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Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
Character sheets: https://docs.google.com/spreadsheets/d/19Y-VpGaUAWvyk6C3wKIp2GE-lZaSH3VJH9yKbR39JXA/edit?usp=sharing

This post will serve as information repository as campaign goes on.

Dramatis Personae:

Cara, a class warrior
G3n.Chatham, a survivor of the Scream and the Silence, a brain in a robot armature
[url=http://forums.somethingawful.com/showthread.php?threadid=3773929&userid=0&perpage=40&pagenumber=1#post459408178]Ellard White, an involuntary exile with dreams of revenge

Emrys ap Owen, a military psychic (URL to be updated)
Kieran of Clan Eagle, a petty thief who got in over his head
Sunshine Raenoar, a native of a primitive world turned engine tech

Sector map


Common knowledge

There are a few small enclaves of various alien species scattered about, but only two intelligent species have a presence in significant numbers.

The Traxans mostly keep to themselves. They appear extremely disinterested in sector affairs, and have yet to demonstrate any intent to expand. Although the species' name for itself is unknown, limited diplomatic contact indicates that both individuals as well as the state are content with being referred to as Traxans. The few who venture out of their system seem to be voluntary exiles, who abandoned old ways of life and have a curiosity about the galaxy. Their appearance is that of a central mass with 6 multi-jointed limbs that end in gripping/manipulating appendages. The limbs are arranged in a vertically symmetric configuration, similar to most complex life. At rest the Traxans are of a similar size to humans, though the distance between tips of opposite extended limbs is close to 2 meters when fully extended. Traxans give the impression of being extremely languid, moving very slowly and remaining at rest for long periods. However, reports of Traxans in pirate raiding parties indicate that in combat they can move at frightening speed through ship corridors and are not slowed by a zero-G environment.

The Shantri indicated a preference for the name. Very little is known about them. They rule a large collection of human-settled worlds, but are notoriously secretive and communicate only through human envoys. Traders and passers-by are allowed within their space, but are always accompanied by a naval escort and are not allowed to roam free. No one outside the Shantri Protectorate has ever seen them.

The Holst Dominion is the largest human power in the sector. Their navy is large and has extensive combat experience, having fought several wars of conquest over the past few decades. While some long for independence, the majority of their populations are quite willing to trade freedom to self-govern for security, stability and an increased standard of living. Rebel organisations do exist, but are resented by the majority of citizens even without the efforts of Holst propaganda.

Enterprise and it's world Perseverance were named by focus groups in centuries past. While those names remain on official records, they are very rarely used outside of that capacity. They are usually referred to Enterp and Persev. Persev is a capitalist utopia or corporate hellscape, depending on who you ask. The major powers of the world are megacorporations involved in fierce competition and there is no central authority. If you want something developed or manufactured without being hampered by morality or ethics, you go to Persev. Just remember to bring your best lawyers and a whole lot of credits.

The ships produced by Draken Shipyards are hailed as wonders of art and engineering. They are unsurpassed within the sector. The system remains steadfastly neutral, and is able to guarantee its independence by threat of sabotage of the shipyards. No invader would be able to capture the only prize worth fighting for in the system. Draken sells to anyone who can afford it, and it isn't unusual to see flagships of two hostile fleets bearing its insignia. Due to Draken's stubborn insistence that extradition would violate its neutrality, the world of Vasa is a known refuge to pirates and smugglers. The system is far from lawless - it simply does not consider anything outside of its jurisdiction to matter.


More detailed information
Caerleon

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Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
Music



Few people seek to travel through the void. Space is cold and unforgiving. Space is food rations, recycled air and powerlessness in the face of sudden death. Those who choose this life often do so to seek glory in the black. Or they have no other choices left. Funny how often those are one and the same.

You’ve settled, for now. Like it or not, you work for a corp and you do a dirty job. But someone’s got to do it, and you’d be lying to yourself if you said you’re not treated well. The job might be thankless, but your bosses aren’t.

For every two weeks on station, you get a week planetside. You vaguely recall some corp drone delivering a presentation extolling the virtues of the company. You’ve been told research shows it’s “the optimal schedule to ensure the psychological wellbeing of employees in a challenging environment”. You didn’t pay much attention. You were busy evaluating your new colleagues. The corp likes to keep batches of recruits together. No doubt some well-paid shrink thought that up as well. Helps with retention rates or some poo poo. The cost and benefit lines intersect on a chart somewhere.

It’s a strange bunch. Charitably. Freaks, more accurately. You didn’t know what to think. And yet it works. Maybe those shrinks get paid for a reason. You develop connections. You help each other through tough times. You feel like your eyes would roll out of your skull if you voiced the thought aloud, but you’re beginning to actually enjoy their company.

There... were tough times. You miss the ones who are gone. Not everyone could take it. Two quit. One did something stupid. First day on the job, you’re all told not to look at inmate files. You didn’t know at the time why they bothered telling you that, you don’t have clearance anyway. But the poor bastard somehow got into the system. He spent all night reading. The next day he committed suicide. Walked into cell block C, opened a cell, went right in and handed the inmate a knife. That day you learned to listen to corp policy.

It is 2300 station time, synched to Caerleon capital time. It’s the last hour of this rotation. All your personal belongings are already stowed on the shuttle. Your work for the day is all wrapped up. You’re in the canteen, celebrating. Or whatever passes for it up here, where anything stronger than coffee is contraband. But there’s a whole world of vice just a few hours’ shuttle ride away. You all boast about what you’ll do in your time off.

Your turn. What will you do?

Short social scene before things kick off

Zeppelin Insanity fucked around with this message at 22:40 on May 6, 2016

Mu.
Sep 15, 2003

The thing about Forevereal Modding Mu is that he loves editing files and wants others to download his permanent mods. Fully editing, rich text, altering files and loving it. Download his mods and enjoy it.
Sunshine

Sunshine raises a cup. "Here's to shore leave!"

Truthfully, her time planetside usually made her feel panicky. It was still strange to be without her ship, and her old crewmates. They'd been her family for the majority of her life, and now she wasn't even sure how many of them had survived, or where they might have ended up. It all made her feel trapped, and not a little helpless.

Not that you'd know it.

"Last time was a fluke, alright?" she says, with a grin. "This time, this time I can feel it, luck's on my side. Half my pay is going on the first card game I find, and I'm telling you, I'm going to walk outta there with enough scratch to buy myself a starship!"

She sips at her tea. "Nothing Draken-quality or anything," she adds. "Just, you know, something small. Entry level. Three previous owners. Might've been lying in a junkyard a while. Yeah, you can laugh now, but..." she trails off with a smirk.

