Chapter IIb: On Your Own

Feb 22, 2019 2:34 pm
This is the thread for the away team that was left behind: M1-K3 and Zephyr
M1, you are still on the ships stripped down bridge with Ensign Myers and your hostage, if you want to consider the man that. You can hear sounds from outside the bridge that sound like an airlock. Someone is entering the ship and for whatever reason, they are not using transporters but instead are making the extra effort to enter manually.
The ensign with you lifts her phaser towards the door behind which the sounds are originating. About a minute later (Let me know if and how you want to prepare in that minute), three humanoid shapes in dark vacuum tight suits enter the bridge. They are all holding Consortium style laser rifles, aiming them at you but not firing right away. "Let our brother go and surrender. If you follow our orders, we will not end your lives!"
Myers looks at you, M1, silently asking you whether she should shoot or surrender.

Zephyr, you also hear the airlock sound behind you, outside the cargo bay. Lt. Felt looks nervous, his hands a re shaking as he lifts his phaser towards the door. You hear heavy steps in the corridor which abruptly stop right outside the cargo bay door. Two of the strange animals let out deep vibrating screams, as if to warn whoever is outside of your presence.
You hear a loud, heavy knock on the door and a coarse male voice, muffled by the door, yells: "Step away from the children, throw your weapons towards the door and put your hands behind your head. In five seconds, we will come in and shoot anyone who is still armed."
Felt’s eyes twitch between you and the door. With a shaking voice, he whispers: "We have a lot of cover in here and they’ll have to come through the door. We can take them!"
Feb 22, 2019 4:53 pm
"Children," Zephyr says almost to himself.

A sudden realization washes over him. They're not here for us, they're here to rescue their children.
Zephyr taps his communicator so that M1 can overhear, "Gentlemen, stand down. I believe these beings are just here to rescue their children here in the cargo bay. If we interfere with their assumed biological instinct to protect their offspring, they are likely to become even more violent than they already are. It's possible that their motives here are misunderstood, and that they see us as a threat."

At this, Zephyr stows away his tricorder and throws his phaser toward the door. Then after motioning with his hand for Lt. Felt to do the same, he puts his hands behind his head.

"We are not here for your children," Zephyr shouts through the door, "we are here in response to a distress call we received. We are unarmed and do not pose a threat. We offer our assistance if you desire it."
Last edited February 22, 2019 4:53 pm

Rolls

Feelings check for an attempt at diplomacy - (1d6)

(2) = 2

Feb 22, 2019 6:00 pm
The door opens and two humanoid figures, one much taller and heavier than a human, the other around human height, dressed in black vacuum tight suits step into the room, both wielding Consortium issue phaser rifles.

The larger one quickly steps between you and the "children" as he called them, which are still larger than even him.
He turns towards his comrade and lets out a series of clicking sounds to which his comrade responds in the same fashion. Your universal translator lags slightly behind in the translation, indicating that this language is not in the data banks and it is deciphering the language at the same time as translating. The large humanoid ordered the smaller one to "handcuff the prisoners", which the other one confirmed. He is now stepping towards you, Zephyr, holding out a pair of maglock handcuffs.

The larger one bends over the "children" lying weakly on the ground to inspect them. He turns towards his comrade and explains: "We must perform the procedure soon. We might not have enough time to return to the station."
Feb 22, 2019 7:15 pm
"What procedure?" Zephyr asks. "Are these your children? Also, where'd you get that rifle? It appears to be Consortium issue."

Now that he sees these two enter, he is beginning to doubt his decision to disarm himself. But if they are genuinely interested in the well being of the "children", then he was also morally predisposed to either not interfere or help them preserve life. Their true motives were yet to be seen however.
Feb 22, 2019 7:28 pm
"Stop talking, meatbag!", the smaller humanoid suddenly barks at you. He puts the handcuffs around your wrists and closes them, then he turns towards Felt, who holds out his hands for him with an unsure expression. He quickly gets cuffed as well.

The larger one reaches into his pocket and pulls out what appears to be a Spacefleet Communicator. He activates it and says: "Two meatbags secured. Ready to beam them into a holding cell. We will join Tox and then climb back into our ship. The children are dying. We need to test the meatbags as soon as possible."
Feb 23, 2019 5:18 pm
Zephyr doesn't quite know what to make of this situation yet. It's rare that he's rendered speechless, but this seems like the appropriate time keep quiet. He has gone a bit out of order by developing a hypothesis before doing much research or observation. Let's backtrack in the process and just see what happens before taking any rash action. Plus they're handcuffed, so what else could really be done.

Zephyr gives Lt. Felt a nod of stern confidence and then quietly considers to himself how they're going to get out of this mess.
Feb 23, 2019 9:08 pm
There is no further warning before you feel the characteristic sensation of a Consortium transporter and suddenly find yourself in a small room, not unlike an Ensign's quarters on a small Consortium ship like the Potential. It is completely empty, except for a simple bed. The replicator in the wall has been deactivated. Lt. Felt is not with you and you are still handcuffed. You can hear faint sounds from behind the closed door.
Feb 25, 2019 7:05 pm
Zephyr immediately looks down to see if he still has his communicator badge. If nothing else, at least he Potential will be able to locate him when they return.

