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10:30, 3rd May 2024 (GMT+0)

The Scout Ship.

Posted by GM HeathFor group 0
GM Heath
GM, 2728 posts
Fri 23 Apr 2021
at 01:11
  • msg #1

The Scout Ship

After Orvo's failure, Bartja takes a crack at opening the sophisticated electronic locker left by Terry before his death. (Success.) Bartja successfully manages to open the lock with his toolkit. What you find inside raises your eyebrows. It is nothing short of a weapon cache.

You find the following:
3 XT-41 experimental rifles (used against the Blackness) with 10 shots each

3 XT-4P experimental pistols (same) with 10 shots each

12 XP-12 Portable Singularities (the Blackness grenades)

1 XT-SW (a sheathed weapon like a katana, but when turned on, its blade disappears or turns black depending on the setting)

1 XT-50 (a larger, heavier experimental rifle with bipod) (with 20 shots)

6 X-11 Shield Generation Flux vests. (These are like kevlar vests to protect against the Blackness)


As you will not need the Blackness weapons right now, I will move us along to the next morning, and you can divvy it up later.

Appleburg is still trying to remember details to sketch out a map of the compound.

The next morning dawns. Everyone is set and ready to go.

Desi, Gregor, Orvo, and Vadim set out to explore the shiny glint in the river that was seen on the trip down to stop Terry two days ago. Bartja, S'krllk and M'Kix stay at the ship to work on their projects. But everyone has radio and visual contact and can participate remotely if not with physical interaction.

After some searching, you find the spot where the glint was at. Looking down into the river for closer examination, you see that it is some kind of ship--not large but also not a UPF ship. The only visible sign of it above water is a large metal cable that appears to tether the airlock of the ship to a tree along the bank.

You notice as you get near that your equipment, particularly compasses and some electronics, start to go haywire--not an EMP but some sort of interference.

The river is 500 meters across and drops quickly to a depth of 20 meters. The current is 5 km/hour. The ship itself is 20 meters long and rests on the bottom in the middle of the channel.

Your first challenge will be to figure out how to reach the ship. You realize two things right away: it is too far and the current is too fast to easily swim to, and your breathers are not meant for underwater use. Your equipment also will not remain dry without proper precautions.

9:00 a.m.

20 DAYS UNTIL QANTARIATE INVASION

DAY 6 ON MAHG MAR

Bartja Nemuco
player, 737 posts
Yazirian
Technician
Fri 23 Apr 2021
at 15:08
  • msg #2

The Scout Ship

While working on Shemp, Bartja checks in with the scout group and reviews their feed remotely.

"Assuming you can reach the airlock, opening it underwater might prove more difficult than imaginable.  Twenty meters of water pressure is almost thirty psi of pressure on that airlock.  That's almost thirty thousand pounds of force on it, or thirteen point six thousand kilos.

We're going to have to find a way to pump the water away from the hatch before opening to relieve the pressure.  Either that, or bring that ship up.

What's the tether functioning as?  Is the ship floating down there and just held by the cable?
 Could you tow it to shore with the Explorer?"

GM Heath
GM, 2729 posts
Sat 24 Apr 2021
at 02:06
  • msg #3

The Scout Ship

You hear Bartja's ominous predictions about getting in and look closer in the water. The cable leads along the bed of the river to the spaceship, and narrow seams indicate a hatch on the starboard hull near the bow. A large number of shallow depressions surround the outline of the door inside and outside the seams. Slight glows by the depressions and along various ridges indicate that the ship still has power. You just need to figure out how to open the hatch. Then it will presumably lead to an airlock.
S'Krllk
player, 597 posts
Sat 24 Apr 2021
at 09:45
  • msg #4

The Scout Ship

As he sorts through spare parts, attempting to find a needed power coupling, S'Krllk radios his thoughts. "Just thought I'd mention that, assuming what you see indicates the ship is still powered up, we've no indication the current location isn't by choice. If that's the case, it's conceivable that there could be occupants."
Orvo
player, 250 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Sat 24 Apr 2021
at 13:10
  • msg #5

The Scout Ship

Orvo says, "That's a good idea. But on the other hand, it's been sitting down here for awhile so they aren't in much of a hurry."  He will see if he can tell how long it has been sitting on the bottom of the river or if anyone has environmental skills that can help show that.

He will also look for carabiners to attach the cable to descend, though he recommends a tech savvy individual go down there and try to open the hatch.
Gregor Trask
player, 17 posts
Blob-shaped Explorer
Sat 24 Apr 2021
at 13:51
  • msg #6

The Scout Ship

Gregor stood by surveying the scene and listening to the techs. He tries to ascertain the amount of time the ship has been down there and what race of space farers might have designed the ship.
Vadim tul Mhora
player, 14 posts
New Pale Scout
STA 50/50 Machete
Sun 25 Apr 2021
at 16:07
  • msg #7

The Scout Ship

Vadim initially seems taken aback by the discovery and he spends a few moments puzzling over the situation.

"Huh.  Guess I've should have seen the fact we'd need someway of getting to the bottom of a river coming.  And I left my rebreather in my other coveralls."  he adds wryly.

The young man rubs his head in thought as he begins to get excited at the prospect of exploring an alien ship, "Is there any scuba gear and dive bags on the Moraes?  Probably will want a raft too, but considern' the depth and location I don't think we should make a go for it without some sort of oxygen supply."

He moves to get a better look at the ship and examine the cable tethered to the tree.

"Maybe sealed enviro-suits would work," he half murmurs as he puzzles out the initial obstacle, "Or I guess spacesuits from the ship's locker in a pinch if nothing else.  Could even load an empty one up with equipment as a makeshift dive bag."

OOC
I didn't see anything like scuba gear in the various equipment lists or the like in my scan through, so not sure if there is anything like that in stores.  Though considering the Moraes was on an exploration mission, I'm figuring there might be something in her lockers for underwater (or harsh) environments available.

If not, she almost certainly has spacesuits though they might be a bit clumsy in the river.  The tether could help mitigate some of that if we clip the divers in suits to the line.

GM Heath
GM, 2730 posts
Mon 26 Apr 2021
at 02:02
  • msg #8

The Scout Ship

Gregor's inspection leads him to believe the craft is of Sathar origin.

You do not have scuba or similar gear, but the spacesuits could be used if you can fix a buoyancy issue by getting them to sink in the water and handle the rushing water without being pushed downstream.

You do have carabiners and basic climbing gear.

The ship has been there long enough to get a layer of moss and slime but probably not more than a few months.
Desiraye Lipost
player, 2151 posts
PGC Gun-Chick
Military PSA
Mon 26 Apr 2021
at 13:53
  • msg #9

The Scout Ship

In reply to GM Heath (msg # 8):
We could strap some type of weights to the suit to make it sink?  But, they would have to be made so they could be cut by the person in the suit if needed
Vadim tul Mhora
player, 15 posts
New Pale Scout
STA 50/50 Machete
Mon 26 Apr 2021
at 14:49
  • msg #10

The Scout Ship

In reply to Desiraye Lipost (msg # 9):

"Does the Moraes have a small gym onboard for the crew?  The weights don't have to be federanium but really a few weight lifting weights would probably be the quickest to adapt as ballast.  Though there probably is some spare materials in engineering's machine shop that could be quickly modified as well."

Vadim glances at the alien ship in the river and then back at Desiraye, "In any case we have to go back to the ship since we can't move forward here without the suits.  Might want to call ahead and tell the others what we need."  After a moment's thought, "Probably want two extra suits modified as well so we can just use those as dive bags for our equipment."
Gregor Trask
player, 18 posts
Blob-shaped Explorer
Mon 26 Apr 2021
at 16:11
  • msg #11

The Scout Ship

"Im not a tech so I dont know what to think about getting into the ship. If its a Sathar ship we need to collect as much information about it as we can. It might be important later.  The real question is why is it here? Are they trying to hide it? Did it crash? What are the chances of them watching the ship or laying it as a trap?"
Desiraye Lipost
player, 2152 posts
PGC Gun-Chick
Military PSA
Tue 27 Apr 2021
at 01:30
  • msg #12

Re: The Scout Ship

Vadim tul Mhora:
In reply to Desiraye Lipost (msg # 9):

"Does the Moraes have a small gym onboard for the crew?  The weights don't have to be federanium but really a few weight lifting weights would probably be the quickest to adapt as ballast.  Though there probably is some spare materials in engineering's machine shop that could be quickly modified as well."

Vadim glances at the alien ship in the river and then back at Desiraye, "In any case we have to go back to the ship since we can't move forward here without the suits.  Might want to call ahead and tell the others what we need."  After a moment's thought, "Probably want two extra suits modified as well so we can just use those as dive bags for our equipment."

OOC: I don't recall on an actual gym on board.  If yes, good point!

IC: "Home base, this is Desi.  Can you get us ready the some enviro suits or space suits?  We've got to get down into the water to get to the ship and don't have anything with us to do that.  Also, some type of weights for ballast.  Can someone handle that there?  Over."

"Good thinking Vadim!

Anyone got any other thoughts?  Cutter to get into the airlock?"

====================================================================================
Gregor Trask:
"Im not a tech so I dont know what to think about getting into the ship. If its a Sathar ship we need to collect as much information about it as we can. It might be important later.  The real question is why is it here? Are they trying to hide it? Did it crash? What are the chances of them watching the ship or laying it as a trap?"

"That's the question of the hour Gregor.  It's a good hiding spot giving good cover and not so easy access without the right equipment."
This message was last edited by the player at 01:32, Tue 27 Apr 2021.
GM Heath
GM, 2731 posts
Tue 27 Apr 2021
at 11:58
  • msg #13

Re: The Scout Ship

Sorry, no gym. This is econo-class.
Bartja Nemuco
player, 738 posts
Yazirian
Technician
Wed 28 Apr 2021
at 00:10
  • msg #14

Re: The Scout Ship

Bartja considers the options for a few minutes before replying:

"Away Team, this is Bartja:

We'll get some spacesuits ready for you guys but no manufactured weights around here.  We'll  rig up a ballast bag from the spare bivouac unit and you can weigh it down with rocks for ballast.  That way, if you need more ballast as you descend, just pick up more rocks from the bottom.

Send Red Rover on over and we'll get you loaded up with suits, climbing gear, and some materials for the job."


Bartja leaves his current repair project and moves through the ship collecting equipment and supplies for the away team.
GM Heath
GM, 2732 posts
Wed 28 Apr 2021
at 00:31
  • msg #15

Re: The Scout Ship

You receive the materials from Bartja. You must decide who will go down first to try to open the hatch. For each descent, a DEX check will be made. Plus, any additional rolls applicable to trying to open the alien hatch.
Vadim tul Mhora
player, 16 posts
New Pale Scout
STA 50/50 Machete
Wed 28 Apr 2021
at 02:22
  • msg #16

Re: The Scout Ship

In reply to GM Heath (msg # 15):

Vadim shrugs, "I have some tech training so I might be able to override the airlock."

OOC
Tech 1 but Vadim's Dex is decent (70) to make those rolls.

Desiraye Lipost
player, 2154 posts
PGC Gun-Chick
Military PSA
Wed 28 Apr 2021
at 04:27
  • msg #17

Re: The Scout Ship

Vadim tul Mhora:
In reply to GM Heath (msg # 15):

Vadim shrugs, "I have some tech training so I might be able to override the airlock."

OOC
Tech 1 but Vadim's Dex is decent (70) to make those rolls.

Desi looks to Vadim, "Looks like it's me and you first.  Anyone else got anything to help us get inside?"

OOC: Desi has Tech: 2
Gregor Trask
player, 19 posts
Blob-shaped Explorer
Wed 28 Apr 2021
at 04:34
  • msg #18

Re: The Scout Ship

"I can help. My tech skills are somewhat limited but I do have some natural talent." Gregor steps up to assist.

OOC - Tech 1, 61 Dex.
Orvo
player, 251 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Wed 28 Apr 2021
at 08:08
  • msg #19

Re: The Scout Ship

Orvo says, "Not me. I'm a medic with some shooting skills and that's about it, besides my lie detection and gelatinous body proportions." He snickers but will gladly hold the line to assist whoever goes first.
Vadim tul Mhora
player, 17 posts
New Pale Scout
STA 50/50 Machete
Wed 28 Apr 2021
at 18:13
  • msg #20

Re: The Scout Ship

Vadim looks at the sky and then the others, "Welp daylight's burning and we aren't going to figure out anything more by standing around jawing.  If you have more tech training than my basics do you mind checking the door first Desiraye?  All things considerd, if she's Sathar they might be some sort of booby trap on that lock that would be easier for a more experienced hand to deal with."

With that the Truaneor suits up and helps the others as well before loading up an empty suit cum dive bag with some equipment.  Task complete he latches on the makeshift ballast weights and then the guide-on wire before heading into the river.

OOC
Not sure if a laser pistol (or albedo screen) work underwater so those with tools are loaded into the 'dive bag'.  Looking at Vadim's character sheet, pretty much everything else I think can be worn under the spacesuit or kept in a coverall cargo pocket (excepting rope and water pack which can be left behind).

Will leave it to Desiraye to take the lead on the door security (and the roll), but will assist as needed.


14:11, Today: Vadim tul Mhora rolled 29 using 1d100.  Dex check.

Desiraye Lipost
player, 2155 posts
PGC Gun-Chick
Military PSA
Wed 28 Apr 2021
at 22:36
  • msg #21

Re: The Scout Ship

Gregor Trask:
"I can help. My tech skills are somewhat limited but I do have some natural talent." Gregor steps up to assist.

OOC - Tech 1, 61 Dex.

"That makes three for the dive.  We may just need all three of us.  Orvo will handle the operation from up here.  Let's suit up and get ready!