"Hey what do you usually do for fun anyway Chatham? Find a nice mechanic to give your joints a really good oiling?" She gives him a friendly elbow in the side, followed quickly by an ow!

Rhyos
Jan 2, 2006
It's probably my fault.
Gen.Chat:ham:

Putting on his best monotone laugh, Gen's comm receptor antenna wiggles in time. For one lacking facial features, it's important to emote however possible! "Carefulllll, kiddo - there's very little squish there!" Tilting his head to one side, he ponders for a few moments. "Honestly, I've not be-en in this body l o n g enough to have done much with it. So many possibilities!" Crossing his arms with an uncanny fluidity, he leans back in his chair, despite not necessarily needing one. "It's very differendtttt than being in a square box with little sticks for 'arms'. But honestly, I do what regular people do - Gamb£e, car☢use, hobbies, and so on." Making a feign of clearing his throat, he sits back upright. "Remind me to show you my squawkb˚x later. Then imagine it in a strip club."

Apocron
Dec 5, 2005


Ellard White

Ellard swirled the drink held in his hand pensively. By the time it went through the filters in his vacc suit it would lose most of the flavour but thankfully the alcohol content would remain. He had been glad to find this job since it meant that he could spend his time in space rather than planet side. Real gravity made him uncomfortable. However he'd also found these people who shared his sense of displacement. While their manners were jarring compared to the rigidly formal interactions he had been used to, they were all engaging in their own way. However shore leave brought him little solace, it was more like a week's worth of time to try and work on his infection and to try and see if there was any news of where his tribe were heading next. The more time that passed the more the chance that he would lose track of them. What if they left the sector? The thought made his stomach knot up.

"I know we typically part ways for our leave, but would anyone be interested in perhaps meeting together? I could use the... distraction."

L0cke17
Nov 29, 2013

Kieran

Kieran jerks up at the last comment.

'Uh, sure. I know of a couple nice gambling places. Even got a friend who will hook you up with winning odds on your game of chance, for a split of the profits.'

Kieran goes back to staring off into the distance, hoping that the program he wrote to pull the stations docking logs doesn't get caught, and that maybe he wont have to return to this hellhole.

Ooc: I would like to make a roll for hacking the shuttles system (which we probably had access to for quite a while prior to this) to get the stations computers to respond to our undock request with a listing of all ships docking and undocking since my brother was brought up here. Since security is so tight onboard the station itself this might be the best way to get around their security.

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
Gen
For the hundredth time, you wonder if the armature Citadel gave you has a dodgy voice synth or if those are artefacts of imperfect wetware-hardware integration.

Your thoughts wander to New Caledonia. A week or shore leave isn't nearly enough to cover travel time to even nearby systems. Perhaps once your debt is paid off? More intriguing is that you haven't been able to find it on any charts. You try to remember charts from the old days. It should be... [Error: file corrupt].

Right. But you do have something. You have a decent sense of where it should be. Fragmentary memories don't give you coordinates, but you can work with them. You're reasonably sure that if you had enough money for a good navigator and a few weeks of their time, you could find your world again.

Kieran

You can't resist checking your pad. poo poo, you shouldn't have. Do they think something's up? No, people check their datapads all the time. You're fine. You're fine. You're fine. Breathe.

You've had lots of time to be careful, so you get a +1 to the roll. +1 for security, +1 for int. Difficulty 8 as it's a max-security station after all. Ordinarily this should be more like a Computer check, but I think Security is fine in this instance, at least until you've had time to fiddle with your skills some more. Security program.: 2d6+1+1+1 8 Success!

Oh. Oh, you're good. You managed to not only get the docking logs, but also piggybacked a request for flight plans on some routine status comms to the planetside mainframe. You're going to have to review the information in more detail when you're alone, but for the first time in a while you feel real hope. You know the shuttle that took your brother and when. Cross-referencing with that shuttle's flight plans will be a piece of cake. The trail is hotter than it has been for months.

Emrys
You're a precog. You know to listen to your instincts. There's more to them than regular biology.

Unreal sensory stimuli flash through your mind. Explosion. Gunfire. Vacuum.

"Emrys? You alright?" You snap back to reality. You decide you'd rather not die today. You have to act. But how?


Since Emrys is a precog, he gets a chance to warn you guys. You can carry on as usual until he posts, your characters don't notice anything. I also forgot I was going to do something about bad stat rolls. Check other thread.

Apocron
Dec 5, 2005
Ellard

Ellard smiles as Kieran seems keen to hang out but as the mention of favourable odds and cuts causes him to pause and blink.

"Well. Uh. I, appreciate, your support but I wouldn't want to, I mean, I understand you might but, no harm in that of course, uhhhh, I'm not sure how I feel about, "artificially inflating" the odds?"

Platonicsolid
Nov 17, 2008

Cara

"Bah, you know those games are all rigged," Cara says to Sunshine. "They'll never let you get ahead that way."

Cara's fresh face seems incongruous with the coiled energy she carries. Quiet, probing looks as she lingers at the table. She'd been quiet so far - hell, had the others even seen her come in?

A press of her lips as she sits up more. "I had some appointments," she says. Her eyes dart. Even if the others here know, best not to rub her extracurriculars in the bosses' faces. "Have time before that, though," she says. The Groundside Workers Guild never starts on time anyway.

Rhyos
Jan 2, 2006
It's probably my fault.
If the glitchy speech is getting annoying, please let me know! The idea is that after all sorts of attempts by who knows who to get to the information that was in Gen's brain casing, the ports were damaged. The idea is that the vocal glitch won't be fixed until the upload.
Gen.Cha♠ham
"Just remember, the ♄ouse always wins. Still, a little help never hurts! Just make sure to throw every few hands🙋 every now and then, and they won't care. Hell, there's a little w☄rld out there called New Caledonia that had some great spots waaa aa a ay back when. Guy like you could clean house! Still, I'm more than glad to tag around with whomever. We've got a shuttle ride ahead of us!"

A tiny lens shifts its focus as Gen regards the folks at the table. These kids are fidgety, brimming with nervous energy. So as not to be completely socially awkward, Gen had sat with a glass of water, occasionally dipping a finger inside to refresh the sensory input. While logic dictated that it was essentially pure, with trace amounts of chlorine and fluoride, the mind and memories help remember what it felt like, what it tasted like. Thankful for the hardening of his essential circuitry - a robot breaking down in a rainstorm or flood wouldn't do in a combat situation - he takes his glass of water and sloshes it against his "face", a rough approximation of drinking it that should at least get someone around here to laugh, even if incredulously.

"🐳Well, then, shall we get to it?"

