. "Dodge this," he says as a chain of crimson laser blasts launch toward the attacking ship.
(OOC)1st shot to hit: 10+2=12 Damage: 8+3=11 2nd shot: 12+6!+5=23 Damage: 14+5=19
OOC: Please kill him. Page apparently can't handle shields if his life depended on it.
Delete(talking as if my voice was in Page's head) "Page, you need to turn off your targeting computer... Use the force Page... Use the force... Feel it.... Let go page..."
DeleteOtho's first shot once again misses the mark badly. Suddenly the frustration of the busted fire control and the sluggish turret and the gnashing of metal on metal boil over, and he feels a singular rage--that gives him a burning hot focus. "Dodge this," he says, coolly but confident. Or at least that's how it sounded in his mind. The angry taunt comes screaming over the comm system, temporarily deafening the hearing of those with headsets.
ReplyDeleteThe laser carries a similar intensity and it strikes its target true. The telltale shimmer of ionization ripples across the raider ship, and it pitches hard to port just as the two vessels dip into the atmosphere. Its heat profile compromised, the raider captain fights to regain control of his ship to avoid tumbling into the atmosphere--certain death for a freighter. Finally the sublight comes back to life and the captain pulls out of the fall. The enemy gunner takes another two shots at the Elysium Pale but misses badly. The second enemy ship breaks off the attack, heading sharply away and toward the surface of the planet.
From his location at the tactical station, Red analyzes the power flow from the generator and sees there is a mess of redundancies built into the old stock light freighter, designed to maintain power to the cargo hold at the expense of defensive systems. These old ships were never supposed to get into these kinds of messes. Captains just needed to mind local customs and they would be alright. That line of reasoning mostly held true in the core worlds, or when the Republic held sway, but with the rise of the Empire came a severe uptick in piracy. Most of these ships were upgraded at the lowest cost, irrespective of the inefficiencies of the upgrades.
Red does a quick software reroute, but the fix is no substitute for the full-scale rewiring the ship needs. He also realizes that the last hit did more than just ionize the controls, it also fried the secondary motivator governing sublight throttling and seized the gyros in the gun turrets. They are frozen in place.
Java comes over to assist Red and the droid, and his diverse knowledge soon assesses the extent of the dilemma. There may be spare parts in the cargo hold, but there is also a hull breach. On the monitor Java determines they'll either need to find a spacesuit to go into the hold or wait and hope the Raiders are dealt with and Jek can safely land the ship.
Page, his own frustrations reaching new heights, sees the shield swath double in size on his monitor. He may not need it anymore for the raiders, but the damage control board is blazing overhead. The thermal plating only works when it's in place, and a large chunk has been blasted off the top of the ship behind the gun turret. He may be able to position the shield over the patch to absorb some of the aerodynamic heating.
Jek has a choice to make. He has enough power to safely land the ship in only a narrow cone of the surface based on the current trajectory. Sensors indicate it is a mountainous region where they should be able to find basic necessities but no major settlements where they would be likely to find parts to repair the ship. Or he could risk a shallower descent angle to land near a major settlement with a modest but viable spaceport. That would be a more difficult piloting effort for him as the ship comes very close to totally losing power and it would mean Page would need to stay on the shield controls longer. Albeit a stationary target, the shields will quickly lose integrity, and the only way to make them last is to pattern roll the shield over the breach - a task that requires a good deal of focus.
There is one more option: follow the enemy freighter to the surface. Two freighters operating locally probably indicates a surface base of operations.
Red and Java could also attempt to find a spacesuit and enter the hold in hopes of repairing the breach from inside, a very difficult task in such a short time frame. Failure would also certainly result in the mechanic's incineration.
Otho feels the strange focus dissipate, leaving a cold emptiness in its place. That feeling too soon fades. He attempts to swivel the turret to track the enemy ship but finds the turret is completely frozen in place. It appears the guns will still fire but without control he would need an absolutely dead on line of sight to make a shot worthwhile.