I think a gyrojet weapon should be fine if we have one available for water use.  Once we're inside the ship, we should be fine with anything.  Let's just try not to blow any holes in it!""

Gregor Trask
player, 20 posts
Blob-shaped Explorer
Wed 28 Apr 2021
at 23:50
  • msg #22

Re: The Scout Ship

Gregor does as instructed and quickly suits up. Securing his none water tight gear in a sealed bag or within his suit.
GM Heath
GM, 2733 posts
Sat 1 May 2021
at 10:28
  • msg #23

Re: The Scout Ship

Vadim suits up and starts down. The good news is that the ballast and dive back all seem to work, and of course the spacesuits are airtight. The bad news is that he is unable to open the lock and has to rise back to the surface. 19:27, Today: GM Heath rolled 86 using 1d100.
Vadim tul Mhora
player, 18 posts
New Pale Scout
STA 50/50 Machete
Sat 1 May 2021
at 16:27
  • msg #24

Re: The Scout Ship

Vadim keys the suit's com (assuming a spacesuit is equipped with at least a short range communicator standard for vacuum work).  "The suit works like a charm, but I'm having some trouble with the lock.  Could use a little help here..."
Desiraye Lipost
player, 2156 posts
PGC Gun-Chick
Military PSA
Sat 1 May 2021
at 18:11
  • msg #25

Re: The Scout Ship

Vadim tul Mhora:
Vadim keys the suit's com (assuming a spacesuit is equipped with at least a short range communicator standard for vacuum work).  "The suit works like a charm, but I'm having some trouble with the lock.  Could use a little help here..."

Desiraye goes over her suit one last time as Vadim calls in his status.  "OK Vadim.  Doing the final check on my suit now.  Should be down in about five minutes.  How does it look down there otherwise?"
Vadim tul Mhora
player, 19 posts
New Pale Scout
STA 50/50 Machete
Sat 1 May 2021
at 19:50
  • msg #26

Re: The Scout Ship

In reply to Desiraye Lipost (msg # 25):

OOC
Sorry didn't see that I rose to the surface.


"The airlock looks solid otherwise.  If that's a Sathar ship it's a hell of a find considering it isn't scrap."
Bartja Nemuco
player, 739 posts
Yazirian
Technician
Fri 7 May 2021
at 17:03
  • msg #27

Re: The Scout Ship

Bartja continues to monitor the happenings at the submerged ship and interrupts the radio coms to interject his opinions.

"You could blow the hatch with TD-19, but it will probably flood that ship and destroy anything important inside.  The occupants are either already flooded or have a way to flood that air hatch before opening.

If they're flooded, I wonder if we've discovered some kind of water race..."

Vadim tul Mhora
player, 20 posts
New Pale Scout
STA 50/50 Machete
Fri 7 May 2021
at 17:11
  • msg #28

Re: The Scout Ship

Bartja Nemuco:
Bartja continues to monitor the happenings at the submerged ship and interrupts the radio coms to interject his opinions.

"You could blow the hatch with TD-19, but it will probably flood that ship and destroy anything important inside.  The occupants are either already flooded or have a way to flood that air hatch before opening.

If they're flooded, I wonder if we've discovered some kind of water race..."


"Well, I don't think we have to go that far.  I'm only a new cert Tech so it'll probably just take someone with a bit more skill to crack the hatch."

OOC

<poke><poke>;-)

Desiraye Lipost
player, 2157 posts
PGC Gun-Chick
Military PSA
Sun 9 May 2021
at 01:53
  • msg #29

Re: The Scout Ship

Desiraye will make sure that she has the proper tools she needs, plus, some TD-19.  She will make her way to the ship once her suit checks out to be stable.
Gregor Trask
player, 21 posts
Blob-shaped Explorer
Tue 11 May 2021
at 14:47
  • msg #30

Re: The Scout Ship

Gregor lowers himself into the water and connects to the tether with a snap clip.

OOC - I have not had a try at the lock yet but I dont know what to roll.
GM Heath
GM, 2735 posts
Wed 12 May 2021
at 05:23
  • msg #31

Re: The Scout Ship

Desi is also unsuccessful at the lock, but Gregor seems to have no problem and gets it open right away.

Gregor notices that the system is activated or deactivated by two small depressions on each side of the door. The Sathar place their manipulating tentacles simultaneously in both depressions, tapping on a membrane in a special sequence.

As you open the hatch, you hear a whooshing sound and feel an undertow as a chamber fills with water. Desi, Gregor and Vadim, who are at the hatch, feel the water rush by, pushing them toward the chamber (i.e., airlock) beyond...(DEX checks). Gregor and Vadim manage to hold onto the cable and their connections, but Desi loses her grip and slams into the far wall, and an outcrop piece of metal punctures her suit and cuts into her side. (Critical Miss: 14:12, Today: GM Heath rolled 100 using 1d100.) Desi is stabbed for 7 damage by the metal, and you see a stream of blood trailing out into the water that has now completely filled the chamber. Her waterproofing is also compromised, and water begins filling up her suit.

At the same time the airlock is activated, a bank of blinking amber lights around each hatchway lights up and blinks. You are not sure what this means, but perhaps might be a countdown to depressurization of the chamber.

Gregor and Vadim are just outside the chamber, Desi is in the chamber putting pressure on her wound, and Orvo is above ground holding the cable steady for everyone's descent. Everyone is wearing spacesuits, though Desi's is damaged.

Orvo can see what is going on below and hear sounds through the headgear. Back at the ship, everyone can somewhat see on video and hear on audio what is going on.


Inside the chamber itself (#2 on the map), which is 2 meters by 2 meters in size, you see an identical hatch door on the other side of the chamber (along with the amber blinking lights). (This is shown as the hatch between #2 and #3.)

Along the chamber's left wall is a series of depressions, gauges, and unfamiliar instruments, which probably control the airlock.

More amber lights flash on and of around the top of the chamber.



This message was last edited by the GM at 05:28, Wed 12 May 2021.
Gregor Trask
player, 22 posts
Blob-shaped Explorer
Wed 12 May 2021
at 06:32
  • msg #32

Re: The Scout Ship

Gregor quickly disconnects from the cable and moves inside waving Vadim inside with them. He moves to the airlock controls and begins the sequence he thinks will reseal the airlock.
Vadim tul Mhora
player, 21 posts
New Pale Scout
STA 50/50 Machete
Wed 12 May 2021
at 19:56
  • msg #33

Re: The Scout Ship

Vadim follows and tries to help Desi (with a suit patch if available) while Gregor tries to cycle the lock.
Orvo
player, 252 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Thu 13 May 2021
at 01:40
  • msg #34

Re: The Scout Ship

Orvo sees what is happening and tries to quickly descend and join the others before the hatch closes.
Desiraye Lipost
player, 2158 posts
PGC Gun-Chick
Military PSA
Sat 15 May 2021
at 03:49
  • msg #35

Re: The Scout Ship

Feeling the metal cut through her suit and the cold of the water entering her suit, she knows she doesn't have too long before the suit fills up and she's screwed.  She tries to assist Vadim with the trying to solve the problem of the compromised suit the best she can.
Gregor Trask
player, 23 posts
Blob-shaped Explorer
Sat 15 May 2021
at 15:53
  • msg #36

Re: The Scout Ship

Gregor waits for Orvo to get inside before resealing the airlock if he can replicate what he did before.
GM Heath
GM, 2738 posts
Tue 18 May 2021
at 23:27
  • msg #37

Re: The Scout Ship

Gregor begins trying to figure out the system for closing the airlock, since it appears different from the controls on the outside.

Meanwhile, Orvo dives into the water and starts his descent.

Vadim grabs a patch to help with Desi's suit...(fail)...unfortunately, the rushing water and water pressure (very different from the vacuum of space) make him unable to attach it correctly, and water still is filling up Desi's suit.

Desi tries to assist Vadim and manages in slowing the rush of water, but it still fills her suit in seconds. The water is cold and biting as it reaches up and covers her face, fills her mouth...

The amber lights still blink around both doors of the hatchway and the ceiling.

Desi realizes how terrible it would be to drown in her own spacesuit after surviving so much.

Orvo successfully reaches the airlock.

Gregor has an "aha" moment (success) and pushes some depressions.

Desi is starting to panic as she cannot breathe and she cannot hold her breath much longer.

Gregor finishes the sequence, and the outer hatch door closes. The water quickly flushes out of the chamber as it fills with air.

Water also drains from the hole in Desi's suit. She gulps in a deep breath and bends over to cough and fill her lungs.

Gregor sees that, while the outer hatch is closed and air is now in the compartment of the airlock, the hatch leading to the interior is still locked (level 3 lock), so it may take some work and time still for him (or someone else) to try it.

The amber lights still glow around both hatch doors and the ceiling of the airlock.
Vadim tul Mhora
player, 22 posts
New Pale Scout
STA 50/50 Machete
Wed 19 May 2021
at 05:38
  • msg #38

Re: The Scout Ship

Vadim looks to Desi a moment to make sure she's sorted out before unhooking the makeshift 'dive bag' suit (and other ballast) and unloading the gear inside.  He pulls up his helmet and tells Desiraye, "We can try to re-seat that patch, but I wouldn't bet my life on it since you can just use the spare."

He looks to the sealed hatch, "If Gregor's right and she's Sathar, we have to assume she might have some automated counters.  Considerin' we haven't blown up (yet) because of a self-destruct command when we got the airlock open, hopefully it's something basic and not live Sathar.  Or I'd think they'd likely reflood the airlock at least."

The young man shrugs, "We might want to shuck off at least some of our suits so whatever is on the other side of the door doesn't put more holes in them."

OOC
Barring other input, Vadim will take off his suit (to protect if things get hairy) and rearm and equip.

IIRC Desi I think has the best odds of cracking a lock so he sees to pulling off the bad patch on her suit and doing a better job of patching it now that they aren't under immediate pressure (water or otherwise).

Desiraye Lipost
player, 2159 posts
PGC Gun-Chick
Military PSA
Thu 20 May 2021
at 00:48
  • msg #39

Re: The Scout Ship

Desiraye falls to the deck of the ship in what can only be seen as sheer terror in her eyes.  She takes a coupe of deep breaths and takes a minute to compose herself in front of the others.  Once she feels up to it, she looks at the others, extending her hand so she can get up and get the suit off.  ""I owe you guys at least a bottle of something expensive once we get out of here.  I think I'm going to have to decontaminate the suit before getting back into it," she says jokingly of the near death experience.

She exits the suit and lets Vadim apply another patch properly as she checks her weapon and screen for function-ability before they try to move on from here.

OOC: Trying my best to keep up.  Thanks for the save!!!
Orvo
player, 253 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Thu 20 May 2021
at 02:14
  • msg #40

Re: The Scout Ship

Orvo waits to see what happens. He leaves his spacesuit on and faces the hatch leading inside.
Gregor Trask
player, 24 posts
Blob-shaped Explorer
Fri 21 May 2021
at 22:09
  • msg #41

Re: The Scout Ship

Gregor quickly pulls off his suit and readies him weapons. "I went as fast as I could...." He says with concern on his face and clearly troubled over the terrifying experience Desi just went through.
GM Heath
GM, 2739 posts
Sat 22 May 2021
at 04:06
  • msg #42

Re: The Scout Ship

Everyone takes some deep breaths, takes off their suits (except Orvo), and gets equipped.

(Not sure who is trying to open the inner hatch (Level 3 security). Gregor?)
Vadim tul Mhora
player, 23 posts
New Pale Scout
STA 50/50 Machete
Sat 22 May 2021
at 04:30
  • msg #43

Re: The Scout Ship

GM Heath:
Everyone takes some deep breaths, takes off their suits (except Orvo), and gets equipped.

(Not sure who is trying to open the inner hatch (Level 3 security). Gregor?)

OOC

<Pokes Desi>  Gregor and Vadim are both level 1 Techs while Desi has level 2 iirc.

GM Heath
GM, 2740 posts
Sat 22 May 2021
at 04:56
  • msg #44

Re: The Scout Ship

Funny that your best techs stayed back at the ship. They are probably laughing at your antics while eating popcorn. :)
Gregor Trask
player, 25 posts
Blob-shaped Explorer
Sat 22 May 2021
at 21:14
  • msg #45

Re: The Scout Ship

"Desi, I can tell you what I did on the outside if you want to give a first attempt. I dont want to set off any alarms if we can help it."
GM Heath
GM, 2741 posts
Sun 23 May 2021
at 01:44
  • msg #46

Re: The Scout Ship

Desi makes a first attempt but unfortunately can't figure out the controls and fails.

The amber lights are still the same around the hatches and ceiling.
Vadim tul Mhora
player, 24 posts
New Pale Scout
STA 50/50 Machete
Sun 23 May 2021
at 01:49
  • msg #47

Re: The Scout Ship

Vadim takes a shot at opening the hatch.

OOC

21:48, Today: Vadim tul Mhora rolled 46 using 1d100.  security?

GM Heath
GM, 2742 posts
Sun 23 May 2021
at 09:24
  • msg #48

Re: The Scout Ship

It's 50% plus skill level (x10) minus alarm level (x10). So here it is 20% plus your skill level. Vadim is level 1 so he needs 30% or less to succeed.

Unfortunately, he also fails to open the security lock.
This message was last edited by the GM at 09:25, Sun 23 May 2021.
Desiraye Lipost
player, 2160 posts
PGC Gun-Chick
Military PSA
Sun 23 May 2021
at 14:49
  • msg #49

Re: The Scout Ship

"Frak," Desi says as another failed attempt at the lock is obvious.  She looks around, "Next?

Can we take a picture of what we're dealing with and send it to Bartja & the others?
 Maybe they can shed some light on this short of us blasting our way in?"