L0cke17
Nov 29, 2013

Kieran

Kieran, ecstatic at the news his dataslab has shown him, tries to hide his sudden grin with a huge drink of coffee. Which promptly sprays out his nose as he starts laughing at Chatham's antics.


'Come on man, that's just not fair. Speaking of unfair odds, I also know a guy who makes weighted craps dice, indistingushable visually from the common brand on the surface, at least visually. If anyone wanted to risk getting their hands cut off for the chance of riches.'

'Shuttle's launching in 5 minutes, I'm gonna start making my way over there'

Kieran gets up to leave.

Mu.
Sep 15, 2003

The thing about Forevereal Modding Mu is that he loves editing files and wants others to download his permanent mods. Fully editing, rich text, altering files and loving it. Download his mods and enjoy it.
Sunshine

"Well neither of you need worry," she tells Cara and Kieran, "since I'm no gambler, nah, I only play games of skill, so I'm guaranteed to come out ahead, every time."

She gives it a moment.

"Well, you know, most times. 'course, the captain of my old crew, dice was always his game. Never understood how he always seemed come out on top. I'd be guaranteed to throw dirt any time I got the chance."

She runs a finger around the rim of her cup, lost in a memory. "Turns out he had some aug in his wrist, let him shoot a six whenever he felt like it. Didn't let me in on that little secret until he'd cleaned me out a couple hundred times over, the old crow."

She smiles, and shakes her head.

"I don't mind rolling with you all a while, anyway. Might be you can help me track down a few friends of mine, if any of 'em are on this rock."

Platonicsolid
Nov 17, 2008

Cara

Cara takes a long look at Sunshine, then a questioning look to Kieran. "Fine," she says to Sunshine, downing the rest of her tea and standing. "Don't come running to me when you get taken for a sucker." Cara picks up her personal bag. "And you know our health plan doesn't cover prosthetics," she tells Kieran. Have to do something about that, at some point.

Apocron
Dec 5, 2005
Ellard

Seeing the way the wind is blowing Ellard stands too.

"Maybe cards aren't the best idea then... How about the theatre? I hear the capital has a production about some little stowaway who ends up being a captain in the Draken federation! I forget the name but it's supposed to be suitably heartwarming."

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
Emrys has been quiet and pale for the last minute or so. He seems to regain his composure.

"We're in serious danger. Something's going to happen in the next few minutes. I don't know what, but I know lots of people will die."

You're carrying whatever the situation calls for, the rest of your gear is in the shuttle, so you don't have to worry about leaving anything behind.

Apocron
Dec 5, 2005
Ellard

Ellard hesitates for just a moment pefore grabbing his compad and hitting the general broadcast frequency for officers.

"Code 99! Emergency!"

He doesn't know if it will help but if they can lock down prisoners and in general brace themselves perhaps they could mitigate what was coming. He'd known Emrys long enough to know what his abilities weren't hokum.

Rhyos
Jan 2, 2006
It's probably my fault.
G3n.Ch@th@m
A slight head tilt happens before Gen's chair is squished and disfigured from his ascent, the armature kicking it out of the way as a red glow emerges from the topmost lens of his armature. At the speed of thought, a sparking stun rod emerges from where his right hand used to be, an extension of his forearm. His speech is uncharacteristically clear. His voice takes on a sharp, crisp tone, the pitch low enough to be heard over any klaxons that may be screaming. "Whatever happens, save as many as possible. Less-lethal if it can be done safely. Communicate, no matter how insignificant it may seem. Fall back to the shuttle until we know what's happening - we advance from there." Short, terse, and without a single glitch - every syllable had meaning, intent, and urgency.

Meanwhile, his comm system is a flurry of activity. Recruit though he may be, he knows the procedures all too well.
code:
All eyes, immediate sitrep
Team 6-2 has called Code 99
Suggest full lockdown, sweep, and clear - emphasis on explosives and external threats
Chatham assuming combat lead of Team 6-2, will delegate as advised from superiors
"Stack up, kids. Let's move!"

Assuming that the integrated laser rifle is internal, versus a Robocop-style handheld piece. If that's too much liberty, I'll gladly retcon. Likewise with the team designation.

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
A short burst of sirens informs everyone of the emergency, then shuts off to prevent distraction. A synth voice calmly recites "Standard emergency procedures engaged."

Blast doors slam closed throughout the station. The cell-blocks are vented of atmosphere, isolating the inmates in their cells.

The next few seconds are filled with a flurry of comm traffic. Then you feel the station shudder and the synth voice returns.

"Warning. Hull breach detected. Hull breach contained. Hull breach detected. Hull breach contained. Multiple hull breaches. Radiological alert. Hull breaches contained. Radiological alert."

Your quick reactions certainly made a difference. The problem is, even prison stations aren't build to withstand outside intrusion. The cost to achieve that is so prohibitive that only major military installation justify it. Bitterhold relies on a no-fly zone, automated weapon emplacements and nearby patrols. These don't seem to have detected any threat. There is plenty of non-lethal riot gear on station, but not nearly enough heavier-grade hardware to equip all the security teams.

You can't save everyone. But you can make a difference.

Gen

As you focus your mind on the situation at hand, there's something more. It's like your armature knows what to do without having to be explicitly commanded, but it isn't contrary to what you want - more like the armature does it as you think it, rather than after.

code:
Allocating additional processing cycles to tactical modules
Things change. You haven't felt it before. You've taken part in a few minor scrapes, but your armature has never been in a full emergency situation until now. It feels surprisingly like an adrenaline rush, but... opposite. You're not faster or stronger, and your judgement is not clouded. You think extremely clearly, your brain's natural emotional responses somewhat suppressed in favour of logical analysis. You know more. You no longer have a laser rifle integrated into your armature - you have [Ritter GmbH E12A View technical specifications - View marketing content - View test data]. You know you can fire 20 shots before needing to insert a new power cell. Before you are no longer your friends - they are friendlies, tagged green with names, numbers and a coldly uncharitable assessment of their combat potential.

For the first time, you know with certainty that Citadel really did hook you up with a military model, not the rent-a-cop version.

You call up the station map. Hull breaches occurred in 5 spots. Collating reports of security team engagements and blast door failures, a pattern emerges. Your tactical subroutines draw conclusions based on limited data.

code:
Two teams converging on cell block D from opposite directions. Likelihood: 87%
Two teams converging on security station from opposite directions. Likelihood: 93%
One team approaching shuttle bay. Likelihood: 64%
Security teams outmatched. Likelihood: 98%
Internal automated turrets have not engaged. Suggests boarding teams equipped with friendly IFF beacons. 
Conclusion: Citadel Incorporated digital security protocols compromised. Likelihood: 23%
Radiological alert suggests portable nuclear bombs. Likelihood: 57%
Intruder efficacy suggests significant capital expenditure. Conclusion: supporting assets present. Likelihood: 15%
Recommendation: Evade. Gather data.
Hope you guys don't mind me referring to Gen a lot. He's great for giving lots of detail to establish a situation.

