Main - Chapter 7.2: Neptunia

Captain Zaytsev

htech

Aug 3, 2024 12:57 pm
After the two days of shore leave, the Celestial Voyager crew returns. The ship orbits peacefully against the backdrop of the cosmos, its crew gathered in the ship’s common area for an important announcement from Valeria Zaytsev.

"Crew of the Celestial Voyager," she starts, her tone steady and resolute, "I have significant news to share. After careful consideration, I have accepted an invitation from the Colonial Affairs Division to become the planetary governor of Astralon, our final destination in the Pandora Veil Sector. This new role is a tremendous honor, and it brings with it a monumental responsibility."

The crew exchanges curious glances, sensing that this announcement is only the beginning.

"As part of this new chapter," Captain Zaytsev continues, "we will be transforming the Celestial Voyager. Our ship will undergo a complete refit to become a colony ship. The first phase of these changes will commence at Englene Station, where we will begin replacing and upgrading our systems and infrastructure to support colonists. This will be paid by Colonial Affairs. Moreover, the Celestial Voyager will receive the proceedings from any existing or removed starship fittings."

Valeria continues, "The refit will be extensive and may occur over multiple star systems in our way. Our ultimate destination will still be Altaria, where we will embark our new passengers—colonists, scientists and explorers bound for Astralon. They will enter cryogenic stasis for the journey through the Pandora Veil’s sector, ensuring they arrive safely and ready to build a new world. Once arriving there, we are still expected to set up the colony, facilitate the excavation process, and support comprehensive research at the site."

She pauses, allowing the gravity of the situation to settle in. "I understand this is a significant development, and it may not be the path all of you wish to take. For those who choose to stay within ITC space, you will have the opportunity to disembark in Altaria. Those who choose to join us will either become colonists on Astralon or return with merchant and exploration ships that should reach us at least a year after we land. We will also back pay all past due wages and keep daily payments from now on."

She turns towards Lieutenant Paravides.

"I have received information from Colonial Affairs that there will be an ITC military garrison in Astralon. You will probably be briefed about that in the Military Base orbiting Neptunia, our next stop. Please share the details with us after you receive them, if you can."
OOC:
What do you do? How the PCs receive this news?
Captain Zaytsev
Aug 3, 2024 5:18 pm
OOC:
This PC receives the news with some trepidation. So many questions ...
Whenever the Q&A part starts, Hank has a few Qs and no As. I am just going to put the questions here in no particular order with the expectation that you will weave them into the narrative with other questions and answers.
"How much cargo space will be reserved for trade between here and Altairia?"
"Will proceeding past Altairia really mean a minimum one year commitment after reaching Astralon?"
"Are we still going to do the expected research once we reach Astralon?"
"Will the Sentinel accompany us for the full trip to Astralon?"

This is a pretty stunning change to spring on the crew of a merchant ship. Turning the Celestial Voyager into a colony ship means this is literally a one-way trip. We will be absolutely dependent on others to get us back if we don't want Astralon to be our final destination. (Which, for at least now, Hank does not wish it to be.)
OOC:
This means Hank is now super-motivated to raise 1,000,000 credits as quickly and as efficiently as possible. Without, of course, screwing anyone else over. He wants to earn it, not steal it.

And these new synths are completely screwed. Good thing they aren't people! :-)
Aug 3, 2024 8:53 pm
Mercer leans back, emotions falling off of his face, once he heard "we will be transforming the Celestial Voyager. " He is just processing information in surprise. He looks around the room at the various reactions to the new information, as he processes the same emotions himself, before looking over Captain Zaytsev... There's trepidation, excitement, fear, tension, motivation... She's watching the room too, gauging the reactions.
'She's going to be planetary governor of Astralon.' There is no way anyone could pass up such an opportunity.
Mercer breaths in, and breaths out.
"That's an incredible opportunity, congratulations Captain. I haven't been a part of your crew long, but I think you have what it takes to succeed.
I would like to ask about logistics though. I would appreciate the itinerary of ship remodel locations when we receive it in full. Up to Altaria. I don't feel that my background and skills would give me the same opportunities as a settler as continuing to be a trader. Sure I know how to survive the streets well enough but... that's the streets."

He pauses a moment "A year is a long time, and I don't know much about settlement, what opportunities would be there? And, conversely, would we be looking a any sort of severance in Altaria to help secure new positions or means of trade?"

Captain Zaytsev

htech

Aug 4, 2024 5:34 pm
Hank says:
"How much cargo space will be reserved for trade between here and Altairia?"
Mercer says:
"I would like to ask about logistics. I would appreciate the itinerary of ship remodel locations when we receive it in full. Up to Altaria."
"Unfortunately, I don’t know the answer to those questions. You see, we are not aware of exactly where the ship fittings are going to be installed because we don’t know where they are available. There is no faster than light communication and interstellar logistics is complicated. We will have to see. Best case, we will be fully refitted in Englene Station. Worst case, we will spend more than a month stationed in Altaria to finish ship refittings."
Hank says:
"Will proceeding past Altairia really mean a minimum one year commitment after reaching Astralon?"
"Not exactly. As soon as we land, the Celestial Voyager will be dismantled and the crew is free to do as they please. It will depend on third parties like the Explorers or on free merchants how soon after that people will be able to leave the planet. There is already one shipment expected 1 year later, but if we find a ship willing to go there and give passage sooner, you will be able to negotiate with them."
Hank says:
"Are we still going to do the expected research once we reach Astralon?"
Yes.
Hank says:
"Will the Sentinel accompany us for the full trip to Astralon?"
"Yes. They are going to escort us there, help establish the ITC military garrison, patrol the vicinity for a few months then return to ITC space."
Mercer says:
"A year is a long time, and I don't know much about settlement, what opportunities would there be?"
"It’s a brand new world, with extensive Elder’s ruins and the expectation of disruptive technologies and innovations. I don’t know what an entrepreneur's mind can come up with, but there may be plenty of opportunities."
Mercer says:
"And, conversely, would we be looking for any sort of severance in Altaria to help secure new positions or means of trade?"
"In Altaria no, because the Celestial Voyager still needs a crew to reach Astralon. In Astralon, though, there will be a generous severance package, as the ship will land and be dismantled."
Captain Zaytsev
Aug 4, 2024 6:02 pm
OOC:
I am actually leaning towards trying a few months on Astralon. Some Eldar and ruins research (or in Mercer's case, protection for the research) seems interesting and unique opportunity but I want to hear from others.
Aug 4, 2024 6:14 pm
OOC:
Hank is all for Elder research on Astralon. He is just not convinced he'll be allowed to do that.
Aug 6, 2024 5:53 pm
"Well, it sounds like we're all with you until Altaria, at least. Maybe Astralon, depending on how things look for us. " Mercer looks around the room. "What do we do now, what's our next step? Do we know where we're going after Englene Station?"
Aug 6, 2024 6:07 pm
Hank comments, "Well, prior to Englene Station, we will make at least a short stop at Dianretti III to sell our cargo. After Englene Station, our path is pretty much set as we don't have many options. We will follow Englene Station by going to Castland, then Darasalam, then Panipet. After that we will finally reach Altairia. So, there are three worlds we will have to transit between Englene and Altairia."

Hank will also make sure all of the new recruits fully realize what the plan is now.
Aug 6, 2024 11:54 pm
Erin Brand
"On that matter, I think that we could create a shared fund to buy a Free Merchant, even before we leave ITC space. Maybe we could even follow the Celestial Voyager until Astralon, wait a little and be the first trader to get out and sell whatever we can from there. I don't know shit about investment and trading but I would trust Hank to handle my money. Would you be willing to manage this fund, Hank? If so, I would like to invest 4,500 credits" - said Erin

Captain Zaytsev
"I think that's an excellent idea. I could also invest some of my family's money into it. I won't be able to go with you, but I could be an external investor and share the risks and get some of the profits, at least until you can buy back my shares." - complemented Valeria.

Maya Chen
"I would like to invest some money into that fund as well" - said Maya.

Maya looked different after a well-deserved rest and change of clothes.

Captain Zaytsev
"Oh! That reminded me that I also want to introduce our new crew members. So, most of you have already met our new ship physician and critical care specialist, Dr. Maya Chen. Welcome aboard, Doctor."

Maya smiles.

"Next, I would like to introduce Gui Wang. He is from Verdura, where he worked for Stellar Express in the operation and maintenance of local spacecraft. He is going to help Corbin in Engineering." - continues Zaytsev
OOC:
Esidrix, please describe something about Wang that called Corbin’s attention. We can suppose that you already talked briefly before this meeting. Does Corbin wanna say anything?
"And finally, I would like to introduce Xia Ding and Appius Pompeius. Xia and Appius still have to master the basics of starship operations, from navigation and maintenance to emergency protocols and teamwork. They are going to learn with us. Erin is assigned to mentor them with a hands-on approach, ensuring they gain practical experience in every aspect of life aboard the Celestial. They will work as security and in general crew duties, assisting wherever needed."
OOC:
What do you do?
Aug 7, 2024 1:38 am
Hank says, "Well, it will take about a million credits to get a nicely appointed Free Merchant. That's the goal we have to work toward to make this happen. It would be able to keep up with the Celestial Voyager, and be able to aid in its defense. And, Captain, if you are willing to spare the minimal space required, a Shiptender Mount can be installed on the Celestial Voyager. Doing that would mean we don't need additional synths and we don't have to try and synchronize spike jumps."
OOC:
Basically, with the Shiptender Mount, the Free Merchant would be attached to the CV for the jump, then operated normally when in normal space. I assume Douklan would fly one of them and Jil the other. Since the Free Merchant is unmanned during jump, it requires no synths of its own. However, once the CV is disassembled, it no longer needs the synths, and they would be transferred to the Free Merchant.

If anyone wants to see it, I do have such a Free Merchant mapped out ...
Aug 7, 2024 2:03 pm
OOC:
A shiptender mount seems unlikely, as it will cost either us or the CV 250k.
Aug 7, 2024 2:32 pm
As the meeting is breaking up, Corbin walks up to Wang and extends his hand."C'mon Wang, I'll show you around." As they take the tour of the CV, Wang seems personable. Corbin notices his face looks 'middle-aged' maybe 35 - 50, he's generally in good shape. Definitely someone that's worked physically their whole life. From the callouses and the collection of small scars on his hands, he's turned more than a few wrenches. Looking closer, the crows feet and slightly tired look in his eyes makes Corbin think Wang is older than he looks or has been through some stressful times. Well, at least out where we're going, the decisions are all Life vs. Death, nothing fuzzy to worry about.
Aug 7, 2024 5:08 pm
OOC:
A full set of new synths with no "trade-in" discounts is 200K. Getting just a single one is 50K and a redundant pair is 100K. The Shiptender Mount is not significantly more than the full set and makes coordinating travel way easier. The additional cost is not unreasonable. That convenience to the Captain during the expedition may justify the cost to her. Or it may not.

It probably depends on the distance we have to travel once we get past Altairia. If it is going to be several more jumps, the Mount will justify itself pretty quickly. It's only one Spike roll for both ships and keeps the ships together, whether the roll is good or bad. If it is two Spike rolls, then both have to be good and even a single bad will separate the ships. And don't forget we don't roll for the Spike now because we are in known, safe space. That instantly changes when we depart from Altairia.
Coincident with Corbin approaching Gui, Hank looks over the other two new recruits and he approaches them with Erin. As he appraises them, he sees that Xia is a strapping young woman, apparently just out of the slums and as raw as can be. Pompeius, is physically imposing, and is slightly older than Xia, though seems to be younger than Hank himself. He has a strong physical presence, as of one who has seen and done more than his years would suggest. Hank realizes he needs to ask him about their next destination. "Welcome to the Celestial Voyager. I am glad to see that you took our offers. Erin, here, will show you around and get you started on your instruction. However, if at any time you need something and she is otherwise busy, please reach out to me and I will help you."

With that, he hands them over to Erin. She says, "Let's go. I'll show you your rooms and give you a tour of the ship."
OOC:
EDIT: Oh, and yes, Hank will be happy to run the "ship fund".

EDIT2: Hank will remember, after the meeting and getting the other two recruits set up with Erin, to go visit Corbin (and Gui) to make sure Corbin knows that RB is here, too, and a resource that can be used to keep the ship running.
Last edited August 7, 2024 5:15 pm

RB (Repair Bot)

htech

Aug 7, 2024 11:36 pm
While Hank talks with Erin and the new crew, RB, that was waiting outside the room for the meeting to end, approaches Mercer:

"HI! I'm new here. I would like to work with equipment and gear maintenance, modding and design. I heard you work in the cargo bays, ship's lockers and armory. Can I work with you? I don't like the Engineering room and the Synths stored there. They are creepy... Maya told me that I need your approval for that, otherwise I should report to Corbin or Hank. Please help!"

Hank, you overhead the (unusual) conversation. But Corbin didn't, as he had already left to show Gui around.
OOC:
What do you do?
RB (Repair Bot)
Aug 7, 2024 11:38 pm
OOC:
IS RB a synth? I don't think we've confirmed that. We haven't confirmed that RB isn't something else... Like an AI if I was smuggling an AI, I would disguise it as a synth too.
Last edited August 7, 2024 11:40 pm
Aug 7, 2024 11:46 pm
OOC:
RB is NOT a synth. Therefore they do not operate under the restrictions of a synth. RB is a VI, however. They are also one of the GM-exclusive NPCs. So whether RB is truly sapient or not is an open question. Also, RB will operate on a human schedule (not with the synths).
Hank, upon hearing RB's query says, "Looking into that sort of thing sounds like an excellent plan. Mercer, do you thing you can show RB hat you have been researching. I am sure he will be a big help in those efforts."

Turning back to RB, he says, "I'd like to talk with you and Maya later, if you don't mind. But that can wait for now."
Aug 7, 2024 11:55 pm
OOC:
RB is not a Synth, they are a Virtual Intelligence owned by Maya that works in the human schedule. The condition for them to enter the CV crew was that they cannot be memory wiped. Valeria accepted. On the other hand, Valeria didn't trust them while you are in cryosleep, so her condition was that RB must be powered off while you are in hyperspace. Maya and RB accepted. This was roleplayed, in character, in a previous chapter. RB was already this way, even before the Synth decision. =)

In essence, RB is and has always been different.

I am now adding, in character, that RB doesn't like the Synths and tries to avoid them. RB would like to work with Mercer. =)
Aug 8, 2024 12:36 am
The captain's words come to Peter’s ears in slow waves as he tries to make sense of everything that could be changing with the big news he just received. At that moment, he's also hit hard by the realization that he might be losing focus on his primary objective aboard the ship. With all the "excitement" of being back in action and being able to provide his "military expertise," he forgot about the other commitment he had with the real military.

Peter makes his way out of the meeting, exchanging only a few brief words with the new hires before heading to his quarters.

"Very nice to meet you all. My name is Peter. I’m in charge of the ship's defenses and security, especially while we are on the ground. I will make sure to schedule some time with you all to show you the basics of the armory in case of an emergency"

He keeps the conversation formal and brief, and anyone can see that his mind seems occupied while he speaks.
Once in his quarters, he sets up a secure line of communication and tries to contact Commander Reyes to report everything that has been happening with his embedding mission and the data he has managed to gather.

"... so now the rest of the crew and I will probably be making our way to Astralon. I'm not yet sure if I will accompany them all the way there, but I'm sure there's still much to learn between here and there. We'll need to keep an eye out for any activities. Do you remember back in 1223 when that newly settled planet was overrun with psionics causing havoc? They took full advantage of the often lawless state of those newly established systems."

When he's done with the conversation, Peter stays in his quarters for a while, still trying to make sense of all the new opportunities that lie in front of him. In a sense, he is trying to make important decisions about what he is looking for in this new chapter of his life.
Aug 8, 2024 3:11 am
htech says:
I am now adding, in character, that RB doesn't like the Synths and tries to avoid them. RB would like to work with Mercer.
OOC:
I love this detail!
Douklan is inspired by the Captain's adventurous spirit, to give up the life that she's built for herself on the promise of trying to govern a community that doesn't even exist yet. ::Would I be as brave?:: he muses to himself. ::Is it bravery, or just a desire to settle down?:: Then he shakes his head. ::No, that's ridiculous. Agreeing to administrate the creation of a colony with a population of people you don't even know is incredibly brave.:: The more Douklan reflects on all the risks he's taken in his life, the more impressed he is with the Captain's daring. That doesn't mean that it isn't crazy, of course.

Douklan nods when Erin speaks up. After the meeting, he approaches Hank. "I don't know what the Navy has in store for me - I suppose I'll be finding out in Neptunia - but if you are thinking of selling shares to fundraise, I'd appreciate it if you'd consider me when you do. Circumstances permitting, I'd like to buy a stake in the ship. Exploring the world sounds wonderful. Helping set up the colony sounds like an adventure, too. But I think I might be ready to move on again before a whole year has passed."

Later, Douklan will look up what he's forgotten about Astralon: namely, how long the years are for each of the habitable planets in the system.
Last edited August 8, 2024 3:13 am
Aug 8, 2024 3:51 am
daryen says:
Hank, upon hearing RB's query says, "Looking into that sort of thing sounds like an excellent plan. Mercer, do you thing you can show RB hat you have been researching. I am sure he will be a big help in those efforts."
"Of course, Let me show you to the Armory, RB. We have plenty to work with, and a mostly efficient organization system; I would love some input on it. But! Like Hank said, I have collected some modification plans. Some proven and some theoretical.
Now, I'm not any sort of smith or mechanic, but I am good at collecting information. I think you'll like what I have collected. It's very possible..."
Mercer's voice will grow quieter to the rest of the crew still gathered as he leads RB to the Armory. Ready to show our new, very unique, crewmember to his pet projects.
Last edited August 8, 2024 3:51 am
Aug 8, 2024 11:19 pm
Incoming ITC encrypted transmission for Lieutenant Douklan Paravides...

htech sent a note to spaceseeker19
Aug 8, 2024 11:28 pm
OOC:
Quote:
Later, Douklan will look up what he's forgotten about Astralon: namely, how long the years are for each of the habitable planets in the system.
The time that each planet takes to make a revolution around the sun is not the "year". The standard ITC year, used by the Explorers, the Navy and interstellar merchants (like Valeria) is 360 days of 24 hours each, by convention.

There are thousands of local calendars, mostly to keep track of each planet's seasons, but they are not commonly used by these groups. =)

Further details are available here =)
Aug 8, 2024 11:59 pm
A couple of hours after the meeting have ended, Mercer and Hank had an appointment with Dr. Chen for their periodic checkup. Arriving there, they exchanged uneasy glances as they entered the medbay of the Celestial Voyager.

Dr. Maya Chen, seated at her workstation, was engrossed in a series of complex readings on the holographic display. The medbay, usually filled with the low hum of medical equipment, felt eerily quiet, the tension in the air almost palpable.

"Dr. Chen," Mercer called out softly, not wanting to startle her.

She looked up, her eyes sharp but carrying a hint of fatigue. "You're just in time," she said, motioning for them to sit on the examination chairs. "I've been analyzing your recent blood work. There's something important you both need to know."

Hank leaned forward, his curiosity piqued despite the undercurrent of dread. "Is it about the nanites?" he asked.

Dr. Chen nodded. "Yes, and it's more complicated than I initially thought." She swiped through several data points, bringing up a visual of the nanites on the display. "These nanites are unlike anything I've ever seen. They’ve evolved—or more accurately, they’ve adapted. They’re what the Zyronis doctors have identified as Imperial Markers."

"Imperial Markers?" Mercer repeated, frowning. "What does that even mean?"

"They're essentially encrypted keys used during the Zyronis Empire era," Dr. Chen explained. "When they reach a certain concentration in your bloodstream, they stabilize and begin to emit a specific, encrypted message. This message is triggered by a particular radio frequency, one that I suspect is highly classified or possibly ancient tech from the Elders. It's not just a random broadcast; it’s a deliberate, encoded signal."

Hank exchanged another look with Mercer, a growing sense of unease settling in. "So, why us? Why do we have these... markers?"

Dr. Chen's expression grew more serious. "The only way to acquire these nanites is by being infected with what’s known in Zyronis as steam nanites. They’re a primitive, almost dormant version of the nanites you have now. Once they infect a host, they adapt and transform, becoming specific to that individual's biological makeup. That’s why they became stable in your bodies, and you didn't infect anyone."

Mercer shook his head, trying to wrap his mind around the implications. "Are we the only ones with these markers?"

Dr. Chen hesitated, then sighed. "No, you're not. I’ve been running some cross-references, and it turns out there are others in Zyronis who have been infected. I believe the Explorers have more information about that. The real question is: who or what designed these markers, and why?"

Hank’s voice was a low growl of frustration. "And what does that mean for us? Are we in danger?"