'Less time shooting, more time on tech Desi,' she thinks to herself.
Gregor Trask
player, 26 posts
Blob-shaped Explorer
Sun 23 May 2021
at 15:33
  • msg #50

Re: The Scout Ship

"I can give it a try." Gregor carefully looks over the alien mechanism and carefully hits several of the buttons.
Bartja Nemuco
player, 740 posts
Yazirian
Technician
Tue 25 May 2021
at 15:01
  • msg #51

Re: The Scout Ship

Trying to follow the drama from afar through the communicators, Bartja chuckles in relief to hear Desi back on the coms.

OOC:  Just returned from vacation and getting caught up!

Using the communicator, Bartja chimes in:
"This would be a perfect situation in which I could send Shemp to help you.  He's pretty good on his own, but with my Link to help him, he becomes my eyes and hands in these situations.  If I can get him working again, I'll send your way.

For now, someone put a camera on that lock and let me see what you're dealing with."

S'Krllk
player, 598 posts
Tue 25 May 2021
at 17:43
  • msg #52

Re: The Scout Ship

S'Krllk wanders up to Bartja with a few cleaned and re-purposed magnetic couplers. "Why they insist on using these outdated magnetic things is beyond me. The quantum entangled clasps aren't any more expensive than these magnetic things."
He takes a look at the screen, and shrugs, "airlock doors like that usually have a manual override bypassing the security. Otherwise, it's too easy to use as a weapon."
Desiraye Lipost
player, 2161 posts
PGC Gun-Chick
Military PSA
Tue 25 May 2021
at 18:47
  • msg #53

Re: The Scout Ship

Bartja Nemuco:
Using the communicator, Bartja chimes in:
"This would be a perfect situation in which I could send Shemp to help you.  He's pretty good on his own, but with my Link to help him, he becomes my eyes and hands in these situations.  If I can get him working again, I'll send your way.

For now, someone put a camera on that lock and let me see what you're dealing with."

"Copy.  Stand by," Desi replies back relieved that they could possibly get some help from the tech people who know what they were doing.  She will hold her device so that they can see what's holding them up and wait for a solution to get them into the Sathar ship.

OOC: Welcome back from vacation!  Just in time...
Vadim tul Mhora
player, 25 posts
New Pale Scout
STA 50/50 Machete
Wed 26 May 2021
at 02:46
  • msg #54

Re: The Scout Ship

Vadim readies his sidearm for when the hatch cycles.

OOC
I think Gregor popped the Security on Sunday with his roll.


11:31, Sun 23 May: Gregor Trask rolled 12 using 1d100.  security.

This message was last edited by the player at 02:47, Wed 26 May 2021.
GM Heath
GM, 2743 posts
Thu 27 May 2021
at 02:37
  • msg #55

Re: The Scout Ship

After the other failures, Gregor steps up. To him, the solution comes rather quickly, and the airlock begins to cycle open. (Success.)

Even though the airlock is successfully cycling, you notice the amber lights are still on and flashing around the doors and the top of the chamber.

But the inner airlock door opens to reveal the interior of the ship.

Immediately, you realize that the amber lights had nothing to do with the airlock doors. They were instead a notification that the security system had been tripped--effectively a red alert.

As the airlock door opens, you see that the compartment beyond contains storage containers and empty racks, and two cockroach-like robots 1 meter long and .5 meters wide. Each robot has a large central turret and four miniature turrets evenly spaced around its oval upper surface. The four smaller turrets apparently hold weapons. The robots are on ceiling tracks.

Because your clumsy entry tripped the alarm, the robots are waiting with weapons pointed at you (i.e., robots get initiative).

OOC: You can, of course, fight the robots. Another option would be to try to close the airlock door (30% plus skill level to immediately close, +30% bonus for Gregor) while dodging to the side so you can reopen them when ready. Of course, you have only a split second to decide what to do. Whoever attempts to close the door will be exposed to fire.)


This message was last edited by the GM at 02:38, Thu 27 May 2021.
Vadim tul Mhora
player, 26 posts
New Pale Scout
STA 50/50 Machete
Thu 27 May 2021
at 03:37
  • msg #56

Re: The Scout Ship

"Belgium!" Vadim swears as he keys his screen and toggles his laser pistol to max, "Well we didn't come here to sight-see..."

OOC

23:33, Today: Vadim tul Mhora rolled 9 using 1d10+5.  Initiative.

Assuming activating Albedo screen and setting laser pistol to 10 take his action.

Desiraye Lipost
player, 2162 posts
PGC Gun-Chick
Military PSA
Thu 27 May 2021
at 04:25
  • msg #57

Re: The Scout Ship

Vadim tul Mhora:
"Belgium!" Vadim swears as he keys his screen and toggles his laser pistol to max, "Well we didn't come here to sight-see..."

"This new guy has potential,' Desi thought to herself with a smirk as she leveled her laser pistol at one of the robots (if careful aim isn't an option, [2] shots at [1] robot)

00:24, Today: Desiraye Lipost rolled 8 using 1d10+6.  Initiative.
PUNCHING DAMAGE: 7
CURRENT STA: 62/62
[1] 10 SEU shot at a robot w. Careful Aim
OR
[2] 10 SEU shots w.out Careful Aim

DAMAGE: 10d10+20 for each [10] SEU shot hit

SKILLS:
Beam Weapons: 6 [DEX:30 + 60 = 90%]
Martial Arts: 3 [DEX:30 + 30 = 60%]
Melee Weapons: 2 [STR:32 + 20 = 52%]
Demolitions: 2
Gyrojet Weapons: 4  [DEX:30 + 40 = 70%]
Projectile Weapons: 3  [DEX:30 + 30 = 60%]
Thrown Weapons: 2  [DEX:30 + 20 = 50%]
Technician: 2

[1] Civilian Skeinsuit [26/50]
[1] Albedo Screen [90/100]

[1] Power Backpack  [50/50]
[1] Power Beltpack  [95/100]

[1] LE-1500 Laser Pistol (#13 p.5)
- [1] Recognition Grip  [+230 cr]
- [7] 20 SEU clips
- [1] Spring Holster
- [0] Empty 20 SEU clips

Game Notes:
Laser pistol in Alpha Dawn with increased damage per SEU setting.
1d10+2 per SEU / LE-1500 DAM: 1d10+2/SEU / SEU 1-10/shot
GM Heath
GM, 2744 posts
Thu 27 May 2021
at 04:50
  • msg #58

Re: The Scout Ship

Vadim tul Mhora:
Vadim looks to Desi a moment to make sure she's sorted out before unhooking the makeshift 'dive bag' suit (and other ballast) and unloading the gear inside."


I bet you are all glad now that the dive bag was unloaded. That saves you a round of getting out your equipment and weapons.

Note that Orvo will be at -10% to fire because he left his suit on.
This message was last edited by the GM at 04:51, Thu 27 May 2021.
Gregor Trask
player, 27 posts
Blob-shaped Explorer
Thu 27 May 2021
at 12:34
  • msg #59

Re: The Scout Ship

Gregor quickly ducked for cover behind the bulkheads and swung his rifle around and cracked off two laser blasts. "Holy shit!"


[1] Civilian Skeinsuit [50/50]
[1] Albedo Screen with Beltpack [50/50]
[1] Laser Rifle on Backpack [80/100]
[1] Laser Pistol with Power Clip [20/20 SEU]
[1] (concealed) Laser Pistol with Power Clip [20/20 SEU]
[10] Spare Power Clips [20/20]]
This message was last edited by the player at 12:56, Fri 28 May 2021.
GM Heath
GM, 2745 posts
Tue 8 Jun 2021
at 00:14
  • msg #60

Re: The Scout Ship

For those who haven't posted, I'll just NPC you, which I typically have as a rule anyway if postings aren't made within 2 days. I just haven't been enforcing it much because life has been crazy for me too...I get it.
GM Heath
GM, 2746 posts
Tue 8 Jun 2021
at 02:18
  • msg #61

Re: The Scout Ship

Vadim, Gregor, Orvo and Desi fire at the "cockroach" robots on their rails but do not get initiative since they were surprised. Each of the cockroach robots has four dorsal turrets, one each of: laser pistol, electrostunner, sonic stunner, and needler pistol. In your quick glance during the initial shots, you see that the central turret appears to have sensors and scanners.

The robots fire...four shots each...coordinated apparently through their alien version of wifi since they each fire two each at separate individuals...

NOTE: These do not account for screens/suits, so please adjust damage and record dispersion of such damage in your record sheets accordingly, if they apply.

At Gregor, the laser shot misses but hits the wall near his head. The electrostunner shot also misses.

At Vadim, the sonic shot goes very wide, not even close. However, the needler shot hits. The needle is barbed (8 STA damage).

At Orvo, the laser shot lands in the wet floor next to him. The electrostunner is set on blast mode and hits Orvo (20 STA damage).

At Desi, she dodges both shots.

You open fire in return, taking what minimal cover you can.

Vadim is setting his Albedo suit and setting his pistol to SEU 10 as he steps to the light cover by the doors.

Desi has no time to make adjustments or careful aim, so she just takes two quick shots at the first cockroach robot (point blank). Both shots hit their mark. The first robot is destroyed by her second shot. (56 and 78 damage respectively)

Gregor is moving quickly and firing his rifle (-10 to hit due to simultaneous actions). His first shot goes wide, but his second shot hits. (65 dmg.)

Orvo fires his laser pistol twice (at his normal 3 SEU setting) with penalties. His second shot hits. (23 dmg.)  The second cockroach robot is also disabled.

With both robots smoking and you being relatively unscathed in the assault, you are all smiles as the coast is clear. OOC: Amazing what twists of fate the dice rolls can have. I expected this to go a few rounds. In retrospect, I should have had you identify your targets instead of assuming you attack the undestroyed one, since the attacks were virtually simultaneous. That might have made the second one last longer.

You advance to the room marked 3 as the cockroach robots still smoke above you.

The compartment contains storage containers and empty racks. Locked hatches lead to the bridge (north at #4) and the rear common areas (to #5).


This message was last edited by the GM at 02:21, Tue 08 June 2021.
Vadim tul Mhora
player, 27 posts
New Pale Scout
STA 46/50 Machete/Laser P
Tue 8 Jun 2021
at 02:46
  • msg #62

Re: The Scout Ship

"Nice shootin'," Vadim nods to Desi, Gregor, and Orvo with a smile, "You okay Orvo?"  He glances down at his own wound and notes it looks pretty superficial, the skeinsuit doing it's job.

The New Pale scout glances left and right, noting the compartment's contents, "She's big enough to have a computer room.  That's probably not directly aft with engineering but port or starboard.  Suggest we try to find that first to shut down any more security responses."  Vadim leaves his screen on, ready to move.
GM Heath
GM, 2747 posts
Tue 8 Jun 2021
at 03:18
  • msg #63

Re: The Scout Ship

Note that Orvo's suit absorbed 10 points of damage but is now useless as a water or vacuum proof suit.
Gregor Trask
player, 28 posts
Blob-shaped Explorer
Tue 8 Jun 2021
at 04:59
  • msg #64

Re: The Scout Ship

Gregor waits for the boss to direct him. Once she does he follows her instructions to the letter.

While he waits he keeps his blaster rifle pointed at the opposite direction of his companions. Making sure that they are not all facing the same direction.
Orvo
player, 254 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Tue 8 Jun 2021
at 08:52
  • msg #65

Re: The Scout Ship

Orvo says, "Okay, time to take off this spacesuit. So we go south?" Going to #5, it looks like. He will take off the spacesuit first and be ready to fire.
GM Heath
GM, 2748 posts
Tue 8 Jun 2021
at 09:00
  • msg #66

Re: The Scout Ship

Vadim looks around as Orvo gets out of his spacesuit. The compartments are mostly empty as if awaiting storage for things that were never put there. There are only a few odds and ends, but you don't know what they are--except that they are clearly of Sathar origin.

You realize now, a little too late, that the amber lights in the airlock were not about whether the doors were locked or unlocked, but instead were the security alert system. Apparently, your entry was not so stealthy. You realize that because there are additional amber lights flashing in the corner of this room.
GM Heath
GM, 2749 posts
Wed 9 Jun 2021
at 01:26
  • msg #67

Re: The Scout Ship

It sounds like the general consensus is to go south (aft). In inspecting the doors, you see that both the north and south doors are secured by the equivalent of a level 3 security lock (again, secured in Sathar language and technology). So you will need to make attempts at opening it as before.

You're really wishing about now that you had brought your technology guys along...

As Vadim and Gregor look further around and Orvo continues to pull himself out of his suit, they do spot a type of switchboard along the west (port) side. It is all in Sathar language and technology but has these three writings on it.



To the right of each of these lines are 8 additional symbols, which you quickly deduce are the numbers 1 through 8 in Sathar. In Sathar practice, only the numbers 1 through 8 are used. Each of the numbers is a touch sensitive button.

There are other writings in Sathar around the room, such as over each of the doors, by the compartments, next to the amber flashing lights, and so forth.

Next to the top line, the Sathar equivalent numbers of 358 is lit.
Next to the middle line, the Sathar equivalent of the numbers 267 is lit.
Next to the bottom line, the Sathar equivalent of the numbers 13468 is lit.

OOC: This gives an additional optional puzzle to solve, with results/rewards that should be interesting and helpful if solved, but not necessary for mission completion. If anyone knows Sathar, they may roll against their Intuition for each "line" to understand the interpretation, since these are not the Sathar language per se. For all others, roll against 1/2 Intuition for each "character".
Vadim tul Mhora
player, 28 posts
New Pale Scout
STA 46/50 Machete/Laser P
Wed 9 Jun 2021
at 02:32
  • msg #68

Re: The Scout Ship

Vadim scans the area but focuses on the glowing switchboard.  He really wishes the tech guys were here as he tries to get a sense of the lit up symbols.

