056-1105
The Issaries lifts off into orbit, and after about 6.4 hours travelling out to 100d makes a seamless transition into jump space. [no malfunctions, misjump, or ship encounter]
The voyage progresses calmly, and the crew are mostly on good behaviour. Gzo snipes at Stantil a little, but he shrugs it off and she doesn't press the matter. [bad reaction -- avoid on 8+: 2D=8, just]
This is Ortance's first time taking care of passengers, so she does her best to be as attentive to their needs as possible [needs 8+ (Steward-0) to avoid a problem: 2D=11]. She surprises herself at how well she can keep them all happy. The four suits from various firms seem mostly content to talk amongst themselves. The hunter is a little more needy; she's announced her intention to take passage all the way to Jenghe, and aside from making a mess in the passenger lounge, she sems affable enough. Even the angry mercenary from the inn isn't as difficult as Ortance had feared. Nothing is going wrong at all... until the [1d6=] fourth day in jump.
[ship event: Theft from a passenger stateroom or luggage area
Q: Is it one of the 2 interesting NPCs who's the victim? likely (3+): O5 C5 - yes, d2=merc
+Event: PC negative - Take / The mundane]
It starts with a seemingly inconsequential happenstance: Ortance comes back from clearing the galley and notices that the nice perfume she picked on Knorbes [Generously / Feminine] is missing from her stateroom. She doesn't remember taking it off her side table by the bunk. She's still wondering where it got to when the mercenary knocks at her door, asking for a private conversation.
Major Amna Ieske
A8A986 Age 30 Army 3 terms
Homeworld: Mertactor
Rifle-1, Autopistol-1, Blade-2, Leader-2, ATV-1, Gambling-1, SMG-1, Tactics-1
Low Passage, Auto pistol, Cr10000
Personality: Guilt Ridden, Sullen
"Someone's nicked my pistol from my quarters," says Major Ieske.
"I thought all passengers' weapons were stowed in the ship's locker."
"Well, you must have missed one."
"That's a breach of protocol!"
"Is that really what bothers you about this?"
"Of course not. Sorry. When did you see it last?" [1d3-1=1 days ago]
"Yesterday. Ship's time."
"I'll see what I can do."
Ortance goes straight to hal Ushsh. "I need your help..."
[Reaction=11]
She explains the problem, and hal Ushsh surprises her both with her eagerness to help and her promise to keep it quiet for now.
"Whilst I'm serving dinner in the lounge, I need you to look through the staterooms of everyone present -- and quickly. I'll ping your commo if anyone leaves early."
[Q: How many show up for dinner out? d6=all!
Steward 6+: 2D=9]
Ortance's half of the plan seems to go well. All six passengers show up for dinner and she keeps them fed and happy, though Major Ieske's usual grimace seems even more dour than usual. Ortance has planned a meal with extra courses tonight to give her more opportunities to get close to her charges, clearing plates and pouring wine. She hopes that she can detect the perfume thief, though she doubts that anyone would be foolish enough to wear the scent before disembarking. Still, there may be a lingering trace if they'd tried it.
[She'll need to roll SOC- to detect anything: 2D=5, success
Q: So, does anyone smell of perfume? unknown d6=4: O5 C6, yes
Q: Who? 1d5=not the hunter, so random roll on the Patron chart; absurd result =businessperson
d66=naval officer; terms=3, human male]
And there is! And not on who she'd have expected. The man's name is Fadmer Vigapf, and he'd done 3 tours in the Imperial navy before joining the private sector. When he proffers his wine glass for another round, she gets a definite whiff of it on his fingers.
When dinner is over, Ortance pings hal Ushsh for a briefing. Or is that a debriefing? She's no veteran herself, and doesn't want to get it wrong and make an arse of herself in front of her new soldierly shipmate.
[Q: Can hal Ushsh get through all the staterooms before someone leaves? unlikely (5+): O6 C5 - yes
Q: Did she find anything? doubtful (6): O1 C1 - no, and...]
Hal Ushsh is annoyed that she couldn't find any evidence -- of perfume or weapons -- in any of the staterooms. But she agrees to shadow Mr. Vigapf for a time.
Then Ortance reluctantly finds the Captain to make a report.
[Q: on a scale of 1-6, how angry is he? d6=4, rather put out]
He upbraids her for a few minutes for failing to get the passengers onboard correctly, then abruptly asks what she's going to do about it.
"I think I know who stole it. Or, at least, stole something from my quarters."
"You had a weapon too?! You know, I am still within my rights to put you out the airlock."