Rhyos
Jan 2, 2006
It's probably my fault.
Gen/Chatham

His comms antenna twitches. Within moments, he has a tactical assessment, IFF targeting, and - "Fuck. New intel. Possible inside job. Nuclear attack with multiple hull breaches. This is big, and this is organized. Whomever's doing this has friendly IFF codes. In my assessment, the only ones we can truly trust are each other. If you have communications gear, link it up with my PAN - I'll leave it open for 15 seconds. Nothing back from C&C yet. Looks like teams are headed to security control, cell block D, and the shuttle bay. We can either find out who they're breaking out in D, try to get security backed up, or prevent their escape."

Meanwhile, Gen's sinking suspicion seems to be coming true - the snake's head has been cut off already. No response from the higher ups means that the poo poo is hitting the fan in a big way.
code:
Security control - please respond
Nuclear detonations detected, multiple teams of hostiles headed to D block
Security systems compromised - will assume hostile unless team members addressed by name
Flattening himself against the wall next to the door leading to the cafeteria, Gen waits for everyone else to fall into position before moving further.

"Just like we practiced. Stack, breach, slice, move. I need someone to nab the IFF code logs and check them against the ones we were tagged with - if these guys are using friendly codes, there's got to be something different. They might be old, or on the verge of being outdated. If someone tries to give you orders and don't address you by name, assume they're hostile - who knows how deep their farce goes.

As he waits for the team to gather, he makes a few more attempts within the security system.
code:
Term secnet -u -p Chatham.G:*********
Req vidnet -l D;sec;dock
Req defnet -!lethal /dir
Rolling a few computer/security checks - Trying to see if I can get a video feed of what's happening in D-Block, Security Control, and the Shuttle Dock. Also seeing if the station happens to have built in nonlethal crowd suppression countermeasures in case of a riot. If so, he'd like to know what's available and hopefully warn everyone else. He's also setting up a private comms network for the team - if Security's been compromised ahead of time, then those channels are likely monitored.

Mu.
Sep 15, 2003

The thing about Forevereal Modding Mu is that he loves editing files and wants others to download his permanent mods. Fully editing, rich text, altering files and loving it. Download his mods and enjoy it.
Sunshine

"What the-- Are you serious?" She looks around. "Is this like a training thing?"

She listens as Gen relays his assessment of the world suddenly turning insane.

"Only one reason to break into a prison," she says. "Must be someone real special on D-block." She looks for a viewport, or a vid screen, and listens for noise in the distance.

"If we're on our own then our priority has to be the shuttle bay. We need to make sure we can get off this rig, if things really go nova. But if you think we can assist sec-con, I'll trust your judgement, Gen."


General observation check: Perception -1, Intelligence +1: 2d6 5

Mu. fucked around with this message at 14:57 on May 8, 2016

Apocron
Dec 5, 2005
Ellard

Ellard's hand slides down to his revolver. He unbuttons the holster and lifts it, his hands trembling. He had been to a firing range a couple of times after buying it but he hadn't been able to reliably hit anything. Mostly he had it because it gave him a sense of security after being disconnected from his tribe. The enforcers on their ships actually used katanas but he remembered talking to a guard once saying the revolver was probably the most idiot proof option for some aristocratic courtesan. Well it seemed today might be the test of his own idiocy. He quietly forms up with Gen nodding at his instructions.

L0cke17
Nov 29, 2013

Kieran

Kieran reaches for his pistol, then changes his mind and flattens himself against the wall next to Ellard. He pulls out his Dataslab and also tries to pull up some security feeds quickly. He also looks at the log of flightplans he just downloaded, and looks at the last handful, to see if one of them might have been the attacking vessel, under false pretenses. Perhaps a little more intel would help.

Perhaps a computer roll to see if he can get access to such things, and more importantly after that, a perception roll to see if he can actually comprehend such complex data in a stressful situation?

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
music

Gen

Whatever the situation, it is reassuring to see your colleagues logging into your private comm grid. They might not be soldiers, but they're not panicking and they trust you.

Computer/int, difficulty 6 (generally if it's a skill roll it will mostly be 6, unless it's very difficult) Access camera network: 9 Success!

You quickly look through the footage. Shuttle bay seems normal. Empty save for a few panicked techs who were running pre-flight checks on your shuttle.

Cell block D. Nothing in the spaces in-between cells. Atmo has been vented to isolate prisoners. One of the cameras faces a heavy duty blast door, and as you watch the dark metal surface suddenly erupts in sparks. Cutting torch. You open the feeds of cameras inside the cells. Most inmates act like you would expect - freaked out. One doesn't. Nervous, but less so than others. He keeps checking the clock in his cell. Clearly he's the one they're after. You log the cell number and save files for facial recognition. You can't access inmate records now, they're kept off-station for security reasons, but it's bound to come in useful if you survive through this.

You switch to security central. Several people pointing guns at each other. You can't get sound and don't have a good enough angle for lip reading, but you can clearly see they're arguing. It's a classic stand-off. You won't be hearing from them until it's resolved.

There don't appear to be any riot-control measures that would be useful in this situation. There is little need for them. Inmates tend to be rather well behaved when they know you can selectively vent their cell at will. When that threat is overkill, the station relies on security teams in riot gear.

You turn your attention to what comm traffic there is. It's a complete mess and a human couldn't make sense of it. A regular human, that is. You effortlessly sort overlapping communications into separate threads. Most tell the same story. Outgunned, falling back, heavy losses. Security teams are mostly equipped with non-lethal weaponry, and only some carry side arms.

One thread catches your attention in particular.

quote:

Team, uh... 6? 6-2? Chatham, I really want to hear your loving tincan voice right now! This is team 5-4. Team lead down. We have no response from central and we're in deep poo poo. They're geared up. Non-lethal bounces right off. We can't hold them!"

You seem to be the only one keeping your wits about you. You don't have rank, but that's got to count for something.

You can do a leadership/charisma, difficulty 6 to get them to snap out of it, then tactics/intelligence to assume command and direct them. Difficulty 6 for that one team, or you could try for a difficulty 9 to direct every team. Co-ordinating them will take a lot of processing power, and give you -2 to all other rolls for the duration of this encounter, but it will allow you to focus on two objectives rather than one.