Dr. Chen's gaze softened slightly, but the concern in her eyes was unmistakable. "I don’t know yet. But until we figure out more, I advise caution. We don’t know who might be able to trigger those signals, or what they’re meant to do. All we know is that they’re here, inside you, and they’re active."
OOC:
What do you do?
Aug 9, 2024 12:21 am
Mercer's fists tighten slowly as Dr.Chen speaks, tension growing through his body. All right, we have Eldar nanites inside us. Is there any way to filter them out?
Deactivate them?
That's all good information, but unless they're going to turn me into a superhero I think I'd like them out. That's what I want to know
I know back in the undercity if we got poison-bombed or into something venomous we used to rig up a toxfilter with an IV draw and...
then at Dr. Chen's growing aghast expression, "Well it mostly worked, and it's what we had. "
OOC:
I imagine what the doctor is hearing is the equivalemt of saying "we pulled out blood out and sent it through a water filter before jamiing it back in."
Aug 9, 2024 2:42 am
Hank is pretty demoralized by the news. He asks a few questions, then makes his final conclusion stated below.

"Well, if the nanites are in our bloodstream, can we not do a full transfusion to get rid of them?"

"Is the technology Zironian or Elder?"

"Also, are our nanites transmitting? Or are they waiting for a transmission? If they are transmitting, how detectable is that? I mean, sure, we don't know what is supposed to be looking for it, but if it is detectable, then we become inherent security risks."

"To me, the real question is what do they do? Honestly, I'm not sure if we should even be on the ship anymore. We are infected by machines we don't understand for a purpose we don't know, continuously transmitting a detectable signal. We are walking security risks that should be viewed as completely compromised. We are absolutely compromised and untrustworthy. Honestly, if we can't get more information on this infection, we probably should be left behind as too much of a danger to the ship, crew, and mission."
OOC:
I guess we need new characters, then? I mean if the crew is too scared of VIREN, they should be absolutely terrified of us.
Aug 9, 2024 9:11 am
OOC:
Of course not, no need for new PCs!
Dr. Chen's eyes widened in horror as Mercer described the makeshift toxfilter procedure. She took a sharp breath, visibly struggling to maintain her composure.

"Mercer," she began, her voice firm but tinged with alarm, "what you’re describing is… well, frankly, it’s reckless. Filtering blood through something like that and reinfusing it—that’s incredibly dangerous, even under the best circumstances. I understand that in the undercity, you did what you had to do to survive, but nanites aren’t like toxins or venoms. They’re far more complex."

She leaned forward, trying to convey the gravity of the situation. "These nanites aren’t just foreign particles we can simply filter out. They’ve integrated into your body at a cellular level. They’re designed to adapt, which means they’re likely bonded with your blood cells, tissues, maybe even your DNA. Any attempt to ‘filter’ them out like you would a poison would be pointless. Or worse, it may cause the nanites to use your cells to replenish their numbers faster or somehow react violently."

Mercer’s fists tightened, frustration boiling beneath the surface, but he forced himself to listen. Dr. Chen softened her tone, trying to reach him. "I understand your desire to get them out, believe me. But what we’re dealing with is beyond modern medicine. These aren’t just simple drugs—they’re nanites, and they’re programmed with a purpose we don’t fully understand yet. Deactivating them might be possible, but it’s not as simple as shutting down a machine. It would require a highly specific signal that matches their encryption or perhaps another kind of nanite that serves as antidote —something we don’t have access to."

To Hank, "They are not transmitting or broadcasting anything by themselves. They answer a very specific, short range, transmission with another very specific message. It's a Near Field Communication of some kind, so we are talking about inches or 1 or 2 yards, with a very specific frequency and content, to make them answer. Until I researched them, I was unable to detect this."

She let the words sink in, giving Mercer and Hank a moment to process. "I promise you, I’ll keep researching. I’ll do everything in my power to find a safe way to neutralize them, but until then, you have to trust me. Trying to force them out of your body the way you’re suggesting would do more harm than good. There is no need to leave the crew as well. The other infected people on Zyronis live normal, long lives. I have prescribed a few vitamins and mineral supplements for you already, so other than that, they don't affect your health. I don't know who made this. You should talk to Mariella and see what the Explorers know about that. You now have a name for your nanites... Imperial Markers."
OOC:
What do you do?

Edit: If you send a message for Mariella, it takes 1 hour for the message to reach her and, after she answers, 1 hour to get back. She is roughly the distance from Earth to Saturn. Annoying for talks but feasible for asynchronous communication.
Aug 9, 2024 1:17 pm
"That's not a valid comparison. Other infected with this live their lives on Zironis. We're going other places, with the specific intention of finding Elder sites and technology. Any of which could have that magic incantation that will activate the nanites toward whatever their ultimate purpose is. And whatever the purpose is, it can't be good or it wouldn't need to infect. We saw what they are capable of doing. We killed two of them. Ask RB what one of them did to your shuttle. Keeping us around risks unleashing that on the CV at pretty much any point in time. So please forgive me when I don't relish the fate I saw with my own eyes."

He chuckles for a moment, the continues, "Which, apparently, aren't even my own eyes anymore." He glances at his hands for a few seconds, then looks up and asks, "Is any of me 'me' anymore?"

Before the meeting fully wraps up, Hank will work with Maya to package the information known thus far together and sends it to Mariella asking her to ask VIREN and the experts at the Explorers for anything they have or know about Imperial Marker nanites.
OOC:
EDIT: Hank is just looking for something to pull him out of his existential crisis. Something to make him think he isn't doomed to turn into a mindless cyberape.
Last edited August 9, 2024 3:41 pm
Aug 9, 2024 2:10 pm
Mercer will also want a copy of the packet of information. He's definitely going to be looking for alternate solutions and wants the information he needs when he starts.
Aug 10, 2024 9:39 am
Incoming transmission from the Explorers Frigate ITCS Eternal Wanderer...
Hank,
I hope this message finds you well. I’ve received your questions and got some important updates for you regarding VIREN before we meet up again on Neptunia.

First, the big news: We managed to activate VIREN within a Synth's robotic frame. They are now cooperating with us. It wasn’t easy—the tech is ancient and temperamental, but with a lot of patience and a bit of luck, we were able to make it understand its new situation. VIREN is now mobile, and it’s quite a sight to behold.

We’re currently en route to Neptunia, where I’ll reunite with you and the rest of the crew. I’m eager to see how VIREN interacts with everyone face-to-face, so to speak. But there are some things you should be aware of before we meet.

VIREN’s understanding of the world is… complicated. There are significant cultural differences between the Zyronis Empire era, where VIREN learned everything it knows, and the present day. This has led to some communication challenges. For example, VIREN seems to interpret certain social cues and customs in ways that are vastly different from our norms. I’ve been doing my best to bridge the gap, but it’s clear that VIREN’s worldview is shaped by an entirely different set of assumptions and priorities.

One particularly curious thing came up during our conversations. I asked VIREN about the nanites—specifically, the ones that infected you and how they might be used. VIREN’s response was a bit cryptic, but from what I gathered, it views these nanites as a vital resource, tied to something called the "Ascendant Rituals." I’m still trying to parse out exactly what that means, but it sounds like the nanites could be far more beneficial than you initially thought.

Another interesting point: VIREN mentioned something about you and Mercer being considered "adults" now. Apparently, in the Zyronis Empire’s culture, there was a ritual of sorts, a rite of passage that involved hunting a cybernetic ape with stem nanites in it. Successfully completing this hunt was a way to prove one’s maturity and readiness for greater responsibilities. VIREN seems to believe that your recent experiences parallel this ancient ritual, hence why it now regards you and Mercer as "adults." It’s a strange notion, but it gives us some insight into how VIREN perceives us and its place within our society. Moreover, I want to reassure you: as far as I can understand from VIREN, the nanites won’t change you. They’re more like markers or identifiers of your "adult" status and won’t mess with your body too much. I know how unsettling it can be to think about something like this inside you, but from what VIREN conveyed, that’s really about it for the nanites. So, try not to worry too much about it.

I also discovered why VIREN reacted so negatively to Maya’s group. From its perspective, they were essentially a dangerous group of "kids" bearing weapons and making demands. VIREN assessed them as inexperienced and unpredictable, which, combined with their aggressive behavior, triggered its defensive protocols. When Maya’s group encountered VIREN, it attempted to disarm them, but they reacted violently, leading to the combat with its robots. In VIREN’s mind, it was trying to neutralize a threat, not understanding that they were a salvage team. This misunderstanding underscores the significant gap between its ancient programming and our current context.

I’m not sure what all of this means for the road ahead, but I wanted you to have a heads-up before we meet on Neptunia. VIREN is clearly a powerful asset and its trying to cooperate, but its perspective is fundamentally different from ours, and that could be both a strength and a challenge as we move forward.

I look forward to discussing all of this in person soon. Until then, take care, and keep an eye on things. I have a feeling that our journey with VIREN is only just beginning.

Best,
Mariella
Aug 10, 2024 4:17 pm
Hank does three things in response to Mariella's message:

1) He finally relaxes for the first time since the meeting with Maya.

2) He 'pens' a response to Mariella (below).

3) He gets a quick meeting with Maya and Mercer set up.

The response to Mariella:
Quote:
Mariella,

Thank you so much for this information! It was a huge relief and I am sure Mercer will feel the same way! I have two follow-on requests for you on the way back. First, is to continue what you are doing now and find out anything you can about the culture of the ancient Zironis Empire so we can not make a lot of the same mistakes. And how willing is VIREN to learn our cultural cues? After all, this is the culture they have to live in now, so they really need to figure out how to adapt. Do they seem willing to make the change? Second, we are going to an Elder sight, which is way, way older than the Zironis Empire. How much did Zironis take from the Elder? Or are they just completely different, as we are completely different from Zironis?

Second, you seemed to imply that VIREN might be joining us after all. Is this the case? If so, I'm gonna need to start preparing everyone. And maybe find a new pilot.

Anyway, thank you so much for the update. Look forward to seeing you again and to meeting VIREN again for the first time!
For the meeting with Mercer and Maya:

Hank quickly gets the three of them together for a follow-up. He hopes that his much improved demeanor will show them that this is good news. Once they get together, he shows them the response from Mariella and says, "So this all looks to be a net good thing after all. It would seem my suspicion as to how we contracted it (Mercer twice) are correct. But I was totally, to my delight, completely wrong as to its purpose. So, this should hopefully not be an issue going forward after all. We will need to continue taking readings to make sure it remains nothing, but hopefully they will continue to show nothing."

At the end (assuming more conversation flows from this), Hank will end by saying to Maya, "I encourage you to package this information up and publish it. That would make it available to others who are likewise infected. In fact, it might please them to no end with the knowledge that they are the only "adults" on the entire planet!"
Last edited August 10, 2024 4:19 pm
Aug 10, 2024 11:22 pm
OOC:
I wont be able to post tomorrow, so I am posting twice today =D
Incoming transmission...
Hank,

I’m glad my last update brought you some relief! I can imagine how much that put your mind at ease, especially considering the unpredictability of all this ancient tech.

Now, to address your questions:

VIREN has indeed been making a sincere effort to learn and adapt to our cultural norms. It’s been fascinating to watch, honestly. The AI seems fully aware that it's no longer operating within the confines of the Zyronis Empire and understands the necessity of adapting to our present-day customs. VIREN is actively learning from every interaction, though it's clear that some of our cultural cues still confuse it. That said, VIREN’s willingness to change and learn is promising. It’s already picking up on subtleties, though there’s still a ways to go.

As for the Zyronis Empire and its relationship with the Elders, that's a complex question. From what I’ve been able to gather through discussions with VIREN, the Zyronis had immense respect for Elder artifacts and knowledge, though they didn’t fully understand all of it. They did borrow heavily from Elder technology, especially in their advancements in navigation, computer science and cybernetics, but they also diverged significantly, adding their own innovations and interpretations to the mix. The Elders remain somewhat of an enigma, even to the Zyronis. So, while there are connections, the two civilizations should be as different from each other as we are from Zyronis.

Now, about VIREN’s future plans—unfortunately, it won’t be joining us. VIREN has accepted an offer to helm the Eternal Wanderer, a starship tasked with exploring the Pandora's Veil sector. It will bring me to Neptunia, so that's why you will be able to talk to it. Anyway, the ship's captain is none other than Dr. Elias Morrow, a well-respected Explorer and member of our Concil. Dr. Morrow believes that VIREN’s unique capabilities will be instrumental in navigating and surviving the challenges of that particularly treacherous region. So while VIREN won’t be a permanent member of our crew, it’s reassuring to know it will be in good hands, continuing to learn and adapt in its new role.

I know that’s probably not the answer you were hoping for, especially with the Elder site looming on our horizon. But I’m confident that we can handle whatever comes our way and leaving VIREN with the Explorers was the Celestial Voyager's decision. And who knows? Our paths with VIREN may cross again in the future.

Thanks again for your support, Hank. I’m looking forward to seeing you and the crew on Neptunia. Until then, take care, and keep everyone in good spirits.

Best,
Mariella
Aug 10, 2024 11:24 pm

Are we ready to go to Neptunia? Public

Yes, let's go!
No, I wanna do something else before we leave Zyronis!
Aug 11, 2024 10:30 pm
Transmission to Explorer crew. VIREN.

It has been passed along to me that you are well received among the crew of the Explorer. Being given plenty of information about the historical changes since your last interactions with any living societies and cultures.
I am curious what the Zyronis Empire was like, in your expierence. I have been told that the nanobots markers within me are a designation of maturity withing your culture. A fascinating thing to have among a culture. Especially from my view where we know so little about nanobots and they are generally considered myth or theoretical. Do they have any affect on the host (namely myself) or are they just a cultural designator?
I am glad that all things seem to be going well for you. It is unfortunate, in my opinion, that we were unable to keep you aboard, and fulfill the terms of our agreement personally. Though, I recognize being aboard a ship where some were suspicious of you would not have been a great environment for you to adapt to your new reality.
On the note of your new reality. I am sure everyone aboard the Explorer is being quite helpful with information. However, it is my expierences that an anthropological view of sharing information can be a bit... Clinical. And therefore a bit limited. I wanted to include several references points for you to get views that I suspect will not be included, not out of malice, but out of a natural blind spot.
[ +- ] Spoiler
Documentaries Court Cases Research Papers
The Sub Cultures Under the ITC Millhouse VS Mercurial Liners Monetary Power Flow in The
Interconnected Consequence Culture Charles Whittecar VS ITC Undercity Refugee Interpersonal Recourse
Flora and Fauna Seeding - The Affects of Medical Research in the Societal Tiers of the Planets of The ITC
- - Technological Sapient Development Among Evolving Cultures.
Last edited August 12, 2024 3:26 am
Aug 11, 2024 10:56 pm
OOC:
Ok, it may just me, but that is virtually unreadable. If I made it large enough I could mostly read the text and figure out the rest. But the bottom part is literally unreadable. A little more color contrast, please.

Thanks man! That helped a lot!
Last edited August 12, 2024 3:51 am
Aug 12, 2024 4:02 pm
Trade Era 1235, Day 167. 13:44 UTC
Bridge, Celestial Voyager
OOC:
It’s been more than a couple of days since the combat in Zyronis and you have a doctor now. All PCs should restore all hit points and system strain.
The Celestial Voyager hummed softly as it glided through the void, the infinite stretch of space surrounding it like a black ocean flecked with distant stars. The ship's systems were operating at optimal efficiency, and the crew was settling into the routine of another journey. Their destination, Neptunia, was still several hours away, but for now, all was calm.

Douklan's hands moved deftly across the control panel, making small adjustments to the ship's trajectory. The route to Neptunia was a well-traveled one, but the journey was not without its risks. Space was vast and unpredictable, and the ever-present threat of pirates and hostile forces made vigilance a necessity.

"Status report," Valeria Zaytsev commanded in her clipped, no-nonsense tone.

"All systems green, Captain. Course set for Neptunia. Estimated arrival at the Poseidon starbase in twelve hours, twenty-three minutes," answered Douklan.

"Very well, Lieutenant. Maintain current acceleration and trajectory," Valeria replied, her voice even. Their rendezvous with the Sentinel was crucial. The escort ship had been a stalwart companion on the journey so far, and its current absence left Valeria feeling slightly exposed. Still, they were well within safe space, and the Celestial Voyager was a formidable ship in its own right.

The crew on the bridge went about their duties with practiced efficiency. The soft beeps and occasional hiss of the equipment were the only sounds that broke the silence. Valeria allowed herself a moment to appreciate the beauty of the star-strewn vista before them. Space was an unforgiving void, but it was also breathtaking in its stark simplicity.

That tranquility shattered in an instant.

"Captain, we’ve got something," Hank Heron called out from the comms station. His voice was tense, a thin edge of concern slicing through.

Valeria turned sharply, striding to Hank’s station with a speed that belied her composed demeanor. "Report."

Hank’s hands moved quickly over his console, bringing up a black and green tactical display. "It’s a ship, Captain. Just popped up on our sensors. They were running dark—no emissions, no transponder. Now they’re moving towards us on an intercept vector."

Valeria’s eyes narrowed as she studied the display. A single dot on the screen grew steadily brighter as it closed the distance between them. Running dark? No legitimate ship should be operating that way in this sector, especially not one that suddenly sprang to life.

"Ship's hull?" Valeria demanded . "Gimme a detection lock, Hank, let’s keep track of it."

Hank’s fingers flew over the controls, analyzing the data streaming in and trying to get a positional fix in the ship.
OOC:
So, that's an Int/Program roll, Hank. This is an opposed test. Active sensors let you roll as usual. If you wish to use just passive sensors, roll with a -2

Rolls

Int/Program (opposed) - (2d6+2)

(62) + 2 = 10

Aug 12, 2024 7:06 pm
OOC:
Crap! Missed a bonus to the die by two XP!
Hank says, "I am going with active sensors. They are already trying to intercept us, so I don't see a reason to stay hidden." He waits for a second to give the Captain a chance to change that directive, then, assuming no counter-order, goes to active sensors and scans the target.

Rolls

Hank Heron: Detection Lock Attempt - (3d6h2+1+1)

(522) + 2 = 9

Aug 13, 2024 2:32 am
Corbin is sitting in Engineering, feet up on the console. He knows it's a little unprofessional but it used to piss of his dad something fierce. Now, there's really no one to tell him to stop, not in his own department. That's when he sees the power spike to sensors. That looked a lot like an active scan...

Looking around the section, he sees who's in ear shot. "Erin, head up to the sandthrower, if Peter's not there, bring in online for testing. If Peter's there, help him as needed. Gui, damage control drill, wake the Synths and assign them to damage control locations. Time starts now. " Putting his feet down and leaning up to the console, he comms the Bridge. "Engineering to Bridge, just threw a surprise damage control drill at my team. What's up on your end?"
Aug 13, 2024 9:27 pm
Hank’s fingers moved rapidly across the controls, his eyes glued to the displays that flickered before him. The ship had vanished. But Hank knew better than to trust a sudden disappearance. He had to find it again, had to bring it back into their sights before it could strike.

Captain Zaytsev's voice broke the silence. "Hank, report."

Hank straightened, his fingers still dancing across the controls as he responded. "Captain, I’m still trying to get a lock. They’ve gone completely dark—no emissions, no signals, nothing."

"Keep at it, Hank," Valeria replied, her tone clipped but with an edge of urgency. "We need to know where they are before they’re in weapons range."

"I know, Captain," Hank said, his voice grim. "But they’re good. Whoever’s on that ship knows how to disappear. Running projections," Hank replied as he pulled up the ship’s last known position, speed, and heading.

His console generated a map, overlaying it with a series of potential intercept vectors. The lines stretched out like spiderwebs across the star field, each one representing a possible course the enemy ship could take.

"Captain," Hank said after a moment of silence, "based on their last position and assuming they’re heading straight for us, I estimate they’ll be in weapons range in... one to three hours, depending on their course and acceleration."
OOC:
What do you do?
Aug 13, 2024 10:45 pm
Hank furiously tries to get a resolution on the mystery ship.

To the Captain: "Should we send a message off to the Sentinel to let them know we are being intercepted?"

To Corbin: "It appears that we are about to be intercepted by a completely unknown ship. We do not know what it is yet, but are preparing for the worst. Feel free to have you or Gui take a look at the sensor data to see if you can make anything out of it."
Aug 14, 2024 11:09 am
Corbin says:
"Erin, head up to the sandthrower, if Peter's not there, bring in online for testing. If Peter's there, help him as needed. Gui, damage control drill, wake the Synths and assign them to damage control locations. Time starts now. "
"Aye, Aye, Sir." - they answered in unison. Erin did that with an ironic smile.
Hank says:
To the Captain: "Should we send a message off to the Sentinel to let them know we are being intercepted?"
Captain Zaytsev
"Go ahead, Hank. Lieutenant Paravides, any recommendations?" - asked the Captain.