His next thought is, "this is good." If they were going to kill him they would've done it already. Maybe they were going to put him up for ransom? Although the "meatbag" comments made him nervous, that could imply a lot of things. Maybe those two weren't biological creatures. Or maybe it was just some sort of barbaric nickname. Either way, it clearly indicated a lack of respect for his humanity.

But what made him even more nervous was the insinuation that he and Lt. Felt needed to be "tested." Zephyr's first thought from that comment is to assume that they may have been exposed to some sort of disease. Maybe the same that had sickened the "children." He'd rather be shot by a disruptor than be exposed to many of the known diseases out there. How could he have been so reckless to not have considered that when he saw the children lying on the floor. He was a damn scientist after all.

Approaching the door quietly, he puts his ear up to it to see if he can discern any speaking or other noises from the other side.
Last edited February 25, 2019 7:06 pm
Feb 25, 2019 7:44 pm
OOC:
I didn't think of it earlier but they would have taken your comm badge before transporting you.
Outside of your cell door, you can hear some voices but they don't speak your language. It's the same clicking language that you heard before but without your badge, there's no translation. Suddenly, you hear a human voice, female. You think it's Ensign Myers' voice but you can't understand what she's saying. She sounds scared.
Feb 25, 2019 9:25 pm
"I gotta find a way out of here," Zephyr says quietly to himself.

Surveying the room, Zephyr looks into what could be useful. The bed. Hmm...I guess maybe the blankets could be used for something in a pinch. Other than that, just a deactivated replicator.

A replicator. I wonder.

Zephyr approaches the replicator and attempts to reactivate it. Wiht tools it would be a relatively simple process, assuming it still has power. Wihtout them, I'm not so sure. Maybe I can just pop the front panel off here, and here. Then disconnect the red wire here, and bypass the molecular assembly transistor so it won't overload the circuit, like so. Then touch the wire to the conductive parallel plate on the capacitor. And voila!
OOC:
Edit: ok I got Laser Feelings. Can I get any idea of their motive here? Are we in real danger? Maybe I could've gleaned some sort of information on that from my walk to the cell.
Last edited February 25, 2019 9:29 pm

Rolls

Lasers check to deactivate - (1d6)

(4) = 4

Extra die because expert (although without real tools this might be negated) - (1d6)

(3) = 3

Feb 25, 2019 9:42 pm
Laser Feeling: While you are inspecting the replicator, trying to figure out if you can get it back to work, you think about what your kidnappers might want. You remember those "children" and how they were dying. You realize that something was also very wrong with the man you encountered on the decoy ship. And you remember what your kidnapper said about testing. You realize that they must be trying to save their children from dying to whatever it is that's killing them and that the cure is related to the people they kidnap.
You don't know exactly what the procedure is that they were talking about but you are convinced that you don't want to find out, at least not first hand.
OOC:
If you want to change what you want to do, you can. If you still want to repair the replicator, you'd have a partial success.
Feb 25, 2019 10:04 pm
Zephyr always liked tinkering. He did his best thinking when his hands were occupied with another task.

"I'm getting a bad feeling about this," he mutters to himself again while crossing two wires. "We're gonna have to find a way to stall until Commander Cass returns with the Potential."

Aha! The replicator should work now! He closes up the front panel, presses the button on the front, and says, "Phaser, standard Spacefleet issue." The replicator makes a sad bleeping noise, like an error has occurred.

Sigh. Of course. Spacefleet's safety protocols prevent unauthorized replication of dangerous objects, such as weapons and poisonous substances. Without the captain, commander, or chief of security to bypass the protocol, he wouldn't be getting any phasers out of here.

"Tea, English Breakfast, hot," he says.

Sitting down on the bed with his cuppa, he begins to think about what to do next.
Last edited February 25, 2019 10:05 pm
Feb 26, 2019 1:56 pm
You don't get to think in peace for long. It took you a while to get the replicator working again and only ten minutes after replicating the tea, you hear steps outside the door of your "quarters". Someone will be coming in just a few seconds.
Feb 27, 2019 2:22 pm
As Zephyr sits in his cell and thinks, an idea suddenly crosses his mind. These pirates are in the need of a cure for a disease, and he is a scientist. When they come back to get him, he will plead his case to let him help.