"No! it was that perfume I bought on Knorbes. I smelt it on one of the passengers tonight at dinner. I think he must be the thief."
"We can't go accusing innocent passengers... or letting rumour get out about how we run the ship."
"I understand. I can take care of this quietly. So far, only hal Ushsh knows. I just need a small toolkit from engineering."
"For what?"
"In case it's hidden in the ducts."
"This is going ot be a theme with you, isn't it?"
"I hope not."
"I'll tell Lluyd to leave a toolkit in your stateroom."
"I'd rather it were on the bridge -- my room's not secure."
"I hope you know what you're doing."
[Q: Anything happen before 'nighttime'? unlikely (5+): O6 C8 - yes
Q: What? Remote event - Delay / Illness (noted)]
The 'evening' is quiet, and Ortance is only bothered a few times by passengers wanting a nightcap or needing help (again!) with the onboard entertainment programme. When everyone is presumably fast asleep, she fetches the tools from the bridge, dons a set of engineering coveralls, turns off the alerts on her comm, and sneaks through air/maintenance vents on the passenger deck to spy on the former naval officer.
[5+ to evade detection, DM +1 for Dex 9: 2D+1=5, just]
It's not as easy as she expected to peer down through the vents. She has to prop herself up awkwardly to see anything. And doesn't enjoy feeling like she's doing something perverse. Thankfully, her suspect seems not to be undressing for bed just yet.
[Q: Anything to see? unlikely (5+): O6 C1 - yes, and...
Q: Does he leave the stateroom? unknown: d6=2: O3 C3 - yes, but... after O has crawled off
+Event: PC negative - Pursue / Investment (suddenly, the pieces all fit into place!]
He is just sitting on the edge of the bed, turning something over in his hands -- the purloined pistol!
Ortance craws back out of the ductwork and balls up the coveralls which she deposits with the tools back in engineering. Then she checks her comm to see there were no messages and goes back to her stateroom to get clean and changed before bringing in the cavalry.
But when she gets out of the fresher, she finds Fadmer sitting on her bed with the pistol in his hand. She yelps and shuts herself back inside. He knocks on the door and says, "put this on and we can have a civilised conversation" whilst handing her uniform through the cracked open door.
Fadmer Vigapf
866AC9 Age 32 ex-Navy Lieutenant 3 Terms
mechanical-1, navigation-1, auto-pistol-1, admin-2, dagger-1
She emerges to see him standing with his back against the stateroom door. He waves her over towards the bed with the gun. She sits on the edge. He remains standing, holding the gun down -- but holding it nonetheless.
"Where is it?" he asks.
"I don't know what you're talking about."
"Yes, you do. Where is it?"
"I don't know what you want. You must have the wrong person. I'm just a steward on a commercial freighter."
"Please, Ms. Staalazingen. Once they realised you'd fled offworld, Luenvire sent out agents to all the nearby planets to track you down. Fortunately for me, I drew the Knorbes assignment. Poor Agent Yilteseb got sent to Alell. Now, where is the data crystal?"
"What makes you think I even have one?"
Section chief Malaskisan had just gotten one that very day from the stationery cupboard. It was gone when you disappeared. And we know what data you copied. It set off alarms."
"Oh."
"Oh, indeed. If you return it to me, you may just walk off this ship alive."
"It's still on Uakye."
"I don't believe you."
"Why would I lie?"
"Because you seem to have no idea what you're doing, and you think I won't just have you put in cold storage and shipped back to Uakye to face your trial. Assuming they can wake you upon arrival..."
"Fine. But it's not in here. I've hidden it on the ship."
"Where?"
"In a crawlspace somewhere."
"Take me to it."
"So... if I hand it over, then what?"
"That depends on how sensible you are."
"You'd just leave at the next port?"
"Or the one after. Once I'd handed over the crystal, of course."
"And me?"
"Provided you keep your mouth shut, it's not worth having to clean up the mess of your murder. And without evidence, no one will believe your story."
"Oh."
"And if you are thinking of double-crossing me somehow, I should point out that I left word of which ship I'm travelling on. In case of any accidents."
"Fine," sighs Ortance. "I need the screwdriver in that drawer to get the hatch open. I'll get it so you don't have to root through my knickers. Slowly, so don't shoot."
Screwdriver in hand, she leads him silently into the cargo bay and opens the hatch leading to the ducts where she used to hide. She crawls in, then turns to ask, "you coming?"
[Q: Does he insist on following? likely (3+): O2 C8 - no]
"I'll wait here, if it's all the same. But don't try to stall -- or escape."
"The ship's not that big," concedes Ortance, who is inwardly planning to stall. Or escape.
