Main - Chapter 7.2: Neptunia

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Sep 12, 2024 4:00 am
OOC:
We're back to 1 successful Escape point, because of the last round that you rolled, correct?
We're still going to try to get away. So I will do the roll here, on the assumption that we do have functional (and hopefully boosted) engines.I'm posting the roll now so you don't end up waiting so long for me, but it is intended to take place in sequence AFTER Engineering has done what they can for the Boost. If there is a successful boost, add +2 to the result.


Douklan tries to get the ship away again.
OOC:
Edit: TWICE as good rolls as last turn! Still pretty terrible, though.
Last edited September 12, 2024 4:01 am

Rolls

Escape roll - (2d6+3)

(22) + 3 = 7

Sep 12, 2024 4:57 am
OOC:
No, we are at two. The last one we rolled got us back to 2. The one that @htech rolled for us kept us at 2. So, if we run out the same play again and succeed, we escape. It will be harder now since our engines are damaged, but it's still better than not trying. (In my opinion, anyway.)

Basically it looks like the pirates get to try to shoot out our engines OR reduce our escape points.
Sep 12, 2024 5:31 am
OOC:
We should consider Emergency Repairs for next round.
It means no boost but it gets us our engines back.
There is also the Keep it Together and Deal With Crisis combo if we have more hits.
My thoughts is we wait for a hit or not. If we're hit we Keep It Together, if not we Escape Combat.
We're either keeping ourselves running or trying to improve things.
Sep 12, 2024 12:29 pm
OOC:
Boost engines it is.

Rolls

[SWN] Corbin McRogers: Boost Engines DC8 - (4d6h2+3)

(5311) + 3 = 11

Sep 12, 2024 1:37 pm
The Celestial Voyager raced forward, its damaged engines struggling to keep momentum. Behind them, the dark silhouette of the Raven’s Claw loomed ever closer, like a predator refusing to let its prey slip away.

"Captain," Hank warned, his voice tense. "They’re lining up for another attack."

Valeria’s eyes narrowed. "Brace for impact!" she shouted, gripping the armrest of her chair.

Two searing bolts of plasma erupted from the Raven’s Claw, their glowing trails cutting through the darkness of space. The twin blasts screamed past the Celestial Voyager, missing the ship by a hair's breadth. The near-miss sent some hope through the crew, but no one dared to breathe a sigh of relief yet.

"They missed," Hank reported.

"But they’re keeping pace, Captain. We haven’t shaken them," said Douklan

Valeria clenched her fists, watching the tactical screen as the gap between them remained maddeningly steady. The Raven’s Claw wasn't letting up. They were still locked in this deadly chase.
OOC:
As before, I am streamlining the next round. Continues in my next post

Rolls

Pirates - Escape roll (opposed) - (2d6+2+4)

(11) + 6 = 8

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(6) = 6

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(5) = 5

Sep 12, 2024 1:45 pm
Trade Era 1235, Day 167. 17:15 UTC
The Celestial Voyager kept trying, its engines straining under the pressure as Douklan pushed them to their limits.

But their fleeting hope was abruptly shattered when a plasma bolt from the Raven’s Claw found its mark. The ship shuddered violently, a deep, reverberating thud. The alarm systems blared a new warning as the engines faltered, their power output plunging.

"Direct hit to the starboard engine!" Douklan shouted, trying to stabilize the ship’s trajectory.

Corbin’s voice crackled over the comms, strained but determined. "Captain, the damage isn’t catastrophic, but it’s severe. I’m rerouting auxiliary power and sending my team."
Space Combat - Action Report:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Bridge) 0 Next bridge action costs -2 CP
Celestial Voyager Comms: Go Above and Beyond (Program) 2
Celestial Voyager Mercer: Do your Duty 3
Celestial Voyager Gunnery: Do Your Duty 4
Celestial Voyager Engineering: Boost engines 2 +2 Speed
Celestial Voyager Bridge: Escape Combat 0 Failed. Still 2 out of 3 escape points.
----
Raven's Claw NPC round begins 5
Raven's Claw Fire all Guns 2
Raven's Claw Target system (CV's Engines) 1 Missed.
Raven's Claw Target system (CV's Engines) 0 Hit! Engines are down, but repairable. Spike 0


See dice rolls below
OOC:
Continues in my next post. Let me streamline this one as well...