OOC

22:09, Today: Vadim tul Mhora rolled 253 using 7d100 with rolls of 12,84,11,16,85,34,11.

22:08, Today: Vadim tul Mhora rolled 18 using 1d100.  Intuition half (25).

By character you mean each individual symbol in the image correct?  So 20 rolls total correct?

Rolls above from left to right starting at top line (so first, third, fourth, seventh, and eighth image successfully rolled)...and next 12...

22:21, Today: Vadim tul Mhora rolled 664 using 12d100 with rolls of 48,55,48,87,42,8,69,10,68,79,71,79.

(drat didn't have the record each individual die roll clicked...was a much better roll;-).

Spoiler tag with my guess so far and how I arrived at it so don't click to keep from biasing your solution/ideas.

Spoiler text: (Highlight or hover over the text to view)

As a side not looks like a number series with the second line missing a number (and each sequence 1 addition number from the prior line...so 3, 4, and 5).  Not to bias anyone for the puzzle (in case I'm offbase....so 16, 15+x, and 22...so Vadim's guess would be 4 barring additional information).

Edit- Tho just to over think this in base 8, 19 would be 23 for the second line

hrm so 20, 17+x, and 26 so in that case Vadim's guess would be 3

2nd edit and it's been a long time since I've worked with anything other than base 10 so prolly screwing that up

3rd edit- and I'm probably barking up the wrong tree here but in base 8 the '1s' slot on the list of numbers on each line is a '0' (and there is no '8')

I'm assuming from my read each line has the Sathar numbers listed in sequence...so 0, 1, 2, 3, 4, 5, 6, 7.  Sigh...too late to think....actually still looks like the octal answer is a 3 in that case.


This message was last edited by the player at 04:03, Wed 09 June 2021.
Orvo
player, 255 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Wed 9 Jun 2021
at 03:31
  • msg #69

Re: The Scout Ship

Orvo has a level 2 psychosocial skill in Communication. He will try to use it to see what clues or understanding he can gain from the strange writings while the others look around.

He is glad to finally get that spacesuit off and is glad to have only taken minimal damage from the laser blast. "Maybe I can at least help with communication here. I studied a little bit of Sathar," he says.

COMMUNICATION
Success rate: 40% + skill level

This subskill can be used when a character must communicate with a creature whose
language he does not speak or understand. If the character uses this subskill
successfully, he can communicate using very simple messages.
Bartja Nemuco
player, 741 posts
Yazirian
Technician
Wed 9 Jun 2021
at 13:27
  • msg #70

Re: The Scout Ship

Bartja listens to the chatter over the chronocom as he works until his curiosity gets the better of him.

"Someone send me a pic of what you're seeing there.  I don't read Sathar, but what it sounds like is a set of codes and the labels next to it are in Sathar, or possibly their alphabet."

Bart waits for an image to come through from someone looking at the screen, wishing their higher power and longer wavelength communicators were as fast as the short-wave higher frequency digital units of most developed planets.


Assuming someone does send him a pic, he muses on it for a few minutes, then comes back over the communicator:

"Looks like a 20 character alphabet to me.  Do these symbols repeat on other panels or writings you can see?  If not, it might be a heiroglyphic system." His voice trails off as he gives it more thought.
Desiraye Lipost
player, 2164 posts
PGC Gun-Chick
Military PSA
Wed 9 Jun 2021
at 23:55
  • msg #71

Re: The Scout Ship

OOC: Sorry for my late posting and thanks for moving along.  I can't wait to retire next April...

BIC:  Desiraye strips the used powercell out of her laser pistol and quickly loads another, keeping her pistol on 'Safe'.  "OK, Let's get Orvo tended to quickly and start looking how to get this ship to the surface!"

Seeing that Vadim and Orvo are starting their own probes, Desi looks to Gregor, "OK Gregor, without touching too much, me and you are going to video document what we've got around us here, including those robots.  We try to figure it out ourselves but, I think the guys up top may be better suited to give us direction."
Gregor Trask
player, 29 posts
Blob-shaped Explorer
Fri 11 Jun 2021
at 04:52
  • msg #72

Re: The Scout Ship

Gregor does as instructed, setting his helmet cam to record, he keeps his rifle at the ready and he seems ever paranoid. He makes a point of stopping for a few seconds to document the important details such as symbols, control stations, environmental systems etc.

He takes a few minutes looking at the symbols. "I also took a few classes in Sather."

He ponders the symbols for a few minutes. "Yep, looks like Sathar to me."
Desiraye Lipost
player, 2165 posts
PGC Gun-Chick
Military PSA
Sun 13 Jun 2021
at 11:22
  • msg #73

Re: The Scout Ship

Bartja, it's Desi.  Gregor and I are sending video andpics of some of the weapons and tech we found on these little robots other than what Vadim & Orvo are sending.  If the others can assist you for input, that might speed things up with getting this ship off of the bottom!"
GM Heath
GM, 2750 posts
Tue 15 Jun 2021
at 01:38
  • msg #74

Re: The Scout Ship

You begin exploring the room, the strange runes, and getting prepared.

Vadim, Bartja, Gregor and Orvo begin studying the runes and sharing their thoughts.

Meanwhile, Desi is sending over what specs she can of the robots and weapons and documenting on video everything in the room. On the north side of the airlock (this would be facing south toward #2), Desi finds a touchpad that has the Sathar words "Enter Personal Code" written on it. From appearances, it appears to be a small safe (about 0.5 meters x 0.5 meters) that is locked. The code appears to require 3 numbers.

You discover the following:

Orvo: Using his communication skills, which are the most superior of the group, Orvo reasons the following: The runes are the left are the Sathar's version of codes to prevent unauthorized meddling with onboard systems by hackers or other intrusions. Each appears to correspond to some sort of system, representing one word or phrase per line. The numbers to the right can be manipulated to normal numbers like a combination lock. Different numbers will have different results. The runes themselves are like kanji or cuneiform, in that each symbol represents an idea or concept, and when put together will create a word or phrase.

Desi: Desi notes that the top combination of runes matches a marking over the northern door. The middle combination matches a marking over the southern door. She does not see anything offhand that matches the bottom markings.

Deciphering: Between everyone's rolls pooled together, you somewhat decipher the meaning of the following:

FIRST ROW (7 characters): successful on 1, 2, 3, 4, 6, 7
1-Main
2-Control
3-Crew
4-Bridge
6-Entry
7-Portal/Gate

SECOND ROW (6 characters): success on 1, 4, 5, 6
1-Secondary
4-Quarters
5-Storage
6-Ingress/Egress

THIRD ROW (7 characters): success on 1, 3
1- Klaxon
3- Amber


Let me know if I missed anything in the posts.
This message was last edited by the GM at 01:39, Tue 15 June 2021.
Orvo
player, 256 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Tue 15 Jun 2021
at 01:59
  • msg #75

Re: The Scout Ship

Orvo does two things: he looks closely at the new touchpad to see if he can decipher anything using his communication skill; and he also makes an attempt at deciphering the symbols. (1/2 INT = 23)

Orvo, rolled 950 using 20d100 ((15,50,8,96,55,12,13,49,22,45,86,50,57,6,64,81,47,74,68,52)
GM Heath
GM, 2751 posts
Thu 17 Jun 2021
at 00:11
  • msg #76

Re: The Scout Ship

Orvo inspects the numbers, coming up with the additional clues to the runes (which I've added in as red to give you a complete picture).

SECOND ROW (6 characters): success on 1, 4, 5, 6
1-Secondary
2-Computers
4-Quarters
5-Storage
6-Ingress/Egress

All the other successes were duplicates.

Orvo touches the touchpad as he investigates. It lights up, clearly locked, and he determines it can be accessed by any one of three ways: fingerprint (or Sathar equivalent), optical scan, or 4 digit code.

OOC: Again, I will reiterate that these little puzzles are optional, as I simply added them for fun to the published adventure. So don't feel like they should block you from normal investigation routines. Nor should you feel like all the answers will be in this room alone. Not to metagame, but the result of success will be: some new small weapons/equipment and assistance in opening the locks and/or reducing danger--as your characters probably surmised from analyzing the Sathar codes on the first runes.
This message was last edited by the GM at 00:14, Thu 17 June 2021.
Orvo
player, 257 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Thu 17 Jun 2021
at 05:58
  • msg #77

Re: The Scout Ship

Orvo notes, "None of the numbers at the place with the characters has four digits. Maybe if we find a Sathar, or even a corpse of one, we can open this. Or maybe the four digit code is hidden somewhere in one of the rooms."  Orvo elects to move on for now, either north or south, it doesn't matter.
Vadim tul Mhora
player, 29 posts
New Pale Scout
STA 46/50 Machete/Laser P
Thu 17 Jun 2021
at 06:22
  • msg #78

Re: The Scout Ship

"Well I'd expect the computer room to be more aft (south) rather than in the cockpit." Vadim comments.  He looks back at the board, "Though I'm not sure how to suss this out without some experimentation.  Though the numbers lit up next to each row each go one past he actual number of symbols on each row (8 for the first row which has 7 symbols, 7 for row 2 which has 6, and 8 again for the third which has 7 again).  Not sure if that is significant of anything.  But with the symbols next to the doors it could be some sort of status/control board?"
GM Heath
GM, 2752 posts
Thu 17 Jun 2021
at 06:36
  • msg #79

Re: The Scout Ship

For clarity, there are only 3 numbers next to the first two rows of symbols and 5 for the bottom row. What I meant by 8 numbers is that the Sathar use a base 8 system instead of a decimal system. (That's not meant for anything except to make it seem more alien. So the numbers they use would equate to our numbers 0 through 7.)

http://www.felderbooks.com/papers/bases.html

Sorry if that was confusing. That was my fault for being ambiguous.
Desiraye Lipost
player, 2166 posts
PGC Gun-Chick
Military PSA
Sat 19 Jun 2021
at 10:38
  • msg #80

Re: The Scout Ship

In reply to GM Heath (msg # 76):
Maybe we can check 'Quarters' for personal PIN Number codes?  Desi can at least try and assist with that?
Gregor Trask
player, 30 posts
Blob-shaped Explorer
Sat 19 Jun 2021
at 18:32
  • msg #81

Re: The Scout Ship

Gregor stands by at the ready and offers to help in anyway he can.
Desiraye Lipost
player, 2167 posts
PGC Gun-Chick
Military PSA
Sun 20 Jun 2021
at 02:18
  • msg #82

Re: The Scout Ship

Gregor Trask:
Gregor stands by at the ready and offers to help in anyway he can.

"I could use a hand looking through the personnel quarters Gregor!"
Gregor Trask
player, 31 posts
Blob-shaped Explorer
Sun 20 Jun 2021
at 03:52
  • msg #83

Re: The Scout Ship

Gregor moves to follow Desi. "Lets do this."
Vadim tul Mhora
player, 30 posts
New Pale Scout
STA 46/50 Machete/Laser P
Sun 20 Jun 2021
at 04:31
  • msg #84

Re: The Scout Ship

Vadim glances from the symbols to Desi and Gregor.  "Well, we can always experiment latter.  The team back at the Moraes might come up with an idea in the meantime.  And there could be more security bots about."  The scout moves in support of the others.
Desiraye Lipost
player, 2168 posts
PGC Gun-Chick
Military PSA
Sun 20 Jun 2021
at 11:13
  • msg #85

Re: The Scout Ship

Vadim tul Mhora:
Vadim glances from the symbols to Desi and Gregor.  "Well, we can always experiment latter.  The team back at the Moraes might come up with an idea in the meantime.  And there could be more security bots about."  The scout moves in support of the others.

Desiraye sighs, "I guess you're right Vadim.  I'm a low-tech girl looking for a low-tech solution.  Gregor and I will see if there are any more of those robots left.  C'mon Gregor, let's make secure the craft first and send everything back toour guys that we can!"

She checks her charge pack and her screen and then looks to Vadim, "I've got no problem giving you the lead here.  What do you need us to do?" 

OOC: What needs to be checked out or videos taken of?
GM Heath
GM, 2753 posts
Sun 20 Jun 2021
at 12:50
  • msg #86

Re: The Scout Ship

By personnel rooms, I think you mean you are going to try to unlock the security door going south to start, right?
Desiraye Lipost
player, 2169 posts
PGC Gun-Chick
Military PSA
Sun 20 Jun 2021
at 15:12
  • msg #87

Re: The Scout Ship

GM Heath:
By personnel rooms, I think you mean you are going to try to unlock the security door going south to start, right?

Correct sir
Vadim tul Mhora
player, 31 posts
New Pale Scout
STA 46/50 Machete/Laser P
Sun 20 Jun 2021
at 19:12
  • msg #88

Re: The Scout Ship

"Okay Desi," Vadim nods.

Looking at the symbols above the doors he thinks aloud, "Actually, we might want to try experimenting with the board before using brute force to bypass the aft door.  The middle line corresponds with the symbols above this door, and the top one to the forward door.  The bottom line with the symbols for 'Klaxon' and 'Amber' seem to be more like a security response rather than a 'place' like the symbols on the first two lines."

Vadim returns to the switchboard and presses the first and third number symbols next to the third line to observe if the amber lights turn off.
Gregor Trask
player, 32 posts
Blob-shaped Explorer
Mon 21 Jun 2021
at 23:51
  • msg #89

Re: The Scout Ship

Gregor is always at the ready to blast any sudden threats. His eyes move back and forth between the doors. "Whats it going to be boss? Just say the word."
GM Heath
GM, 2754 posts
Tue 22 Jun 2021
at 07:16
  • msg #90

Re: The Scout Ship

Desi attempts the lock at the aft/south door while you talk. She somehow figures it out very quickly (success!). The aft door is now unlocked and closed.