Sunshine

I think wisdom is a better roll for perception, particularly in those situations, but it stands. Most skill checks like that will be difficulty 6 - if it's easier than that, you don't need a check.

Your hands are shaking and your mind can't focus. There's too much adrenaline. Emrys, beside you only says "I think they want to blow the station. We need to get out. Soon."

You have flashbacks to the Hallelujah. But you don't let that take away your hope. You survived that, so you'll survive this. There's no scrape Sunshine Raenoar can't fly free of.

Kieran

Computer/int, difficulty 6 Check flight plans: 2d6+1+1 12 Success!

You can't find anything useful in the flight logs, but you manage to get access to the internal auto-turret operating feeds. You cross-reference recognised IFF codes with timestamps of when the turrets would have seen the boarders. You figure out the common thread: the intruders seem to be using IFF codes from a batch went live two days ago.

Perception/wis check to draw further conclusions Perception check to think clearly: 2d6 6 Success!

IFF codes from a new batch. That helps you narrow things down, and you make sure to relay the information to Chatham. He can use the specific codes you've checked to track some of the hostile movement. It isn't foolproof, though. There could be plenty of friendlies using codes from the same batch. You can't use it predictively, can't be sure you got all the hostiles tagged, and can't flag the new batch as invalid without endangering a lot of people.

Your mind draws parallels with hits you've planned and you realise something. They wouldn't be relying on the shuttles as their escape route. If they were an option, they would have used them for entry rather than breaching the hull. They're going for the shuttle bay because they don't want any witnesses.

Zeppelin Insanity fucked around with this message at 21:35 on May 8, 2016

L0cke17
Nov 29, 2013

Kieran

'We need to get to the shuttle bay, now. If we don't stop them there, they're gonna blow the shuttles, and then scuttle the station killing everyone. If we keep the bays safe-ish, we have a chance at evacuating some, and allowing a landing zone for responders, if the prison is still here when they can arrive.'

Kieran puts away his computer, and draws his pistol.

Apocron
Dec 5, 2005
Ellard

Ellard quietly reaches over and taps a button on his wrist. With a quiet hiss his vacc suit switches from merely filtering the surrounding atmosphere to creating its own sealed environment. Fat lot of good it would do him if they blew up any chance he had of getting back to civilisation, but even small acts of positive action could be calming in a crisis.

"I guess we should head off these bandits at the pass."

He smiles weakly as his feeble attempt at cowboy bravado sounds tinny coming from the helmet mics.

Rhyos
Jan 2, 2006
It's probably my fault.
Gen.Chatham

The comms antenna wiggles again as more information reaches him. He ran a much tighter ship than this back on the Archibald, but Citadel was the one paying the bills. "Looks like we know who they're after." Passing the information along the now-closed and secure private network, everyone now has the camera shot of the particular cell. "Shuttle bay looks to be our best bet. I'll instruct all teams to fight their way back to us. Kieran, is there anything you can do to narrow down those IFF codes? Maybe see if you can poke into a foreign network?"

While waiting on the response, his mind goes into overdrive, navigating communications, and basically acting as a mobile C&C. This was turning into a poo poo-show fast.
code:
5-4, 6-2. You've got this. Stick to cover and fall back to the shuttle bay. 
Stay in as confined quarters as you can.
 If you have to fight, make them come to you.
This is a hand-to-hand boarding action. They outgun you, so don't fight fair.
 Gang up on them if they close, take them down one by one.
6-2 is clearing docking bay for evac. See you there soon.
That took care of 5-4, hopefully, but there was a matter of everyone else.

code:
All teams - 6-2 assuming command.
Standing orders are to fall back to shuttle bay.
Be advised - enemy combatants have newly-issued IFF codes.
Be advised - enemy combatants combat armored. 
Suggest evasion and hand-to-hand.
Relay all tactical and comms information to team 6-2.
They do have options, hopefully a force of personality can quell the panicked anarchy. Thankful for being able to act so fast, Gen has one more idea.

code:
cd defnet D
Req atmo control trunk -c O2:100 N2:0
Req atmo control D:43 -c -t O2:0 N2:0 2:45
Hijacking the security loudspeakers, he works his best duplication of the ship's terminal voice.

"Block D intrusion countermeasures activated. Cell D-43 venting atmosphere. Estimated time: 90 seconds."
Even if it didn't work, it was a hell of a bluff.

With the team stacked up, Chatham takes point. Opening the door to the hallway, he checks from the most narrow angle he can, slowly moving from one end of the frame to the other pivoting for as much of a view as he can get. Time to go to work.

We rollin'! Definitely taking your idea to guide the stranded team to safety, and willing to take the -2 to coordinate everyone, but after trying to get access to the atmospheric controls of the cell block. Oxygen + cutting torch = Boom, and if the target's supposedly dead, they may change plans or be thrown into disarray. Gen is also taking point and checking the hallway, trying to give coordination to the rest of the team to move to the shuttle bay. I'm not sure exactly what rolls would be involved, but that's where you come in!

Rhyos fucked around with this message at 09:10 on May 9, 2016

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
You make your way to the shuttle bay. Although the intruders should still be some distance away and engaged, you're not taking any chances. Proceeding slowly, it takes you a few minutes.

The shuttle bay is defensible, but there are few of you and much to do. The more you do, the fewer guns there will be to set up a defensive perimeter.

This will be split into rounds/actions, to account for the limited time you have before the intruders get here. One skill check will count for one round/action. You'll also need to succeed one difficulty 6 leadership/cha to stop the deck crew from taking off as soon as possible. Two actions, no skill checks, to set up all the crates lying around as useful cover. You have two rounds before the boarders get here, one until team 5-4 arrives with wounded. Feel free to roll your skills and describe what happens based on the result, you don't have to wait for me. If hectorgey doesn't come back, you can order Emrys around for now.

Sunshine

Three shuttles. One fuelled up and ready to go, just need a few minutes for the startup procedure. One is partially disassembled, undergoing maintenance. The third you've worked on today. It had a number of technical issues, but you think you might be able to get it flight-worthy, just about. It won't be easy, though.

You visualise the internal layout. Those shuttles are built to carry 6 people in relative comfort. Same chairs can serve as restraints for transporting prisoners. If you pack the shuttles with standing people, you would be able to fit up to 12 if they don't wear vacc suits. Any real burn will likely end up in bruises or broken bones, but that's better than being left for dead.

It will take you one round to go through the start-up procedure on the shuttle that's in best shape. You can also try to repair the other one - it will take two successes for tech:astronuatic/intelligence at difficulty 9. You could also get creative - I'm open to suggestions.