After Douklan's answer, Valeria press the ship's comms. "Mercer, Peter, it appears that we are about to be intercepted by an unknown ship. We do not know what it is yet, but are preparing for the worst. Protect our crew, our ship and our cargo, if necessary."
OOC:
What do you do?
Aug 14, 2024 12:39 pm
"Hank, I don't see anything in the data to help. Was that an active lock that gave them away? Heck, not that it matters. I'm adjusting power to the drive for now. We should run for the planet, it'll make getting backup easier and maybe they'll break off if we get close enough to help."
Aug 14, 2024 3:09 pm
OOC:
I thought we were already going to the planet as fast as we can.


"No. We detected them on passive. Since they were intentionally intercepting us, I figured they already see us, so I thought active sensors would give us a better view. Instead it just basically disappeared. I haven't been able to see them since. We probably won't get a better view until they get much closer."

Hank then tries to get in touch with the Sentinel.
Aug 14, 2024 3:33 pm
Heard Captain.
Just a thought, in the undercity when we had someone closing in through smoke or....
Long story short. If we don't have a scanner lock when we expect them in weapons range, we can fire of a spread of weapons.fire and try to detect any disruption in the energy dissapation.
OOC:
The goal of this is to give us a chance at/bonus to scanning, but at the last minute.
OOC:
Are we having an NPC on guns(Sand thrower) or should I jump on them?
Are we going to use a similar/the-same ship combat system from before?
If they try to board, can they get in just at the Section 2.E - Sensors + airlocks, or also places like: Section 5.C - Cargo bay with external doors (port + starboard) and elevator, Section 4.C - Cargo bays with elevator, Section 3.C - Cargo bays with external doors (port + starboard) and elevator, Section 2.C - Cargo bays with elevator, Section 1.B - Shuttle bay (Solaris) - opens to starboard, Section 1.C - Cargo bays with external doors (port + starboard) and elevator, , and Section 1.D - Cargo bays.(Yes for tbis question I am ignoring the 30minutes requirement for cutting in.)
[ +- ] Boarding tubes

If we have any Heavy Weapons, like say.. a rail gun (I justify the possibility by us having an armory that has "whatever amounts of TL4 military-grade weaponry and armor that a crew might require", though accept a fair GM veto. I set it up at the airlocks.
Other than that, Peter decides whose on the guns. Since they have to disable our engines before boarding I think we have plenty of time to get from guns to anywhere else they may be boarding, once that happens.
OOC:
PS. I am kind of excited for this combat.
Last edited August 14, 2024 4:18 pm
Aug 14, 2024 3:45 pm
OOC:
Peter is (usually) at the guns. If arthur12320 says otherwise, Mercer can be there.
Quote:
If they try to board, can they get in just at the Section 2.E - Sensors + airlocks, or also places like ...
They can hack (Program check) or more easily board through section 2.E. The other sections that you mentioned are a little harder, need cutters, but takes less than the 30 usual minutes because of those external doors.

If they spent 30 minutes for cutting in (or have boarding tubes) them they can choose any section to board.

Edit: Once inside, unless there is opposition, it takes 3-4 combat rounds to get from one section to a neighboring one.
Aug 14, 2024 5:27 pm
OOC:
I am NOT excited for this combat because our ship's only weapon is ornamental. Unless they are just a little shuttle, they'll be able to rip us to shreds and we won't be able to do anything about it. Basically we are having this fight too early for us. We are not prepared for a fight and probably can't win one.

Even boarding isn't a good thing for us because, unless they are stupid (always a possibility), our inability to fight ship-to-ship can easily be used against us. Honestly, if I am the attacker against a ship that can't fight ship-to-ship, I can guarantee we're not losing hand-to-hand. Which I am not explaining here for obvious reasons.
Aug 15, 2024 6:47 am
RB, you seem to have some technical knowledge and skill. I have some ideas. Gui Wang, if you have some time I'd appreciate the help too. Let's make his as difficult as possible if they end up boarding.
We could use some these grenades, and I know some very unfriendly chemicals, but I'd absolutely love some help.
Plus I think we can right up a mobile barricade with some of this repair supplies.
OOC:
in order I want to work on:
-Chemical bombs, something out suits can filter out, especially if we can have ours be especially useful to filter it. All rigged up at our most likely points of entry
-If not a grenade rigged to go off upon a door being opened, at least carrying them.
-A portable barricade, something that gives up full or partial cover, especially if it can be rigged up with a mounted weapon(either a heavy weapon, or a normal one that maybe has a bonus due to stabilization).
-(now this one I know someone who made this) anything equivalent of a car battery rigged up to a floor grate (you can insulate the grate from the rest of the ground with rubber and set it up with a little lift that closes the circuit when stepped on. Most armor won't insulate from this.

... Hey, these guys threatened Mercer's people, He did get a good reputation a security for a reason.
Last edited August 15, 2024 7:16 am

RB (Repair Bot)

htech

Aug 15, 2024 8:51 am
OOC:
You have access to heavy weapons, but they would surely rip the Celestial Voyager hull to shreds. They cannot be used to defend the ship, just to blow it.

Traps and barricades are useful, though.
"Sure thing, boss. I think we should combine the gas and the electricity in a single 'kabum', though. I can surely get one mobile barricade and 3 traps made every hour. Where should we put the first batch of traps? Section 2.E?" - said RB.

Unfortunately, Wang was busy, working with and for Corbin in damage control (drills for now, but who knows...)
OOC:
I will move on from prep time to spaceship combat tomorrow, even wihout Douklan's or Peter's posts.
RB (Repair Bot)
Aug 15, 2024 12:54 pm
OOC:
Yeah, as PhoenixScientist mentioned, we need Douklan's rolls to avoid pursuit right now!
Aug 15, 2024 7:42 pm
htech says:

"Sure thing, boss. I think we should combine the gas and the electricity in a single 'kabum', though. I can surely get one mobile barricade and 3 traps made every hour. Where should we put the first batch of traps? Section 2.E?" - said RB.

"That's an excellent idea, RB, I didnt know they could be combined; I don't know how to make them, I've just seen them in use." Mercer pulled up a layout of the Celestial Voyager. "There are no real structural changes in the Celestial Voyager from its base model. We can assume our attackers have access to our ship structure, or could have if they wanted it.
Yes, let's get 2.E trapped. Then let's look at 1.C, 5.C, 4.A and 3. C. Those seem to be the next most likely points of entrance. If we get a second barricade, one around the bridge makes sense. You have a better grasp of the technical specifications of this ship, what do you think the second most likely points of enterance is, if they were focusing on ease of access?"
Aug 16, 2024 3:25 am
"Well, this isn't a fighter," Douklan replies to Captain Zaytsev, "But let's still see if we can outrun them and avoid a confrontation altogether."
OOC:
We're not in combat yet, but I will perform an escape action roll to keep it that way. The Celestial Voyager has speed 0, so there's no bonus other than skill keeping us ahead/away from the other ship.

EDIT: If we are supposed to add the spike drive rating and not the Speed rating, then add two to the result (making for a 10).
Last edited August 16, 2024 3:32 am

Rolls

Escape combat DC9 - (2d6+3)

(14) + 3 = 8

Aug 16, 2024 3:26 pm
OOC:
To evade the ship, you need to be in combat or otherwise be able to see them. Unfortunately, Hank failed the sensors roll and the enemy succeeded. The 1 hour that I gave was prep time due to the distances involved.

But enough of prep, let's begin!
[ +- ] Pursuit (before/after combat)
[ +- ] Escape combat
Trade Era 1235, Day 167. 15:00 UTC
Bridge, Celestial Voyager

Douklan and Corbin tried to put some distance between the ship and the Celestial Voyager. They surged forward. But in the cold silence of space, speed was relative. Without seeing their pursuers, there was no way to know if they were truly escaping or merely delaying the inevitable.

Minutes passed, each one more tense than the last. Hank kept a close watch on the sensors, scanning for any sign of the dark ship. The seconds stretched into minutes, each one filled with a growing sense of dread. The tension on the bridge was palpable, everyone straining to hear something from Hank, anything, that would signal their escape.

Suddenly, the sensors pinged again, louder this time. The dark ship had reappeared, closer, and within weapon’s range. It was a Maelstrom-class fast attack frigate

"They’re hailing us, Captain. No holograms, voice only." Hank reported, his eyes flicking to Valeria.

Valeria hesitated for a fraction of a second. This was a critical moment. Opening a line of communication could give them valuable information, or it could be a trap. She weighed her options quickly.

"Open channel," she ordered.

"Captain Zaytsev of the Celestial Voyager," the person on the other ship intoned, his voice a harsh rasp. "I suggest you cut your engines and prepare to be boarded."

Valeria’s jaw tightened, her eyes narrowing at the audacity of the demand. "Who are you?" she asked, her voice icy.

The male voice seemed amused. "That is of no concern to you. Your cargo is valuable, Captain, and I intend to take it. Cooperate, and your crew might live to see another day."

"You’ve made a mistake," she said coldly. "We are not a ship that’s easily taken."

The amusement in his voice faded, replaced by a sneer. "We’ll see about that, Captain."

The transmission cut off abruptly.

"Prepare to engage, all hands to battle stations!" Using the intercom, Valeria’s voice rang through the ship, the calmness replaced with the hard edge of command.

The crew snapped into action, the air charged with a mix of fear and determination. Valeria’s eyes flashed with anger. "They’re playing with us. Douklan, evasive maneuvers! Get us out of here!"
OOC:
We are in combat. The CV won the initiative and Valeria is giving a 2 CP bonus for Douklan.

What do you do?

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 Bridge: To be defined ?
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Comms: To be defined ?
Celestial Voyager Mercer (supernumerary): To be defined ?

Rolls

Secret Roll

Initiative (CV) - (1d8+2)

(2) + 2 = 4

Initiative (pirate) - (1d8)

(4) = 4

RB (Repair Bot)

htech

Aug 16, 2024 4:34 pm
Mercer says:
Yes, let's get 2.E trapped. Then let's look at 1.C, 5.C, 4.A and 3. C. Those seem to be the next most likely points of entrance. If we get a second barricade, one around the bridge makes sense. You have a better grasp of the technical specifications of this ship, what do you think the second most likely points of enterance is, if they were focusing on ease of access?"
"No idea, sir. But let me start working in the first batch of traps and you can choose the next section when we get there..."
RB (Repair Bot)
Aug 16, 2024 4:54 pm
OOC:
This post is assuming that setup time is done and I should take ship actions.
OOC:
Also, if we don't have lv2 skills, Above and Beyond makes no sense, right?

Mercer is going to Do Your Duty to support the escape maneuvers Go Above And Beyond by motivating our pilot .
Last edited August 16, 2024 5:12 pm

Rolls

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

(436) + 3 = 13

Aug 16, 2024 5:10 pm
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 (supernumerary): Above and Beyond 2+2 CP
Celestial Voyager Bridge: To be defined ?
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Comms: To be defined ?
Aug 16, 2024 6:38 pm
On the bridge, Douklan attempts Evasive Maneuvers.
OOC:
CP cost: 0 (paid for by Captain's Support action)

Success! So Celestial Voyager's AC gains +1 this round.
Last edited August 16, 2024 6:39 pm

Rolls

Evasive Maneuvers DC9 - (2d6+3)

(64) + 3 = 13

Aug 16, 2024 8:35 pm
OOC:
It would seem that we have two primary tactics:
1) Double-down on Escape Combat and get those three points of Escape.
2) Play dead and entice them to board us and engage in hand-to-hand combat.

The first play is dependent on if we can gain those three points of Escape before they disable us. Getting hammered by two plasma beams doesn't help our cause.

The second play sounds good in theory, but depends on the attackers being careless. A careful attacker will mitigate our chances of success.

The one option that isn't going to succeed is a straight-up gun battle.
At Comms, Hank sees two primary options for himself to perform:
1) Attempt Crash Systems. But that would only cost them one measely CP. Not sure if it is worth us spending two CP to take one of theirs away.
2) Do Your Duty. That adds in a CP for use by Douklan to get us out of here. If Gunnery also does Do Your Duty, we'll have enough CP for Douklan to attempt Escape Combat.
Aug 16, 2024 11:21 pm
OOC:
I agree with Do Your Duty, in this case. I would rather fight in person, with this crew, than depend on our ship weapon.
As attack goes, if we do it, I think Target Systems (Engines) is our best bet, if we assume they have armor.
Can we tell what kind of shipment is yet?
Aug 17, 2024 1:05 am
OOC:
htech says:
It was a Maelstrom-class fast attack frigate
Click on the link to see exactly what we're facing. Short version is that it would be a threat to the Sentinel. We're out-classed.
Last edited August 17, 2024 1:08 am
Aug 17, 2024 3:56 am
As soon as the alert came down from the Captain Peter will first run to the armory and grab some extra ammo for his laser rifle, he will also get in to his assault suit and change it’s type b power cell.

After taking care of his own setup he will radio to Mercer while making his way to the gunnery position.

"Saw you preparing some defenses while I passed through the hall, keep at it and I will join you as soon as I see the ship guns are not useful anymore"

Once getting to the gunnery station Peter will Do his duty and keep the sandthrower ready, to shot if necessary when the ship gets on range.
Last edited August 17, 2024 3:57 am
Aug 17, 2024 12:17 pm
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 (supernumerary): Above and Beyond 2+2 CP
Celestial Voyager Bridge: Evasive maneuvers 2 +1 AC (12)
Celestial Voyager Gunnery: Do your duty 3 +1 CP
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Comms: To be defined ?


PS: Bridge can also act again or change its action, if there's enough CP left after all PCs act and spaceseeker19 wants to.
Aug 17, 2024 1:31 pm
Any Comms activity requires 2 CP and only provides a modifier of 1. So, Hank Does His Duty so Douklan can have the 4 CP required to make an Escape roll. To do his duty he tries to plot a good path away from the opponent.
OOC:
I wish I had Program-2, but alas I do not yet. I didn't expect a fight this soon.
Last edited August 17, 2024 1:31 pm
Aug 17, 2024 3:24 pm
OOC:
Thete is an argument for Boost Engines and Escape Combat.
Aug 17, 2024 4:14 pm
PhoenixScientist says:
Thete is an argument for Boost Engines and Escape Combat.
OOC:
Thank you. I would definitely feel more optimistic about attempting an Escape Combat roll if Engineering can manage to perform that Boost Engines action for the +2 to Speed first. The CV is a rowboat otherwise.
Douklan isn't sure of the regulations for a pilot communicating with another department directly during an engagement - it would be an absolute violation in the Navy - so he calls out to Hank and the Captain: "Bridge, I might be able to pull away from them if Engineering can give us a bit more in the engines..."
Last edited August 17, 2024 4:14 pm
Aug 17, 2024 6:25 pm
OOC:
Boost Engines - Got it :)
Corbin adjusts the power levels and backs the engine safeties off a notch to provide a boost. Hopefully it's enough for Douklan.
Last edited August 17, 2024 6:25 pm

Rolls

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

(2143) + 3 = 10

Aug 17, 2024 8:35 pm
OOC:
Hold on. We now have a problem this round/turn.

Douklan already spent 2 CP to improve our AC. Now Corbin has spent 2 CP to improve our speed. Escape Combat requires 4 CP to perform. The Captain effective gave 2 CP. Morgan gave 1 CP. Mercer gave 2 CP. That means we only have 1 CP left and we need three more to get Escape Combat. Another issue is that, from what I can tell, literally the only character with skill-2 in anything is Hank's Trade-2. Can anyone give me some excuse to apply Trade to this combat. If so, then I guess I will cancel Hank's Do Your Duty and instead Go Above and Beyond with his trade skill to get the needed 3 CP so we can also try to Escape Combat.

Going forward, we need to focus *only* on Boost Engines (2CP) and Escape Combat (4CP). That requires 6 CP. The Captain "gives" 2 CP. Comms, Gunnery, and Mercer can give 3 CP by just Doing Your Duty. But that only gives 5, not 6. But, if we try to Go Above and Beyond, and it fails, then we drop to 3 CP, which isn't even enough for the Escape Combat maneuver. So, we need to decide if just going for Escape Combat gives enough chance, or we have to carefully chain together multiple Go Above and Beyond attempts.
Aug 18, 2024 12:43 am
OOC:
htech says:
Bridge can also act again or change its action, if there's enough CP left after all PCs act and spaceseeker19 wants to.
Reasoning: PbP makes it kind of hard to sync all players, so I am always letting you change things if there is CP left at the end. In this situation, there is.
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 (supernumerary): Above and Beyond 2+2 CP
Celestial Voyager Gunnery: Do your duty 3 +1 CP
Celestial Voyager Engineering: Boost Engines 1 +2 Speed
Celestial Voyager Comms: Do your duty 2 +1 CP
Celestial Voyager Bridge: Evasive maneuvers? Escape combat? 2 To be defined.
Aug 18, 2024 12:53 am
OOC:
hank says:
Another issue is that, from what I can tell, literally the only character with skill-2 in anything is Hank's Trade-2. Can anyone give me some excuse to apply Trade to this combat.
This is a hard one to pull off. =)

I can certainly understand Pilot, Fix, Program or even Shoot, but Trade? This has to be good.
Aug 18, 2024 1:10 am
OOC:
Yeah, if this Escape Combat doesn't work I think we're in trouble.
It certainly may not work.
Also I know I have only so many applicable Talk rolls before I'm retreading ground. Which is why if we don't escape soon we may not, I will run out of applicable Above and Beyond actions.
Aug 18, 2024 1:13 am
OOC:
Only thing that comes to Mind on a trade roll would be something like, knowing what type of boxes expensive commodities usually are traded in and jettisoned some of those to try and change the attackers focus, or maybe being able to repackage some of our cargo and leave empty boxes for them.
Aug 18, 2024 4:20 am
OOC:
Escape Combat is an opposed roll. So, Douklan rolls 2d6+3+0. The enemy rolls 2d6+2+3. So, they have an inherent advantage due to their speed. If we can do both Escape Combat AND Boost Engines, then the roll is 2d6+3+2 for Douklan and 2d6+2+3 for the enemy, i.e. an even test. So, that seems to be our best bet to get out of this alive. The question is whether we can consistently GAAB successfully and if they can disable us before we can get those three Escape Points.

Also, if htech is going to allow for changing of minds, then I strongly suggest that Douklan drop the Evasive Maneuvers and just try the Escape Combat as he will have to +2 to the roll because of the Boost Engines that succeeded this round.

@htech, how many CP do they get?

As for using Trade, I have a couple ideas, but they are pretty wild and I don't even want to try them until I have to. Basically, If Mercer succeeds with his GAAB roll, then we get our 6 CP even if Peter and Hank just DYD. When Mercer runs out of ideas, then Peter can give them his tries. The time that Hank will have to pull out the Trade is if the GAAB roll fails. At that point the Trade is needed to overcompensate for the lost CP from the failed GAAB roll. Alternatively, Hank can do the GAAB roll more often as he has the 3d6h2 roll for Program.

GAAB = Go Above and Beyond
DYD = Do Your Duty
Aug 18, 2024 9:17 am
OOC:
Quote:
@htech, how many CP do they get?
The standard 5 of a NPC ship.
Daryen says:
Also, if htech is going to allow for changing of minds, then I strongly suggest that Douklan drop the Evasive Maneuvers and just try the Escape Combat as he will have to +2 to the roll because of the Boost Engines that succeeded this round.
Spaceseeker19, what do you do? I will end this round after your answer.
Aug 18, 2024 11:43 pm
OOC:
Sure, I'm willing to amend the action from Evasive Maneuvers to Escape Combat. As others have pointed out, Escape Combat is not a great option, merely our best one, given that we don't want to fight. A whole lot of dice rolling needs to be lucky with approximately even odds for it to succeed.

Ideally, I'd like the roll I already made for this round (the Evasive Maneuvers) to apply to the Escape Combat, but in case you'd like a new roll, here it is.

Rolls

New Piloting roll for Escape Combat, with Boost - (2d6+5)

(32) + 5 = 10

Aug 19, 2024 11:11 am
OOC:
spaceseeker19 says:
Ideally, I'd like the roll I already made for this round (the Evasive Maneuvers) to apply to the Escape Combat
Sure
Trade Era 1235, Day 167. 15:15 UTC
Douklan's fingers danced across the console as he tried to coax every ounce of speed from the ship. The Celestial Voyager's thrusters roared, straining under the sudden demand for acceleration. They got some distance, but it was not a escape yet. Valeria could feel the oppressive presence of the Maelstrom-class frigate bearing down on them, a predator toying with its prey.

Down in engineering, Corbin's hands moved with practiced precision, adjusting the flow of power and rerouting systems to squeeze out every last drop of speed.

On the bridge, Hank's eyes were glued to the sensors, the tension on his face mirroring that of the entire crew. "They’re locking onto us!" Hank shouted, his voice cutting through the ambient hum of the ship's systems. "Brace for impact!"

A second later, the Maelstrom-class frigate fired its first salvo, energy bolts streaking through the darkness. Luckily, all shots missed.