DeleteRed gives Java the international, "You can don the spacesuit and attempt to defy the incineration odds if you like" look. Over the radio he says, "Jek, you'd better drop us somewhere near a city if you ever want to see this puppy break orbit again!" "I'll give you all she's got!"
ReplyDeleteOOC digging into the depths to find Jek some additional power/control roll:
20+6+5=31!
OOC: Everyone, we're in free actions again - no turn order. Just give me what you want to do right now, with any accompanying dice rolls. I wrote above that it is Jek's decision where to land, but please collaborate as Red has done. Jek can take it or leave it, but I know I'd want a say if I was in the party.
ReplyDeleteAs an aside, I am prone to add helpful hints like "...probably indicates a surface base of operation." These are things your characters would know even if it isn't obvious from our perspective as players in a galaxy far, far away. If you think it's too heavy-handed and you want less of that, preferring instead to navigate your own path's through the universe, kindly let me know. That little nugget is in no way meant to be a recommended course of action, only one of several equally viable options.
With the gun turrets rendered useless, Red siphons off power and allocates it to the sublight drive. He also bleeds the emergency power to the atmospherics in the cargo hold and the escape pods, the interior red lamps, and finally the tactical station itself. In total he's boosted the capacity of the drive from 10% to 15%. The only illumination of the Elysium Pale now comes from the glow of the red planet through the forward viewport and cockpit.
ReplyDelete"Beep beep!" protests Rex, withdrawing his interface wand from the tactical computer port.
Red's power hack gives Jek the slightest amount of tolerance in his flight path trajectory, making extended routes to either the spaceport settlement or the possible raider base a little less stressful.
OOC: Jek, give me a decision on your destination or solicit consensus, then roll one more Space Transports/Mechanical roll for piloting. You'll need to make a success at moderate difficulty for the extended routes or easy difficulty for the shorter flight plan. Page, also give me your last roll on the shields. Java and Otho, let me know if you want to do anything else or just strap in for the landing.
Java notes Red's poignant stare, returning it with an understanding nod. "Yeah, I could really use a beer, too. Hey, that captain looked the type to have a stash somewhere, maybe some Fozbeer home brew, but maybe something stronger. I'd hate for it to go to waste, ya know?
ReplyDeleteBut speaking of the captain, I guess we should secure him for what may be a bumpy landing. Can you give me a hand so he doesn't tear back open? He's lost too much blood for an aortic aneurysm to be all that entertaining."
Switching his com to active, he adds: "Mr. Pilot Jek dude, if you've any interest in hearing the captain's tale of how we all got thrown into this, we'll need to put down near a bacta tank so they can replace all the duct tape and Krazy Glue I used with viable tissues.
"Hey, I've got an idea, Red. If we can find some suspensions, we might be able to rig-up a floating gurney and give this lug a sporting chance. Then hit the beer. What do you say?"
OOC: curses on "auto-correct", which insists on changing nice SW words like "suspensors" with "suspensions" 😡
Delete"I'm risking it!!! We're going to a more populated area... ideally in the opposite direction of the raiders...Gum and Bantha glue alone will not keep this together!"
ReplyDelete(checking the nav computer)... "what are our options on this planet... Anyone familiar with where we are???"
ooc: I'm using the computer to figure out what planet we are on.. basic intel... and a place to land where people don't ask too many questions... hopefully in a different direction of the raiders...
space transports: 5 + 5 + 6 + 6 + 6 + 1 + 3 = 32 (dang... now I get that roll... no combat, and I kick ass at flying to land...)
sensors: 1 + 3 + 5 + 5 = 14... (so this computer speaks bachi...)
Once I get our destination en route, I get on the horn... time for us to get together..
"O.K., we are heading to (insert here), and we need to talk... what the heck is going on???"
After crafting a suspensor gurney, Java takes a few moments on a console to try to access the freighter's flight log, looking for clues as to where they may have come from. Given this may be a smuggler vessel, he checks for signs that the logs have been "doctored" (missing time, unrealistic sequence of ports, etc).
