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Joao Lima
Scotland Edinburgh
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'This is Captain Lumper of the Amethyst Fire. I acknowledge your message and will comply.'
Lumper saw no obvious reasons to put his business at risk here. Though he was starting to have second thoughts about all the cargo he got in without checking it appropriately. He was half expecting that being a former Navy men would work in his favour...
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Greylond Aston
United States
Tennessee
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Given that attitude, and provided you don't resist then the customs inspection goes without a hitch and they leave you after a couple of hours of standard inspection and move on to their next ship...
You may proceed to the jump limit and make the standard Jump Rolls;
Astrogation:
Easy(+4) Education Astrogation Roll Takes 10-60 minutes.
Power: Engineer(Jump Drive) Average(+0), Education DM. Takes 10-60 seconds
OOC: Take note that you may add DMs by taking more(or less) time. More time equals a +1 DM per time category that you are taking, i.e. a task that normally takes 10-60seconds gets a +1 DM for taking 1-6 Minutes. Time categories are on page 50 of the mainbook..
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Joao Lima
Scotland Edinburgh
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Lumper thanks the officers for their prompt diligence, before shutting the locks and making them secure. he double checks is cargo is still all secured and moves back to the bridge. 'Must make a mental note to check my cargo prior to accepting it from now onwards.' he says to the ship.
He then catches himself noticing he just spoke to the ship and shakes his head...
Back in the control seat, and not wanting to take it for granted this time, he makes to spend enough time to get his jump drive to operate properly. (OOC - That means I will take up to 12mins and add +2 to the roll, better safe than sorry!)
Jump Drive 2d6+2 = (5 + 6) + 2 = 13 Astrogation 2d6+4 = (4 + 3) + 4 = 11
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Greylond Aston
United States
Tennessee
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Jump!
The universe outside the ship disappears, there is a sudden wrenching that feels like every molecule in your body is being pulled in a different direction, but only for a fraction of a second and then the ship only exists in a bubble...
for a week you are alone in the ship...
The Jump alarm goes off near the calculated time and Lumper is on the bridge ready for it but it still takes you by surprise, the sudden wrenching feeling happens again and...
2d6+5 = (6 + 6) + 5 = 17
OCC: Edit: what's up with this awesome die rolls on this site? that was a Nat12...
Your ship comes out EXACTLY where you calculated it should. You are approximately 41 hours travel time away from orbit around Caledonia.
Roll Sensors, (add Int or Edu DM)
OCC: You aren't in orbit yet, you are right at the Jump Limit and depending on what happens next depends on the result of your Sensor Roll.
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Joao Lima
Scotland Edinburgh
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OOC - Not sure, but I think must use this site for all my games!

After a week of playing solitaire games Lumper was quite happy to be startled by the alarm and the feeling of going out ending the space jump.
he quickly got back to his console and analysed the space around him for possible threats. He then proceeded to set a route to Caledonia.
Sensors using INT 2d6+1 = (6 + 2) + 1 = 9
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Greylond Aston
United States
Tennessee
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OOC: There were negative DMs to your Sensors that you were not aware of, therefore you missed the Sensors Roll. If you had taken extra time to get a DM for your roll this would have happened before you finished that Scan. You travelled about 1 hour inside of the Jump limit when this happened.
2d6 = (5 + 3) = 8 Sensors
1d6 = (4) = 4 Encounter Range
2d6 = (2 + 2) = 4 Enemy Init
2d6 = (6 + 1) = 7 Tactics
2d6 = (1 + 2) = 3 To Hit
Dual laser beams slice through the blackness of space, missing you, from something that you didn't pick up on Sensors! It's a strange ship out there at about 2,000 Km range
Roll Ship Combat Initiative! (OOC: a 2d6 roll.)
OOC: Die Roll for something else that you are not yet aware of: 2d6 = (3 + 6) = 9
The Enemy ship has an Initiative of 6.
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Joao Lima
Scotland Edinburgh
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'Crap.'
As droplets of sweat start to form in his forehead, Lumper starts evasive manoeuvres, and activates a mayday message.
2d6 = (5 + 1) = 6
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Greylond Aston
United States
Tennessee
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The ship appears to be maneuvering to close the range, possibly giving their weapons a better chance to hit.
OOC: Spacecraft Combat in the Mainbook. In order to speed up the combat(and since you don't have weapons on the ship) in a Play-by-post I'm going to go through a several Turns of Maneuver.