OOC: I figured we would at least get that far and then if you want to go south, you can. Or you can do something else.

When Desi successfully unlocks the door to the aft, you notice that the center line of the strange runes/code light up the Sathar numbers "425" light up and that line of code turns blue (the Sathar color that best equate to green for humans).
Gregor Trask
player, 33 posts
Blob-shaped Explorer
Tue 22 Jun 2021
at 10:09
  • msg #91

Re: The Scout Ship

Gregor levels his blaster over Desi's right flank.
GM Heath
GM, 2755 posts
Wed 23 Jun 2021
at 06:45
  • msg #92

Re: The Scout Ship

Gregor prepares for anything to happen as you get ready to open the south door. Going south?
Vadim tul Mhora
player, 32 posts
New Pale Scout
STA 46/50 Machete/Laser P
Wed 23 Jun 2021
at 07:18
  • msg #93

Re: The Scout Ship

With the door open, Vadim moves south with the others.

OOC
Not to be fixated on the symbol\number board, but nothing happened when Vadim tapped the touch sensitive number buttons?  (1 & 3 next to the third line)

Desiraye Lipost
player, 2170 posts
PGC Gun-Chick
Military PSA
Wed 23 Jun 2021
at 08:11
  • msg #94

Re: The Scout Ship

GM Heath:
Gregor prepares for anything to happen as you get ready to open the south door. Going south?

South it is...
GM Heath
GM, 2756 posts
Thu 24 Jun 2021
at 00:22
  • msg #95

Re: The Scout Ship

OOC: Vadim, sorry, somehow I missed that.

The switchboard (with the three lines of runes) can be touched where the numbers at, and doing so will cycle through the numbers. Touching the runes themselves is like pressing "enter" to enter a number. So the numbers began to cycle when Vadim touched them, but with no additional discernible effects.

Similar to the switchboard, the numbers for the doors north and south can be touched to cycle through a security code (and now read 425 on the south/aft door as well as line 2 of the rune code). When Desi correctly opened the aft door security, the numbers popped up on both.

NOTE: The south doors are not opened. They are just unlocked. That's what the key code did. So I will assume you open the doors and go south. The north doors (to bridge) are still both locked and closed. The touchscreen next to the small locker has not been figured out yet.
Vadim tul Mhora
player, 33 posts
New Pale Scout
STA 46/50 Machete/Laser P
Thu 24 Jun 2021
at 05:55
  • msg #96

Re: The Scout Ship

In reply to GM Heath (msg # 95):

After making sure the team back at the Moraes got the feed of things, Vadim heads south with the others.
Bartja Nemuco
player, 742 posts
Yazirian
Technician
Thu 24 Jun 2021
at 17:49
  • msg #97

Re: The Scout Ship

"Watch your back folks.  There might be some guards holed up in the Bridge and you don't want them sneaking up your backside."

Bartja continues to work on the robot while watching the feeds come in, slightly distracted by the stress of the moment.
GM Heath
GM, 2758 posts
Fri 25 Jun 2021
at 00:16
  • msg #98

Re: The Scout Ship

The party opens the door to the south/aft and prepares to explore further into #5.



The good news is that the doors behind you to the north (bow/fore of ship) do not open, and you are not surprised from behind!

The bad news is that when you face the aft and the doors open, revealing the crew quarters, two Sathar spider workbots are ready. They have been weaponized to carry laser pistols and are clearly waiting for you. Each carries four laser pistols in its arms and tentacles to address the intruder threat. (Note: These are more typical robots, not the "Cockroach I" bots that were sliding on the ceiling in a rail fashion that you just defeated.)



Luckily, you were prepared and the robots do not get surprise on you. On another note, you are realizing that the amber lights that keep flashing (and that appear to be referenced in the bottom row of the runes) are more likely a Red Alert type alarm than a friendly welcome mat.

To set the scene, note that 8 shots below (the first shot of each laser pistol) are happening simultaneously at the opening of the round; the second 8 shots are in the second half of the round (i.e., 2nd shot of laser pistol's two shots per round ROF). I am assuming that everyone jumps to cover to the side wall almost immediately...Desi is the only one that makes it to cover before the second shot from the laser pistols, but not the first.

NOTE: Reminder for newcomers, if you have any protective screens/suits, I do not take them into account below, so please in your next post indicate if they apply, the amount absorbed, and make adjustments to their energy and your STA accordingly.


ROUND 1
The robots--being clearly ready and with computer fast reflexes--fire first at random targets, two shots each...Desi and Gregor being within their sites.

Robot 1 (1st laser pistol) fires two shots at Desi...but her fast reflexes help her jump to cover beside the door and avoid both.

Robot 2 (1st laser pistol) fires at Gregor...Despite his preparations, he is not so lucky. (1 hit and 1 critical hit 08:50, Today: GM Heath rolled 2 using 1d100 (19 total STA damage. Rolled 84 on critical hit table: weapon damaged)

SHORT RULE BREAK EXPLANATION FOR NEWCOMERS: A critical hit/miss is 01-03 and 98-00. This is separate and different from the "automatic hit" and "automatic miss" rule under the rules for a roll of 01-05 or 96-00.)

NOTE: In this case, due to Gregor's preparation and the fact that the crit hit was the second shot, Gregor still gets his first attack in, but his weapon is damaged in the second hit and his shooting hand is injured...

The effect of this on a Dralasite is as follows: A dralasite chooses a dominant limb when growing one, so Gregor must fire any future shots with a non-dominant limb until he takes 56 minutes to grow a new dominant limb. (Note that Vrusk are ambidextrous and do not have a dominant limb problem in these situations).


Robot 1 (2nd laser pistol)...at Desi...both misses. Second miss is a critical miss (09:02, Today: GM Heath rolled 99 using 1d100 Weapon jammed. This robot can now only fight with 3 laser pistols.)

Robot 2 (2nd laser pistol)...at Desi...the first shot grazes Desi (6 STA damage) but the second misses.

Robot 1 (3rd laser pistol)...at Vadim...both shots hit Vadim solidly in the body (22 STA damage).

Robot 2 (3rd laser pistol)...at Vadim...both shots come within centimeters of hitting him, but they miss.

Robot 1 (4th laser pistol)...at Vadim...both shots go wide.

Robot 2 (4th laser pistol)...at Orvo...the first shot hits Orvo (10 STA damage) but the second goes wide.


NOTE: Here is the situation. You were all prepared. Your screens/suits are on and your weapons are ready. Therefore, please indicate your actions below, which will count towards Round 1, and then post your actions for Round 2.

Gregor gets a 15% bonus on his first round attacks due to his preparations. Everyone else is normal (no penalties or bonuses).

If you want cover, it will take 1/2 round to get to it (and you can take a wild fire shot--think Han Solo in Star Wars) or save your ammo. The cover available would be both sides of the door leading south to 5 (two people max), the north wall of 2 (one person max), or to either side of those taking cover but you will not be able to see your targets (or be hit by them) with ranged or melee attacks.


In your quick glimpse before battle erupted, you saw that the crew quarters to the aft was a compartment almost filled by two large and two small covered troughs. A computer console is at one end of each large trough.
This message was last edited by the GM at 00:18, Fri 25 June 2021.
GM Heath
GM, 2759 posts
Fri 25 Jun 2021
at 00:22
  • msg #99

Re: The Scout Ship

NOTE: For those newcomers who have not done so, I would encourage you to visit the Game Wiki.

For this and future battles, it would come in handy to quickly review the Combat portion of the Wiki for ideas and modifiers: http://wiki.rpol.net/?id=6687/COMBAT

The critical (and automatic) hit and miss rules, including a link to the effects based on rolls, is here: http://wiki.rpol.net/?edit=668...ical_hits_and_misses

I have been toying with an expanded critical/automatic hit rule in which the percentage would go up by 1% for each level of skill in that particular weapon (so 01-07 would be automatic hit and 01-05 would be critical hit for a LEVEL 2 skill in that weapon). I like it as an idea, but might be hard to track unless players remind me of their level each time they attack. If you have ideas on that, let me know. I like battles that add danger, logic, and a little more reality than just a cut and dry hit/miss scenario.


Current range is POINT BLANK (which covers up to 10 meters).
This message was last edited by the GM at 00:28, Fri 25 June 2021.
Vadim tul Mhora
player, 35 posts
New Pale Scout
STA 46/50 Machete/Laser P
Fri 25 Jun 2021
at 20:09
  • msg #100

Re: The Scout Ship

His albedo screen flashing with the impact of the laser bolts, Vadim takes careful aim at one of the security robots and fires.

OOC

16:08, Today: Vadim tul Mhora rolled 56 using 10d10.  laser damage.

16:07, Today: Vadim tul Mhora rolled 32 using 1d100.  laser pistol.

16:03, Today: Vadim tul Mhora rolled 6 using 1d10+5.  Initiative.

Gregor Trask
player, 34 posts
Blob-shaped Explorer
Sat 26 Jun 2021
at 02:11
  • msg #101

Re: The Scout Ship

"Damn!" Gregors abedo screen absorbs the laser blast completely. He aims and fires before moving back into cover around the bulkhead for cover.



COMBAT SKILLS:
Beam Weapons: 6 [DEX:31 + 20 = 51%]

[1] Civilian Skeinsuit [50/50]
[1] Albedo Screen with Beltpack [46/50]
[1] Laser Rifle on Backpack [70/100]
[1] Laser Pistol with Power Clip [20/20 SEU]
[1] (concealed) Laser Pistol with Power Clip [20/20 SEU]
[10] Spare Power Clips [20/20]]
This message was last edited by the player at 11:10, Mon 28 June 2021.
Desiraye Lipost
player, 2176 posts
PGC Gun-Chick
Military PSA
Sat 26 Jun 2021
at 10:49
  • msg #102

Re: The Scout Ship

In reply to GM Heath (msg # 98):
Desiraye winces from the shot that hits her screen and continues to move towards cover as she fires a single shot (@10 SEU) at her attacker.  "Orvo, you're with me!  Cover our Six and be prepared to change positions if I need to reload or you to support an injury.  Everyone else, get to cover and engage threats!"

PUNCHING DAMAGE: 7
CURRENT STA: 62/62

[1] 10 SEU shot at a robot that shot her
DAMAGE: 10d10+20 for each [10] SEU shot hit

SKILLS:
Beam Weapons: 6 [DEX:30 + 60 = 90%]
Martial Arts: 3 [DEX:30 + 30 = 60%]
Melee Weapons: 2 [STR:32 + 20 = 52%]
Demolitions: 2
Gyrojet Weapons: 4  [DEX:30 + 40 = 70%]
Projectile Weapons: 3  [DEX:30 + 30 = 60%]
Thrown Weapons: 2  [DEX:30 + 20 = 50%]
Technician: 2

[1] Civilian Skeinsuit [26/50]
[1] Albedo Screen [88/100]

[1] Power Backpack  [50/50]
[1] Power Beltpack  [95/100]

[1] LE-1500 Laser Pistol (#13 p.5)
- [1] Recognition Grip  [+230 cr]
- [7] 20 SEU clips
- [1] Spring Holster
- [0] Empty 20 SEU clips

Game Notes:
Laser pistol in Alpha Dawn with increased damage per SEU setting.
1d10+2 per SEU / LE-1500 DAM: 1d10+2/SEU / SEU 1-10/shot
Orvo
player, 258 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Mon 28 Jun 2021
at 09:28
  • msg #103

Re: The Scout Ship

Orvo follows Desi's orders, guarding behind them but ready to pull someone out of danger or fire covering fire if needed.
GM Heath
GM, 2764 posts
Thu 1 Jul 2021
at 05:07
  • msg #104

Re: The Scout Ship

ROUND 2

Initiative to...robots...

(First laser shots...)
Robot 1 fires...3 shots at Gregor and 1 shot at Vadim...

...and Gregor is hit by one of the shots (10 STA damage)...
...and Vadim is not hit.

Robot 2 fires...3 shots at Vadim and 1 shot at Desi...
...and hits Vadim once (7 STA dmg)...
...and misses Desi.

(your return fire)

Vadim takes careful aim...(will occur on second half of firing round)...

Gregor fires while moving back behind cover...but suffers a critical miss...(98 roll and 18 on effects.) This results in operator error. Gregor slips and doesn't actually fire the pistol as intended (no ammo expended--so the result is actually better than just a miss).

Desi makes it to cover and closes her eye to take careful aim (second half of round).

(Second laser shots...with Gregor, Vadim and Desi now behind cover (-15 for robot shots))
Robot 1 fires his four shots...3 at Gregor and 1 at Vadim
...1 shot hits Gregor (13 STA damage).
...and it misses Vadim.

Robot 2 fires its four shots...1 at Desi and 2 at Gregor...
...the shot at Desi causes a weapon malfunction (weapon cannot be fired for 2 rounds) (critical miss)...
...1 shot hits Gregor in the neck as he fires around the corner (15 STA damage).

Vadim fires at Robot 2 with careful aim on 10 SEU setting...hitting for 56 dmg.

Desi fires at Robot 1 with careful aim...hitting (also for 56 dmg).

Gregor takes another shot at ROBOT 1 (needing 66% to hit after +15 bonus) and...barely misses the robot (14:03, Today: GM Heath rolled 68 using 1d100)

The robots are smoking and damaged but will fight to the end. Indicate which robot you fire at for combat next round and any other details. Also remember to factor in any suits/screens, deduct SEU usage from weapons, and factor in one round to reload a clip if it is expended.