Hank’s voice broke through the tense silence that followed. "Captain, I’ve got bad news. A second ship is nearby—looks like a Free Merchant class ship, but it’s transponder is off and they are close to the pirate's frigate. They might be working together."

Valeria clenched her fists, her mind racing. "And the Sentinel?"

"Just got through to them, distance is 17 light-minutes," Hank replied, his voice tight. "They’re departing from Neptunia to meet us half way, but they’re seven hours out, considering our current bearing and acceleration."

Seven hours. A lifetime in the middle of a battle. Even though they were able to put some distance from the enemy frigate and escape unscathed the first salvo, the odds were not that good.
OOC:
2 Escape maneuvers to go. Next round! What do you do?

Ship Action CP left Result
Attack frigate Standard NPC crew 5 Round begins
Attack frigate Fire All Guns 2 See below
Attack frigate Target system (Engines) 1 Miss
Attack frigate Target system (Engines) 0 Miss


Ship Action CP left Result
Free Merchant Small NPC crew 4 Round begins
Free Merchant Just tag along - Stays near the Attack frigate

Rolls

Pirates - Escape roll (opposed) - (2d6+2+3)

(15) + 5 = 11

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

(4) = 4

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

(7) = 7

Aug 19, 2024 1:56 pm
Ok, the Captain gives 2 CP. Douklan and Corbin have to act for us to get outta here. That means Mercer, Peter, and Hank are responsible for generating the CP. We need the combined three of them to generate 4 CP, so someone has to GAAB. Mercer gets three dice on Talk and Hank gets three dice on Program. So, I'd say let's let Mercer keep trying GAAB with Talk until he runs out of ideas, the Hank can take over with Program.

As long as Mercer (or later Hank) succeeds, then the remaining two just DYD to get the 6 total CP needed. We then Boost Engines and Escape Combat. If Mercer (or Hank) fails, then Corbin DYD to compensate for the lost CP and we try the naked Escape Combat roll.

That would seem to me to be our best plan.

So, that means Peter and Hank DYD, Mercer GAAB. Then depending on Mercer's success, Corbin does either Boost Engines (if Mercer succeeds) or DYD (if Mercer fails). Then Douklan does Escape Combat.

When Mercer is out of ideas, Mercer and Hank switch rolls.
OOC:
Side note: Yes, I know that the Captain really just reduces something by 2 CP, not generates 2 CP. However, the actions we need cost 2 and 4 CP, so the effect of reducing cost by 2 CP or providing 2 CP is the same and it makes the planning easier. So please forgive the simplification, but the math works the same.
Aug 19, 2024 2:09 pm
Mercer is going to Go Above And Beyond, encouraging Corbin for dome great work.
OOC:
A second ship?. .
Hmm.
I'm not sure... We'll see?
Last edited August 19, 2024 2:11 pm

Rolls

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

(653) + 3 = 14

Aug 19, 2024 2:20 pm
Peter is going to do his duty and since the SandThrower is already loaded and the plans are not to enter combat at the moment he will turn down the power usage leaving the gun almost in stand-by.
Aug 19, 2024 3:41 pm
Hank performs DYD by monitoring this new threat to make sure it is properly assessed.

(Fortunately, Escape Combat applies to the entire force, not just a single ship.)
OOC:
As an aside, how many combat rounds must we survive for the Sentinel to make it here? If our engines are shot out, how many HTH combat rounds must we survive for the Sentinel to arrive? Basically, is fighting for time a valid approach?
Hank contacts RB and asks, "I know you were working with Mercer on explosives. Are you able to make a powerful explosive that is timed by chemical reaction?"
Last edited August 19, 2024 3:46 pm
Aug 19, 2024 4:24 pm
"Hank, are you just asking for a Demo Charge. We might have one somewhere. How much explosive are you thinking, and what use?"
OOC:
Anything we make that is Heavy Weapons equivalent will do half damage to a ship. Unless you're planning on using it against the enemy people somehow?
[ +- ] PG103
OOC:
I don't plan on counting rounds in HTH combat. I plan on wiping out the pirates.
[ +- ] Escape Combat (4 CP)
I don't know if it will be permanent, but it will buy us more than just counting rounds.
Like I said, we either Escape Combat, and buy ourselves much more than rounds, or finish this in HTH(one way or another).
In HTH combat they have a max of 20 pirates. I doubt they have that much. If we assume a generous 15, (which I doubt, it is probably 10, I say just guessing vibes) We take out a like three with traps, maybe reduce the effectiveness of a couple more. That leaves 12. That's just about 2 pirates each, I plan on taking out 3 (It's only a little bit of false bluster).
7 hours is 21 space combat rounds and 4,200 HTH combat rounds. But each space round is 150 HTH rounds.

PS. Considering Tsunami for HTH combat if we get into it.
Last edited August 19, 2024 5:56 pm
Aug 19, 2024 9:17 pm
Douklan mutters "Let's see if we can keep this up..." as he attempts to take advantage of whatever the engines (and Engineering) can provide.
OOC:
Should I roll now, or (as I think) wait until we definitely have the Boost Engines action from Engineering? I don't want to create a situation where I roll poorly, and Corbin is stuck doing the Boost Engines action knowing that the combined total probably will not be enough to succeed.

Edit: I'm going to do the roll in a new post, as historically they get overlooked if I update an older post, even if I left a placeholder like this for it.
Last edited August 20, 2024 10:51 pm
Aug 19, 2024 11:07 pm
"I want to booby-trap some of the cargo if we are stopped. If they are going to take our cargo, I want to make sure they get no benefit from it. If the trigger is a chemical reaction, then there are no electronics or other signatures to detect. But a standard timer could work, too."

EDIT:
"Thinking about the cargo we do have, I recommend that we move some of the cargo around. They are here for the vibroswords and the stunners. They'll take whatever else they can find, too, but that's what they're after. Their ships won't let them take the low-value freight. I recommend that we move the hoverbikes, storage drives, and gravitic plates to be hidden within the freight and completely away from the weapons. That way, even if we lose the weapons, perhaps we can avoid losing the other items."
Last edited August 19, 2024 11:39 pm
Aug 20, 2024 1:05 pm
OOC:
I haven't seen an update from htech, but it looks like we have enough CP for a Boost Engines.

Rolls

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

(4145) + 3 = 12

Aug 20, 2024 7:15 pm
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: Go Above and Beyond2
Celestial Voyager Gunnery: Do your duty 3
Celestial Voyager Engineering: Boost Engines 1 +2 Speed
Celestial Voyager Comms: Do your duty 2
Celestial Voyager Bridge: To be defined ?
Aug 20, 2024 10:55 pm
"Thanks, Cor...I mean, Engineering!" Douklan continues trying to shake off pursuit.

Rolls

Escape Combat Int (Pilot) + Boost - (2d6+3+2)

(45) + 5 = 14

Aug 20, 2024 10:59 pm
Trade Era 1235, Day 167. 15:30 UTC
Douklan’s eyes widened as the Celestial Voyager suddenly surged ahead, the distance between them and the Maelstrom-class frigate unexpectedly growing. For a moment, the tension on the bridge lifted, replaced by a sense of cautious hope.

"Corbin, what did you do?" Douklan asked, his hands steady on the controls, ready for whatever came next.

In the engineering bay, Corbin was just as surprised. He had been pushing the engines to their limit, but nothing he had done should have caused such a sudden burst of speed. "I don’t know," he admitted, wiping sweat from his brow. "Maybe we rerouted something, or... hell, maybe we just got lucky."

Valeria wasn’t one to trust in luck, but she recognized an opportunity when she saw one. "Keep at it," she ordered. "If we’ve got an advantage, let’s use it."

On the sensors, Hank was frantically scanning for any explanation. "It’s weird," he muttered. "The Maelstrom’s targeting seems off... like they’ve lost us for a moment. They’re adjusting, but—"

The sound of weapons fire interrupted him, as the frigate unleashed another volley. The deadly beams of energy sliced through space, and again they all passed harmlessly by, missing the Celestial Voyager entirely. A ripple of disbelief passed through the bridge.
OOC:
Well... Disbelief describe my feelings as well, but, like Valeria said, you should keep at it.

Next round! What do you do?

Ship Action CP left Result
Attack frigate Standard NPC crew 5 Round begins
Attack frigate Fire All Guns 2 See below
Attack frigate Target system (Engines) 1 Miss
Attack frigate Target system (Engines) 0 Miss


Ship Action CP left Result
Free Merchant Small NPC crew 4 Round begins
Free Merchant Just tag along - Stays near the Attack frigate

Rolls

Pirates - Escape roll (opposed) - (2d6+2+3)

(53) + 5 = 13

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

(10) = 10

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

(2) = 2

Aug 20, 2024 11:21 pm
Hank says, "Let's keep running that play while we can!"
OOC:
Note he isn't committing his action yet. I want to see if Mercer has an other GAAB in him!
Aug 21, 2024 12:03 am
"RB, Alpha, get me those readings of when we surged ahead. Internal, external, anything. Compare against normal readings, I especially want anything out of range of normal. I'll get a readout reference sheet for engineering. Let's see if they can use that info to recreate our surge. "
OOC:
His plan it to help coordinate info from that burst of speed, more of a efficient conveyance of info that actually trying to diagnose it.
OOC:
I may only have a couple more creative uses of Talk for Above And Beyond.
Last edited August 21, 2024 12:04 am

Rolls

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

(442) + 3 = 11

Aug 21, 2024 12:44 am
OOC:
Mercer says:
His plan it to help coordinate info from that burst of speed, more of a efficient conveyance of info that actually trying to diagnose it.
Coordinate a group of people/robots is more a Lead skill check than Talk. Wanna try something else?
Aug 21, 2024 1:05 am
OOC:
I can try lead. It's ok odds...

Rolls

Mercer Canaan Furio: Lead - Usual roll - (2D6+2)

(45) + 2 = 11

Aug 21, 2024 1:07 am
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: Go Above and Beyond2
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Comms: To be defined ?
Celestial Voyager Bridge: To be defined ?
Aug 21, 2024 4:51 am
OOC:
Ok, so now Hank and Peter DYD; Corbin BE; and Douklan EC to get us outta here!
Hank attempts to scan ahead and make sure our path is clear

+1 CP
Last edited August 21, 2024 4:53 am
Aug 21, 2024 12:24 pm
Alright, no pressure, press all the same buttons in the same order, hope for the same outcome. Corbin continues to work though the controls to keep the engine speed up.
OOC:
Ok, Boost Engines.

Rolls

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

(6112) + 3 = 11

Aug 21, 2024 4:28 pm
As planned Peter will power down the weapons leaving any free energy for the scape attempt doing his duty
OOC:
p.s.: it's being very difficult to come up with forms of doing my job that are basically: doing nothing related to my job lol
Last edited August 21, 2024 4:36 pm
Aug 21, 2024 4:43 pm
OOC:
A thought for Above And Beyond is to coordinate with engineering for when you can use the guns to fire at the ship, not trying to hit but make something they react to while chasing. Using Shoot, but that's admittedly risky.
There's also moving the lesser cargo like Hank was talking about for Do Your Duty.
Aug 22, 2024 2:01 pm
Douklan says "Whatever you're doing, Engineering, it's working!" and he tries to capitalize on the boost to pull further ahead of the pursuing ship(s)...
OOC:
I'm understanding it correctly, that all the firing has come from the frigate, and the second ship hasn't taken hostile action yet?


Edit: Shit. I knew that our luck could change, but I wasn't expecting to get the LOWEST ROLL POSSIBLE.
Last edited August 22, 2024 2:02 pm

Rolls

Escape Combat Int (Pilot) + Boost - (2d6+3+2)

(11) + 5 = 7

Aug 22, 2024 3:08 pm
OOC:
Well. ... That means we don't escape this round.
We can try again next round and hope to not take too much damage. Everyone good for another round?
I might have another Talk Above and Beyond if we can rationalize it, I don't know what else we could use for Above And Beyond.
My best rolls other than Talk are: Trade, Stab, Lead and Connect, but at that point we're just rolling near 50/50 odds (Stab is better than 50/50, i just cant use it) to get Above And Beyond. We can only survive a few rounds of getting hit.
OOC:
Have we seen any indication that the Free Trader is in league with the Pirates?
Aug 22, 2024 8:22 pm
OOC:
The reason Talk is important is because you roll 3d6h2 for it. I don't think you have that for any other skill. So, if you are out of ideas, then let Hank do GAAB with Program (since he does have 3d6h2 with it) and Mercer can just DYD. We can make that trade-off at any point you want to.

Yes, the Free Merchant is part of the Pirates. We have seen this demonstrated in two ways:
1) It is moving in concern with the Pirate attacker, but staying out of our way.
2) The Pirate has no cargo capacity. They need the Free Merchant to take our loot.

As an aside, this does introduce a new tactic if we need to: Fire on the Free Merchant. The Free Merchant only has armor of two, so any hit we get will likely do damage, and if we can kill it, then they have no ability to actually loot our ship like they want to. Kind of an indirect approach, but if we lose our ability to run away, it is an alternative. Also, we can shoot it while it approaches if we ever get to that point, too.
Last edited August 22, 2024 8:23 pm
Aug 22, 2024 9:47 pm
Trade Era 1235, Day 167. 15:45 UTC
The pirate ship's weapons fired in rapid succession, but each shot narrowly missed the Celestial Voyager, the searing bolts of energy streaking past them with terrifying closeness. Despite their evasive maneuvers, the Voyager remained locked in a deadly dance with the pirates, the distance between them stubbornly unchanged. Every time they tried to gain an edge, the pirates matched their speed, keeping them just within range, a menacing shadow that refused to let go.
OOC:
Next round! What do you do?

Rolls

Pirates - Escape roll (opposed) - (2d6+2+3)

(65) + 5 = 16

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

(4) = 4

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

(3) = 3

Aug 23, 2024 9:38 pm
OOC:
So we need an Above And Beyond, to make this system work. I think Peter can try it with Shoot next round. Maybe just making something the enemies have to react to, more than trying to do damage. Maybe the blasts will inhibit their sensors for a moment right before we try to accelerate?
I can try Notice to see if I can read anything off of the way the ship is moving or folllowing, or maybe something about what we're passing in space, that we can take advantage of.
If anyone can think of a way for me to use Talk next round I'll do that
OOC:
Edit: darn. Well maybe we focus on AC, unless others can get two Above and Beyonds off
Last edited August 23, 2024 9:39 pm

Rolls

Mercer Canaan Furio: Notice - Usual roll - (2D6+1)

(16) + 1 = 8

Aug 23, 2024 11:16 pm
OOC:
Again, please do NOT do any Above And Beyond unless you have a skill that gives you 3d6h2. Hank can do that with Program. So, please, next round, either use Talk or just let Hank use Program. Please do not do any more Above And Beyond attempts without having 3d6h2.

So, since the Above and Beyond failed, we have two options:
1) Do other things. Peter can take a shot at the Free Merchant and see if we can damage it. In fact, if Hank and Corbin DYD, then Peter can get off two shots if we want.
2) We still do the Escape Combat roll. If Hank, Corbin, and Peter all DYD, that gives us 3 CP. Remove one because of the failed Above and Beyond, and add in the Captain's bonus and Douklan can still make the Escape Combat roll. However, this time it will be at an effective -2 disadvantage instead of an even roll.

Personally, I think that with two Escape Points we should just try the Escape Combat roll anyway, even at the disadvantage. If we get lucky, we're out. If we don't, we still have to make the roll again, and that's OK. I recommend trying the Escape Combat roll.
No matter what we do, Hank is still DYD this round. So ...

Hank Does His Duty by attempting to gain a better resolution on the Free Merchant.
Aug 23, 2024 11:25 pm
Corbin does his duty to stabilize the power systems incase we have to shift from running to shooting.
OOC:
I agree with Hank, let's get 3 DYD and have Douklan make the escape roll. With the dice roller, he's just as likely to get sixes as the other guy is to get ones.
Aug 24, 2024 8:43 pm
Peter will do his duty by aiming the sand thrower at the cockpit of the pirate ship, so that if he has to shoot he will do in a way to confuse the pilot and try and gain a edge in escaping.
Aug 24, 2024 9:17 pm
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: Above and Beyond -1Failed roll
Celestial Voyager Gunnery: Do your duty 0
Celestial Voyager Engineering: Do your duty 1
Celestial Voyager Comms: Do your duty 2
Celestial Voyager Bridge: To be defined ?
Aug 25, 2024 5:34 am
Not giving up yet, Douklan tries to shake the pursuers.

Rolls

Escape roll (without speed boost) - (2d6+3)

(34) + 3 = 10

Aug 25, 2024 4:24 pm
The Celestial Voyager hurtled through the void, every thruster straining to keep the ship ahead of the pirate vessel looming behind. Douklan’s knuckles were white as he gripped the controls, his mind racing for any possible maneuver that could throw off their relentless pursuers. On the bridge, the tension was a living thing, coiled and ready to strike.

"Captain, they’re closing in again," Douklan warned, his voice taut with the strain of the chase. The pirate ship had recovered from their last maneuver faster than they’d hoped, and the distance between them was shrinking.

"Maintain course and speed," Captain Valeria Zaytsev ordered, her voice steady despite the pressure bearing down on them. "Corbin, I need everything those engines have. We have to stay ahead of them."

Corbin’s voice crackled over the comms from the engineering room, the background noise of whirring machinery and the frantic clatter of tools filling the bridge. "I’m giving you all I’ve got, Captain, but the engines are overheating. We’re pushing them to the brink."

Before Valeria could respond, the ship shuddered violently, throwing everyone off balance. The harsh screech of tearing metal filled the bridge, followed by a series of warning alarms that blared in deafening succession.

"Direct hit to the engines!" Douklan shouted, frantically trying to stabilize the ship as it listed to one side. His heart pounded as he fought to regain control, but the damage was severe—too severe.

Valeria grabbed onto the nearest console, steadying herself as the Celestial Voyager bucked beneath her. The bridge lights flickered, casting eerie shadows across the tense faces of her crew.

"Report!" she demanded, her voice cutting through the chaos.

"The main engines are down, Captain," Corbin said, his voice grim. "We’re losing power fast. The secondary systems are still online, but we’re dead in the water, unless I can fix this."

A cold knot of dread twisted in Valeria’s stomach. Without their engines, they were defenseless, a sitting duck for the pirate ship that now loomed ever closer.

Suddenly, the ship’s communication systems crackled to life, filling the bridge with the rough, sneering voice of the pirate captain. "This is Captain Drellan of the Raven’s Claw. You’ve run long enough, Celestial Voyager. Open your doors and prepare to be boarded. Surrender your cargo, and we will let you live. We’re not assassins. We don’t kill for sport. We’re taking goods that belong to the People of Draco I, not some corporate fat cats or military brass. You’re just in the wrong place at the wrong time."

Douklan glanced at Valeria, his face resolute. The bridge was silent, the crew holding their breath as they waited for their captain’s response.

Valeria’s eyes hardened, a cold fire burning in their depths. She knew what was at stake—the lives of her crew, the guns they were carrying, and the pride of her ship. Surrendering to pirates and terrorists meant more than just losing their cargo and millions of credits; it meant abandoning everything they stood for.

"We don’t want unnecessary bloodshed," Drellan continued. "But we will do what we must to take what’s ours. You’ve put up a good fight, but it’s over, Captain. Hand over the cargo, and no one needs to get hurt."

She straightened, her voice firm and unwavering as she addressed the pirate captain. "This is Captain Valeria Zaytsev of the Celestial Voyager. You speak of justice, but your actions are nothing more than theft. These goods are ours or were entrusted to us, and we will not abandon them—or our ship—to satisfy your twisted sense of righteousness. If you truly value life as you claim, you’ll let us go. Otherwise, prepare for a fight. We will not surrender. If you want our ship, you’ll have to take it by force."

There was a pause, and then a harsh, guttural laugh echoed over the comms. "Brave words, Captain, but bravery won’t save you now. We’ll tear your ship apart from within if we have to. This is your last chance—surrender, or face the consequences."

Valeria cut the comms, her expression fierce as she turned to Douklan.

"Battle stations," she ordered. "We will not give up. Everyone who can is to don powered armor. We may be out of engines for now, but we're not out of the fight. Lieutenant Paravides, choose 3 from our crew, wait for the pirates to board us and give them hell. Mercer and Peter, I want you to split and lead the remaining people. Protect our crew, our ship and our cargo. I will grab a gun and stay at the helm. Corbin, gimme that engine back!"

Valeria took a deep breath, her hands steady on the command console. They were outgunned, outmaneuvered, and now, without engines. But as long as they had breath, they would fight. The pirate ship might think them easy prey, but they would soon learn that the Celestial Voyager was not so easily broken.
OOC:
Edit: Here is the list of characters with powered armor training (for now): Douklan, Erin, Peter, Corbin, Appius.

Mercer and Hank are training during downtime.