[to stall and possibly outsmart him--
basic throw 8+
DMs -- both are SOC 9, so they know how to read one another; O's higher INT +1, his Mechanical -1, her Electronics +1: 2D+1=10, success]
She crawl back towards where she used to hide, but doesn't go the full distance. Instead she stops round the first bend, but leaves her feet still visible. She messes about a bit with panels and wires, and manages to tap into a computer port. She rips out some wires in hopes that it sends an alert.
[for this to work, throw 6+
DMs +computer, +1 INT over 10: 2D+2=8
Q: What sort of alert? Coolly / Damaged = engine coolant leak]
She stalls a bit longer, and is rewarded by the sound of the iris valve to the starboard engineering section opening. She calls back to Fadmer. "Got the inner hatch undone. I've got to move a few metres forward to get the crystal. Won't be two ticks!"
She slides off and tries to find a way into engineering.
[Q: Can she? 50/50 (4+): O4 C3 - yes, but...]
Ortance comes to a to a grating which she doubts she can remove, but she sees Lluyd looking at the reactor.
"Pssst! Lluyd! Hey, Rawwan!"
"What the fuck are you doing in there?"
"We're being hijacked! Activate the anti-hijack programme!"
[Q: Does Fadmer come in to investigate? unknown d6=2: O6 C8 - yes
Lluyd needs a DEX roll (9-) to alert the crew before he finds her: 2D=9, ok
Q: What does he do? (1d6) 1 attack, 2-3 restrain, 4-5 'take me to the captain', 6 play dumb: 3]
Lluyd sends an alert to the captain from the engineering comm panel moments before the iris opens and Fadmer steps through. He orders her at gunpoint to bind her own feet with emergency bonding tape, then he binds her hands behind her back. It's loud, so gagging isn't a worry. He uses a power drill to quickly unbolt the grating and heads into the crawlspace after Ortance, who is already sliding off in search of an exit.
[Q: Can he pick up O's trail? likely (3+, trail through the dust!) : O5 C2 - yes, and...
to get out of a different hatch before he overtakes her--
basic throw 8+, DM +1 for dex 9: 2D+1=8, ok
She randomly emerges near 1d18=stateroom (between #5 & #10 on the plan in Supplement 7, Traders & Gunboats)]
She thumps through the confines of the twisting ducts, and eventually clambers up to the upper deck through a hatch built into the floor grating between two of the staterooms. As she pulls herself up into the corridor, she sees Fadmer crawling up behind her. As his head and torso appear above the deck, she slams the grating down on him, but instead of hearing a wet thud, the deafening report of his pistol reverberates through the passage, and then lights flash dim and red as the hijack warning klaxons begin to sound distantly in Ortance's ringing ears.
[Q: Is Fadmer desperate enough to shoot? 50/50 (4+): O4 C7 - yes
He's got a base -1DM from Dex & skill, +2 for range (house rule: I don't use the bonuses on the attack matrix for armour, only the penalties), she's evading for -1, so total of +0.
Ortance's: DMs, +2 ~club at close range but -1 for her evasion, so +1 total.
so... F rolls 9, hit; O rolls 8, hit (actions are simultaneous)
O takes 3D=7 damage to (1d3=)DEX, physical UPP now 627
F takes 2D=6 to END, down to 860 - unconscious]
Without looking back, she sprints aft towards the galley, through it, and straight up the port side corridor.
[Q: Any crew there? 50/50 (4+): O1 C2 - no, and... no one (passengers wisely staying in their staterooms!)]
Her pace doesn't slacken as she runs through the next iris, up the corridor and into the passenger lounge. She bangs on the door to the bridge.
"Let me in! He's got a gun! Let me in!"
The iris opens after what seems like a lifetime. Even though they checked the monitor to see it was just her, there are three shotguns pointed at her face.
"Get in!" screams hal Ushsh.
She slips inside and they close the iris.
Gzo is still watching the monitors. "Where is he?" she asks.
"He didn't follow me?"
"Your shoulder!" interjects Stantil. "Have you been shot?"
"Oh. Shit. I--"
"Never mind that," says hal Ushsh. "It's not spraying, so it oughtn't be fatal. Where did you see him last?"
"I-in the starboard corridor. Um, port? No, definitely starboard."
"Stantil, you're ex-navy so I trust you to aim downwards and not hit me in any crossfire. Get to the starboard corridor iris. Staalazingen, you're with me."
Hal Ushsh goes out through the iris without waiting to see if they follow. Ortance and Stantil obey her mechanically, with varying degrees of shock and sang froid.