OOC: FYI targets are selected randomly by rolling a die and using alphabetical order of all visible targets.


ROBOT 1: 19/75 STA
ROBOT 2: 19/75M

This message was last edited by the GM at 04:53, Sun 04 July 2021.
Vadim tul Mhora
player, 36 posts
New Pale Scout
STA 46/50 Machete/Laser P
Thu 1 Jul 2021
at 23:12
  • msg #105

Re: The Scout Ship

Vadim steadies a shot and fires at a robot (2).

OOC
IM +5


19:11, Today: Vadim tul Mhora rolled 51 using 10d10.  laser damage.

19:11, Today: Vadim tul Mhora rolled 5 using 1d100.  laser pistol.

Gregor Trask
player, 35 posts
Blob-shaped Explorer
Thu 1 Jul 2021
at 23:21
  • msg #106

Re: The Scout Ship

Gregor fires again and again in rapid succession from cover. Both shots miss badly.
This message was last edited by the player at 23:27, Thu 01 July 2021.
Orvo
player, 259 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Sat 3 Jul 2021
at 01:46
  • msg #107

Re: The Scout Ship

Feeling guilty that he is hiding behind cover while the other three are being shot at, Orvo does something strange and steps out to fire at the robots, hoping his albedo screen will take any hits for him. (Laser pistol at SEU 10. Takes two shots and then jumps back behind the wall for cover to reload his clip.)
Desiraye Lipost
player, 2178 posts
PGC Gun-Chick
Military PSA
Sat 3 Jul 2021
at 03:09
  • msg #108

Re: The Scout Ship

Desiraye will take another shot at Robot #1 and then pull back behind cover to begin to reload.
GM Heath
GM, 2767 posts
Sun 4 Jul 2021
at 23:21
  • msg #109

Re: The Scout Ship

ROUND 3
Initiative to...robots

Robot 1 fires its first 4 shots...2 at Gregor and 2 at Vadim...
...hitting Gregor once (12 STA damage) and hitting Vadim once (13 STA damage).

Robot 2 fires its first 3 shots (1 weapon malfunctioned previously)...2 at Vadim and 1 at Gregor...
...hitting Vadim once (10 STA damage) and missing the other two shots.

Vadim fires at Robot 2...hitting it and knocking it out of commission.

Gregor fires and misses.

Orvo misses.

Desi hits and takes out Robot 1.

(No need to deduct 2nd shot SEUs. Also, I assume you all reload.)

With both robots down, you take a second to catch your breath and look over your injuries. (Please deduct for albedo screens and STA for the damage.)

To the aft are the crew quarters (area 5). The compartment is almost filled by two large and two small covered troughs. A computer console is at one end of each large trough. The small troughs appear to be food storage containers, and the large troughs appear to be fluid baths that serve as beds for two of the crew.
Gregor Trask
player, 36 posts
Blob-shaped Explorer
Tue 6 Jul 2021
at 02:11
  • msg #110

Re: The Scout Ship

Gregor moves with the team leader trying to make sure that they are not surprised by hidden robots or Sathar. Gregor carefully clears the corners with his blaster rifle.
This message was last edited by the player at 00:04, Wed 07 July 2021.
Orvo
player, 260 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Tue 6 Jul 2021
at 07:12
  • msg #111

Re: The Scout Ship

Orvo checks to see if the other exit to the room is also locked and what level security it may have. He also looks around the room for clues as to the codes in the other room.
Desiraye Lipost
player, 2179 posts
PGC Gun-Chick
Military PSA
Tue 6 Jul 2021
at 12:49
  • msg #112

Re: The Scout Ship

Gregor Trask:
Gregor moves with the team leader trying to make sure that they are not surprised by hidden robots or Sathar. Gregor carefully clears the corners with his blaster rifle.

Moving together, Desi covers where Gregor isn't with her freshly loaded laser pistol and clears the room as a pair.
Vadim tul Mhora
player, 37 posts
New Pale Scout
STA 46/50 Machete/Laser P
Tue 6 Jul 2021
at 17:46
  • msg #113

Re: The Scout Ship

Vadim reloads before inspecting this section of the Sathar vessel.

OOC

13:46, Today: Vadim tul Mhora rolled 96 using 1d100.  Intuition.

GM Heath
GM, 2768 posts
Wed 7 Jul 2021
at 05:12
  • msg #114

Re: The Scout Ship

Desi and Gregor move around and ensure the room is clear (room #5). There are no other apparent dangers other than the two robots, so you all move in freely and look around.

Orvo checks the door leading back. The door leading aft (from #5 to #6) is also security locked (level 3). You can try to unlock it.

The amber lights, which you realized are the Red Alert security lights, still flash.

You all reload (weapons, screens, etc.) as desired while Orvo is checking the door and Desi and Gregor are looking around. The room appears fairly bare.

In examining the computers, the computer consoles appear linked to the main computer and have level 3 security locks.


Gregor Trask
player, 37 posts
Blob-shaped Explorer
Wed 7 Jul 2021
at 05:33
  • msg #115

Re: The Scout Ship

Gregor moves his helmet cam over the control consoles, paying special attention to the alien Sathar technology. Surely a lot of this was known but maybe there was something her that the techs later would see something new.

"Tell me if you want me to pay special attention to anything on the video." He clicks on the mic back to the others at the ship.

"Whats it going to be?" He glances quickly at Desi but keeps his barrel trained on the door to the next compartment.
Bartja Nemuco
player, 744 posts
Yazirian
Technician
Wed 7 Jul 2021
at 14:21
  • msg #116

Re: The Scout Ship

"Take a close look at that computer console and let's see if we can work our way into the mainframe.  I'd like to know what the Sathar are up to here and I'm guessing there's a whole lot of mission information on that ships mainframe."

Bartja's familiar with computers but could not be considered a trained expert.  Still, he did know how to operate them with proficiency.  Hacking was another matter...
Desiraye Lipost
player, 2180 posts
PGC Gun-Chick
Military PSA
Wed 7 Jul 2021
at 14:26
  • msg #117

Re: The Scout Ship

Gregor Trask:
Gregor moves his helmet cam over the control consoles, paying special attention to the alien Sathar technology. Surely a lot of this was known but maybe there was something her that the techs later would see something new.

"Tell me if you want me to pay special attention to anything on the video." He clicks on the mic back to the others at the ship.

"Whats it going to be?" He glances quickly at Desi but keeps his barrel trained on the door to the next compartment.

Relaxing for a second, Desi looks to Gregor, "I know it's only the next compartment but, I don't want to stretch the four of us to thin.  Let's finish video documenting the rook, I'll get the robots and weapons.  When we're all finished here, we move to the next room.  Fair enough Gregor?"

Desiraye will move and document the robots and check their weapons to see if there are any power clips or usable weapons on them they can possibly use or, retrieve for later evaluation (if alien/Sathar types).
Gregor Trask
player, 38 posts
Blob-shaped Explorer
Wed 7 Jul 2021
at 14:45
  • msg #118

Re: The Scout Ship

“Roger boss. I’m on it.” Gregor does as instructed. Gregor moves to the control console to give the base crew a good look but he keeps his eyes peripherally on the door to the next compartment.
Vadim tul Mhora
player, 38 posts
New Pale Scout
STA 46/50 Machete/Laser P
Wed 7 Jul 2021
at 18:44
  • msg #119

Re: The Scout Ship

Vadim looks back at the Sathar glyph board (transmitting it to the others back at the ship) before returning to Desi when they are ready to try to crack the next hatch.
GM Heath
GM, 2769 posts
Thu 8 Jul 2021
at 07:00
  • msg #120

Re: The Scout Ship

You relay all necessary information back to the ship, the process taking about five minutes. Then Bartja gets to work (which will take at least 15 to 30 minutes) while you look at the door to the aft. Going through?
Orvo
player, 261 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Fri 9 Jul 2021
at 00:49
  • msg #121

Re: The Scout Ship

Orvo jokes, "Unfortunately, I haven't gained any security lock opening skills in the last 30 minutes. Anyone want to give this a crack?" He also asks if anyone needs any medical attention from the last two fights.
Vadim tul Mhora
player, 39 posts
New Pale Scout
STA 46/50 Machete/Laser P
Fri 9 Jul 2021
at 05:12
  • msg #122

Re: The Scout Ship

Vadim takes a crack at the hatch.

OOC
01:12, Today: Vadim tul Mhora rolled 66 using 1d100.  security.

GM Heath
GM, 2771 posts
Fri 9 Jul 2021
at 12:32
  • msg #123

Re: The Scout Ship

With three of you trying, finally, with Bartja's help across the line, you manage to unlock the security door to the aft hallway.

Not surprisingly, there are two more of the converted workbots here. As before, each carries two laser pistols and opens fire.

The doorway here is narrower, providing more cover, but also only two can fire back into the hallway corridor while taking cover. A third can stand in the middle without cover to fire.

All four shots of the robots go wide as you duck for cover. One of them is a critical miss. 21:30, Today: GM Heath rolled 100 using 1d100. Effect of Crit on chart: 21:31, Today: GM Heath rolled 69 using 1d100. Robot 2 has one of its laser pistols jam and misfire and cannot use it for the next two rounds.
Vadim tul Mhora
player, 40 posts
New Pale Scout
STA 46/50 Machete/Laser P
Fri 9 Jul 2021
at 18:25
  • msg #124

Re: The Scout Ship

Tain takes careful aim and fires.

OOC
IM +5
Tain in the middle since you have to be stationary to aim.

14:22, Today: Vadim tul Mhora rolled 57 using 10d10.  laser damage.

14:21, Today: Vadim tul Mhora rolled 37 using 1d100.  laser pistol.

Gregor Trask
player, 39 posts
Blob-shaped Explorer
Fri 9 Jul 2021
at 20:59
  • msg #125

Re: The Scout Ship

Placing himself in cover but also tries to shield Videm with his own albedo screen, Gregor fires twice at the bots. Shooting first at the damaged one (63 damage) and then into the other bot, only if the first goes down (61 damage).
This message was last edited by the player at 21:00, Fri 09 July 2021.
Desiraye Lipost
player, 2183 posts
PGC Gun-Chick
Military PSA
Sat 10 Jul 2021
at 02:56
  • msg #126

Re: The Scout Ship

Desiraye will pop out enough from the opposite side of Gregor and fire two [2] rounds from he blaster pistol (10 SEU/Shot) targeting the robot with both working laser pistols, switching to the second robot if the first succumbs to fire.

PUNCHING DAMAGE: 7
CURRENT STA: 62/62

[2] 10 SEU shots at Robot w. [2] working pistols first, if it is killed, 2nd attack
    on robot w. [1] working pistol
DAMAGE: 10d10+20 for each [10] SEU shot hit

SKILLS:
Beam Weapons: 6 [DEX:30 + 60 = 90%]
Martial Arts: 3 [DEX:30 + 30 = 60%]
Melee Weapons: 2 [STR:32 + 20 = 52%]
Demolitions: 2
Gyrojet Weapons: 4  [DEX:30 + 40 = 70%]
Projectile Weapons: 3  [DEX:30 + 30 = 60%]
Thrown Weapons: 2  [DEX:30 + 20 = 50%]
Technician: 2

[1] Civilian Skeinsuit [26/50]
[1] Albedo Screen [88/100]

[1] Power Backpack  [50/50]
[1] Power Beltpack  [95/100]

[1] LE-1500 Laser Pistol (#13 p.5)
- [1] Recognition Grip  [+230 cr]
- [6] 20 SEU clips (Charged)
- [1] Spring Holster
- [1] Empty 20 SEU clips

Game Notes:
Laser pistol in Alpha Dawn with increased damage per SEU setting.
1d10+2 per SEU / LE-1500 DAM: 1d10+2/SEU / SEU 1-10/shot
This message was last edited by the player at 02:58, Sat 10 July 2021.
Orvo
player, 262 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Sat 10 Jul 2021
at 09:38
  • msg #127

Re: The Scout Ship

Orvo will stand behind Desi during the first round as he digs through his things to attack in the second round while she reloads.
GM Heath
GM, 2779 posts
Mon 23 Aug 2021
at 01:56
  • msg #128

Re: The Scout Ship

ROUND 2

(Initiative to...robots)

Two of the robot shots hit and two miss. Vadim is hit for 6 STA damage as it wallops him in the shoulder. Desi is hit more directly in the midsection for 12 STA damage.

Firing back, Vadim takes out the first robot.

Desi misses once and then badly damages the second robot.

Gregor's shots hit the mark, and the second robot falls still.

Orvo jumps out to fire but the targets are now out of commission.
Vadim tul Mhora
player, 44 posts
New Pale Scout
STA 46/50 Machete/Laser P
Mon 23 Aug 2021
at 04:25
  • msg #129

Re: The Scout Ship

Vadim checks the power to his screen and keys it off before taking a look around the chamber.

OOC

00:24, Today: Vadim tul Mhora rolled 22 using 1d100.  Intuition.

GM Heath
GM, 2780 posts
Mon 23 Aug 2021
at 05:23
  • msg #130

Re: The Scout Ship

You stand in a corridor facing "south" (aft). On each side of you (east and west) are compartments that do not appear to be locked. To the south is another normal hatch leading to a larger area. This one does not appear to be locked.
Vadim tul Mhora
player, 45 posts
New Pale Scout
STA 46/50 Machete/Laser P
Mon 23 Aug 2021
at 05:49
  • msg #131

Re: The Scout Ship

"Port and starboard side rooms don't look large enough to contain robots the size of these things," Vadim observes.

He then takes a crack at the port (left) side door in an attempt to unlock the mechanism.

OOC

01:49, Today: Vadim tul Mhora rolled 91 using 1d100.  security.