Rolls

Hank Heron: Program (Above and Beyond, DC 9) - (3d6h2+1+1)

(642) + 2 = 12

[SWN] Corbin McRogers: Fix (Boost Engines, DC 8) - (4d6h2+3)

(3251) + 3 = 11

Pirates - Escape roll (opposed) - (2d6+2+4)

(64) + 6 = 16

Douklan Paravides: Pilot - Escape (opposed) DC16 - (2d6+3)

(55) + 3 = 13

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(10) = 10

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(15) = 15

Pirates - Plasma gun damage with AP10 (results will be halved because of Target System) - (3d6)

(466) = 16

Sep 12, 2024 2:06 pm
Trade Era 1235, Day 167. 17:30 UTC

"Engineering to Bridge - Engines restored once again. Let's move it," said Corbin

Valeria took a deep breath, her mind racing as she considered their precarious situation. "We’ve survived longer than expected," she said, her voice steady despite the grim reality. "Keep the engines running as best you can, and hold the line. The Sentinel will be here soon, and we need to buy them every minute we can."
Space Combat - Action Report:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next Engineering action costs -2 CP
Celestial Voyager Bridge: Do your Duty 1
Celestial Voyager Comms:Do your Duty 2
Celestial Voyager Mercer: Do your Duty 3
Celestial Voyager Gunnery: Do Your Duty 4
Celestial Voyager Engineering: Emergency Repairs 3 Suceeded. Engine is back only (Spike 1)
Celestial Voyager Engineering: Emergency Repairs 0 Failed. Engine is online but still damaged (Spike 1)
----
Raven's Claw NPC round begins 5
Raven's Claw Boost Engines 3 Suceeded
Raven's Claw Pursue Target 2 Failed. Still 2 out of 3 Escape Points.


See dice rolls below
OOC:
Continues in my next post. Let's get this, one way or the other...

Rolls

[SWN] Corbin McRogers: Fix (Emergency Repairs DC8) - (4d6h2+3)

(6155) + 3 = 14

[SWN] Corbin McRogers: Fix (Emergency Repairs DC8) - (4d6h2+3)

(1122) + 3 = 7

Pirates - Pursue roll (opposed) - (2d6+2+4)

(21) + 6 = 9

Douklan Paravides: Pilot (Pursue roll, opposed) DC9 - (2d6+3)

(62) + 3 = 11

Pirates - Boost Engines (2 CP) DC 8 - (2d6+2)

(46) + 2 = 12

Sep 12, 2024 2:15 pm
Trade Era 1235, Day 167. 17:45 UTC

Once again, a plasma bolt from the Raven’s Claw found its mark. The ship stops and, once again, Corbin says that their team will fix it.

The chase turned into a grueling game of cat and mouse.
Space Combat - Action Report:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Bridge) 0 Next bridge action costs -2 CP
Celestial Voyager Comms: Go Above and Beyond (Program) 2
Celestial Voyager Mercer: Do your Duty 3
Celestial Voyager Gunnery: Do Your Duty 4
Celestial Voyager Engineering: Boost engines 2 +2 Speed
Celestial Voyager Bridge: Escape Combat 0 Failed. Still 2 out of 3 Escape Points.
----
Raven's Claw NPC round begins 5
Raven's Claw Fire all Guns 2
Raven's Claw Target system (CV's Engines) 1 Miss.
Raven's Claw Target system (CV's Engines) 0 Hit. Engines down, once again.
OOC:
Continues in my next post. Oh god...