Ortance directs hal Ushsh back the way she'd run, and points uselessly at the disturbed floor grating towards which her comrade is already advancing. Stantil soon appears just beyond it, gun aimed downward. Hal Ushsh pads up and peers down along the barrel of her shotgun, then relaxes.
She activates her commo. "We're ok. Target neutralised. Cancel the alarms, please. They're doing my head in."
She hands her shotgun to Ortance, opens the grate the rest of the way, and jumps down inside. She tries to heft Fadmer up through the hole, but [STR 6] grudgingly has to call to Stantil for help.
Ortance watches passively as they get Fadmer out onto the deck. His face and shirt are drenched in blood.
"Is-- is he dead?"
"No. But he took a nasty bump on the forehead. That'll make you bleed like a speared hurood."
"Oh. Good."
"Speaking of bleeding," says Stantil. "You're doing rather a lot of it. Maybe we'd ought to see to that now that things are under control."
"Yeah. Um. OK. I'm just going to sit down... here for a moment... first...."
next post: it's not over yet!
Friday, 14 February 2025
Friday, 7 February 2025
CT Solo - Part 5 : Travellers have adventures?
041-1105
In the morning, freight arrives on the same, or similar, vehicles. There's 190 tonnes of it, all stamped with Imperial registrations, and even with Whangan help the crew need another eight hours to get it fully loaded.
Hands are then shaken, goodbyes are said, and the Issaries takes off for the nearest lake for re-fuelling, then heads up to the jump point.
[no malfunctions, or ship encounters... jumpspace
To avoid a bad reaction (per Solo) 8+ : 2D=5
Who? 1d7=captain,
What? d6=Argument with another PC ; d6=Lluyd
Q: How much does O overhear (on a scale of 1-6): 4, a fair bit
Q: What does he say? UNE:mysterious - conundrum - parents]
Ortance is too tired to sleep, and for an hour after they've hit jumpspace she wanders, lost in vague and unfocussed thoughts, through the quiet ship. Or maybe not so quiet. She hears voices down the passage coming from the galley. It's the Captain and Lluyd. Then they're coming closer. No, not closer, just getting louder. And louder. And louder still. Now Ortance can make them out with absolute clarity, as the Captain lays into Lluyd about some past incident, though never mentioning it exactly as they both know very well to what he is referring. Lluyd's peevish counter-arguments are similarly opaque. The Captain's diatribe devolves into ad hominem remarks about Lluyd's doubtful parentage. And they are louder still. No, this time they are coming closer.
[She needs to roll Dex or less (9-) to duck out without being noticed: 2D=9, just...]
Ortance scurries away round the corner. The captain calls after her, asking her to back up his opinion, but she pretends not to have heard.
[Q: Any fallout? 50/50 (4+): O4 C1 - yes, and...
Q: What? Take / The public]
The next two days sees the argument flare up [d6=3] thrice more, and always when other crew are present. Many take to hiding away in their staterooms
[Q: do any of the other crew approach her? 50/50 (4+): O3 C4 - no, but...]
One night when Ortance has crept out for a snack, she catches Adpl in the galley on a similar sortie.
"Are they always like this?"
"It's not the most unusual occurrence, that's for certain."
"So... do we just hide?"
"It's safer this way. Believe me, you don't want to get involved. It should be nearly over by now."
049-1105
Knorbes E888765–2 Ri
The Issaries comes out of jump at Knorbes near(ish) to a gas giant. But a panic sweeps the bridge when the M-drive won't start. Lluyd runs down to engineering diagnose problem.
[Event: Engineering problem requires all crew to help replace a huge component.
Ship Encounter: 200t far trader - Radio silence, they fear pirates]
As they are waiting for the diagnosis, a 200t far trader appears on the sensors. It doesn't hail them, and refuses to acknowledge any communications. Adpl runs to the turret to stand ready.
All eyes are fixed to the long-range scanner readouts as Lluyd's voice crackles over the intercom. "It's as I feared: the grav field regulator's T-housing is well and truly fucked. We've got the spare, fortunately, but I was hoping not to have to do this until planetfall on Hefry under a complete shutdown."
"What does this mean?" asks the Captain.
"It weighs nearly 500kg."
"Can't we use the grav pods from the cargo bay?"
"Grav pods... on the regulator."
"Oh, ah, right you are! Right, Ortance, you stay here and keep an eye on the sensors. Adpl will remain standing by in the turret. The rest of us, to engineering!"
Ortance is soon bored of watching the sensors blinking. But within the hour, the silent far trader leaves the gas giant's orbit on a jump heading. Adpl says they can stand down, and had probably better join the rest in engineering.