Gregor Trask
player, 40 posts
Blob-shaped Explorer
Mon 23 Aug 2021
at 06:01
  • msg #132

Re: The Scout Ship

Gregor follows the leader. He keeps his blaster up and ready to engage anything that poses a threat.

His eyes scan regularly into the dead spaces where threats could emerge suddenly and makes sure he covering areas the others are not.
Orvo
player, 263 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Mon 23 Aug 2021
at 07:22
  • msg #133

Re: The Scout Ship

Orvo proceeds behind the other two. If the door to the west isn't locked, he will open it cautiously. A dralasite is always curious.
GM Heath
GM, 2781 posts
Mon 23 Aug 2021
at 09:42
  • msg #134

Re: The Scout Ship

Orvo opens the door to the compartment marked 8 on the map. It appears to be a life support center of some kind for the Sathar.

It contains control consoles, pump machinery, water tanks, and a covered trough full of insects. It appears to be a grub farm harvesting insects for the Sathar to eat. It appears to connect with the trough bath you found in area 5. You can see that there is a large population of dead and cannibalized insects that even the cleaning pump system can't clear out. That indicates to you that they have been here unattended for awhile.
Orvo
player, 264 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Mon 23 Aug 2021
at 23:05
  • msg #135

Re: The Scout Ship

Seeing the disgusting bugs and things that won't do them any good at all, Orvo opens the door on the east side to see what's there.
Desiraye Lipost
player, 2190 posts
PGC Gun-Chick
Military PSA
Tue 24 Aug 2021
at 02:17
  • msg #136

Re: The Scout Ship

Orvo:
Seeing the disgusting bugs and things that won't do them any good at all, Orvo opens the door on the east side to see what's there."Since you missed out on the last action Orvo, why don't you take the lead? I'll follow behind you.  Two or three meters between us, tops!"

GM Heath
GM, 2782 posts
Tue 24 Aug 2021
at 03:39
  • msg #137

Re: The Scout Ship

Orvo opens the door to the east (starboard) and you find yourselves looking into the computer room of the Sathar. The computers are all in the Sathar language and for use with their appendages.

(A computer expert or technician can attempt to interact with the computers.)
Gregor Trask
player, 41 posts
Blob-shaped Explorer
Thu 26 Aug 2021
at 00:51
  • msg #138

Re: The Scout Ship

Gregor makes sure to scan pan the helmet cam over the computers and other controls. He moves and pauses. Moves and pauses as he records everything for later analysis.

"What are we thinking about why this ship is here. I dont see any damage. Its like they hid it here or something."
Desiraye Lipost
player, 2192 posts
PGC Gun-Chick
Military PSA
Thu 26 Aug 2021
at 01:41
  • msg #139

Re: The Scout Ship

Gregor Trask:
Gregor makes sure to scan pan the helmet cam over the computers and other controls. He moves and pauses. Moves and pauses as he records everything for later analysis.

"What are we thinking about why this ship is here. I dont see any damage. Its like they hid it here or something."

"A ship hidden in water?  Scouts?  I don't know if there's anything to spy on out here with the exception of the Notui and they don't seem like much of a space fearing threat at this time.  The crew might be out taking samples or god knows what else those creepy Sathar bastards are doing.

We get Bartja and the others on these computers and we might get a better idea of what it is.  They might be working with the Qnatariate too."


Looking past the computers, Desiraye looks at the other door nearby (9), "We didn't check this room out yet, did we?"
Gregor Trask
player, 42 posts
Blob-shaped Explorer
Thu 26 Aug 2021
at 15:42
  • msg #140

Re: The Scout Ship

Gregor looks around the ship and seems to be thinking through some things.
Bartja Nemuco
player, 745 posts
Yazirian
Technician
Thu 26 Aug 2021
at 19:36
  • msg #141

Re: The Scout Ship

Bartja looks over the video feed of the computer systems and considers how they might be able to crack the Sathar mainframe.  He switches to a channel with Gregor only and begins making suggestions on possible ways to hack their system.

"I'm no expert with computers, just basic stuff, but let's see if we can hack into their mainframe and learn anything interesting."
Orvo
player, 265 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Fri 27 Aug 2021
at 00:14
  • msg #142

Re: The Scout Ship

Orvo hears Desi and opens the door to 9.
Gregor Trask
player, 43 posts
Blob-shaped Explorer
Fri 27 Aug 2021
at 00:30
  • msg #143

Re: The Scout Ship

Gregor immediate covers the dralisit as he moves to open the hatch.
GM Heath
GM, 2784 posts
Fri 27 Aug 2021
at 01:05
  • msg #144

Re: The Scout Ship

One thing you have not been able to be certain about is how long this ship has been at the bottom of this river. There were no obvious scorch marks, but that would have been normal if it landed in the river. The fact that it is at the bottom of the river also speaks to the fact that it was not a purposeful landing but some kind of accident. Since Gregor, Vadim and Junior's ship was shot down by a mother ship in this system, you infer that it probably came from the mother ship, perhaps as a scout or perhaps related to the Qantariate operations that the Sathar are involved in. Only time will tell.

Gregor remotely plugs in the computer so that Bartja can begin working on it remotely. Then, as Bartja gets to work, Gregor turns to the south as the entire group looks to see what might be in the compartment (9).

Orvo opens the door...

It opens onto some sort of storage compartment holding motors and weapons.  There are racks off weapons, storage containers, four deactivated cockroach-like robots, and two powerful electric motors. There is also a small personal touchpad tablet device.
Desiraye Lipost
player, 2193 posts
PGC Gun-Chick
Military PSA
Fri 27 Aug 2021
at 01:17
  • msg #145

Re: The Scout Ship

"I'm sure Bartja is going to like to be able to play around with some new robots and, another tablet device.  If any of you are game to figure it out, have at it.

OK, let's get an inventory done to see what we can use.  I know the worms have specialized gear for their bodies so we may not be able to do everything but, they do utilize the four races for their needs.  Some gear might suit us.

Did we hit everywhere on the ship?  If not, let's fiish our sweep and figure out how to get the ship out of the water."

Gregor Trask
player, 44 posts
Blob-shaped Explorer
Fri 27 Aug 2021
at 02:13
  • msg #146

Re: The Scout Ship

"In not an expert on these things by any means but perhaps we lay an ambush on the ship for them when they return. Can we even fly this thing? Im sure that the intelligence people would love to get ahold of this thing though."
Orvo
player, 266 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Fri 27 Aug 2021
at 02:33
  • msg #147

Re: The Scout Ship

Orvo will try out the tablet and start itemizing whatever weapons are there, and also look at what's inside the storage containers.
Gregor Trask
player, 45 posts
Blob-shaped Explorer
Fri 27 Aug 2021
at 02:58
  • msg #148

Re: The Scout Ship

Gregor will slowly record everything. And keep his eyes pealed for any threats.
Vadim tul Mhora
player, 46 posts
New Pale Scout
STA 46/50 Machete/Laser P
Fri 27 Aug 2021
at 03:49
  • msg #149

Re: The Scout Ship

Gregor Trask:
"In not an expert on these things by any means but perhaps we lay an ambush on the ship for them when they return. Can we even fly this thing? Im sure that the intelligence people would love to get ahold of this thing though."


"Don't think the crew will be back.  She's been down here a while.  Maybe a recovery team...eventually...but wouldn't count on it."

Vadim looks around with curiosity, but primarily waits for Bartja to finish his work.
Desiraye Lipost
player, 2194 posts
PGC Gun-Chick
Military PSA
Sat 28 Aug 2021
at 03:37
  • msg #150

Re: The Scout Ship

Vadim tul Mhora:
Gregor Trask:
"In not an expert on these things by any means but perhaps we lay an ambush on the ship for them when they return. Can we even fly this thing? Im sure that the intelligence people would love to get ahold of this thing though."


"Don't think the crew will be back.  She's been down here a while.  Maybe a recovery team...eventually...but wouldn't count on it."

Vadim looks around with curiosity, but primarily waits for Bartja to finish his work.

"Agreed.  I think we should minimally be able to bring the ship out of the water at least?"  If we can do that and figure out what we've found, I'm sure someone is going to want to see this ship and everything inside of it.
This message was last edited by the player at 02:04, Tue 31 Aug 2021.
GM Heath
GM, 2785 posts
Wed 1 Sep 2021
at 04:36
  • msg #151

Re: The Scout Ship

You begin itemizing the Sathar gear found in the storage. They include:

4 Sathar space suits with radiation protection
8 spare suit life support cannisters\
2 glijets with tail directed maneuver controls
50 fuel cannisters for glijet rocket packs
2 engineer tool boxes
1 lasere tool/power pack
2 laser rifles
2 heavy lasers
4 grenade rifles
60 rifle grenades (10 of each type)
20 50 gram charges of Tornadium D-19
4 stunsticks
4 electrostunners
4 sonic stunners
4 laser pistols
4 vibroknives
4 sonic knives
2 armored space suits
6 albedo screen/skeinsuit sets

The electric motors are powered by the ship's atomic engines and drive twin screws that allow for underwater maneuvering.

Orvo also checks the tablet. To his surprise, it powers on, only to show a blinking red light that has the Sathar term for "1%" flash on and off. Clearly, its power is about to die after being down here uncharged for so long. The icons he can see seem to have the Sathar symbols for "Specs," "Orders," "Personal," "Doors," and "Games."
Orvo
player, 267 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Thu 2 Sep 2021
at 01:21
  • msg #152

Re: The Scout Ship

Orvo looks at the tablet and says, "We still haven't checked the bridge. Maybe doors will get us in there." He quickly pushes the "DOOR" icon on the table to see what happens.
Desiraye Lipost
player, 2195 posts
PGC Gun-Chick
Military PSA
Thu 2 Sep 2021
at 19:14
  • msg #153

Re: The Scout Ship

Orvo:
Orvo looks at the tablet and says, "We still haven't checked the bridge. Maybe doors will get us in there." He quickly pushes the "DOOR" icon on the table to see what happens.
Desi agrees with the Dral,
"Only one way to find out.  Let's finish this.  And, see if you can find a port to charge the tablet Orvo before we lose any information!"
This message was last edited by the player at 16:06, Sun 05 Sept 2021.
Vadim tul Mhora
player, 47 posts
New Pale Scout
STA 46/50 Machete/Laser P
Thu 2 Sep 2021
at 23:33
  • msg #154

Re: The Scout Ship

Desiraye Lipost:
Orvo:
Orvo looks at the tablet and says, "We still haven't checked the bridge. Maybe doors will get us in there." He quickly pushes the "DOOR" icon on the table to see what happens.
Desi agrees with the Dral,
"Only one way to find out.  Let's finish this."


Vadim nods and follows.
GM Heath
GM, 2786 posts
Mon 6 Sep 2021
at 23:27
  • msg #155

Re: The Scout Ship

Upon pushing the "Doors" button, Orvo finds the following:

The number "358" with an 8 digit code next to it (2853-5667) and a word in Sathar that translates as "bridge."

The number "267" with another 8 digit code next to it (9945-2343) and a word in Sathar that translates as "aft access."

There is a third set of 8 digits below that (7568-2983)  but they are not marked.

You leave the items found for now (?) and start heading forward toward the bridge area of the ship (4). There is a panel in front of the locked door in which there are two lines (top and bottom) where 8 digits can be entered. You can enter the digits for either top or bottom or both, depending on your preference. (Let me know what code, if any, you will input.)
Desiraye Lipost
player, 2197 posts
PGC Gun-Chick
Military PSA
Tue 7 Sep 2021
at 01:40
  • msg #156

Re: The Scout Ship

In reply to GM Heath (msg # 155):
"Not to be too pushy Orvo but, how about the 'Specs' & 'Orders' icons?"
Orvo
player, 268 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Tue 7 Sep 2021
at 03:01
  • msg #157

Re: The Scout Ship

Orvo pushes Specs and Order icons per Desi's suggestion.
Vadim tul Mhora
player, 48 posts
New Pale Scout
STA 46/50 Machete/Laser P
Tue 7 Sep 2021
at 03:10
  • msg #158

Re: The Scout Ship

Vadim watches with interest.
GM Heath
GM, 2788 posts
Tue 7 Sep 2021
at 08:13
  • msg #159

Re: The Scout Ship

You note that everything except the space suits are usable or modified to be used.

Orvo goes to push Specs, but even as he does so, the screen flashes and goes black. It looks like you only had enough juice to push one of the icons.
Desiraye Lipost
player, 2198 posts
PGC Gun-Chick
Military PSA
Wed 8 Sep 2021
at 11:53
  • msg #160

Re: The Scout Ship

GM Heath:
You note that everything except the space suits are usable or modified to be used.

Orvo goes to push Specs, but even as he does so, the screen flashes and goes black. It looks like you only had enough juice to push one of the icons.

OOC: That's a very nice haul!  Will suit us fine once we figure out how to get to the surface.
BIC: "We'll inventory the armory after we clear the bridge.  If there's something you need now, grab it!"
Gregor Trask
player, 46 posts
Blob-shaped Explorer
Wed 8 Sep 2021
at 14:39
  • msg #161

Re: The Scout Ship

"The glijets might be useful for scouting." Gregor grabs up the two glijets and several of the extra fuel canasters. He sets them by the hatch to take with them when they leave.