Ellard

There will be wounded and there will be dying. Maybe you can save some of them. A grimmer thought enters your mind. You have limited space on the shuttles and there will only be time for one run. Triage is not a pleasant word.

Difficulty 6 tech:medical/wis (I think wis is better for dealing with stressful situations, but let me know if you disagree) to set up a field trauma centre. One set up and once wounded arrive, you'll be able to treat them - one skill check for triage, one per person for emergency treatment.

Kieran and Cara

I haven't come up with anything unique for you yet. You can help out with whatever else, or do something I haven't considered if you have an idea.

Gen

These rolls take place before the round counting begins

Difficulty 6 computer/int Tampering with atmosphere: 2d6 2


code:
ACCESS DENIED. 
Atmosphere controls only available from security centre.
PA system only available from security centre.
Difficulty 6 leadership/cha Get team 5-4 back in fighting shape: 2d6 8

"Thank loving Christ, Chatham, it's good to hear you. We're currently engaged in a fighting retreat towards the shuttle bay, ETA 5 minutes. Two dead, one critical, two wounded, three in good shape. Estimate 5 hostiles."

Difficulty 9 tactics/int Assuming direct control: 2d6+1 5

You try to co-ordinate tactical retreats, counter-attacks and ambushes throughout the station, but even with your guidance, the security teams are hopelessly outmatched. With casualties quickly mounting, you abandon attempts to slow down the intruders and focus on getting as many people as you can to the shuttle bay. You don't let emotions cloud your judgement. You have cold, hard numbers in front of you. There are more survivors than you have any hope of evacuating, not to mention all the inmates.


What do you do?

Rhyos
Jan 2, 2006
It's probably my fault.
Gen_Chatham

Locked out. It was a desperate attempt anyway. The poo poo-show has turned into a poo poo-storm, with other teams simply overrun. Fortunately, the path to the bays was clear.

code:
Solid copy, 5-4. Double-time it, and godspeed.
Expecting as much of an evac as we can muster.
C&C essentially offline - we're leaving with whomever we can.
As they spill into the shuttle dock, commands start to be shouted. Projected. Stated?

"Clear of hostiles. Ellard, get a triage station set up. Team 5-2 is inbound with 2KIA, 1 critical, 2 wounded, and 3 able. ETA 5 minutes, with 5 hostiles in pursuit."
Wheeling around to Sunshine, he gives her a slight nudge - hopefully an homage to the earlier casual interaction. "'Lil Nova, I need these birds spaceworthy in 10. Lives are on the line, so be quick, and be efficient."

Amplifying his voice to reach the other end of the dock, as well as a general announcement to the area, he addresses anyone else in the vacinity.
"This is acting Guard Captain Gen Chatham. Ladies and gentlemen, we are under attack and we are leaving. Security teams are fighting back to this area, and we need all available hands to prepare for defense and departure. This is not a drill, and this is not a request.All technicians are to help this young lady -" he gestures to Sunshine "- with getting these shuttles as space-worthy as possible. Any other questions, ask me. Let's move, people!"

Think. Think. Link. Linking. Thinking. Thought.

While scanning over the area, looking for the most defensible spot, an idea occurs to him. "Kieran, you're much better at this whole computer thing than I am. Can you link the fire controls of the station's turret system to me via our network? We could absolutely use the firepower. Likewise, could you let me know what sort of fire suppression systems exist in case we need an obstruction? I'm counting on you."

His comms antenna tilts toward Cara before the rest of his armature wheels around. "Cara, if you get a spare moment, I want your help with something - I need you to think of a way to rig me to the outside of the shuttle. It doesn't need to be fancy, but it'll provide another seat for the wounded. If possible, try and strip out any unnecessary equipment from one of the shuttles to help provide some more standing room. It's going to be a bumpy ride."

Unless anyone else wants to make the attempt, I'm pulling "rank" and trying to get the Deck Crew to assist in preparations. You guys can feel free to tell Gen to gently caress right off if you don't like the suggestions! Also, in the visual chaos from the video feeds, am I able to tell how the intruders are armed and armored?

Apocron
Dec 5, 2005
Ellard

Ellard snaps to it. He wasn't used to having to improvise but the nature of his profession meant that when it came to operations in crisis he could function at levels of unbelievable stress. Grabbing his medkit he started putting together the pieces he needed to be able to provide effective triage to anybody wounded from combat.

Setting up a triage station (Tech/Med+Wis): 2d6+1 9

Platonicsolid
Nov 17, 2008

Cara

Life in space is impossible. They drill that into you from day one on an Orbital.

As soon as the alarm goes off, Cara's sliding on her helmet, getting her face covered and ready to switch over to emergency oxygen. She braces against the corridor when the whole station shakes. Not a good sign. They still have air, they still have gravity...still...

Cara's off for the hangar deck in a bolt. Unlike a lot of orbitals, with utility craft and lifepods stationed at reasonable distances, the prison doesn't. Can't have inmates hotwiring an escape ride.

Hangar deck's awash in pandemonium. So much for evac procedures. Cara frowns at that, trying not to judge too harshly. "SUNSHINE!" Cara calls out, hustling across the deck. "If you short over station power you can cut the startup time in half on those old Mark Twos!" she says, gesturing to some older shuttles. Big magnets hold her astrokit to the side of her chosen shuttle. "Gen," she says. "Don't think that's going to pay off. If I can get this running we'll be sitting pretty," she says. Cara jams her foot into one of the climb halfway up the shuttle to a still-open maintenance hatch.

Trying to get the medium shuttle running
Repair shuttle: 2d6 7

Mu.
Sep 15, 2003

The thing about Forevereal Modding Mu is that he loves editing files and wants others to download his permanent mods. Fully editing, rich text, altering files and loving it. Download his mods and enjoy it.
Sunshine

It seems the safer bet to make sure the working shuttle is ready to take off.

"I'll get 'er ready for departure," she tells Cara. "You might have a job with the others. I was working that bug this morning. Half the drive chamber is fried, but I already tagged what needs replacing. It's just the grunt work left, but it's delicate grunt work. If it's a no-go, cut your losses."

She turns back to Gen.

"I can get one of these bugs flying, but they aren't roomy. Only a few people will fit on-board. Best if you're one of 'em. I wont linger."

She hesitates. "That in mind, if you know which route our attackers are heading from, I could wreck the appropriate bay door. Stop 'em getting past, no matter what access codes they have. Old engineer's trick. It involves a heavy wrench." She grins.

"'course, it also means any friendlies coming from that direction wont be able to get through either, but like I says," she makes a little half-shrug, "these little shuttles aren't going to evacuate this whole station anyway, and this would at least buy us some more time for repairs, and to help whoever's coming from the other directions."