Next round! What do you do?

Rolls

Pirates - Escape roll (opposed) - (2d6+2+3)

(54) + 5 = 14

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

(15) = 15

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

(14) = 14

Plasma guns (damage - hit 1) - (3d6)

(442) = 10

Plasma guns (damage - hit 2) - (3d6)

(165) = 12

Aug 25, 2024 4:43 pm
OOC:
Outta curiosity, how many engine hits does it take to disable our engines?
Aug 25, 2024 4:47 pm
OOC:
PG117 says:
Target Systems (1 CP): A Fire One Weapon action you take this round may target a ship’s weapons, en- gine, or fittings the GM decides are vulnerable. Such targeted attacks take -4 to hit. On a hit, do half damage before applying Armor. If damage gets through the system is disabled or drive is degraded by 1 level. Disabled systems hit again are destroyed. You may take this action more than once to aim additional shots you may fire.
Aug 25, 2024 4:47 pm
OOC:
Quote:
Outta curiosity, how many engine hits does it take to disable our engines?
2 ;)
Aug 25, 2024 4:53 pm
"Captain, we should let them dock at least, that will let us choose the place we encounter them. We might need that edge."

Captain Zaytsev

htech

Aug 25, 2024 4:57 pm
Mercer says:
"Captain, we should let them dock at least, that will let us choose the place we encounter them. We might need that edge."
"We can try. Talk to them, Mercer."
Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next engineering 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 ?
Captain Zaytsev
Aug 25, 2024 5:10 pm
Mercer takes a breath and links into the comm system. "Captain Drellan of the Raven’s Claw, this is Mercer Furio of the Celestial Voyager. The crew has elected to allow you to dock. We will make everything ready for you at the Port Airlocks. Will this be acceptable?"

Rolls

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

(236) + 3 = 12

Aug 25, 2024 9:13 pm
Corbin puts on his powered armor and connects his laser rifle's power cable. Once equipped, he heads back towards the engines for repairs.

Clicking his comms, "Gui, send the synths towards the engines. Suit up and meet me there." Dragging the Tool chest along behind him, Corbin moves from section D to E. Triggering the comms again "Bridge, I assume whatever ever Mercer's doing is a ploy, but if these frakkers don't bite, I vote we start shooting at their cargo ship."
OOC:
Wasn't sure of the round timer at the moment. Can I make a fix roll or was moving to position my action for that round?
Last edited August 25, 2024 9:15 pm
Aug 25, 2024 9:24 pm
OOC:
Quote:
Wasn't sure of the round timer at the moment. Can I make a fix roll or was moving to position my action for that round?
Moving and grabbing the armor is a "free action" during starship combat. If you want, you can simultaneously try Emergency repairs.
[ +- ] Emergency Repairs (3 CP)
We are not (yet) in hand-to-hand/regular rounds.
Aug 25, 2024 11:40 pm
Hank sends out a broadcast to the crew, "Our drives have been disabled. Everyone needs to get suited up in the best suits they can handle and arm yourselves. Everyone should be prepared for vacuum." Hank will put on his armored vacc suit and get his laser rifle and pistol.
OOC:
This assumes the Captain is OK with him doing this. I figure she is.
I assume Hank will have to DYD as there really isn't anything else his position can do at this time. He asks Corbin if he can let Erin and the two new porters move the cargo around. I assume Corbin needs GUI and the synths. He asks Jil to help the Professor and Maya get into vacc suits and start setting up a stronghold in the ship that is away from the outer hull and the cargo hold. Or is the bridge that stronghold? We're gonna need to make sure we have a plan for that starting now.
Aug 25, 2024 11:54 pm
OOC:
I already have that started I have traps around the ship,
I have a barricade and trap at 2.E, the airlock. I also have traps at 1.C and 5.C.
If Htech agrees that the rounds we spent trying to escape are enough for another set of traps there will be a barricade wherever else you want it, and traps at 4.A, 3.C, and If we can't trap 2.E twice, wherever you put the barricade.
Make sure you all have either air filters or internal air supply if your in an area with a trap.
On that note, I would rather wear armor than a Vacc Suit. I'm wearing armor. And I don't have training with power Armor yet. However I can have an Icarus Harness.
Aug 26, 2024 1:33 am
Douklan keeps his call on the intercom brief. "Jil, Erin, and, uh...Appius...suit up, arm yourselves, and join me in 5." He sees the scan of the approaching ship. "...make it 3." Then he begins donning the familiar power armor and weapons he used on/in Zyronis.
OOC:
As this is in line with the Captain's order, I'm not sure that the Authority/Lead check is warranted yet.
Aug 26, 2024 2:40 am
OOC:
So, as I read Htech's response, With the captain's action - I only need one CP to do a 'fix' on the Engines/Spike drive. Somebody throw me a DYD and maybe we can get moving again."
Aug 26, 2024 3:22 am
I was thinking of a general loadout for the crew, especially NPCs.
Priority
Assault Suit 1
-Icarus Harness 2 If not trained with Power Armor
Plasma Projector 1 Assuming a shoot skill
- Spike Thrower 2 If low shoot skill
Type A cells 3 2
-Mag Pistol 3 If capacity allows
Stun baton or Medium advanced weapon (unsure) 2 Not sure which is preferred
Low-light goggles 1
Pretech Cosmetic x3 2 if no heal skill.
Aug 26, 2024 1:53 pm
Hank Does His Duty by monitoring to see if he can pick up the communication between the opposing ships.
OOC:
As an aside, which ship will be docking with us? I assume the Free Merchant, but just wanna make sure. Honestly, if they are going to just dock the Free Merchant, we should be trying to take it over rather than defending our ship.
Aug 26, 2024 2:56 pm
OOC:
Yeah that's what I was saying. Either way we should try.
Aug 27, 2024 1:05 am
Trade Era 1235, Day 167. 16:00 UTC
"Acknowledged, Celestial Voyager. Stand by for cargo transfer. All your crew should be unarmed and unarmored at the Port Airlocks. Power down all your non essential systems and do no repair your engines. We are sending an armored squad with stunner rifles." - the pirate's captain answers Mercer

Hank, in the meantime, you think there is a lot of direct communication, probably using lasers, between the ships. The Free Merchant is approaching the airlocks that Mercer talked about (Section 2E, port side).

But the Attack Frigate is getting closer to your hull as well. Starboard side, you dont know the deck yet. Maybe they will board simultaneously?
OOC:
Just FYI, I have their plans already written, so I don't use my knowledge of your plans for their actions. I am trying to be as impartial and realistic as possible.

I am also describing some of your actions following Space Combat rules below, before the next Pirate round.

What do you do?

Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next engineering action costs -2 CP
Celestial Voyager Mercer: Above and Beyond (Talk) 2 Talking with the pirates
Celestial Voyager Comms: Do your duty 3
Celestial Voyager Bridge: Do your duty 4
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Aug 27, 2024 1:10 am
OOC:
PhoenixScientist says:
I have a barricade and trap at 2.E, the airlock. I also have traps at 1.C and 5.C.
Actually, just section 2.E... It takes 1h (4 space combat rounds) for RB to make a set of 3. See this post.

You now have 2 sets.

Unless you want a single trap (a single 5ft square) in each section? If so, that's OK, we can spread them around in up to 6 sections.

Edit: I will let you choose the exact square(s) when we enter hand-to-hand in a map for a section with a trap but I would like to know the sections and how many in each before they board.
Aug 27, 2024 1:25 am
OOC:
I am a little confused about what should the NPC's do. I am assuming Douklan's orders for his squad overrides Hanks requests? @daryen?

Corbin needs the Synths and Gui, they are the engineering team.
Aug 27, 2024 1:27 am
OOC:
Quote:
I was thinking of a general loadout for the crew, especially NPCs.
No pretech cosmetics are available. Otherwise, that's ok.
Aug 27, 2024 1:42 am
Peter already had his Assault suit on, seeing that the rest of the crew is all in on the boarding action he will get out of the gunner's position, will connect his laser rifle to the suit and head to Section 2E Starboard Side.

"I'm heading to the Starboard Airlocks, who else is with me?"

[ooc]since im leaving my gunnery post to go start defenses does that mean i dont do a gunnery action?[/occ]
Aug 27, 2024 2:45 am
OOC:
Do we have one airlock or two? Can they both dock?

htech says:
OOC:
PhoenixScientist says:
I have a barricade and trap at 2.E, the airlock. I also have traps at 1.C and 5.C.
Actually, just section 2.E... It takes 1h (4 space combat rounds) for RB to make a set of 3. See this post.

You now have 2 sets.

Unless you want a single trap (a single 5ft square) in each section? If so, that's OK, we can spread them around in up to 6 sections.

Edit: I will let you choose the exact square(s) when we enter hand-to-hand in a map for a section with a trap but I would like to know the sections and how many in each before they board.
OOC:
I wasn't sure. If I can have multiple in the airlock. At least one full set (3 traps and a barricade) if we think they will both dock I say we trap both.
Can I make a check to see if I think they will both dock?
Aug 27, 2024 5:45 pm
OOC:
Well, my thinking is that the other fighters (NPCs) and I are in or near section 2E, to be close to the airlock where the Free Merchant is docking. I want to be close enough that, if the boarding party is small enough, we can pin them down and, as the situation allows, possibly board their ship to add to the confusion, but far enough away that they won't see us until they've entered the Celestial Voyager and are more vulnerable.

I've been trying to determine if anyone should be sitting in view of the airlock, to give the appearance that we're following their dictates. I don't know if we can spare enough people to make it look convincing, but having no one there will raise red flags for them further.

For my reference, the abstract deck plan.
Last edited August 27, 2024 5:46 pm
Aug 27, 2024 5:50 pm
OOC:
I'm.just going to wait for concrete answers from our GM. Though I'm not much worried about being convincing. Once they open the door and get gasses it'll be obvious That and is trying to kill them.
Last edited August 27, 2024 5:50 pm
Aug 27, 2024 9:37 pm
OOC:
When equipping the NPC, everyone needs to be in an environment suit. We are going to hit vacuum at some point. We need to be prepared for that.

I am fuzzy on how much time we have. I'd like some of the cargo moved around, at least the bikes, but if we don't have time for it, we don't have time for it. They are interested in the guns. I'd rather not lose the rest if we can avoid it. However, if one of the combat specialists (Douklan) has a better use for them, go for it.

I still want Mariella and the two non-combatants to be moved out of the way so as to not get stuck in any crossfire. They need to be fully set up with vacc suits. Erin and the two new grunts will get to help with the defense, however. They will preferably be fully kitted out, but if the barbarian can only handle something less, so be it. Jil needs to be part of any invasion team to be able to fly the stolen ship. Hank will help out wherever he can help out. No idea what that will be given his modest combat skills.
Aug 28, 2024 12:18 am
OOC:
PhoenixScientist says:
Do we have one airlock or two?
One.
PhoenixScientist says:
Can they both dock? Can I make a check to see if I think they will both dock?
The attack frigate have boarding tubes. They don't need airlocks.
Spaceseeker19 says:
Well, my thinking is that the other fighters (NPCs) and I are in or near section 2E, to be close to the airlock where the Free Merchant is docking. I want to be close enough that, if the boarding party is small enough, we can pin them down and, as the situation allows, possibly board their ship to add to the confusion, but far enough away that they won't see us until they've entered the Celestial Voyager and are more vulnerable.
Okay!
Daryen says:
I still want Mariella and the two non-combatants to be moved out of the way so as to not get stuck in any crossfire. They need to be fully set up with vacc suits.
You mean Mariella, Stone and Maya? Sure, they will follow your choices, go to the bridge (Section 5.A) and try to stay out of the way. I'm giving you control of their actions. Valeria can try to protect them and you can stay there as well, if you want.

Xia can fight, but not use powered armor. Let me put her under Mercer now, with an Icarus Harness and Spike Thrower, per PhoenixScientist loadout.
Daryen says:
Erin and the two new grunts will get to help with the defense, however. They will preferably be fully kitted out, but if the barbarian can only handle something less, so be it. Jil needs to be part of any invasion team to be able to fly the stolen ship.
Jil, Erin, and Appius are under Douklan's direct command for this, so it's up to Spaceseeker19. If he doesn't says otherwise, Jil is using an armored vacc suit and will try to stay at the rear and work as pilot/support for them. Erin and Appius are using Assault Suits and are at the front, part of his assault squad.

Are you going letal or stunner rifles, Douklan? There are tons of stunners if you wanna use them ;)
Peter says:
"I'm heading to the Starboard Airlocks, who else is with me?
Hank? I mean, there is no one left. =D I think you're understaffed for combat.
PhoenixScientist says:
I wasn't sure. If I can have multiple in the airlock. At least one full set (3 traps and a barricade) if we think they will both dock I say we trap both.
You can. For reference, a section is roughtly 100 feet wide x 100 feet long (20 x 20 squares). I'm choosing now that "RB's trap" will damage with 3d8 anyone within 15 feet (3 squares) when it blows, with an Evasion saving throw for half damage. Victims up to 35ft away (7 squares, if there is no cover/nothing in between) take half damage, with an Evasion save for none.

So, there is a central square for each trap, that I will let you choose before combat starts in a specific section / map. For now, I just need to know how many traps you're putting in which sections. =)


What do you do?

Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next engineering action costs -2 CP
Celestial Voyager Mercer: Above and Beyond (Talk) 2 Talking with the pirates
Celestial Voyager Comms: Do your duty 3
Celestial Voyager Bridge: Do your duty 4
Celestial Voyager Gunnery: Do your duty 5
Celestial Voyager Engineering: To be defined ?
Aug 28, 2024 1:40 am
Quote:
OOC:
So, there is a central square for each trap, that I will let you choose before combat starts in a specific section / map. For now, I just need to know how many traps you're putting in which sections. =)
OOC:
Is there any way for us to tell if/where the main ship will.
. connect? I want to make as much an informed decision as possible.

OOC:
I feel like we need two teams. One to handle each ship?
Last edited August 28, 2024 2:31 am
Aug 28, 2024 2:07 am
OOC:
Peter, or Peter and Hank, as an attack force against marines from the main unit isn't going to work. Peter should join one of the other three teams: bridge, Douklan, or Mercer.
Aug 28, 2024 7:15 pm
OOC:
PhoenixScientist says:
Is there any way for us to tell if/where the main ship will.
. connect? I want to make as much an informed decision as possible.
Nope. It's too far away now and it will be too late to move your traps if/when the frigate boards you.
Aug 29, 2024 12:23 pm
Not repairing the engines was never an option in Corbin's mind. He listens to the in ship comms chatter wondering if he will get this done before anyone decides to order him to stop.

Placing the spanner back in the tool chest he relaxes for a second. 'That should do it.'
OOC:
Emergency Repairs - 3CP
Last edited August 29, 2024 12:28 pm

Rolls

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

(3623) + 3 = 12

Aug 29, 2024 1:27 pm
OOC:
Great! You still have 4 CP left in this round, Corbin. The engines are now damaged but functional (Spike 1 rating). If you repair them again, they will be as good as new (Spike 2). Or you can restore some of the hull using Damage Control (3 CP). The CV took 11 hit points from previous shots.

What do you do?

Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next engineering action costs -2 CP
Celestial Voyager Mercer: Above and Beyond (Talk) 2 Talking with the pirates
Celestial Voyager Comms: Do your duty 3
Celestial Voyager Bridge: Do your duty 4
Celestial Voyager Gunnery: Do your duty 5
Celestial Voyager Engineering: Emergency Repairs (engines) 4 Engine restored but still damaged. You now have Spike 1 rating.
Celestial Voyager Engineering: ? ?
Aug 29, 2024 2:24 pm
"I will be joining up with Mercer, we should let one of this groups a bit further from the airlock, and as a quick response team in case they start to boarding from another location"

Peter will join in on mercer and give a quick nod of the head

"Are you good to take point?"
OOC:
I fell like they will let the freemerchant dock, but as soon as they notice it's a trap they will try and board with the attack frigatewe
"The team closer to the airlock can try and board the Free Merchant and maybe get controll of it, while our team stays behind and responds to the attack frigate's response"
Aug 30, 2024 5:58 am
OOC:
Will it make more tactical sense for everyone to be in one spot, even the non-combatants? Plus, I'm sure the Captain can fire a gun, so that's a couple extra guns a-blazin' if needed.

We have six combatants: Douklan, Peter, Erin, Appius, Mercer, and Jil. Potentially Valeria and Hank, too. Corbin would count, but he and Gui are working on other things. Assuming all these named, that gives a max of ten combatants. Against at least double that. The non-combatants are Xia, Mariella, Evelyn, and Maya. The latter four can be armed if they so desire. I assume everyone else is armed with their favorite lethal weapon. The latter four will absolutely be put into armored vacc suits. The rest will be armored as they desire, but everyone has to be in either combat armor, armored vacc suit, or have an Icarus harness.
Last edited August 30, 2024 6:20 am
Aug 30, 2024 7:15 pm
OOC:
I think it would make sense for us all to be in one spot. Ideally, we'd have some of us waiting as if we were obeying their orders, but that's a really big ask of the noncombatant NPCs and not something that Douklan could order.
Aug 30, 2024 7:31 pm
OOC:
^ Agreed. We may have to go all in. Then react from there. But I assume forced docking with boarding tubes will take enough time for us to move to where they are docking.
On that note, should we have a trap in 5.C, 4.C, & 3.C. and the other 3 in with us?
Aug 30, 2024 7:57 pm
OOC:
Quote:
But I assume forced docking with boarding tubes will take enough time for us to move to where they are docking.
Yup. It will take them some time to do this, and the CV is optimized for a seamless flow of people and cargo between its sections (at least until you start fighting, disabling and blowing things up).
Aug 30, 2024 9:43 pm
OOC:
OK, if we're gonna be fighting here, then we need to figure out who is giving orders for the combat and who is doing what. Hank will facilitate getting that set up, but he isn't going to lead the combat because he's smart enough to know he's the wrong person for that.

So, where are we grouping up? Where are we staging? Where should the non-combatants be? Who's gonna direct the activity? Are we gonna try for the Free Merchant or just go pure defense? If we go for the Free Merchant, do we all go on board, or just a couple? (Really, only one is needed.) How are we running this?

Edit: oh, and when do we call Corbin and Gui down and what are we doing with the synths?
Last edited August 30, 2024 9:45 pm
Aug 30, 2024 10:06 pm
OOC:
Quote:
what are we doing with the synths?
They will stay safe and irrelevant in the background, don't worry. I am using GM powers in here. Let's not bring back those complications.
Edit: I understand they are expensive and easy to take, but I don't want to risk writing their reactions, you thinking about giving or not guns to them, spotlight time, etc.

So, GM power it is. Let's keep them in the background.
Aug 30, 2024 10:27 pm
OOC:
They are shipboard equipment. Good. Thanks!
Aug 31, 2024 1:54 am
OOC:
So, where are we grouping up? The airlock. In various locations to hit with crossfire out of range of the traps.

Where are we staging? The airlock.

Where should the non-combatants be? Handwave? Armed and on the bridge?

Who's gonna direct the activity? Not much to direct at this point. It went have a Corbin who has in game expierence and a captain.

Are we gonna try for the Free Merchant or just go pure defense? I say we try for it.

If we go for the Free Merchant, do we all go on board, or just a couple? (Really, only one is needed.) I think two or three go, I will volunteer Mercer and think someone with Fix or Pilot and then maybe another combatant. (Maybe Douklan for his skills? I assume Corbin will be busy. )

How are we running this? Successfully I hope.

Any other notes everyone? Disagreements?
P.S.Mercer will ask our doc to give him access to Tsunami. With the thought that this is a critical time and that sort of action may be needed. He would consider Psych also but that may be more than he should take.
He will agree to a longer conversation to ensure appropriate use of such things, appropriate understanding, later but for now... Danger.
OOC:
We should all note that we have a barricade, and any other prepared cover. That will give us a large edge in this fight.
Pg49 says:
The target is at least half behind cover -2
The target is almost completely in cover -4
Shooting from a prepared firing position +2
Last edited August 31, 2024 10:12 am
Aug 31, 2024 4:45 pm
OOC:
I was going to good with leaving the non-combatants on the bridge, but that just turns them into hostages. The pirates just take them and then we either surrender or they die. They need to be with the rest of the crew, but in as defensible a position as possible.
Sep 1, 2024 3:09 am
OOC:
I agree. If we can't have at least four people/dummies in view of the airlock so that it looks like maybe we've complied - for even so much as a second - I think everyone should be hidden out of sight, with the combatants ready to pop out and open up as soon as enough pirates enter (NOT as soon as the airlock opens - give them a few moments to come in) and the non-combatants staying under cover nearby.
Sep 1, 2024 3:14 am
OOC:
I will keep this in mind when asked for Trap Placement.