Whatever animosity had been eating at Lluyd and the Captain has been replaced by esprit de corps, as the crew sweat and strain in unison to replace the damaged housing. Ortance is swept up in their élan and is soon laughing and swearing along with the rest like a real spacehand.
052-1105
Having repaired the M-drive and re-fuelled at the gas giant, the Issaries touches down on Knorbes some 68 hours after arriving in-system. [N.B. on the greater continent, not the restricted area covered in The Kinunir!]
[World (non-)Event: Security check. Roll the Law Level or higher (5+) to avoid a complete check of papers and a search of belongings and vehicle. 2D=6.]
Captain Rov meets some imperial functionaries on the landing pad, and they check over the ships papers for about 20 minutes before rubber-stamping a local clearance certificate. Despite -- or rather, because of -- the extremely low technology on the world, it's a popular tourist destination (for those who can afford such extravagance) and not at all the backwater its UWP would seem to indicate.
Ortance feels the need to stretch her legs after a week aboard ship, so when the Captain announces he needs to go into town to arrange the cargo delivery, she asks if she might be allowed to accompany him. Surprisingly, he says yes.
[He intends to bring 1d3-1=2 others.
Reaction roll: 2D=9]
Hal Ushsh will be going too, with a shotgun (in a carry-bag), just in case. All three get cutlasses to wear out of the ship's locker.
[Q: transport into town available? 50/50 (4+): O5 C5 - yes
+Event: Remote event - Communicate / Information = rumour about another system within J2 1d6=Forboldn]
There's a driver with a 6-legged, low-slung orange-skinned beast hitched to [d6=]his wagon who came to loiter by the landing pad ever since the ship was spotted in the sky. The Captain gives him some local currency (square metal coins -- he keeps a box of them in the ship's locker) for the ride.
The driver proves to be excessively garrulous. "I drove some cor-po-rate types inter town not [d6=] four days gone. One them said a-t'other the Lanthy-num deposits what they surveyed on Forboldn wasn't so big like what they putted in their re-port, nor of so much of purity, as they was like to secure more bigger funding for their extracting that-a-ways. They muster thoughted I was too much-like a yokel to understam what they was on about. Vraoksy little zruitins, they was!"
[Reaction roll for the driver was a 10, so I thought a Rumour seemed appropriate.
rumour : specific location, Naturally / Dry
Q: What's it about? Deceive / Benefits
magnitude : ±1 aid/annoyance depending on who they talk to
Q: Encounters in / on the way to town? 50/50 (4+): O2 C5 - no.]
It's getting late by the time they are dropped off in the town square. Rov puts them up in a travel inn. Ortance is taken aback by the primitive conditions in the settlement, especially as they're staying somewhere that caters to off-worlders.
[On a roll of Soc or less (9-), she'll make some tremendous gaffe. DM +streetwise: 2D+1=12]
She's never seen so many wooden buildings before. But she keeps her cool and doesn't do anything to embarrass herself. She doesn't balk at the straw mattress in the room she and hal Ushsh are sharing, and doesn't mind only having an oil lamp for light. And, most importantly, she can guess at the function of the chamber pot under her bed without having to ask -- or using it to store her valuables!
[Q: Are the corp types staying here? 50/50 (4+): O5 C4 - yes, but... not for long
Q: Anyone else? unlikely (5+): O6 C1 - yes, and...]
They are awakened in the morning by Captain Rov knocking at their door to summon them down for breakfast.
"Sleep well?" he asks a yawning Ortance.
"It wasn't quite as comfortable as the ship's ductwork, but not too badly."
When they descend the two flights of stairs (the inn, at 3 storeys, is the tallest building in town), they find the common room filled with offworlders. At one table sit [d6=] five people in expensive and pristine explorers' clothing [Aggressively / Clean]. Nearby are three men clad in outlandish furs and skins [Naturally / Fancy]. And alone in the corner sits a dour woman in the stained uniform of some mercenary battalion or other [Quietly / Horrible].
[Q: Do any take interest in the party? 50/50 (4+): O4 C3 - yes, but... (needs reaction roll)
d3=outlandish
reaction=6]
The ones in the overdone 'rustic' garb (the natives here wear furs, but no more so than do the inhabitants of Regina) keep looking over and whispering to one another.
"They're making me paranoid," says hal Ushsh.
"I'll go order us some more of this, um, tea or whatever it is," says Ortance, "and see if I can't hear what they're saying."
"You must have good ears."