Lumper tries various evasive maneuvers for 30 minutes but the enemy ship slowly closes the range. It seems to Lumper that the other ship has a higher thrust than the Fire. This far out is pretty open space and any Mayday call is going to take hours to get to the inner system starport or any ships in orbit. It was a very lonely and tense half hour with the other ship closing the range but no Communications or Weapons Fire
OCC: There are no Pilot Skill rolls needed at this point, the two ships are at long enough range that the easiest and best thing to do to avoid them is to just thrust away from it. It hasn't fired at you again for a couple of combat rounds so wasting thrust on Dodging(Evasive Maneuvers) isn't called for. Also, if Lumper attempted to communicate with the other ship, the Comm calls went unanswered.
The range has closed to less than a kilometer, Lumper knows from his Navy days that at this point it would be normal to start hostile docking procedures but the other ship seems to be holding station at about 300 to 400 meters without communications or weapons fire. Sensors show that their weapons are locked on but there is no incoming fire.
2d6 = (1 + 2) = 3
2d6 = (6 + 6) = 12
2d6+6 = (6 + 4) + 6 = 16
After a couple of more tense minutes pass, Lumper gets a splitting headache and passes out...
BLACKNESS-
Time Passes...
Later, Lumper awakens, still in the pilot's seat on the bridge but with a splitting headache and he is VERY tired.
About one half hour has passed...
OCC: Lumper has damage. His Current Endurance=0 and his Int=0. He will recover 1 point of INT per day, resting or not. END will return at the rate of 1d6-END DM, which at 0 END the DM =-3. So for the first day of Full Rest Lumper may regain 1 or 2 END. Roll END Recovery
It looks like Lumper needs at least one or two days of full rest before maneuvering toward Calendonia.
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Greylond Aston
United States
Tennessee
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OOC: If anyone who is not playing would like to know what is going on, PM me and I'll tell you the current plot/campaign Events that Lumper isn't aware of yet. Effectively, you can lurk along from the Player's Perspective by reading this thread or you can Lurk along from the GM perspective via PM and reading this thread.
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Joao Lima
Scotland Edinburgh
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Lumper splitting headache is nothing compared with his fatigue. Being a former Navy men he quickly concludes that something out of the ordinary is afoot. Even though moving is almost completely out of question he takes a careful look into all of the ship monitoring systems to check any other ships positions, if anything is obviously wrong with his ship, and also how much time did he pass out.
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Greylond Aston
United States
Tennessee
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Everything on the ship seems fine at a first glance. About an hour later the Comm beeps with an incoming signal, "Amethyst Fire, this is system Pinannce Dunkeld, we are altering course to match yours but it will take us about a standard day to reach you, please state the nature of your MayDay."
The Fire seems to be undamaged and is still on the last course that you had set it on.
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Greylond Aston
United States
Tennessee
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OOC: Roll 1d6-3 for your End Recovery for the first day.
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Joao Lima
Scotland Edinburgh
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recovery 1d6-3 = (1) - 3 = -2
OOC - What know? game over?
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Greylond Aston
United States
Tennessee
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OOC: Nah, you just take a longer time recovering. The plotline has just started... mhwaaa....
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Greylond Aston
United States
Tennessee
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You are still very tired and your headache is slowly beginning to fade after a full day's fitful rest. In the morning there is a call on the Comm, "Amythest Fire, this is the Dunkeld. We are coming up on your position, hold what you've got and we'll do the hard work docking. We'll be on board before you know it."
After several minutes and with some clanking sounds the docking procedure was completed. The airlock opens, apparently the other crew is proficient in opening airlock hatches from the other side. A tall, thin blonde human comes onto the bridge, he carries a medpack over one shoulder and a repair kit in a backpack, "You ok," he says as he looks around, "I don't see anything damaged on board."
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Joao Lima
Scotland Edinburgh
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Happy to hear the sounds of the docking, Lumper suddenly felt the loneliness of space invading him. He wondered. If this had happened in deep space he could very well be dead by now. When the voice sounded behind him he gave an involuntary jerk in the chair...
'Not really well. Not sure what happened. Someone fired at me, and then just chased me for a bit before disappearing. Then I woke sitting here. No idea what the heck happened, and no idea why I fell so weak...'
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Joao Lima
Scotland Edinburgh
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OOC - Still around?
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