Rolls

Hank Heron: Program (Above and Beyond DC9) - (3d6h2+1+1)

(234) + 2 = 9

[SWN] Corbin McRogers: Fix (Boost engines DC8) - (4d6h2+3)

(3544) + 3 = 12

Pirates - Escape roll (opposed) - (2d6+2+4)

(41) + 6 = 11

Douklan Paravides: Pilot (Escape roll DC11) - (2d6+3)

(41) + 3 = 8

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(4) = 4

Pirates - Plasma guns - Target system (1CP) (Engines AC11) - (1d20)

(17) = 17

Sep 12, 2024 2:28 pm
Trade Era 1235, Day 167. 18:00 UTC
The Celestial Voyager quaked as the crew in the bridge and engineering worked with feverish intensity. The damage to the engines had been severe, but Corbin and his team were pushing the limits of their skills and equipment. The air was thick with the smell of ozone and overheated circuitry, the hum of machinery and the rhythmic clang of tools creating a symphony of desperate repair.

On the bridge, Valeria’s gaze was fixed on the tactical display, her eyes never leaving the pursuing Raven’s Claw. The pirate ship loomed ominously, but with every passing second, the crew’s determination grew. Douklan and the others coordinated their efforts, their movements synchronized as they executed evasive maneuvers and kept the ship on a course that minimized their vulnerability.

"Captain, we’ve managed to stabilize the engines!" Corbin’s voice crackled through the comms, his exhaustion evident but his tone triumphant. "We’re back at 100 percent capacity. We even fixed some leaks and hull damage"

Valeria’s heart leaped at the news. "Good work, Corbin! Douklan, let’s get out of here while we still can!"

Douklan’s fingers danced over the controls, and with a final burst of power, the Celestial Voyager surged forward, the restored engines groaning but holding steady.
Space Combat - Action Report:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next Engineering action costs -2 CP
Celestial Voyager Bridge: Go Above and Beyond (Pilot) 2
Celestial Voyager Comms: Go Above and Beyond (Program) 4
Celestial Voyager Mercer: Go Above and Beyond (Talk) 6
Celestial Voyager Gunnery: Do your duty 7
Celestial Voyager Engineering: Emergency Repairs 6 Success. Engines repaired to Spike 1.
Celestial Voyager Engineering: Emergency Repairs 3 Engines fully repaired!
Celestial Voyager Engineering: Damage Control 0 Restored 4 HP to the Celestial Voyager hull
----
Raven's Claw NPC round begins 5
Raven's Claw Boost Engines 3 Failed.
Raven's Claw Pursue Target 2 Suceeed, unfortunately. Still, 1 out of 3 Escape Points.

See dice rolls below
OOC:
It's now 18:15. That's enough streamlining from me so I am stopping for now.

1 out of 3 Escape Points, but... You can do it.

Crew, what do you do?

Rolls

Hank Heron: Program (Above and Beyond DC9) - (3d6h2+1+1)

(244) + 2 = 10

Douklan Paravides: Pilot (Above and Beyond DC9) - (2d6+3)

(44) + 3 = 11

Mercer Canaan Furio: Talk (Above and Beyond DC9) - (3D6h2+3)

(233) + 3 = 9

[SWN] Corbin McRogers: Fix (Emergency Repairs DC8) - (4d6h2+3)

(2366) + 3 = 15

[SWN] Corbin McRogers: Fix (Emergency Repairs DC8) - (4d6h2+3)

(3445) + 3 = 12

[SWN] Corbin McRogers: Fix (Damage Control DC7) - (4d6h2+3)

(5241) + 3 = 12

Pirates - Boost Engines (2 CP) DC 8 - (2d6+2)

(32) + 2 = 7

Pirates - Pursue roll (opposed) - (2d6+2+4)

(51) + 6 = 12

Douklan Paravides: Pilot (pursue roll, opposed) DC12 - (2d6+3)

(11) + 3 = 5

Sep 12, 2024 2:47 pm
18:15 UTC - Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Bridge) 0 Next Bridge action costs -2 CP
Celestial Voyager Mercer: To be defined ?
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Comms: To be defined ?
Celestial Voyager Bridge: To be defined ?
Sep 12, 2024 2:53 pm
OOC:
I couldn't see the post to remember how long until reinforcements arrive, but we're 3 hours and 15 minutes since we called for help. Let's keep going, at this rate, even if we don't lose them, we can drag them in front of a war ship :)
Sep 12, 2024 3:13 pm
htech says:

[SWN] Corbin McRogers: Fix (Boost engines DC8) - (4d6h2+3)

(3544) + 3 = 12 ✅

Pirates - Escape roll (opposed) - (2d6+2+4)

(41) + 6 = 11

Douklan Paravides: Pilot (Escape roll DC11) - (2d6+3)

(41) + 3 = 8 ❌
OOC:
It doesn't change the outcome in either of the recent turns you rolled for us, but please remember that, if the engines are boosted, Douklan's Escape roll is 2d6+5.
Last edited September 12, 2024 3:14 pm
Sep 12, 2024 3:18 pm
spaceseeker19 says:
htech says:

[SWN] Corbin McRogers: Fix (Boost engines DC8) - (4d6h2+3)

(3544) + 3 = 12 ✅

Pirates - Escape roll (opposed) - (2d6+2+4)

(41) + 6 = 11

Douklan Paravides: Pilot (Escape roll DC11) - (2d6+3)

(41) + 3 = 8 ❌
OOC:
It doesn't change the outcome in either of the recent turns you rolled for us, but please remember that, if the engines are boosted, Douklan's Escape roll is 2d6+5.
OOC:
Indeed. Thanks!!!
Sep 12, 2024 3:18 pm
OOC:
Out of 7 hours.
But that's incredible.I'm stealing your words Esidrix
We've made it for 3 hours since our call. Against incr.efuble odds this crew is pulling together We're nearly half way there. Mercer pauses. If we don't escape we're dragging these pirates in front of that warship.
OOC:
I think Htech is just putting all the rolls in at once for streamlining. Keeping track of any adjustments manually after.

Rolls

Mercer Canaan Furio: Talk - Usual roll - (3D6h2+3)

(614) + 3 = 13

Sep 12, 2024 4:36 pm
OOC:
A point of order I would like to point out. I want to go back in time and fix something. We got away.

On Sep 11, 2024 11:00 pm Douklan had this roll:
Escape roll - (2d6+3)

(22) + 3 = 7

Note that this roll only includes his bonus. It does not (as stated in his post) include the Boost Engines modifier because he didn't know whether it succeeded or not.

Then, on Sep 12, 2024 7:29 am, Corbin had this roll:
[SWN] Corbin McRogers: Boost Engines DC8 - (4d6h2+3)

(5311) + 3 = 11 ✅

This means that Douklan's roll is actually a result of 9, not just 7.

This was followed by the pirates having an opposition roll of:
Pirates - Escape roll (opposed) - (2d6+2+4)

(11) + 6 = 8

Since the correct roll of 9 (not the erroneous roll of 7) beats the opposed roll of 8, we escaped the combat! I didn't post this sooner as I didn't get a chance until now, but everything after that escape roll shouldn't have happened, as we successfully got away!
Last edited September 12, 2024 4:37 pm
Sep 12, 2024 4:50 pm
OOC:
Ops! Yeah, I guess you're right. So, let me write your escape...

Captain Zaytsev

htech

Sep 12, 2024 6:03 pm
OOC:
Please note the clock. I'm moving back a little to retcon things.
Trade Era 1235, Day 167. 17:09 UTC
Bridge, Celestial Voyager, Zyronis system

"They’re falling behind!" Hank reported, the relief in his voice palpable. "We’re out of their range."

Valeria let out a breath she hadn’t realized she was holding. "Corbin, status?"

"We’re running hot, but we’ll make it," Corbin replied, his voice shaky but triumphant.

"Good. Keep us on this course, maximum speed!"

Realizing their quarry had slipped beyond reach and unwilling to waste more time and resources, the pirate captain made the bitter decision to abandon the chase. After more than two grueling hours of relentless pursuit, the pirate ship finally broke off. The bridge fell into a tense silence, the crew catching their breath as the Celestial Voyager sped towards Neptunia and the relative safety of the Sentinel escort.