"Not particularly. But eavesdropping over breakfast is the way of my people. How else does one learn what one's friends really think?"
[She must roll under Soc (8-) to overhear anything : 2D=6, ok.
Conversation: scheming - bargain - retainers
Q: Who? (1d6) 1-2 Ortance, 3-4 hal Ushsh, 5-6 both]
Ortance returns with three more steaming cups. "So, it sounds like our friends were very taken with your 'proper military bearing', and were discussing whether or not they could poach you from us to keep them safe from the 'primitives'."
"Ha!" responds hal Ushsh. "I'd like nothing more than to see the 'primitives' rough up that perfumed lot. Tempted to do it myself!"
The Captain wants to get down to business. He says Ortance can come with him or have a look about the settlement on her own, but she's not really ready to be alone on such a world, a fact she confirms when she follows him outside into the square and is visibly shocked to see an air/raft floating by. One of the locals, noticing her surprise, begins to scream, 'a floating wagon! black magic! witchcraft!' until her friend makes her stop, and both devolve into peals of laughter.
"There's a lot of offworld tourism here," offers the Captain. "The, er, rustic character of the world is a major draw amongst the nobility. I'm surprised you've never heard of it."
"I'm not quite as posh as all that."
"Could've fooled me, m'lady," laughs hal Ushsh.
Captain Rov leads them into the commerce centre, which is notable for having electricity and robust, TL8 computer equipment. They also change imperial credits for local coinage - for a fee, and have an in-house broker [admin-1] to facilitate trade with the local government, farmers, and artisans (but there's an additional 3% surcharge, so 8% total). And, of course, things o Knorbes take place at their very own pace.
In the end, they pick up 195t of freight, 2t of silver for speculative trade, 6 high passages and another 9 low. After a quick jaunt out of town in a wagon to finalise some deals and a day to sightsee in and around the settlement, they head back to the ship to help with loading.
next post: action aboard!
[Or keep reading if you want some more mechanics & economics from all the above. There were lots of die rolls for very little adventure...
9 high passengers available
10 low
4 major cargoes: 60,60,30,30
6 minor: 5,5,10,15,15,30
Speculation: 25t silver @cr49,000/tonne (a bargain! but the crew aren't sitting on Mcr1.225!)
quick accounting--
cr100,000 ship's fund
+ 195,000 195t freight
- 98,980 2t silver
+ 60,000 6x high passengers
+ 9,000 9x low passengers
- 26,900 life support
----------
cr238,120 new ship's fund
mortgage & salaries will be due at next planetfall (technically, on 060-1105)
things of course take extra time
Q: Does trading require a visit outside the settlement? 50/50 (4+): O4 C4 - yes, but...
Q: How is the trip? Slowly / Cute - party can't help but gawp at the idyllic scenery & quaint farmhouses
encounter: 2d=5 vigilantes with hand cannons
react=7, neutral (they don't approach the offworlders, just observe them pointedly)
legal encounter (5-): 2D=6, none; the vigilantes let them alone after a while. but they get the idea that the residents don't all love the outsiders
Q: Any run-ins at the inn? unlikely (5+): O2 c1 - no, and...
Q: Did anything interesting happen at the ship? 50/50 (4+): O1 C2 - no, and...
Q: Are any of the passengers from the inn? likely (3+): O6 c6 - yes
+Event: Introduce a new NPC - Travel / Travel = has 1d3+1=4 High Passages, will use them all (wants to go to Jenghe)
Q: Who is new NPC (via Patron table)? hunter, human female
Clanstie Venaodru
A666BA Age 34 Hunter 4 terms
Gravitics-1, Air/raft-1, Hunting-3, Laser Rifle-1, Mechanical-1, Medical-1, Survival-2
Equipment: Laser Rifle
cr50,000
Q: Which group from the inn? d3=the merc]
In the morning, freight arrives on the same, or similar, vehicles. There's 190 tonnes of it, all stamped with Imperial registrations, and even with Whangan help the crew need another eight hours to get it fully loaded.
Hands are then shaken, goodbyes are said, and the Issaries takes off for the nearest lake for re-fuelling, then heads up to the jump point.