What else do we need at this point?
Sep 1, 2024 12:35 pm
Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next engineering action costs -2 CP
Celestial Voyager Mercer: Above and Beyond (Talk) 2 Talking with the pirates
Celestial Voyager Comms: Do your duty 3
Celestial Voyager Bridge: Do your duty 4
Celestial Voyager Gunnery: Do your duty 5
Celestial Voyager Engineering: Emergency Repairs (engines) 4 Engine restored but still damaged. You now have Spike 1 rating.
Celestial Voyager Engineering: ? ?
Sep 1, 2024 1:09 pm
OOC:
Since Boost Engines won't last until we need it, it looks like another Emergency Repairs (engines) is in order so the engines can be boosted to Spike 2.
Last edited September 1, 2024 7:26 pm
Sep 2, 2024 2:44 pm
After a quick pause to review the recent command discussion and hearing nothing to dissuade him from continuing repairs, he directs the synths to keep working.
OOC:
Emergency Repairs

Rolls

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

(5214) + 3 = 12

Sep 2, 2024 9:31 pm
OOC:
Nice! Now we get another chance to get away. Sure the pirates are gonna be pissed whether we succeed or not!

@PhoenixScientist: Only Go Above and Beyond if you are using Talk. If you can't think of anything let Hank do it instead with Program. Please. We need that third die in the roll.
Sep 2, 2024 9:45 pm
OOC:
more than one person can do Above and Beyond, so there isn't an instead.
Sep 3, 2024 3:09 am
OOC:
Yes, more than one can do GAAB, but we need four CP, plus the Captain's 2CP reduction. A successful GAAB means that everyone else can DYD and we get what we need. A failed GAAB means that we need two successful GAAB to make up for the one failed one. That's bad odds. Or, with a failed GAAB we just DYD and don't get the chance for BE.

So, yes, it is "instead" a failed GAAB makes the odds that round much worse. And making sure to only use a Specialist skill means that the chances of a successful GAAB goes way up.
Sep 3, 2024 3:17 am
Here's a quick question. Do we thing we can escape again? Do we think the consequences will be worse if we attempt to escape and fail?
Can we make three more successful rolls, with equal odds against the enemy, while not being hit?
Is that worse odds than confrontation.
I know we were worried about them slagging our ship but that feels like it might provoke them into slagging our ship?
If we want to try and get away, good, I just don't want us to be surprised.
Last edited September 3, 2024 3:23 am
Sep 3, 2024 5:47 am
OOC:
Fair question. However, @htech has already said we still retain our two Escape Points. So, we don't need to do it three times again. We just have to successfully do the sequence one more time to escape. Now, this does require three successful rolls: GAAB, BE, then EC. And the opponents get to oppose the EC and probably get their two shots off again.

However, they probably won't be any madder at us for trying to run away again than they will when we start to shoot to kill the moment we see them. But, it is a fair point that they might be more aggressive on their boarding attempt if we do try to escape again. But ... our fighting the boarding will be, at a minimum, 2-to-1 manpower disadvantage.

I am all for giving the one more attempt to run away. But then, I was also willing to just flat out surrender, too. So I doubt I am part of the consensus view either way.
Last edited September 3, 2024 5:47 am
Sep 3, 2024 5:06 pm
OOC:
Had an unexpected free time with internet, so let me see what happens...
Trade Era 1235, Day 167. 16:15 UTC
The tension on the bridge of the Celestial Voyager was palpable, the crew ready for the next pirate's move. Outside the viewport, the pirate ship Raven’s Claw loomed ominously, its dark hull like a predator stalking its wounded prey. Valeria could feel the weight of every decision pressing down on her.

"Attention all crew, they’re boosting their engines," Valeria reported, her voice tight with urgency. She watched as the pirate vessel surged forward, closing the distance between them with alarming speed. "Lieutenant Douklan, report to the bridge. We have our engines back, but they’re coming right for us."
OOC:
The enemy is pursuing you. With their boost engines maneuvers, they have a total result of 15. Douklan, please roll Pilot DC15. Its not impossible, but the odds are against you this round. If you fail, the CV will be back to only 1 escape rating ahead. After that roll, it's the CV'S turn. What do you do?

Rolls

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

(36) + 2 = 11

Pirates - Pursue - Piloting (opposed) - (2d6+2)

(52) + 2 = 9

Sep 3, 2024 5:18 pm
OOC:
What kind of drive do they have to get 15‽ Are they that much faster than us?
Worrying. ..
Last edited September 3, 2024 5:19 pm
Sep 3, 2024 5:22 pm
OOC:
They have Speed 4. The CV has 0. With a boost engines maneuver, they get a total of +6 to that roll.

Speed (used during combat) is not Spike Drive (used out of space combat, for pursuit and interplanetary traveling). They are distinct stats, my mistake.

I fixed my rolls now, I was using 3 but it should have been 4. I won't retcon nor change what already happened, we will use that only forward. =)
Sep 3, 2024 6:24 pm
OOC:
Well, at least they aren't shooting out our engines right now. That helps a bit ...
Hank says, "At the minimum, we are getting more time before we have to submit to boarding. I suggest that those not keeping the engines running or flying the ship should be preparing the cargo hold to be a stronghold from which we can fight and defend ourselves."
OOC:
Looks like Douklan has a LOT of more die rolls in his future!
Last edited September 3, 2024 6:24 pm
Sep 4, 2024 5:07 am
::What the fuck...?!!:: Douklan thinks to himself, and exchanges a look with the three others - Jil, Erin, and Appius - who are all fully-armed and have been waiting with him by the airlock for minutes. Then he sprints back to the bridge, repeating the old Navy maxim over and over in his head: ::The Captain is always right...::

He hastily leans his plasma projector on the console and sits down in the pilot's seat once again.
OOC:
I don't think there's a Boost active, but if there is, just add the +2 to the result.

Rolls

Piloting check for Escape DC15 - (2d6+3)

(44) + 3 = 11

Sep 4, 2024 7:57 am
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 4, 2024 2:28 pm
OOC:
To be clear, we are now down to a single Escape Point, correct?
Sep 4, 2024 4:33 pm
daryen says:
OOC:
To be clear, we are now down to a single Escape Point, correct?
Yup. It's your turn again.
Sep 4, 2024 5:17 pm
Mercer will go Above and Beyond and tell the Engineering crew what an incredible job they did with repairs and keeping us going so long.
Last edited September 4, 2024 5:20 pm

Rolls

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

(624) + 3 = 13

Sep 6, 2024 6:04 pm
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: Go Above and Beyond2
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 6, 2024 6:10 pm
Hank Does His Duty. He is busy encouraging and thanking Mariella for her efforts to move some stuff around.
Sep 7, 2024 4:42 pm
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: Go Above and Beyond2
Celestial Voyager Comms: Do Your Duty 3
Celestial Voyager Gunnery: To be defined ?
Celestial Voyager Engineering: To be defined ?
Celestial Voyager Bridge: To be defined ?
Sep 8, 2024 10:42 pm
Peter does his duty by helping the rest of the crew get armed and setting up his position for the possible boarding in case the scape does not work.
Sep 9, 2024 12:46 pm
OOC:
Just checking - Are we looking at a Boost Engines and then an Escape? As it looks like, with Peter's DYD, we have the CP for it.
Sep 9, 2024 2:32 pm
OOC:
I believe that's the plan.
Sep 9, 2024 3:48 pm
OOC:
Yes, that's the plan as far as I know it. The longer this whole chase takes, the better.
Sep 10, 2024 12:07 pm
"Engineering to Bridge - Engines restored, diverting auxiliary power to them. Let's move it."

Rolls

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

(3546) + 3 = 14

Sep 10, 2024 1:00 pm
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: Go Above and Beyond2
Celestial Voyager Comms: Do Your Duty 3
Celestial Voyager Gunnery: Do Your Duty 4
Celestial Voyager Engineering: Boost engines 2 +2 Speed
Celestial Voyager Bridge: To be defined ?
Sep 11, 2024 5:38 am
Douklan tries to capitalize on the Boost that Engineering has provided once again.

Edit: That actually should be a success, with a 15 (after all that, I forgot to add the +2 from Boost).
Last edited September 11, 2024 5:39 am

Rolls

Piloting check for Escape DC15 - (2d6+3)

(55) + 3 = 13

Sep 11, 2024 2:09 pm
OOC:
The piloting is actually an opposed roll... DC 15 was in another turn, this one (see below) the DC was 11. Anyway, you suceeeded nonetheless, so you have 2 out of 3 escapes. =)
Trade Era 1235, Day 167. 16:30 UTC
"Engines boosted, Captain," Corbin reported from the engine room. "We’re at full speed and it should be enough to gain some distance."

Valeria nodded, feeling the surge of acceleration as the ship sped ahead. "Douklan, push those engines as hard as you can. We need every second of separation."

"Aye, Captain," Douklan said, his focus laser-sharp. He increased their speed, the debris outside speeding as the Celestial Voyager pushed forward. The pirate ship gave chase, its engines flaring as it tried to close the gap. But this time, the distance began to widen.

The bridge filled with a quiet sense of hope as they watched the distance between the two ships slowly increase on the readout. The Raven’s Claw might have superior firepower, but with the Celestial Voyager no longer crippled, they had regained the one thing that mattered most—speed.
OOC:
Escape points: 2 out of 3!

Nothing has changed and, after this many rounds, I am actually pretty sure how you wanna roll the next one, so I will control the full CV crew for another round to streamline things. Continues in my next post!

Rolls

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

(23) + 6 = 11

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

(5) = 5

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

(3) = 3

Sep 11, 2024 2:19 pm
Trade Era 1235, Day 167. 16:45 UTC
Just as the gap between them and the Raven’s Claw began to widen, the ship jolted violently, throwing the crew off balance. A series of alarms shrieked to life, piercing the tense silence that had only moments before been filled with cautious relief.

"Direct hit to the engines!" Hank shouted over the noise, his hands scrambling over the controls. "They’ve locked onto us again."

Valeria gritted her teeth, gripping the edge of the console as she steadied herself. "Corbin, status on the engines!"

Corbin’s voice came through, thick with frustration and stress. "That last hit destabilized the main power conduits. The engines are only operating at half power, and I’m not sure how long they’ll hold if they shoot us again. I’ve got a team working on it, but we’re running on borrowed time."
Space Combat - Action Report (16:45 UTC):

Ship Action CP left Result
Celestial Voyager Captain: Support Department (Bridge) 0 Next bridge action costs -2 CP
Celestial Voyager Mercer: Go Above and Beyond (Talk)2
Celestial Voyager Comms: 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. Escape points: Still 2 out of 3
----
Raven's Claw NPC round begins 5
Raven's Claw Fire all Guns 2
Raven's Claw Target system (CV's Engines) 1 Hit! Engines down to Spike 1 rating (50%). CV took another 7 hitpoints of hull damage
Raven's Claw Target system (CV's Engines) 0 Miss


See dice rolls below
OOC:
Continues in my next post

Rolls

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

(245) + 3 = 12

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

(3233) + 3 = 9

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

(55) + 6 = 16

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

(11) + 3 = 5

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

(13) = 13

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

(10) = 10

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

(455) = 14

Sep 11, 2024 2:28 pm
OOC:
It's now 17:00. Next round! This one I am not so sure how you wanna play... @Esidrix - boost engines and risk it? Repair now and wait for the next round to Boost Engines and try again to escape?

Crew, what do you do?
17:00 UTC - Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next Engineering 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 11, 2024 2:35 pm
OOC:
Boost engines and escape again. We have to hope for a lucky roll. Repairing engines will just give them more shots. Repair when we are stopped. Run while we can move.
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
Sep 13, 2024 1:02 pm
"The planet can wait, right now I'm taking my two drinks and heading for the 'fresher. I'm not used to wearing this much of the drive and my ears are still ringing from the hits we took while I was below decks."
Sep 13, 2024 1:27 pm
Hank laughs and replies, "Fair enough! Enjoy your drinks and get cleaned up."

Captain Zaytsev

htech

Sep 14, 2024 11:25 pm
Quote:
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.
"Well... Lieutenant Douklan is our liason. If he thinks that's feasible, he can talk to his superiors in Neptunia. I never heard of the Navy installing weapons in other ships. Bringing some Marines aboard or even a starfighter, yes, but guns I never heard. Lieutenant, what do you think?"
Captain Zaytsev
Sep 17, 2024 4:43 am
Lt. Paravides considers. "Well, honestly, Captain, I think it's possible, but I think it isn't very likely unless you were to become an ITC military contractor and sign a contract with the Navy." He grins, showing how comfortable he's become with this civilian crew that he can express a bit of snark about the Service. "In my experience, the Navy always wants a commitment of service for any investment it makes."
Sep 17, 2024 2:28 pm
Hank pipes up, "Do you think we could spin it as a temporary loaner so they don't have to watch us all the time?"
Sep 17, 2024 9:11 pm
I think I could spin that. To be returned at Altaria when our modifications finish anyway. Mercer nods to himself. No guarantees, but if Douklan can help me talk to the right person.
There's never a guarantee in a conversation, but I can make it appealing.

Captain Zaytsev

htech

Sep 17, 2024 11:08 pm
"That gives me an idea... I think I can offer free transportation to the planetary garrison on the Celestial Voyager. The military told me that about a dozen soldiers and pilots will be stationed on the planet, but they haven't decided who will bring them there. An ITC garrison is common on new colonies, as the Planetary Defense Force is only authorized and formed when the planet is self-sufficient, with its own constitution and elected leaders. Until then, the colonies depend on the ITC military. The Seventh Fleet High Command should inform me who will be the commander of this garrison in a few days, right here in Neptunia. Do you think that would work, Lieutenant? And you, Hank? Mercer?"
Captain Zaytsev
Sep 17, 2024 11:26 pm
Personally, I think it's smart.
... We may need some refit work to house them, but the military presence should dissuade more pirates.
We're working at similar purposes anyway.
Sep 17, 2024 11:56 pm
"I was still angling for the guns, but getting a small squad of marines on board wouldn't hurt. They might even like the change-up and more relaxed atmosphere." He smiles, then looks at and jabs his thumb in the direction of Douklan, and continues, "It's done wonders for him."

Hank pauses for a little bit, then adds, "Besides, it's the future governor he is helping out, not just some random merchant captain."
Last edited September 17, 2024 11:57 pm
Sep 19, 2024 4:46 am
Douklan quirks a smile at Hank's jab, and replies to the Captain's question. "Yes, sir, I think that they are likely to take you up on that offer, and if that happens, it will be a good argument for the Navy augmenting the CeeVee."
Sep 19, 2024 3:37 pm
Trade Era 1235, Day 168. 06:02 UTC
Mess hall, Celestial Voyager

The new mess hall of the Celestial Voyager, now affectionately called "The CeeVee" by its crew, was a modest space, more functional than luxurious. The long metal tables and benches were bolted to the floor, a necessity for emergencies, especially when the ship maneuvered through strong gravity wells or turbulence. The overhead lights cast a warm, yellowish glow, giving the room a slightly more welcoming ambiance than the rest of the ship's utilitarian interior. On the far side, a food dispenser hummed softly, churning out a steady supply of rehydrated meals and synthetic beverages.

Hank, Mercer, Corbin, and Gui Wang had gathered around a corner table, each settling into a rare moment of calm after the chaotic events of the past days.

Gui Wang, the quietest of the group, took a seat next to Corbin. He took a sip from his drink, his gaze lingering on Corbin. His boss was an enigma to him. After a moment of consideration, Gui Wang broke the silence. "Corbin, you've been with the CV for a while now, but you've never really talked about what you did before you joined up." He paused, watching Corbin's reaction carefully. "You mentioned being in the military once. Do you ever think about going back? I just received a public electronic message from the ITC military..." he said, his voice carrying a note of apprehension.

"They're looking for volunteers to enlist for work in a new sector they've opened up - Pandora's Veil. They’re offering decent pay and some benefits, but it’s clear they need people willing to handle the risks of working in an unexplored and potentially dangerous region"
Pandora's Veil: A New Frontier

Join the Exciting New Initiative in the Newly Opened Sector!

Are you ready for an adventure? Pandora’s Veil is a newly discovered sector full of untapped resources and unexplored worlds. As part of the Interstellar Trade Commission's expansion efforts, we are seeking motivated civilians to join our pioneering efforts.

What We Offer:
- Unique Career Opportunities: Positions available in various fields, including engineering, research, resource extraction, logistics, and colony development.
- Attractive Compensation Packages: Competitive salaries and benefits, including hazard pay and relocation allowances.
- Housing and Support: State-of-the-art living facilities, medical care, and support services for you and your family.
- Adventure and Discovery: Be part of the first wave to explore uncharted territories and make groundbreaking discoveries.

Requirements:
- Eligibility: All interested individuals must be 18 years or older, possess relevant skills or experience, and be willing to undergo a brief training period.
- Commitment: Minimum two-year commitment required. Extended contracts available for those interested in long-term opportunities.

How to Apply:
Contact Us: Visit our recruitment office on Starbase Poseidon, Neptunia, or apply online through our secure portal at PandoraVeilRecruitment.ITC.

Application Deadline: Applications accepted until Trade Era 1235, Day 190.

Be part of something bigger. Embrace the challenge. Discover the unknown.

Interstellar Trade Commission - Your Gateway to the Stars
OOC:
What do you do?

Trade Era 1235, Day 168. 06:00 UTC
Starbase Poseidon, Neptunia

The docking bay of Starbase Poseidon hummed with life, with the Celestial Voyager settled into its assigned berth. While the crew relaxed in the mess hall, Douklan was alone in the corridor.

The door to the docking bay hissed open, and Douklan stepped out onto the metal deck. Military ships and starbases were familiar to him—the cold efficiency of their corridors, the smell of the air and the slightly metallic taste of the water, from the recyclers and reclamation systems, plus the constant hum of the fusion cores that powered the entire facility. It was as much a home as he had known in the past few years. Technicians and deckhands bustled around, performing routine checks and maintenance on the newly arrived ships. A few gave him nods of recognition, not necessarily to him as an individual, but rather to his uniform and rank. Most were too engrossed in their tasks to notice the lone officer walking through the controlled chaos.

He made his way toward the Admiralty offices, the letter from Admiral Wainwright weighing heavily in his mind. As he walked, he couldn't help but replay the offer in his mind. Command of a planetary garrison was a significant step up—a chance to lead, to make a mark, to shape the future of a new world. Yet, it also meant a commitment, a binding contract. On the other hand, he could choose to be honorably discharged now that he was at the end of his tour. Valeria had offered him a job more than once as part of the VC crew. It would mean more freedom and the possibility of joining other ships and free traders in the future.

He arrived at the Admiralty offices, a massive structure of steel and glass overlooking the docking bay. As he entered, the receptionist, a young ensign with tired eyes, glanced up.

"Lt. Paravides, here to see Admiral Wainwright," Douklan said.

The ensign nodded and gestured to a seat. "She's expecting you, sir. Please wait here for a moment."

Douklan sat down, his gaze drifting to the viewport overlooking Neptunia. The planet’s endless ocean spread out beneath him, a tranquil sea hiding untold depths and secrets. He wondered if the garrison he was meant to lead would find anything as well - ancient ruins, lost technology, or perhaps just the quiet solitude of a world left behind.

"Lieutenant, the Admiral will see you now," the ensign interrupted his thoughts.

Douklan stood and made his way to the office door, which slid open with a soft chime. Admiral Celia Wainwright was seated behind her desk, reviewing a series of holo-screens displaying reports and star charts. She looked up as he entered, her expression warm but serious.

"Lieutenant Paravides," she greeted, rising to offer a handshake. "Please, have a seat."

He took the offered chair, his back straight, hands resting on his knees. Wainwright studied him for a moment, as if assessing his readiness for the conversation ahead.

"You've had a long tour, Lieutenant," she began. "Your service record speaks for itself, and your recent performance on the Sentinel and with the Celestial Voyager has been exemplary. The Admiralty is impressed."

"Thank you, Admiral," Douklan replied, his voice steady despite the turmoil of thoughts within.

Wainwright leaned back, her gaze never leaving his face. "I understand you have a decision to make."
OOC:
Douklan, what do you do?
Sep 19, 2024 5:39 pm
Corbin ponders the question for a moment. Smiling he looks at Gui, "I didn't so much as leave the military as I didn't make the cut. The soldiering bit was simple and I was good at that, but they expect more people skills. I have a knack for saying the wrong thing when it matters. Didn't work out well in their program. Works out better here, I grew up in a ship, mining rocks in space. Fact, my time in the Military was the longest stretch planet side. In my whole life. As to Pandora's Veil, unless you quit the CV, you're going to the Veil. You'd even have the option to stay, once they dismantle the CV into the settlement. I'm not sure what benefits they're offering, but anyone who stays out there is going to be there a couple years. Pretty much all in the same boat. Anything goes wrong, Civilian or Military, you'd be months or years away from help."