ReplyDeleteWith a beer in hand if one was found, of course 😆
DeleteOOC: computer programming/security 4D: 15+4=19
DeletePage checks the monitor. He retreats into himself and breathes. Be like Hoth. Because if he fails, they could all end up like Tatooine.
ReplyDeleteOOC:
5+6+6+3
Java strings up the makeshift gurney using fallen cable and a few straps he found near the bunks, then, with some effort and a hand from Red, the captain is lifted into stable position in what is surely his bunk, given the woefully depressed state of the mattress. Inside the bunk Java finds a holo image of an attractive Twi'lek girl, her pinkish-blue headtails elaborately tattooed, ordained in ceremonial fashion as if for a wedding. There is also a tablet with the ship's manifest. All of the entries from the past several weeks have to do with the diminishing count of onboard provisions, but then discovers an entry that appears to pertain to the party:
ReplyDelete"205.6.14.83: M. Silger (full name not given), xferd 5 humans aboard. Condition alive, and healthy but comatose. Machinery included for health maint of cargo. Rex rec'd instructions. Deliver to planet Red Barren in Killiam sys. Client aware of hyperdrive status, sublight actually required! = 7 wks space. Additional prov reqd and recd. Contact Taro Afar at Red Diamond Metrotel in Rushtown. 6K upfront, 9K upon delivery. No sig, black comm."
Below that is a detailed list of the additional provisions received along with the human cargo, including eight cases of Corellian Ale, the mainstay swill of the galaxy, known for being both cheap and tolerable by a wide number of species. This particular formulation is most agreeable to humans and favored by spacers in the core worlds and outer rim alike. A quick examination of the galley uncovers one full case plus two cans remaining. Java pops the top off one and tosses another to Red. The slightly bitter liquid is room temperature, but quenches a thirst poorly slaked by the nutrient feeds from the masks.
Java then quickly finds the consoles on the ship are all dead, having been drained completely of power by Red in his effort to boost the sublight drive of the Elysium Pale.
This time, Page orchestrates the shield with the skill of a master synthtonist, nimbly rotating the swath of energy to effectively disperse the atmospheric heat accrued during entry. By the time the ship drops below the terminal levels of the atmosphere, the shield is nearly expended, but the hull is no worse for wear. the Atmospheric sensor for the cargo hold crows a few times but nothing more.
ReplyDeleteJek reads the sensors and crosses it with the ship's nav computer and system charts. Red Barren is the only marginally habitable planet orbiting the red giant start Killiam 1, part of a binary system with a white dwarf. Due to the complexity of the orbit and the intense temperature volatility, the planet has no surface water, relying on ancient subsurface stores. In recent centuries, many of these deposits were contaminated by careless mining practices, making water purification a highly profitable component industry on the planet. The surface is covered in a thick layer of oxidized iron. Frequent rust storms can saturate the atmosphere for days afterward. For most off-worlders, a breathing filtration apparatus is necessary for protracted surface excursions. Planetary gravity is Coruscant-nominal, but temps vary dramatically from night to day. Killiam 2 has a period of 80 days.
Red Barren is known as a mining planet, with several active smuggling factions. Corruption is rampant, especially in the government, controlled exclusively by the Davika Corporation. There is no information about specific individuals. Rushtown is the only major settlement on the planet. It contains a port for starships and other space-tech facilities.
The Republic had only marginal oversight of the Davika Corp., and no presence on Red Barren. The Empire likewise has no presence on the planet.
With the modest boost of power, the controls feel slightly less sluggish under Jek's fingers, and he eases the battered freighter along a seamless trajectory toward Rushtown. Together with Page's sudden and welcome command of the shield controls, the Elysium Pale glides smoothly to the spaceport. Preliminary docking procedures flash across the console, directing Jek to land in Bay 3.
It is waning daylight as the ships sets down, the emergency power meter flashing at just 2% power remaining. In the sky to the west, Killiam 1 blazes a deep red. Killiam 2 blinks more dimly above the primary star. Another quick reference of the outside conditions against the logs indicates a shallow temperature curve toward the hotter end of the spectrum, with temps rising through the next twenty days.
Jek cuts the sublight drive and powers down the cockpit.