If Gen wants to give me a door, I have the Technical Knack: 'Saboteur. Wreck a piece of tech in one round.'
Permanently seal a door to buy time for repairs: Tech/Postech +1, Intelligence +1: 2d6+2 12

L0cke17
Nov 29, 2013

Kieran

I am operating under the assumption that the shuttle bay on a prison only has 1 hallway/entrance leading to it for security reasons here, so my actions are based on that thought.

'Hey, you there in the mechanic outfit' Kieran calls out to one of the techs. 'start spraying the tunnel down with shuttle fuel, and fill some barrels with it as well'

'Sure Gen.' Kieran sets up his computer and attempts to get the turret controls under gen's control.
Computer: 2d6+1+1 9

Gen now has control over all but 1 of the turrets, the last is for a special project Kieran will do in the second round.

With the fuel barrels and gas all over the hallway, kieran walks out and places a small hard metal object to shoot at with his turret, which he lines up ahead of time to avoid any mishaps in the heat of the moment. When shot, it will ignite the fuel and barrels. He then goes back to his computer in one of the shuttles and disables the automatic fire safety, bringing manual control to his station so they can either immolate, or freeze up the hallway depending on what seems most appropriate.

Disable Fire Suppression: 2d6+1+1 7

If a 7 wont do what I want, I'll use my the expert class's ability to reroll a skill check and go for a better result. Worst case, we ignite the hallway, then the fire suppression hits doing what gen intends in the first place.

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
Team 5-4 stumbles into the hangar. They're in bad shape, but you all breathe a sigh of relief. More guns, and possibly more lives saved. The three able members quickly assume defensive positions. The wounded give them their spare ammo and head for Ellard's triage centre.

The acting team lead confers with Gen, who automatically relays the information to you. (I assume! If Gen filters things for morale reasons, feel free to say so.)

"Good god, Gen. We weren't prepared for this. They will show up any minute. Only reason we made it here is because they're taking the time to plant demo charges on structural components as they go." He smiles sheepishly. "I always thought I wanted to go out fighting, but..." his voice trails off awkwardly.

At the same time, Gen receives another communication which he also relays to you (again, I assume, tell me if it's not the case).

"Chatham, you magnificent bastard, I see what you're doing there. This is Gibson up in Control. Station chief is dead. He was with them. Tried to get us to stand down. Things got messy. We're locked out of most functions by command override, but between me and Alex we've been able to circumvent a few protocols. I've sent out a distress signal - can you believe that poo poo's not automated? Security reasons my rear end. I've patched you into the channel we're expecting a response on. I'm also sending you a full data dump, all the station logs for the past few days. Maybe there's something useful there. I'm doing all I can to isolate the cell blocks. Hopefully that will be enough so that at least some of the inmates survive. Most of them might be scum, but no one deserves to die like this. Now the bad news. The bastards will be here soon. We've barricaded ourselves in and sealed the door, but that won't stop them for long. If they've got the override codes, they're going to vent atmo from the hangar. You're all going to have to put on suits, quick, or do... well, something."

Gen

Difficulty 6 Leadership/cha Calming the techs down: 2d6-1 5

The techs start to protest, but one gets them on your side. "You see her there? That's Cara. She's never hung a working man out to dry. If they're getting off the station, so are we." They're still too shaken up to focus and be useful, but at least they won't get in your way.

Since the roll failed, they're not going to be useful, but because of Cara also won't do anything stupid.

You review all the camera footage you can get of the boarders, both the chaos of combat footage and the relative calm of their work in breaking out their prisoner. Your pattern matching and tactical analysis subroutines get to work.



code:
Combat efficacy and movement patterns indicate significant training and combat experience.
Significant use of smoke, flash, chaff grenades. Effective in station combat.
Armour: Syndicated Armaments "Spectre" Vaccum Combat Hardsuit [View Technical Specification - View Marketing Content - View Test Data]
Weaponry: Ritter GmbH V-10K Vaccuum-Optimised 10mm Carbine, Kommando variant. [View Technical Specification - View Marketing Content - View Test Data]
Armor Class 2
HP: 6 Saving Throw 14+
Attack Bonus +4 Movement 30’
Damage Void Carbine 2d6 Morale 9
Skill Bonus +2


They're now setting up to get through the cell door. You imagine you don't want to be on the station when they find it's time to leave.

Emrys puts a hand on your shoulder. "Sunshine's got a good idea, but there's no time. Unless I delay them. It was good working with you. I'll... figure something out."

Since hectorgrey hasn't come back, I'm writing Emrys out. If he comes back, he might have found some miracle way off.

You've still got security teams heading your way. With any luck, they'll hit them in the back while they're engaged with you and you can save more lives.

Ellard

The three wounded security team members rush to your improvised trauma centre. One of them immediately collapses, the other two are bleeding profusely. Gunshot wounds. You've dealt with them before. Can you save them all, or will you have to make the dreadful choice?

You need one med/int (normally wis, but this is what you do, and you've already overcome the stress barrier) roll to stabilise each of the security team members. One of difficulty 6, one is difficulty 9 and one is difficulty 12. Every round after the first you will get a cumulative -1 due to their deteriorating condition and you having to work quickly. Others can help you.

Cara

The shuttle is a mess of half-finished maintenance. It takes you a few minutes to orient yourself and get to work.

Still needs two successes at difficulty 9.

Kieran

You're under time pressure, you can only do one of the three things at a time - the turrets, the fire suppression or rigging the hallway to be flammable. Since Sunshine is about to close the door, I'll take it you're going to make the hall flammable first. The skill checks you've made will count as successes on next rounds, but you can change your mind and do something else if you wish.

You can't control the turrets, but you can hack them to operate in manual mode. There are two in the hangar and one in the corridor outside. Any one of you will be able to use them through your data pads with Gunnery/Int or Dex instead of doing any other action. They are equipped with an auto variant of a void carbine (2d6+2, +2 to hit) and don't need to be reloaded.


Sunshine

There's only one way in and you manage to jam it closed and fry the circuitry. Turns out that if you're good at fixing things, you're also good at breaking them. It won't stop them completely, but it will definitely buy you time.

The door being stuck closed and Emrys' delaying action will delay them for another round. You still have two rounds until they arrive.

Gen's request to be strapped to the outside gives you an idea. You've seen it in space commandos do it in Incident at Station Zero. It doesn't have to be an armature - anyone with a vacc suit can survive on the outside of the shuttle! They'll have to stay away from the thrusters, and you'd have to fly gently, but if the need calls for it... Well, you're a hotshot pilot, aren't you?