[no malfunctions, or ship encounters... jumpspace
To avoid a bad reaction (per Solo) 8+ : 2D=5
Who? 1d7=captain,
What? d6=Argument with another PC ; d6=Lluyd
Q: How much does O overhear (on a scale of 1-6): 4, a fair bit
Q: What does he say? UNE:mysterious - conundrum - parents]
Ortance is too tired to sleep, and for an hour after they've hit jumpspace she wanders, lost in vague and unfocussed thoughts, through the quiet ship. Or maybe not so quiet. She hears voices down the passage coming from the galley. It's the Captain and Lluyd. Then they're coming closer. No, not closer, just getting louder. And louder. And louder still. Now Ortance can make them out with absolute clarity, as the Captain lays into Lluyd about some past incident, though never mentioning it exactly as they both know very well to what he is referring. Lluyd's peevish counter-arguments are similarly opaque. The Captain's diatribe devolves into ad hominem remarks about Lluyd's doubtful parentage. And they are louder still. No, this time they are coming closer.
[She needs to roll Dex or less (9-) to duck out without being noticed: 2D=9, just...]
Ortance scurries away round the corner. The captain calls after her, asking her to back up his opinion, but she pretends not to have heard.
[Q: Any fallout? 50/50 (4+): O4 C1 - yes, and...
Q: What? Take / The public]
The next two days sees the argument flare up [d6=3] thrice more, and always when other crew are present. Many take to hiding away in their staterooms
[Q: do any of the other crew approach her? 50/50 (4+): O3 C4 - no, but...]
One night when Ortance has crept out for a snack, she catches Adpl in the galley on a similar sortie.
"Are they always like this?"
"It's not the most unusual occurrence, that's for certain."
"So... do we just hide?"
"It's safer this way. Believe me, you don't want to get involved. It should be nearly over by now."
049-1105
Knorbes E888765–2 Ri
The Issaries comes out of jump at Knorbes near(ish) to a gas giant. But a panic sweeps the bridge when the M-drive won't start. Lluyd runs down to engineering diagnose problem.
[Event: Engineering problem requires all crew to help replace a huge component.
Ship Encounter: 200t far trader - Radio silence, they fear pirates]
As they are waiting for the diagnosis, a 200t far trader appears on the sensors. It doesn't hail them, and refuses to acknowledge any communications. Adpl runs to the turret to stand ready.
All eyes are fixed to the long-range scanner readouts as Lluyd's voice crackles over the intercom. "It's as I feared: the grav field regulator's T-housing is well and truly fucked. We've got the spare, fortunately, but I was hoping not to have to do this until planetfall on Hefry under a complete shutdown."
"What does this mean?" asks the Captain.
"It weighs nearly 500kg."
"Can't we use the grav pods from the cargo bay?"
"Grav pods... on the regulator."
"Oh, ah, right you are! Right, Ortance, you stay here and keep an eye on the sensors. Adpl will remain standing by in the turret. The rest of us, to engineering!"
Ortance is soon bored of watching the sensors blinking. But within the hour, the silent far trader leaves the gas giant's orbit on a jump heading. Adpl says they can stand down, and had probably better join the rest in engineering.
Whatever animosity had been eating at Lluyd and the Captain has been replaced by esprit de corps, as the crew sweat and strain in unison to replace the damaged housing. Ortance is swept up in their élan and is soon laughing and swearing along with the rest like a real spacehand.
052-1105
Having repaired the M-drive and re-fuelled at the gas giant, the Issaries touches down on Knorbes some 68 hours after arriving in-system. [N.B. on the greater continent, not the restricted area covered in The Kinunir!]
[World (non-)Event: Security check. Roll the Law Level or higher (5+) to avoid a complete check of papers and a search of belongings and vehicle. 2D=6.]
Captain Rov meets some imperial functionaries on the landing pad, and they check over the ships papers for about 20 minutes before rubber-stamping a local clearance certificate. Despite -- or rather, because of -- the extremely low technology on the world, it's a popular tourist destination (for those who can afford such extravagance) and not at all the backwater its UWP would seem to indicate.
Ortance feels the need to stretch her legs after a week aboard ship, so when the Captain announces he needs to go into town to arrange the cargo delivery, she asks if she might be allowed to accompany him. Surprisingly, he says yes.
[He intends to bring 1d3-1=2 others.
Reaction roll: 2D=9]
Hal Ushsh will be going too, with a shotgun (in a carry-bag), just in case. All three get cutlasses to wear out of the ship's locker.
[Q: transport into town available? 50/50 (4+): O5 C5 - yes
+Event: Remote event - Communicate / Information = rumour about another system within J2 1d6=Forboldn]
There's a driver with a 6-legged, low-slung orange-skinned beast hitched to [d6=]his wagon who came to loiter by the landing pad ever since the ship was spotted in the sky. The Captain gives him some local currency (square metal coins -- he keeps a box of them in the ship's locker) for the ride.