Corbin takes a long pull off of his drink. "Not trying to scare you, but getting off the ship on a colony world is the bigger decision than going there as a civilian or military person."
Sep 19, 2024 6:13 pm
Hank adds in, "You work for the ITC, you start at the bottom. You will never even be seen by anyone with real authority. If you work on this ship, you're working for the future civilian leader of the primary world in the effort. Stay here, and you get the chance to personally impress the future governor."
Sep 20, 2024 7:57 pm
I'd say it is an impressive opportunity, but there is something to be said about building up the connections and resources we have here. Something you'd have to start over if you went to Pandora's Veil.
If enough people in this crew, or people I knew in general, were interested, and the compensation was really good, I would strongly consider it.
But the opportunity to be part ownerin a trading ship is a rare opportunity too. One that I can capitalize on better. ...

Marcer took a moment of thought.
"Though the opportunity to trade with the new settlements in Pandora's Veil is an opportunity we should consider in the future. "
Sep 21, 2024 2:21 pm
Trade Era 1235, Day 168. 06:08 UTC
Mess hall, Celestial Voyager

Gui Wang shifted awkwardly in his seat, feeling the weight of the responses from Corbin, Hank, and Mercer. It was clear that none of them were jumping at the idea of joining the military, and their responses—especially Corbin's frank warning—made him realize how out of place his question had been. He cleared his throat, his usual quiet demeanor slipping as he tried to recover from the awkwardness.

"Yeah, I, uh... wasn't really thinking about joining either," Gui started, his voice a bit hesitant, though he forced a small smile. "Not the military, at least. I just... wanted to see if anyone was considering it, you know? Make sure I wasn't the only one thinking about all this. I mean, it's not every day you hear about a new sector opening up like that and the military opening this much positions. Kinda hard not to wonder what it's all about."

He glanced at Corbin, then Hank, then down at his drink, swirling it in the cup. "But yeah, staying with the CeeVee makes sense. We've got a good thing going here, and like Mercer said... there's potential for us to carve out something bigger in the long run. Trading, maybe a new ship..."

Gui paused, glancing up briefly. "I guess... I just wanted to make sure none of you were about to up and leave for that kind of risk. Not that I blame anyone who would," he added quickly, stumbling over his words. "It's just... it's a lot to think about, right?"
OOC:
What do you do?
Sep 21, 2024 2:47 pm
Yeah, I agree. I wouldn't blame anyone who wanted to take advantage of that opportunity. Being the first in a new sector could really be something. Especially for those with the right background.
Sep 21, 2024 10:34 pm
Hank tries to be reassuring, "No, there is nothing wrong or out of place to think about those things and those opportunities. As you say, things like this don't come around very often and anyone would have to at least think about it. No problem with bringing it up. We're all just giving our perspectives and opinions. You have to do what is right for you."
Sep 25, 2024 2:24 pm
Trade Era 1235, Day 165. 08:49 UTC
Offices, Celestial Voyager

A couple of hours later, the Celestial Voyager was a hive of activity. Docked at Poseidon Base, the cruiser was undergoing quick but essential repairs. The crew was scattered across various parts of the ship and base, some overseeing the repairs, others taking advantage of the brief respite. Hank Heron sat in his modest office, catching up on the usual administrative tasks that had piled up during their last leg of the trip. Across the ship, Mercer was busy in the cargo bay, inspecting the removal of traps.

Hank’s concentration was interrupted by a soft chime from his comms panel.

"Captain Zaytsev to First Officer Heron," Valeria’s voice came through. "We have a new arrival. You’re going to want to see this. Bring Mercer with you."

He straightened, curious. "On my way, Captain."

Trade Era 1235, Day 165. 09:01 UTC
Bridge, Celestial Voyager

Hank and Mercer reached the bridge just in time to see the silhouette of the Eternal Wanderer appear on the screen. The sleek frigate was the envy of those watching from Poseidon Base, its dark hull catching the light as it moved gracefully into the parking area. It was an Explorer starship with a rarely seen and fully functional Spike Drive-4 technology, its purpose driven by deep space expeditions and the search for unknown knowledge.

"That's the Eternal Wanderer, right?" Hank asked, eyeing the ship’s advanced hull and systems.

Valeria nodded. "It is. I believe they’re here to see us and bring Mariella."

As if on cue, the comms panel chimed again, this time with a direct transmission from the incoming ship. Hank exchanged a glance with Valeria, and she nodded her permission. He pressed the button to answer and Mariella’s face appeared on the screen, a warm smile on her lips.

"Hank, Mercer, it’s good to see you both," she said, her voice carrying that familiar warmth. "I hope the CeeVee is holding up. The’ve only just arrived for a brief stay and to give me a ride, but VIREN and Dr. Morrow would like to meet with you both. If you have time, they’re extending an invitation for you to come aboard the Eternal Wanderer."

"Personally?" Erin's voice crackled in over Hank’s shoulder. She had entered the bridge, drawn by the incoming transmission. "Didn’t think that AI cared for small talk."

Mariella gave a small smile. "VIREN’s... evolving, I think. It’s not just a matter of ancient protocols anymore. I’m not sure how else to put it, but I think it wants to make amends for some of the misunderstandings. And maybe—just maybe—it’s starting to see the value in forming connections beyond cold logic. Either way, I’d say it’s worth hearing out."

"We’re just wrapping up repairs here," Hank said, glancing at Valeria for confirmation. She gave a slight nod.

"We can manage for a few hours. Go on," Valeria added. "This sounds like something worth following up on."
OOC:
What do you do?
Sep 25, 2024 3:14 pm
Mercer raises an eyebrow in surprise at the news. This is interesting, seeing how VIREN has changed. Want to go make friends with an AI? Mercer is curious and ready to make friends with this new, evolved, VIREN.
Sep 25, 2024 3:24 pm
OOC:
To be clear, the invitation is just for Hank and Mercer?
"Very much so!" Hank replies. "Let's get going." He will grab his datapad on the way out.
Sep 25, 2024 7:24 pm
OOC:
Quote:
To be clear, the invitation is just for Hank and Mercer?
Yup. Corbin stays away from those talking robots and Douklan is with the Admiralty, making his "big choice" (see my post for him above, a few days ago).

I am moving the conversation with Viren to a side-thread. Neptunia is mainly about Douklan and the military. After your feedback to Gui, I can see that nobody else is enlisting. So, after Douklan's answer, that's it for the planet. =)
Sep 25, 2024 7:32 pm
OOC:
Hank is not military material. He knows it. He knows they know it. He had aspirations of perhaps working in the Explorers, but he didn't make that cut, so he knows he is in the best place he could be right now. He also knows he isn't a "frontier's man", either. He's a suburban boy and comfortable with that. The offer wasn't even remotely tempting. :-)
Sep 25, 2024 7:34 pm
OOC:
daryen says:
Hank is not military material. He knows it. He knows they know it. He had aspirations of perhaps working in the Explorers, but he didn't make that cut, so he knows he is in the best place he could be right now. He also knows he isn't a "frontier's man", either. He's a suburban boy and comfortable with that. The offer wasn't even remotely tempting. :-)
I know. No problems! =D
Sep 25, 2024 9:02 pm
OOC:
I dont think Mercer is military material either... he for sure isn't. Heh.
OOC:
I also want to take care of selling/buying soon?
Sep 26, 2024 8:57 am
OOC:
Quote:
I also want to take care of selling/buying soon?
There are no significant trading with the planet, so you can't buy/sell tons, just single items. Is that the case? If so, just let me know.
Sep 26, 2024 6:12 pm
OOC:
Our next stop is where we hope to dump pretty much all of our current goods, dice willing.

This stop appears to be more RP than anything. Not including the pirates, of course.

I'm just eagerly awaiting the next XP handout so I can get my Program-2 skill. All that other equivocating from before? Yeah, forget it. I'm getting the Program-2.
Sep 26, 2024 10:47 pm
OOC:
Ope. ok. Good clarification!
Ok no worry about trading..
Sep 27, 2024 9:17 pm
OOC:
@Esidrix we are waiting for @spaceseeker19 answer to this post.

I am going with side threads for the rest of the crew in the meantime. Do you wanna a side thread with Corbin as well or should we wait a little bit more?
Sep 27, 2024 11:28 pm
OOC:
@htech - I'm not sure if it requires a side-thread, but Corbin's plan is to take a list of parts to the ITC repair depot. After the hits we took, I assume the engines are equal parts 'original equipment' and 'bailing wire/Duct tape'. I'd like to refurbish the engines and take Gui 'under my wing' to make him more familiar with the ship as well as looking to make him an 'Engineer, 1st class'. Sort of a semi-official promotion to my main assistant.
Sep 27, 2024 11:45 pm
OOC:
Got it! No need for another thread.
Trade Era 1235, Day 165. 08:49 UTC
Engineering, Celestial Voyager

Corbin stood in the Celestial Voyager’s engines room, wiping grease off his hands with an old rag. The hum of the ship’s systems was like background music to him—constant, familiar, almost soothing. The engines had been through hell and back, patched together more times than he could count with spare parts, improvised fixes, and plenty of luck. But luck only lasted so long in space. Sooner or later, the engines would need more than just a temporary patch job.

He sighed, looking at the state of things. The last encounter put extra strain on the propulsion systems. Not only from running it at 120% for hours but also because of the damage sustained. The whole section was now a patchwork of "original equipment" and creative engineering, and as much as Corbin appreciated the craftsmanship of duct tape and bailing wire, it was time for a proper fix.

He thumbed the list of parts he had scrawled onto his datapad, frowning at the sheer length of it. He needed to make a trip to the Navy's repair depot and get this ship back in fighting shape. And he had another plan in mind, too—one that involved taking Gui Wang under his wing. The kid had potential, no doubt about it, but he needed more hands-on experience. Corbin figured this was the perfect opportunity to get Gui familiar with the inner workings of the CeeVee, maybe even nudge him toward becoming his main assistant.

He tapped the comm button:

"Gui, meet me in the engine room. I’ve got something I want to go over with you."

A few minutes later, Gui appeared in the doorway, looking a little uncertain but eager as always.

"Sir?" - he said, just like the Synths. The kid was overly formal when he was nervous.
OOC:
Corbin, what do you do?
Sep 28, 2024 2:47 am
"Gui, we have an opportunity to get the engines back up to spec. I'm pretty sure the ITC has all the parts we need, we just need to know what parts we need. " Corbin holds a datapad out to Gui. "Here's the original engineering diagrams for the spike drive. I imagine it'll take a couple hours, but see if you can run through the schematics and create a list of what we need to replace. Don't be shy either, if a part looks questionable, put it on the list. I'll be running through the other systems, I was so focused on keeping us moving during the fight, I'm not sure what else got damaged."
OOC:
I know he's an NPC, but I feel like a Fix roll would determine how he does on making a list of parts that Corbin can compare to the list Corbin's already made.
Sep 28, 2024 4:03 pm
OOC:
I agree. So, I guess it's "A significant challenge to a competent professional that they’d still succeed at more often than not." By the book, that's DC8. Let's see...
Gui sat down at the corner workstation of the engine bay, the hum of the Celestial Voyager’s systems filling the quiet air around him. Corbin had just handed him the original engineering diagrams for the spike drive, and the task ahead was clear—go through the schematics and figure out exactly what needed replacing. It was a tall order, but Gui had been preparing for this moment ever since he joined.

He propped the datapad on his lap, the glowing schematics unfolding in front of him, line after line of complex systems, connections, and components. He swiped through the diagrams, carefully reading over the details. Fuel injectors, plasma conduits, coolant regulators—Gui’s job was to confirm what was damaged or worn out and ensure nothing was overlooked.
A couple of hours later, Gui sat at the workstation, staring at the long list of parts he had scrawled onto the datapad, his thumb absentmindedly scrolling through it. The sheer length of it made him frown, and he couldn’t help but shake his head at how much work the engines needed.

As he moved down the list, Gui realized that many parts weren’t outright broken—they were just tired. The Plasma Injectors were pushing past their recommended operational limits, and the Thermal Displacement Grid had taken a beating, its cooling capacity compromised. He had added both to the list without hesitation. Better safe than sorry.

Then he paused on the Subatomic Compensator. It wasn’t flagged as critical, but the wear indicators were creeping upward. Gui tapped his chin thoughtfully. The compensator was a crucial part of the spike drive’s function, responsible for stabilizing jumps through space. If it failed, they’d be looking at serious trouble—if not something worse.

Sighing, he added it to the list. It wasn’t a part most engineers would prioritize just yet, but Gui had learned one thing in his time aboard the CeeVee—you didn’t take chances with things that kept you alive in the void.

By the time he finished reviewing it, the list was long and a bit daunting, but Gui felt good about it. He glanced over the parts one last time, then stood up, datapad in hand, and headed over to Corbin, who was busy with another system nearby.

"Corbin, I’ve got the list," Gui said, holding up the datapad. "Covered everything I could find. Some of the parts aren’t critical yet, but I figure we don’t want to push our luck."

Corbin took the datapad and scrolled through Gui’s work, nodding slowly. "Looks like you nailed it," he said, his voice tinged with approval. "You even put down the compensator, huh? Good call. Most wouldn’t bother with it right now, but you’re right—it’s better to handle that before it bites us mid-jump."

Gui felt a surge of pride at the compliment. "Figured it was worth playing it safe."

"Damn right," Corbin said, handing the datapad back with a satisfied grin. "You and I had almost the same list."
OOC:
What do you do?

Rolls

Gui: Fix DC8 - (2d6+1)

(52) + 1 = 8

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

(3552) + 3 = 13

Sep 28, 2024 8:01 pm
OOC:
Hey. if it doesn't take much effective storage we could keep some of the "nearly worn out" pieces as flavor for future emergency repairs. ?
..... it is nice to have some good engineers on board.
Sep 28, 2024 8:09 pm
OOC:
@PhoenixScientist - total agreement.
"Excellent work Gui, take a breather and then get the synths working to pull any of the parts that are truly busted. I'm taking this list to the ITC to request replacements." Corbin heads off to the ITC repair bay with his list of parts.
Sep 28, 2024 8:11 pm
OOC:
The military is here? Can we have that convo with them?The "Offer to house, and maybe convince to get guns" convo?
Oct 2, 2024 5:18 am
Trade Era 1235, Day 168. 06:00 UTC
Starbase Poseidon, Neptunia


"The Admiralty extends its heartfelt congratulations on the successful completion of your recent tour of duty. Your exemplary service as the First Officer of the ISS Sentinel and your role as Liaison Officer to the Celestial Voyager has been noted with high commendation."

As Douklan traveled through the familiar corridors of the base, he had reviewed the Admiralty letter that he had inadvertently committed to memory.

"In recognition of your outstanding performance and dedication, we are pleased to extend an invitation for you to continue your service with the Interstellar Trade Commission's Security Division. We believe that your skills and leadership qualities will be invaluable as we establish a new planetary garrison on Astralon."

Douklan had been considering the words in Admiral Wainwright's letter constantly, going over them again and again thousands of times in his mind since he had first read them in the offer letter subjective days earlier.

"Should you choose to remain in active duty, you will be assigned command of this garrison. You will lead the officers and enlisted personnel who will be stationed there, ensuring the security and stability of our operations in that region. Your leadership will be crucial in this endeavor, and we have every confidence in your ability to excel in this expanded role."

At first he had rebelled against such a post. After all, what did he, a Destroider, know about working on a dirt ball? But he had faith in the ITC, and hadn't he already been admiring Captain Zaytsev's bravery in taking up the position of governor? So he hadn't decided right away. He had set that decision aside with the letter like a family heirloom, and would take it out to admire and consider it at every opportunity.
htech says:

Douklan made his way to the office door, which slid open with a soft chime. Admiral Celia Wainwright was seated behind her desk, reviewing a series of holo-screens displaying reports and star charts. She looked up as he entered, her expression warm but serious.

"Lieutenant Paravides," she greeted, rising to offer a handshake. "Please, have a seat."

He took the offered chair, his back straight, hands resting on his knees. Wainwright studied him for a moment, as if assessing his readiness for the conversation ahead.

"You've had a long tour, Lieutenant," she began. "Your service record speaks for itself, and your recent performance on the Sentinel and with the Celestial Voyager has been exemplary. The Admiralty is impressed."

"Thank you, Admiral," Douklan replied, his voice steady despite the turmoil of thoughts within.

Wainwright leaned back, her gaze never leaving his face. "I understand you have a decision to make."
Lt. Paravides knew he shouldn't make a snap judgment when sober reflection was needed. So he'd spent a good deal of thought on what the advantages of accepting the position would be. This was a huge opportunity, after all. Not only was this an exciting frontier adventure, not only was it a huge promotion, but it meant a measure of independence that he hadn't experienced since he enlisted in the Navy. Out on the fringes, his would be the ultimate authority. No more would he have to kowtow to ship officers less knowledgeable (and sometimes less competent) than he. No more would he have to pass the obvious course of action up the chain of command and watch as it was debated and dismissed by inexperienced sinecures. He could set the policy, and chart the destiny of the Navy on Astralon and help the military personnel bond into a tight-knit group that would support and influence the development of the new colony. A whole new world! Douklan swelled with pride and delight at the thought. Out of all the possible candidates, they had chosen HIM.

His own command! This was a once-in-a-lifetime opportunity! His excitement grew every time he thought about it. Hadn't he just been admiring Captain Zaytsev for her bravery in making the astonishing choice to become the colony's governor? At the time he had wondered whether he would be as brave...no, if he was honest, he had wondered if he could be as brave. He'd had no inkling, couldn't even have dreamt that an opportunity to answer that question would have come his way. This was his chance! Was he man enough to take it? Generally he was modest, but Douklan thought he was up to this task. Hell, he was eager to get started!

This was a challenge, a new adventure at last after years and years of the same drudgery as backup and, rarely, the actual pilot of various Fleet vessels. Adventure? Glory? Challenge? These things had been rare in the Navy, a far cry from the excitement of "personal testimonies" in the recruiting materials. He'd be a fool to not accept this commission; it was an offer that would not be repeated. Could not be repeated, honestly: if he declined the offer, it was clear that his Navy commission was at an end, and how likely was it that anyone not in the Navy would ever be offered such a position of authority and responsibility on a new world? It was impossible. This was the only time he'd ever get this offer, the best offer of his life.

Perhaps best of all, living as a commander on a colony would present him with something he hadn't had for a decade: a stable location, a place to call home. That stability is a key prerequisite for forming any kind of serious relationship. He would be able to commit to a partner for the first time in his adult life, with the assurance that he would be there, with her, and not called away on a tour off-world for years that they could never get back. The memory of Farchelle visited him in his dreams sometimes still. From Douklan's perspective, only a dozen years had passed since they kissed their heartfelt goodbyes on Akpy. But as with any space traveler, Douklan's years of "awake" time were interspersed with entire decades of sleep time. Those years had passed for all of his loved ones. His parents, Farchelle, everyone that he had known and grown up with on Destroid-3, all of them had lived their lives while he slept and traveled between the stars. Many were already dead of old age, and few of the ones that remained of those he remembered would recall his face or name after such a long absence. Long-term relationships were impossible for space travelers when years passed to cool the ardor between each date. The idea of being relieved of that burden! Just think: to finally re-enter the flow of time with the rest of the human race! He could find someone to like, someone who liked him, and perhaps...perhaps they could even fall in love. Settling on a planet made that possible again.

All this flashed through his head again as he had made his way through the Poseidon Naval Base in Neptunia, and while he had waited outside the Admiral's office. Now, the Admiral brought his attention back to the present as she addressed him.

The choice was obvious.
Last edited October 2, 2024 5:19 am
Oct 2, 2024 5:30 am
"Yes, Admiral," Lieutenant Paravides agreed. "I do. I have thought about it carefully and thoroughly. Commanding the garrison is an amazing opportunity and a wonderful adventure...but it is one that I have decided, regretfully, to not accept."

Even now, with his mind made up, a part of him deep inside screamed denial at this. ::What are you doing???::

"It has been by pride and my privilege to serve the ITC and the Navy these past twelve years."

Yes, he was an idiot for turning down this command. He knew this. But he also knew that he had put his dreams on hold for a dozen years serving in the Navy, and he was not quite ready to give up on his dreams entirely. The galaxy of possibility spread before him, alluring and dangerous.

"I am profoundly grateful for all that the Navy has provided me, and I am deeply honored for the esteem you have for me to have made me this offer."

As when each of his previous tours of duty had ended, the old wanderlust had risen in him like the heat of a cozy fire (or like heartburn, he told himself in his more caustic moments). The old dream of exploring the galaxy, of discovery, drew near again, tantalizing. Never had Douklan felt it more strongly than now, when he had experienced a little bit of such adventure on the CeeVee. He had tasted it, and found that just a taste was not enough.

"Please believe me when I say that all of the service members I worked alongside, the crew of the various ships, Captain Rael, as well as you and the rest of the Admiralty, have my utmost respect."