If you run out of seats, anyone Gen and anyone with a vacc suit can stick to the outside of the shuttles. Every person on the outside will give a -1 to the piloting check to get out of there unscathed.

Overview

You have two turns until the intruders engage you. In four turns you will get additional reinforcements and evacuees. In 6 turns you want to be off the station.
The shuttle in good condition needs one action to go through the start-up procedure, no skill check required. The damaged shuttle needs two successful difficulty 9 astronautic/int checks.
You can use two actions, no skill check required, to set up cover, giving you a -1 bonus to AC.
In two turns the boarders will vent atmosphere from the hangar unless you do something about it, with either postech or computers. Difficulty 6, but it will take an action.
Each shuttle has room for 6 sitting or 12 standing, for a total of 24 inside if you can get both running. There are 5 of you. There are 8 misc. deck crew and other people who made it to the shuttle bay to be evacuated before you got here. There are 3 wounded security team members and 3 in good shape. In four turns, 6 people will arrive, and in five turns, another 7. That's all that can make it in time. The last batch won't have time to put on vacc suits. Everyone else can if you like, as there's plenty in the hangar bay.


What do you do?

Zeppelin Insanity fucked around with this message at 07:30 on May 10, 2016

Rhyos
Jan 2, 2006
It's probably my fault.
Gen?Chatham

Clapping the frazzled security member on the shoulder, Gen tilts his head. "You may still get that chance. Getting that door jammed shut should buy us a few minutes at least. Take your able members and see what you can do to get some barricades up. You've got this."

Relaying the communications via the private network, he also transmits data concerning the incoming combatants."These guys are professionals, not some ragtag raiders. Combat hardsuits, 10mm carbines, and lots of dazzle. If you have noise and flash compensators, get ready to use them!"

In the midst of affirming everyone's actions, he's given pause by Emrys. "I can't stop you, but if you find yourself in danger, you run. Got it? You loving run. Kick some rear end out there, kid." No time for an argument, not now.

"Ok, kids, we've got a team that's about to cut through that door over there. We need to provide enough of a delay for the remaining security teams to try and hit them from behind. One way or another, we're going to find out who's behind this, but vengeance comes later. Civvies and wounded are priority one - we're pretty damned sure they're going to vent atmo, so vacc up!"


code:
Gibson, Alex, you've done a yeoman's job. You're saving a lot of lives here.
If possible, vacc up and stash away somewhere.
Once these guys are gone, we'll try to come back for survivors.
One way or another, we'll get this shitstorm sorted out. Good luck, and good hunting.
Not the most reassuring thank-you letter, but it would have to do given the situation. Stowing the data dump for now, he focuses on the more immediate task of survival. Stepping toward the sealed door, he glances around, looking for some sort of walkway, perch, high vantage point immediately over the door. He's got a crazy idea, but it just might help with the coming shock and awe. Muscles are dynamic and prone to fatigue and lactic acid buildup. Wires, hydraulics, and servos, on the other hand, have no such limitations.

Hoping the able bodied security team can set up the barricades. Gen is going to try to maneuver into a position immediately above the door in order to do something stupidly complex once everything goes down. Since we have 2 turns before then, he's going to use one of his full-round actions to get into position, ideally within arm's reach of the door from above. His second full action will be to take manual control of the hallway turret, if there are no objections.

Apocron
Dec 5, 2005
Does Ellard get any bonuses for having set up a triage station, having a medkit or having a lazarus patch? I assume the Lazarus patch should help tend to the critically wounded person.

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
Sure, if you want to use it. That will knock down the difficulty to a standard 6 - lazarus patches just stabilise someone and prevent imminent, not put them in any condition to do, well, anything. I'm thinking of it in terms of stabilising him enough to survive evac. Medkit and getting the triage station set up won't give you bonuses in this instance except for being able to use int (+1) rather than wis (+0) since you've got a handle on the situation.

Zeppelin Insanity fucked around with this message at 16:37 on May 10, 2016

Platonicsolid
Nov 17, 2008

Cara

"Tanj" Cara mutters under her breath, looking at the mess inside the hatch. Connectors hang everywhere, an entire thruster cycle modulator missing. Must have gotten interrupted in the middle of the work.

Cara can hear Gen trying to talk to the techs, who are disorganized and agitated. Understandably. "You!" she barks, pointing at one of them. "Just waiting to get spaced?" She points to another. "Planning to elbow somebody to get on a shuttle?" Cara kicks the hull of the shuttle, setting of a metallic clang ringing through the hangar deck. "You're better than that, all of you! You can huddle there if you want. Me, I'm going to get to work!"

Motivate the Techs: 2d6-1 6
Maybe not as rousing as she'd hoped...


That said, Cara turns her attention back to the shuttle. Some of the linkages are easy enough, getting reconnected quickly. Good news is there's enough TCM capacity on the port side to get the starboard side running, as long as overall thrust is limited. Cara jumps off the hull and sprints across the deck, returning with a large chunk of control/flow conduit. With tiedowns from her toolkit, she can fasten it across the hull and tap the port TCM for both main thrusters.

Continue Shuttle Repairs: 2d6 10

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
One thing at a time! Yeah, you could feasibly do both, but this is a resource allocation challenge. :)

Which do you prioritise? The techs are not getting in the way, they're just kind of direction-less at the moment. Giving them proper guidance will take an action.

Both rolls succeed, so pick whichever one you've done and you can automatically succeed on the other one next round if you like.

Platonicsolid
Nov 17, 2008

My bad. Let's get the tech working. Another half-dozen hands should be a significant boost. I hope.

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Mu.
Sep 15, 2003

The thing about Forevereal Modding Mu is that he loves editing files and wants others to download his permanent mods. Fully editing, rich text, altering files and loving it. Download his mods and enjoy it.
Sunshine

With the main door closed behind her, Sunshine bounds over to the working shuttle, to prepare it for take off. She takes a moment to scratch her nose one last time before slipping her helmet on and sealing her vacc-suit.

"Let's see here," she says, her hands automatically moving between switches. "Battery good, displays working... green, green, green... emergency power okay, flight control good..."

There's one brief jolt and then the drivecore starts to hum, as systems come fully online. She slides her compad into the panel next to her.

"Hello there," she broadcasts to the others, "got at least one bug ready for takeoff. Estimated departure time is, oh, some time before this place gets blown up, rather than after. If you can link me in to the turrets, I can control one of them from here."

"Meanwhile," she goes on, "our guests are about to depressurize the hangar bay, so if you aren't already vacced up and strapped to a nice safe shuttle seat, well, it should probably be next thing on your to-do list."


Spend one round to prepare the working shuttle for take-off.

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