Valeria stood at the bridge, her eyes still on the stars. The danger had passed for now, but she knew this encounter would not be their last. The galaxy was vast and filled with threats, and the Celestial Voyager had just made it clear that they were a target.

But as long as she was captain, Valeria Zaytsev would see to it that they survived—no matter what dark horizons lay ahead.
OOC:
Continues in my next post
Captain Zaytsev

Captain Zaytsev

htech

Sep 12, 2024 6:13 pm
Trade Era 1235, Day 168. 05:49 UTC
Celestial Voyager, Approaching the Drowned World (Neptunia)

The Celestial Voyager drifted into the shadow of Neptunia in the early hours of the morning, the Sentinel a quiet escort behind them. The planet loomed ahead, its surface a shimmering sphere of blue, vast and unbroken by any landmass. Neptunia's sun hung low on the horizon, casting long shafts of pale light across the water world, the reflection gleaming like a polished sapphire.

https://i.imgur.com/uJSjCfj.jpeg

Captain Valeria Zaytsev stood at the bridge, gazing down at the planet. It was a world she had heard about only in passing—a place of forgotten history and uncertain future. Her eyes narrowed as the shimmering surface revealed the ghostly outlines of derelict cities, the remnants of a once-great civilization that had lived and thrived on the ocean.

"Neptunia," she murmured, almost to herself. "They say its a world where the sea devours all."

Lt. Douklan Paravides was beside her, looking at the navigation readouts. His face bore the fatigue of the long chase with the pirates, but there was a flicker of relief in his eyes as the blue planet came into view.

"Poseidon starbase is within range, Captain," Douklan said, his voice low. "ITC Navy's Second Fleet headquarters is broadcasting a docking signal. They’re expecting us."

Valeria nodded, her gaze never leaving the viewport. "Good. Hank, please inform them we’re requesting clearance for docking. We want to do some repairs and a full systems check."

Hank relayed the message as the ship descended towards Neptunia’s orbit. Below them, the vast ocean seemed unnervingly calm, a deep and endless expanse that swallowed the horizon. Here, in this remote part of the system, there were no bustling spaceports or sprawling cities—just the navy, the quiet solitude of the sea, and the haunting remnants of a society long gone.

"Captain, we’ve been cleared for docking," Douklan reported. "Poseidon starbase is prepping a repair bay for us."

A soft sigh escaped Valeria’s lips, the tension easing. At about the same time, Corbin stepped onto the bridge, his hands covered in grease from the engines he had been tending to. Behind him, Mercer and Peter followed closely, both looking equally worn from the long hours of labor but ready for whatever came next.
OOC:
Time for some conversation, roleplaying and impressions about the chase. What do you do?
Captain Zaytsev
Sep 12, 2024 8:09 pm
Mercer passes into the bridge, mid sentence, talking to his crewmates. -and I'm buying a drink for the whole crew. Corbin, you get two.
He gives a tired nod to the Captain. Captain. That was quite the harrowing expierence you led us through. But the crew really came together despite being outgunned.
Though .. we were thinking. If we could get the military to help refit for some better weaponry. As security for the investment they're making in this ship. That would go a long way to ensuring our future endeavors. And for our peace of mind.

OOC:
I am taking the liberty of assuming a conversation. Feel free to tell me that you don't think we would have had that conversation. I'm reaching some and I know.
Last edited September 12, 2024 8:26 pm
Sep 12, 2024 9:55 pm
OOC:
Hank doesn't disagree. :-)
"If we do well on selling the weapons, perhaps we'll be able to get a Plasma Beam of our own. But that will unfortunately have to wait until our next stop."

Looking down at the world below, Hank says, "I wonder what hidden weirdness we will find on this world. Or what long forgotten initiation rites will accidentally perform without having any idea that's what we're doing."
Last edited September 12, 2024 9:55 pm
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