He turns toward the front of the ship and the command deck. "Ready when you are." He raises his rifle to cover them as they approach the door.
Vadim tul Mhora
player, 49 posts
New Pale Scout
STA 46/50 Machete/Laser P
Wed 8 Sep 2021
at 23:28
  • msg #162

Re: The Scout Ship

Vadim keys his screen and moves in support.
Orvo
player, 269 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Thu 9 Sep 2021
at 00:41
  • msg #163

Re: The Scout Ship

Orvo follows. He punches in the "bridge" code they found in the top spaces to see what happens (2853-5667).
GM Heath
GM, 2790 posts
Fri 10 Sep 2021
at 00:28
  • msg #164

Re: The Scout Ship

When Orvo inputs the code, a green touch sensitive icon that says "Open" in Sathar appears next to the code. Next to the bottom code (which has not been input), there is a red touch sensitive icon that currently says "On."
Orvo
player, 270 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Fri 10 Sep 2021
at 05:44
  • msg #165

Re: The Scout Ship

Orvo touches the "Open" icon, hoping his Dralasite skin will activate it.
Vadim tul Mhora
player, 50 posts
New Pale Scout
STA 46/50 Machete/Laser P
Fri 10 Sep 2021
at 06:02
  • msg #166

Re: The Scout Ship

"Do you think that 'On' icon refers to bridge security?" Vadim says as he keeps his laser handy.
Orvo
player, 271 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Fri 10 Sep 2021
at 08:56
  • msg #167

Re: The Scout Ship

Orvo shrugs. "Certainly could be. What do you want to do?"
Desiraye Lipost
player, 2199 posts
PGC Gun-Chick
Military PSA
Fri 10 Sep 2021
at 14:21
  • msg #168

Re: The Scout Ship

Orvo:
Orvo shrugs. "Certainly could be. What do you want to do?"

"I would concur that is a fair assumption Vadim, Orvo.  I'm thinking that anything 'Red' is usually some kind of security device for something, I don't know, active maybe?.  Kind of like a safety for a weapon, RED means DEAD, for example.  Unless someone wants to roll the dice, I say we take inventory of what we have found, update Bartja and the others and wait for the tablet to recharge before we try anything further with the bridge.

Knowing the Sathar and past practices, it could be rigged to blow!"

GM Heath
GM, 2791 posts
Fri 10 Sep 2021
at 22:51
  • msg #169

Re: The Scout Ship

Note: You have not found a way to charge the tablet yet.

Orvo touches the Open button with the code punched in, and the door to the bridge opens. The compartment contains two acceleration couches of unfamiliar (i.e., Sathar) design. The couches face control consoles. The function of the controls is unknown.

There is a blinking number which you quickly realize is a countdown in Sathar flashing with an amber light. It shows its starting position was at 10 minutes. It now shows 1 minute, 45 seconds. You realize you have been in the ship for about 8 minutes.

1 minute, 40 seconds...
Orvo
player, 272 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Sat 11 Sep 2021
at 13:31
  • msg #170

Re: The Scout Ship

"Uh, oh," Orvo says, "A countdown is probably not a good thing." He will search around for any clues or further information around the consoles and couches.
Gregor Trask
player, 47 posts
Blob-shaped Explorer
Sat 11 Sep 2021
at 14:11
  • msg #171

Re: The Scout Ship

"Yea I was wondering if the things see in the same light spectrum as we do." Gregor moves to the airlock. Normally he moved slowly and methodically. Now he was moving fast.
Orvo
player, 273 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Mon 13 Sep 2021
at 03:48
  • msg #172

Re: The Scout Ship

orvo sees Gregor moving to the airlock and thinks of joining his fellow Dralasite. Then he decides to punch in the following code into the bottom of the screen and push the red button--the number is 9945-2343.
Vadim tul Mhora
player, 51 posts
New Pale Scout
STA 46/50 Machete/Laser P
Mon 13 Sep 2021
at 04:00
  • msg #173

Re: The Scout Ship

Vadim prays Orvo knows what he's doing as he doubts they have enough time to suit up and get far enough away to avoid dying in a self-destruct blast.
Desiraye Lipost
player, 2200 posts
PGC Gun-Chick
Military PSA
Mon 13 Sep 2021
at 11:40
  • msg #174

Re: The Scout Ship

"FRAK!  It must've started the countdown when we entered the airlock before.  And no, a countdown IS NOT good!"  Going for the airlock was futile now she knew with what little time was left and her suit was damaged coming in.  She gets ready to try something with the security systems if Orvo is unsuccessful with his attempt.
Gregor Trask
player, 48 posts
Blob-shaped Explorer
Mon 13 Sep 2021
at 16:49
  • msg #175

Re: The Scout Ship

Gregor gets his suit on and starts working to repair the damage in Desi suit with any repair equipment that he hopes was a standard part of space suits. If not he would make sure in the future that everyone had patches handing in the exterior pockets of their suits.
GM Heath
GM, 2792 posts
Tue 14 Sep 2021
at 01:54
  • msg #176

Re: The Scout Ship

Orvo apparently has not entered an acceptable number because the amber lights around you flash and a klaxon goes off.

Others start getting ready to get their suits on and to run the airlock. The airlock will take about 30 seconds to cycle through.

1 minute 20 seconds, 1 minute 19 seconds...
Orvo
player, 274 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Wed 15 Sep 2021
at 23:52
  • msg #177

Re: The Scout Ship

Orvo panics for a second, and looks around for his suit. Then he claps a tentacled hand to his blobby forehead and says, "I think I entered the wrong code." He will try the other code 7568-2983.
Desiraye Lipost
player, 2201 posts
PGC Gun-Chick
Military PSA
Wed 15 Sep 2021
at 23:55
  • msg #178

Re: The Scout Ship

Orvo:
Orvo panics for a second, and looks around for his suit. Then he claps a tentacled hand to his blobby forehead and says, "I think I entered the wrong code." He will try the other code 7568-2983.

"If this doesn't work out, you guys had best getting to the airlock, suit up, and trying to get away from the ship. I will try to shut The alarm off."f
GM Heath
GM, 2793 posts
Thu 16 Sep 2021
at 01:00
  • msg #179

Re: The Scout Ship

1 minute, 5 seconds...4 seconds...

Orvo enters the new code.

1 minute...59 seconds...58 seconds...

The light turns green, the amber flashing lights go off, and the countdown stops.

You breathe a deep sigh of relief.
Vadim tul Mhora
player, 52 posts
New Pale Scout
STA 46/50 Machete/Laser P
Thu 16 Sep 2021
at 06:41
  • msg #180

Re: The Scout Ship

"Great job Orvo!" Vadim whoops.
Orvo
player, 275 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Thu 16 Sep 2021
at 08:13
  • msg #181

Re: The Scout Ship

Orvo is visibly relieved that he has bought everyone some time, but he says, "I wonder now where the Sathar went. There are chairs here for two, so there must have been at least two. I wonder if they crashed here." He will check the bridge and condition of the area more closely for clues.
Gregor Trask
player, 49 posts
Blob-shaped Explorer
Thu 16 Sep 2021
at 14:57
  • msg #182

Re: The Scout Ship

"That was dramatic." The Dralisite sits down next to the hatch with his blaster rifle across his knees.

"What is our assessment at this point. This is a small ship. Im no engineer so, what do we thing the range of this thing is and is it possible to download their navigation system to maybe plot out everywhere this ship has been?"
GM Heath
GM, 2794 posts
Fri 17 Sep 2021
at 00:52
  • msg #183

Re: The Scout Ship

You determine that the ship is fully functional and did not crash. You may be able to pilot it but you will want someone with tech and piloting skills to look any deeper.

(You can try to start it up and fly it to the Moraes if you want. Bartja might be the most qualified to try to get into the memory banks or collect information. I don't recall if any of you have skills that would be particularly helpful in a piloting endeavor.)

The other thing you notice is that the scout ship is a new model, not old. It's unlike anything you've heard about before. As a scout ship, it is unarmed but highly maneuverable. It typically carries a crew of four, plus robots. It is also capable of atmospheric flight and leaving the atmosphere for space for short distance flights.
Desiraye Lipost
player, 2202 posts
PGC Gun-Chick
Military PSA
Fri 17 Sep 2021
at 01:12
  • msg #184

Re: The Scout Ship

Desiraye leans up against the wall outside of the bridge and lets out a sigh of relief.  She smiles, and then speaks, "Well done Orvo!  Let's hope that our luck continues.  Okay.  I agree that we're looking at a crew size of about 4-6 judging by the size and the lodging.

I'm not up on spacer skills with Gregor.  I think we're going to have to learn some soon if we tend to fly this ship out of here and get it to the surface.

Vadim, Orvo.  If you two don't mind, start trying to collect and transfer as much data as you can back to Bartja and the others.  Maybe they can tell us how to minimally get this craft out of the water and topside for further inspection.

Gregor, you and I will collect and gather what equipment we can and get it ready for transport off of the ship.

Did the ship say it has a name Orvo anywhere?"

Gregor Trask
player, 50 posts
Blob-shaped Explorer
Fri 17 Sep 2021
at 12:27
  • msg #185

Re: The Scout Ship

As he gets to work moving the gear Gregor says, "At the very least we should rig a booby trap of some kind for the things when they return."
Desiraye Lipost
player, 2203 posts
PGC Gun-Chick
Military PSA
Fri 17 Sep 2021
at 19:38
  • msg #186

Re: The Scout Ship

Gregor Trask:
As he gets to work moving the gear Gregor says, "At the very least we should rig a booby trap of some kind for the things when they return."

"I think it may be a matter of 'IF' they come back Gregor.  Granted we don't know what their mission was, or is but, I don't think we should just leave the ship here all by itself.

Open for discussion though.  I think we can figure out a way to get this ship on land and let some of the spacers take a look at it.  Plus, I think we need a ship still to get off planet."

Vadim tul Mhora
player, 53 posts
New Pale Scout
STA 46/50 Machete/Laser P
Fri 17 Sep 2021
at 20:03
  • msg #187

Re: The Scout Ship

Vadim works on getting Bartja the information as quickly as he can.  "I'm not sure these particular Sathar will be back.  With everything else going on, why park here?  Lot's of questions but honestly we seem to have bigger fish to fry.  This is a hell of a intelligence windfall though."
GM Heath
GM, 2795 posts
Sun 19 Sep 2021
at 04:47
  • msg #188

Re: The Scout Ship

Orvo doesn't see a name for the ship anywhere. That might be in its databanks, which you have not been able to access yet.

Bartja starts collecting the information.

You recall also that the Sathar mothership is somewhere up there and it shot down Dentin's ship. Even if you get the Moraes working, at this point you will still have to figure out how to bypass the mothership.

Bartja is quickly able to determine that the flying mechanism is relatively simple and intuitive. Anyone with even a basic flying skill should be able to fly it (80% plus piloting skill level, 60% plus 1/2 skill level for any tech skill, 25% for no tech skills.)
Gregor Trask
player, 51 posts
Blob-shaped Explorer
Sun 19 Sep 2021
at 12:04
  • msg #189

Re: The Scout Ship

"If its that easy. Can we just move it so that they will not find it. We should probably disable any electric signals that they would be able to locate if we do."
Orvo
player, 276 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Mon 20 Sep 2021
at 01:11
  • msg #190

Re: The Scout Ship

Orvo agrees. If possible, they can just fly it over to the Moraes and get Bartja and the team inspecting it more closely.
Desiraye Lipost
player, 2204 posts
PGC Gun-Chick
Military PSA
Mon 20 Sep 2021
at 19:20
  • msg #191

Re: The Scout Ship

"As long as we can get the ship over to the Moraes, yes, I think we may be able to shut down transmitters and what not.  I'm not that person to try it here.  We get the ship out of the water and over to our people and go from there.  OK, I can try to fly it over there unless someone else thinks that they've got a better shot?"
Vadim tul Mhora
player, 54 posts
New Pale Scout
STA 46/50 Machete/Laser P
Tue 21 Sep 2021
at 07:14
  • msg #192

Re: The Scout Ship

Desiraye Lipost:
"As long as we can get the ship over to the Moraes, yes, I think we may be able to shut down transmitters and what not.  I'm not that person to try it here.  We get the ship out of the water and over to our people and go from there.  OK, I can try to fly it over there unless someone else thinks that they've got a better shot?"


Vadim shakes his head.  "I don't have that much experience.  Though I can go back to the surface to drive our ride back to the Moraes."

OOC
I've looked and its been a while but didn't we use a ground vehicle of some sort to drive out to the river site from the Moraes?

GM Heath
GM, 2796 posts
Tue 21 Sep 2021
at 08:12
  • msg #193

Re: The Scout Ship

To avoid this being an unnecessary problem, let's just advance the clock and say you get your explorer and the ship back to the Moraes after some coordination with Bartja and the group back there.

2:00 p.m.

20 DAYS UNTIL QANTARIATE INVASION

DAY 6 ON MAHG MAR


Everyone is now back at the Moraes, and the scout ship has been safely landed in the large clearing next to it.

Each of you receives 3 XP
S'Krllk
player, 600 posts
Tue 21 Sep 2021
at 10:51
  • msg #194

Re: The Scout Ship

S'Krllk looks at the Sathar ship, and wonders aloud if it isn't sending its location to the mother ship. While he lets others consider that, he tries to assess the status of the ship including the use of his duo-CAD and bodycomp to build a virtual reference for the thing.
Gregor Trask
player, 52 posts
Blob-shaped Explorer
Tue 21 Sep 2021
at 11:53
  • msg #195

Re: The Scout Ship

Gregor busies himself with offloading the alien gear to their ship. He pauses in his work only long enough to comment. "Glijets with a lot of fuel. Radiation protective suits. Explosives.... What does that tell us?"

"What are they looking for? Is it possible to do a radiation scan of the planet to see if that will help us zero in on their intended location?"

Vadim tul Mhora
player, 55 posts
New Pale Scout
STA 46/50 Machete/Laser P
Wed 22 Sep 2021
at 16:27
  • msg #196

Re: The Scout Ship

In reply to Gregor Trask (msg # 195):

"In any case, Captain Dentin and the rest are in need of rescue." Vadim notes.
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