Zuni pushes the throttle to full and the
Wayward Wind accelerates to hypersonic speeds within seconds. The inertial dampers do their job perfectly, leaving the crew inside oblivious to the external G forces.
A few heartbeats later, the
Wayward Wind is decelrating and coming up above the town of Barvinn. The shockwave follows in her wake and slams into the town, sending loose debris into the inlet the town it is built around. Already a great deal of ash has fallen on the town, marring the colorful town with splotches of black.
Goldie overlays the biosignature readings on the viewport so you can see where people are. There are dozens of scared people are taking refuge in the shelters. More than half of them are Vargr, and mostly children and the elderly.

Goldie
Goldie responds to Fallon's query:
"We can carry 58 people, temporarily. I suggest moving the children and their guardians up to level two to occupy the staterooms. The others can remain on the main deck in the cargo bay and access corridor."OOC:
The task to organize the evacuation of Barvinn will be an average (8+) Leadership task (SOC, 15 minutes). The time for this task is fixed, and the degree of success/failure will represent how many people you can get to safety.
As nobody has the leadership skill, this will be an untrained skill check (DM -3, or DM -2 for Zuni with his Jack of All Trades 1). So, you will probably want to build a
task chain!
In this task chain, you suggest ways your character can help with the evacuation and work with the referee to create a task. Your level of success or failure on that task will be added to your total DM on the evacuation roll, or be used to buy more time.
Note that Goldie can operate the
Wayward Wind independently and intelligently.
[ +- ] Wayward Wind Deck Plans