He approaches the replicator once again. Might as well keep his strength up, "Paglia e Fieno". His grandmother used to make this for him when he was a child, and it has always been his favorite meal. Might as well enjoy it again in case it's his last.
Feb 27, 2019 5:11 pm
Lorq, it has been a few weeks since the attack on your ship. You have been serving for a few years now on the USS Sigma under Captain Ery-An and despite all the prejudices against your species, you managed to become the ship's doctor.
It had been a regular day when the Sigma responded to a distress call in an insignificant system. You weren't on the bridge, so you don't know exactly what happened but somehow, a boarding party managed to get onto the ship and took a large number of your crewmates captive, you among them. Since then, you've spent most of your time in one prison cell or another. You're only allowed to leave the cell rarely to help your kidnappers with medical exams on their people or other captives. You don't know exactly what they're doing to their prisoners but you've seen a number of your former crewmates join them, which usually results in them ignoring you and acting as if they don't even know you. You've also noticed that the entire pirate crew, including the people they took out of the Sigma's crew, seems to be stricken with some sort of disease. You've seen their conditions get visible worse even over just these few weeks. They turn pale, their hair goes gray and they grow frail, sometimes appearing as if they can barely stand upright. You've helped the pirates sometimes with decreasing those symptoms but most of the time, they rely on their own doctors.
Today, you have been taken out of your cell again and moved to the sickbay of the Consortium ship that you are held on. You have been told to perform the "standard tests" which means they have captured new people today. The standard tests are nothing complicated: a blood sample, a DNA test, hormone analysis...

As you reach sickbay, a woman is lying on one of the stretchers. She's wearing a Consortium uniform - yellow, to indicate security - but you've never seen her before.
Alex, after being taken from your ship, you've been moved to another Consortium ship of different but similar design. There, you've been held captive for a few weeks by now. Occasionally, someone comes to the room you're held in to bring you food but that's it. Today, you heard unusual movements outside your room and, most surprisingly, from inside the room next to yours. Someone in there appears to have been working with electronics. They have also been speaking to themselves - in your own language, even, instead of this strange clicking that the pirates use to communicate amongst each other.
Later, you even thought you heard a replicator noise from that room, but that's impossible. The replicator in that room should be shut off just like it is in your cell.
Suddenly, theres steps outside your room and not long after, the door opens to reveal a pirate in a full-body vacuum sealed suit that hides his face. He points a rifle at you. "It's time to get tested again!", the man behind the mask says very slowly, almost as if he has trouble speaking or is in pain.
You've been "tested" once before when you arrived here. Not that you remember anything. They took you to sickbay, gave you some sort of sedative and you woke up back in your cell afterwards...
Zephyr, the door opens and you barely have time to hide your replicated food before the pirate (it is the same large guy that you already met on the decoy ship, still wearing the vacuum suit) enters. He seems to not notice the reactivated replicator.
He's pointing a Consortium issue phaser rifle at you. "We need to test you, meatbag. Do not resist or I will be forced to stun you."
Feb 27, 2019 6:01 pm
Alex has been sitting on the simple bed with her legs crossed, trying to breath slowly and calmly no matter how badly she wants to pace. Which is pretty badly. Inaction has never sat well with her. A former colleague tried to teach her meditation techniques years ago, but wow, was that a failure...

When the pirate enters the cell, she slowly unfolds herself from the bed and stands with her hands up and open, as unthreatening as she can be. Honest. "I'm coming," she says with a friendly smile. "There's no need for weapons or threats."

Besides, this might be her chance to see who's in that next cell. With the way her crewmates have been treated, and the way Lorq has been co-opted into this crazy scheme of the pirates, any new allies would be a blessing.
Feb 27, 2019 8:20 pm
At least they're only considering stunning me, Zephyr thinks to himself.

Standing up in a cooperative fashion, Zephyr does his best to maintain an air of civility. "Listen, I can tell you need help. I am a scientist. It's my job to find answers to problems similar to yours. I even once discovered a remedy to a Fecataurine epidemic on our ship. A bacterial disease before undiscovered, which I got to name by the way. Please, take me to who's in charge. Let me help you."

Rolls

Rolling feelings to see if I can persuade him - (1d6)

(2) = 2

Feb 27, 2019 9:00 pm
Alex, you are being led out of your room. As you leave the room, you see another pirate standing at the door of the room that you heard the noises from.
That pirate suddenly fires his phaser rifle into the room.

Zephyr, the man shoots his rifle, not quite at you but close. Definitely a warning shot. "Stop talking and come with us. We have doctors! We have another use for you."

As you follow him out of the cell, you encounter a woman who is being led out of the room next to yours by another armed pirate. Together the two of you are led through the corridor
Feb 27, 2019 9:01 pm
Time has crawled for Lorq. He fears that his crew believe him a traitor, but he is only trying to help. Everyone needs medical help when they are sick.

When brought to the medway to do the tests he speaks to his patients hoping to calm them down.
I am Lorq. The tests I am doing are harmless. I am just doing baseline testing. I fear however that some illness is stalking this ship. I am going to try and neutralize whatever has you unconscious. Maybe we can make some plans.
OOC:
I am going to do a medical check to see if I can wake them up. Hopefully it without a loud gasp. It would be expert and I feel he would be prepared for this. If you disagree feel free to drop the third die.
3d6

( 3, 3, 3 ) = 9

Edited as I put with instead of without
Last edited February 27, 2019 9:02 pm
Feb 27, 2019 9:15 pm
OOC:
You recognize with one look that the woman has been given tranquilizers to keep her unconscious for the examination. You've done this procedure before, Lorq. You could easily give her a stimulant to wake her up. She'd be a bit groggy but awake. Your captors would not like that, though, unless you manage to keep it secret. With your roll (3 successes), you could wake her up without the pirates noticing - for now - if you want to go for that plan
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