He knew he was consigning himself to serving under someone else, someone probably less qualified than himself, wherever he ended up. But the idea of choosing a life in the dirt instead of the dream of the stars...that was deeply unsettling to him. Even though he had convinced himself several times that the obvious, clearly best choice was to accept the commission, that unease kept coming back. Was he doomed to never be satisfied, to always think that the grass was greener elsewhere? Perhaps yes. But whether that was true or not, Douklan knew that he'd go stir crazy on Astralon if he knew that his job tied him there, in one place, for years. He realized that he would forever regret not taking the opportunity to see the galaxy, to explore, to finally see if the reality matched his childhood dream.

"I regret the delay, but I wanted to communicate this to you in person, to make it clear that there is absolutely no animus in my decision."


Douklan knew that the Admiral likely had several other candidates in mind for the Commander role, and he realized with a start that perhaps she had already made the offer to other, more qualified personnel before him. But while he could think of many officers who would be terrible choices to give a command, he could also think of several others who would be inspired choices to lead a garrison. In fact, he mused, it was a shame that it had to be ITC Navy personnel...he daydreamed for a moment of a scenario in which one or another of the crew of the CeeVee would take the role and had to quash a smile at the image. Douklan was confident that the Admiral had other candidates in mind that were at least as good as the ones that occurred to him.

"Again, thank you for your time, Admiral, and the honor of your consideration."

Douklan Paravides also knew that he would be a miserable partner to his imagined, hypothetical lover; the job of garrison commander would be a busy one with little downtime for at least the first year. And more practically speaking, who exactly would be available for this opportune romance? Terraforming scientists? Captain Zaytsev??? He quickly covered the smirk at this incongruous image as a warm smile to the Admiral. No, he couldn't see having a serious romance with someone who had been a shipmate, much less a co-leader. On board ships, any assignations with shipmates were, by long spacer tradition and centuries of experience, necessarily short-lived and casual. The attachments that came with serious relationships were an impediment to shipboard life, not to mention the jealousies and possessiveness that came along. So when would he be able to form this fairy-tale romance on Astralon? Only after years when the colonists arrived...and what colonist would fall for him? Most if not all of the colonists would be married! So would it be a widow, or a polyamorous wife? Neither hypothetical seemed all that appealing as worth a wait of years.

No, for now, the stars would win his heart again.
Oct 2, 2024 7:17 am
OOC:
Slow clap for those posts... I was not sure what Douklan would choose, in fact I suspected he would take the offer
But by the end I felt that he couldn't make any other choices but what he did .
Oct 2, 2024 1:56 pm
OOC:
Very nicely done! Very much worth the wait!
Oct 2, 2024 9:50 pm
OOC:
Nice! Thanks for the post!
Admiral Wainwright studied Douklan with a steady gaze, her fingers interlaced on the desk before her. She nodded once, slowly, as if she had anticipated his decision, though perhaps not without a hint of disappointment.

"Lieutenant Paravides," she began, her tone measured but warm, "I understand that you’ve given this a great deal of thought. This is a significant opportunity, but I also understand that you may not want it."

She took a moment to tap a few commands into her console, a small notification chiming softly in response. "Given your decision, the next steps are clear. Effective immediately, you will be honorably discharged from the ITC Navy, and transferred to the Interstellar Trade Commission's Security Division Reserve Forces."

Wainwright leaned back slightly in her chair, her expression softening. "As a reservist, you'll retain your rank and be placed on standby. Should the ITC require additional manpower for any wars, major conflict or urgent situation, you’ll be called upon to serve once again. But outside of that, you will be free to pursue your own path."

She paused, letting the weight of her words settle in. "The Reserve Forces are largely composed of former military members who, like you, have reached the end of their active duty or resigned their commission. They aren’t normally kept under arms, but they are available should the Navy or the Security Division need experienced personnel. It’s not a common occurrence, but it’s a contingency nevertheless."

The Admiral’s eyes lingered on him for a moment longer, and her voice softened further. "You’ve served with distinction, Mr. Paravides. Your contributions have not gone unnoticed, and we are grateful for everything you’ve done. You have my respect. Wherever your journey takes you next, I trust that you will continue to make us proud."
OOC:
What do you do?

Back aboard the Celestial Voyager, Hank Heron leaned back in his chair, still mulling over the details of his conversation aboard the ITCS Eternal Wanderer. The faint chime of an incoming StellarNet transmission pulled him from his thoughts. The message flickered to life on his console, displaying a list of names and short bios—engineers, pilots, and a few eager adventurers—all former military personnel, currently at Neptunia. They were seeking passage or a place aboard, hoping to join a starship for the next leg of their journey beyond the water world.

Hank scanned the list with a raised brow, a slow grin spreading across his face. Fresh faces meant new opportunities—and new stories to tell.

Loading StellarNet...

People looking for a job or passage offworld
Name: Mettia Decius (she/her)
Background: Navy Pilot
Skills: Pilot (2d6+1), Fix (2d6)
Hit points: 2d8
Attack rolls: 1d20+1
Expected daily wages: 20 credits
Name: Damilola Adunola (he/him)
Background: Marine
Skills: Exert (2d6+1)
Hit points: 3d8
Attack rolls: 1d20+3
Expected daily wages: 30 credits
Name: Gui Long (he/him)
Background: Engineman
Skills: Fix (2d6+2), Program (2d6+1)
Hit points: 2d8
Attack rolls: 1d20+1
Expected daily wages: 30 credits
Name: Appia Nerius (she/her)
Background: Cyberwarfare technician
Skills: Program (2d6+2), Knowledge (2d6+1)
Hit points: 2d8
Attack rolls: 1d20
Expected daily wages: 30 credits
Name: Vilma Kurnikov (she/her)
Background: Master Sergeant, Gunner
Skills: Lead (2d6+2), Exert (2d6+1), Notice (2d6+1)
Hit points: 3d8
Attack rolls: 1d20+3
Damage rolls: Weapon + 1
Expected daily wages: 100 credits
Name: Hina Endo (she/her)
Background: Soldier (private 1st class)
Skills: Exert (2d6), Notice (2d6)
Hit points: 2d8
Attack rolls: 1d20+1
Expected daily wages: 10 credits
OOC:
What do you do?
Oct 2, 2024 10:53 pm
OOC:
OK, got a few questions:

1) Another "Gui"?

2) How many engineers are needed? We have two. Would three be useful? (A pair of "Gui"s not withstanding.)

3) Are stevedores actually needed?

4) Internal security forces are always good, but it helps to give them other duties in addition that will be useful.

5) We have like five pilots now. We should be good on that, correct?

On a first glance, I don't know that we need another pilot and I am not sure how well Erin and Vilma would mix. (On the other hand, having two team leads for two internal squads is completely valid, too.) I am interested in the other four, however, depending on what we need.

BTW, what is going to happen with Peter? Because I'll want to replace him if he's disappearing.
Oct 3, 2024 12:41 am
OOC:
daryen says:
OK, got a few questions:

1) Another "Gui"?
The odds are 1 in about 100 for the name. Surname is different, though... Gui Wang and Gui Long. Blame the dice and my name generator. There is a 1 in 10.000 chance to have exactly the same name. Let's hope not.
daryen says:
2) How many engineers are needed? We have two. Would three be useful? (A pair of "Gui"s not withstanding.)
Up to you. Usually, all NPCs counts as crew, you need to have a minimum amount of people and that's it. If their skills are relevant or not, will depend on how everyone is doing during crisis, if there are boarding parties, away teams, if someone is hurt, etc.
Quote:
3) Are stevedores actually needed?
They are the cheapest crew members. But you can ask Dr. Chen to move things around. We will abstract all that. Outside of combat, just the number of crew members matter.
Quote:
4) Internal security forces are always good, but it helps to give them other duties in addition that will be useful.
They will have something to do in the background. No need to worry.
Quote:
5) We have like five pilots now. We should be good on that, correct? On a first glance, I don't know that we need another pilot and I am not sure how well Erin and Vilma would mix. (On the other hand, having two team leads for two internal squads is completely valid, too.)
See above. They would work together in the background. Their skills are just relevant in away missions, hand to hand combat etc.
Quote:
BTW, what is going to happen with Peter? Because I'll want to replace him if he's disappearing.
He is leaving and selling his shares after you sell the cargo (including his cargo) and have the credits.
Oct 3, 2024 1:14 am
OOC:
One more question: do I need to worry about NPCs comparing notes on pay? I mean, if we hire Vilma at 100 and Erin is at 30, I can't imagine she'd be very happy about that. Or do NPCs just not worry about things like that?

Also, how do our finances on the crew look so far? Honestly, I'd be happy enough to just hire them all, as they would significantly improve our personal combat capabilities by a lot. But I don't want to overextend our finances, either.

Hank will start interviewing the candidates. Starting with GUI, Apria, and Damilola. The only hesitation is Vilma because of her salary level. If we hired all of them, that would be good, as it would bring us to a crew of 8, which is right about the level of 20 or so we probably want to be at. Baring anything bad, we'll probably hire either all of them, or all but Vilma.

We'll need to figure out who will be the new gunner.
Last edited October 3, 2024 1:15 am
Oct 3, 2024 2:12 pm
OOC:
I'm fine with a pair of Gui's. I don't see the benefit in hiring Vilma, the skills don't really match the pay. Any other 3 people are cheaper.
Oct 3, 2024 2:45 pm
All your interviews go smoothly.

What do you do? Public

Hire everyone except Vilma and move on. You'll increase daily wages by 120 credits. That'll be an extra 7,560 credits to pay all their wages until Altaria.
Hire everyone, including Vilma. You'll increase daily wages by 220 credits. That'll be an extra 13,860 credits to pay all their wages until Altaria.
Wait, I need more information about these candidates...
Oct 3, 2024 2:58 pm
Hank hires all of them except Vilma. I can't justify the extra expense since she's almost as expensive as the rest combined.

In addition, he increases Appius to 10 and Erin to 50. Appius should not be such an outlier. Erin has been around for a long time and probably deserves more, but let's start with an initial pay bump. Plus it puts her ahead of all of the lower paid new crew, which he wants to have in place.

Finally, we'll also need to figure out who the new gunner will be. Particularly if we get an actual weapon.

Edit: The pay raises for Appius and Erin add an additional 27 to the daily total.
Last edited October 3, 2024 3:02 pm
Oct 3, 2024 3:37 pm
OOC:
Okay. I will update the ship charsheet after Douklan joins you. I believe SS19 will RP that when he gets back to the CV.
Quote:
Finally, we'll also need to figure out who the new gunner will be. Particularly if we get an actual weapon.
The only option is Mercer. It doesn't make sense for someone's else PC to swap departments and an NPC can only be a department head if there are no PCs left.
Oct 3, 2024 5:31 pm
OOC:
I have an acceptable shoot for now, but it won't be getting better through skill points. I can't afford it.
What's next?
Last edited October 3, 2024 5:32 pm
Oct 4, 2024 5:17 am
htech says:

She paused, letting the weight of her words settle in. "The Reserve Forces are largely composed of former military members who, like you, have reached the end of their active duty or resigned their commission. They aren’t normally kept under arms, but they are available should the Navy or the Security Division need experienced personnel. It’s not a common occurrence, but it’s a contingency nevertheless."

The Admiral’s eyes lingered on him for a moment longer, and her voice softened further. "You’ve served with distinction, Mr. Paravides. Your contributions have not gone unnoticed, and we are grateful for everything you’ve done. You have my respect. Wherever your journey takes you next, I trust that you will continue to make us proud."

"Thank you, Admiral." Douklan says, genuinely touched. "Thank you." He gives a final salute, and takes his leave.

Douklan wanders for a while in the base, wondering at how the experience of the base simultaneously feels unchanged and profoundly different now that his relationship to it - his role in the Navy - has changed. He hadn't really been sure until he sat down in the Admiral's office which way he was going to jump, but a big part of him had wanted this....this freedom. But now he didn't know what to do with it.

In the absence of a heavenly host appearing to usher him down the right path, Douklan found that his feet eventually brought him back to the CeeVee. He resolved to talk to the Captain, to see if there was still a place for him, and a job for a recent veteran.
Oct 4, 2024 1:41 pm
OOC:
Hank will offer Douklan a job ...
Oct 4, 2024 4:50 pm
After checking in with the people stationed at the bridge, Douklan was directed to the office of Hank Heron, the ship's first officer. Captain Zaytsev, it seemed, was tied up with other matters. It was just as well — Douklan wasn’t even sure what he wanted to say yet. No longer bound by rank, regulations, or duties. Freedom — the very thing he had craved — now stretched before him like a vast, empty expanse, daunting and uncertain.

He arrived at Hank’s office and found the door open. Hank was seated behind a cluttered desk, reviewing a holo-screen filled with logistics reports. When he looked up, a flicker of surprise crossed his face, quickly replaced by a broad grin. Douklan was using civilian clothes.
OOC:
What do you do?
Oct 4, 2024 7:46 pm
With the grin still on his face, Hank says, "Come on in! Please, have a seat! What can I do for you?"
OOC:
Obviously, I know. :-) But to make it work correctly, Hank has to ask.
Oct 7, 2024 4:34 am
"Well, sir, it's about what I talked to you about a week ago. Buying shares, remember? I'm just letting you know I'm still interested." Douklan hunched his shoulders and smiled a half smile. "Also, would you have a space for an ex-Navy liaison on your crew?"
Oct 7, 2024 2:35 pm
Hank laughs and says, "No reason to be formal. You've been around too long for that. And, of course you have a spot here on the CeeVee! In fact, if anyone found out you asked for a job and I didn't give it to you, I'd be strung up by my thumbs."

Still smiling, he gets down to business, continuing, "Really, after the job you did getting us away from those pirates, I'd be a moron to not hire you. Let's get the paperwork out of the way ..."

By the time Douklan leaves the room, he is hired and has his shares.
Oct 7, 2024 3:15 pm
OOC:
Quote:
By the time Douklan leaves the room, he is hired and has his shares.
You mean shares in the new ship's funds? How many credits are you adding there?

Or are you just talking about the daily wages?
Oct 7, 2024 4:07 pm
OOC:
Ok, after the meeting he's hired and we're working on figuring out the ship shares. Can we have a side discussion on that so I properly understand what we've done again so we can integrate Douklan and release Peter?
Oct 7, 2024 7:20 pm
OOC:
Yup. Feel free to create a side-thread and ask your questions =)

Captain Zaytsev

htech

Oct 8, 2024 1:46 am
Trade Era 1235, Day 168. 14:49 UTC
Captain Valeria Zaytsev stood on the dais in the conference room, her gaze sweeping over the assembled crew of the Celestial Voyager. Outside the observation windows, Neptunia's atmosphere swirled in brilliant shades of blue and white.

"Alright, everyone, let's get started," she began and gestured to the group standing beside her. "We’ve got some new faces joining us. All former military, so they should fit in nicely, though I’ll admit—having this many ex-soldiers aboard makes me feel like I should start drilling formations."

A ripple of laughter went through the room, easing the tension. Valeria grinned and pointed to the first of the newcomers, a tall, broad-shouldered man. "This is Gui, former Engineman. And before you ask—yes, Corbin, this means you now have two Gui's in engineering."

Another round of chuckles rippled through the room, and even Gui cracked a small smile. Valeria moved on to introduce the rest: Mettia, Damilola, Appia, and Hina, a petite woman with a quick, determined expression.

"And last but not least, Douklan Paravides," Valeria said, turning to the final figure. Douklan stepped forward, and the air in the room shifted. His time as the military liaison on the Celestial Voyager and the multiple times they shared a drink, meal or even combat had left an impression on everyone, and now, seeing him in a civilian role was an adjustment.

"Douklan," Valeria said with a nod, "is rejoining us. I don’t think I need to explain much—he’s been here before. You all know him."
OOC:
What do you do?
Captain Zaytsev
Oct 8, 2024 1:54 am
That's great. It's good to have you on permanently, Douklan.
Oct 9, 2024 4:37 am
"Thank you, Captain, Mercer." Douklan stands there for a moment, unsure what else to say that wouldn't be maudlin or overly sentimental. Then he has a brief struggle with a perverse impulse to break the awkward silence with the Rat Joke, and finally just nods and steps back.
Oct 10, 2024 12:19 am
Captain Zaytsev
Valeria cleared her throat, breaking the lingering silence after Douklan stepped back. "And now, to round things out, let me introduce our new military liaison—Lieutenant Alonso Carderas," she said, gesturing to a man standing at attention by the door. "Former communications officer of the Sentinel," Valeria continued. "He’s here to replace Douklan and bring his expertise into the fold."

Lt. Alonso Carderas
Alonso gave a nod. "I'm honored to be here, Captain. Looking forward to working with all of you."

Captain Zaytsev
"Lieutenant Carderas will be handling all military coordination for our upcoming missions, so get familiar with him," Valeria said, glancing around the room. "And one more thing before we wrap this up. Regarding our proposal to transport the garrison commander and his troops, the Admiralty got back to me earlier today."

She paused, letting that sink in. "They’ve informed me that the commander and his unit are mustering on Darasalam I. So, when we reach the system, we’ll be picking them up there. No need to scramble or change our route or plans for now—they are training and waiting."

"Alright," Valeria clapped her hands together. "We've got a big journey ahead. You all know how things work here. New folks—if you’ve got any questions, ask Hank, Erin or Corbin. We’re a team, so get comfortable with each other. Dismissed."
OOC:
What do you do? I will let that sink in and wait for at least one more post from everyone before we leave the system and end the chapter.

Corbin got his repair parts in the background/off camera, so no need for further details there. If he wanna put Gui as his second now, please tell that to both of them =)
Oct 10, 2024 12:27 am
htech sent a note to PhoenixScientist
Oct 10, 2024 1:01 am
Alonso, welcome aboard, have you been a military liaison aboard a civilian ship before?
OOC:
I want to get a bit of a read on him.
Last edited October 10, 2024 7:21 am

Rolls

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

(153) + 3 = 11

Oct 10, 2024 3:10 pm
Hank will ask the Captain, "Will be travelling directly with the Sentinel to at least Dianreti? Given our recent experience, we probably need the direct escort to get rid of our highly desirable cargo. Depending on what we find there, we'll probably be OK moving to Englene Station, but we need the protection going to Dianreti."

He will introduce himself to Alonso, and re-greet the new hires individually to personally welcome them aboard.
Oct 11, 2024 8:25 am
Mercer says:
Alonso, welcome aboard, have you been a military liaison aboard a civilian ship before?
Alonso shook his head, standing a bit straighter. "No, sir. I haven't. Yesterday, I was still just an Ensign."
Hank says:
"Will be travelling directly with the Sentinel to at least Dianreti? Given our recent experience, we probably need the direct escort to get rid of our highly desirable cargo. Depending on what we find there, we'll probably be OK moving to Englene Station, but we need the protection going to Dianreti."
"Yes, we will be escorted to Dianreti and the station, where the first phase of the refitting will happen. Should we go to the planet or to the station first?" - answered Valeria.
Oct 11, 2024 10:46 am
OOC:
planet planet! Trade!
I believe our plan was to stop Planetside first. Get done what needs done there and go to the station so we can leave directly from there.
Unless there has been an update?
Oct 11, 2024 1:46 pm
OOC:
Where will the refit be done: station or planet?
Oct 11, 2024 3:31 pm
OOC:
daryen says:
Where will the refit be done: station or planet?
Station
Oct 11, 2024 10:13 pm
htech says:
"Yes, we will be escorted to Dianreti and the station, where the first phase of the refitting will happen. Should we go to the planet or to the station first?" - answered Valeria.
"In my opinion, we should hit the planet first. That would let us unload our more 'dangerous' cargo first. After that, we can unload the rest we are carrying at Englene, thereby basically unloading the whole ship. If we want to buy something at the planet, we'll need to make sure of how much cargo space will still be available after these initial modifications."
Oct 12, 2024 5:54 pm
"Gui prime, as Assistant Lead Engineer, please take New Gui and show him the bunks and give him a tour of the Engineering section. I'll catch up with you later and will go over duty schedules, etc. "

Captain Zaytsev

htech

Oct 12, 2024 11:57 pm
"I agree. Douklan, we depart for Dianreti III as soon as possible. Undock, plot our course and let’s begin preparations for interstellar travel.

Corbin, begin memory wipes for the Synths and a thorough systems check. We will enter cryosleep when you say so."
OOC:
Because Douklan has the starfarer talent, there is no need to roll. You always succeed in spike drills with DC10 or less. Moreover, the CV now effectively has a Drive-3 because of Douklan's talent.

If nobody else has anything they wanna do before we leave Neptunia, that's the end of the chapter.
Captain Zaytsev
Oct 13, 2024 2:15 am
OOC:
Hank is good to go!
Oct 14, 2024 1:35 pm
Corbin will get the Gui's and go over the Synth wipe and wake process to get us ready for the jump.
Oct 15, 2024 2:01 am
OOC:
very ready to start selling and make some money.

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