The driver proves to be excessively garrulous. "I drove some cor-po-rate types inter town not [d6=] four days gone. One them said a-t'other the Lanthy-num deposits what they surveyed on Forboldn wasn't so big like what they putted in their re-port, nor of so much of purity, as they was like to secure more bigger funding for their extracting that-a-ways. They muster thoughted I was too much-like a yokel to understam what they was on about. Vraoksy little zruitins, they was!"
[Reaction roll for the driver was a 10, so I thought a Rumour seemed appropriate.
rumour : specific location, Naturally / Dry
Q: What's it about? Deceive / Benefits
magnitude : ±1 aid/annoyance depending on who they talk to
Q: Encounters in / on the way to town? 50/50 (4+): O2 C5 - no.]
It's getting late by the time they are dropped off in the town square. Rov puts them up in a travel inn. Ortance is taken aback by the primitive conditions in the settlement, especially as they're staying somewhere that caters to off-worlders.
[On a roll of Soc or less (9-), she'll make some tremendous gaffe. DM +streetwise: 2D+1=12]
She's never seen so many wooden buildings before. But she keeps her cool and doesn't do anything to embarrass herself. She doesn't balk at the straw mattress in the room she and hal Ushsh are sharing, and doesn't mind only having an oil lamp for light. And, most importantly, she can guess at the function of the chamber pot under her bed without having to ask -- or using it to store her valuables!
[Q: Are the corp types staying here? 50/50 (4+): O5 C4 - yes, but... not for long
Q: Anyone else? unlikely (5+): O6 C1 - yes, and...]
They are awakened in the morning by Captain Rov knocking at their door to summon them down for breakfast.
"Sleep well?" he asks a yawning Ortance.
"It wasn't quite as comfortable as the ship's ductwork, but not too badly."
When they descend the two flights of stairs (the inn, at 3 storeys, is the tallest building in town), they find the common room filled with offworlders. At one table sit [d6=] five people in expensive and pristine explorers' clothing [Aggressively / Clean]. Nearby are three men clad in outlandish furs and skins [Naturally / Fancy]. And alone in the corner sits a dour woman in the stained uniform of some mercenary battalion or other [Quietly / Horrible].
[Q: Do any take interest in the party? 50/50 (4+): O4 C3 - yes, but... (needs reaction roll)
d3=outlandish
reaction=6]
The ones in the overdone 'rustic' garb (the natives here wear furs, but no more so than do the inhabitants of Regina) keep looking over and whispering to one another.
"They're making me paranoid," says hal Ushsh.
"I'll go order us some more of this, um, tea or whatever it is," says Ortance, "and see if I can't hear what they're saying."
"You must have good ears."
"Not particularly. But eavesdropping over breakfast is the way of my people. How else does one learn what one's friends really think?"
[She must roll under Soc (8-) to overhear anything : 2D=6, ok.
Conversation: scheming - bargain - retainers
Q: Who? (1d6) 1-2 Ortance, 3-4 hal Ushsh, 5-6 both]
Ortance returns with three more steaming cups. "So, it sounds like our friends were very taken with your 'proper military bearing', and were discussing whether or not they could poach you from us to keep them safe from the 'primitives'."
"Ha!" responds hal Ushsh. "I'd like nothing more than to see the 'primitives' rough up that perfumed lot. Tempted to do it myself!"
The Captain wants to get down to business. He says Ortance can come with him or have a look about the settlement on her own, but she's not really ready to be alone on such a world, a fact she confirms when she follows him outside into the square and is visibly shocked to see an air/raft floating by. One of the locals, noticing her surprise, begins to scream, 'a floating wagon! black magic! witchcraft!' until her friend makes her stop, and both devolve into peals of laughter.
"There's a lot of offworld tourism here," offers the Captain. "The, er, rustic character of the world is a major draw amongst the nobility. I'm surprised you've never heard of it."
"I'm not quite as posh as all that."
"Could've fooled me, m'lady," laughs hal Ushsh.
Captain Rov leads them into the commerce centre, which is notable for having electricity and robust, TL8 computer equipment. They also change imperial credits for local coinage - for a fee, and have an in-house broker [admin-1] to facilitate trade with the local government, farmers, and artisans (but there's an additional 3% surcharge, so 8% total). And, of course, things o Knorbes take place at their very own pace.
In the end, they pick up 195t of freight, 2t of silver for speculative trade, 6 high passages and another 9 low. After a quick jaunt out of town in a wagon to finalise some deals and a day to sightsee in and around the settlement, they head back to the ship to help with loading.
next post: action aboard!
[Or keep reading if you want some more mechanics & economics from all the above. There were lots of die rolls for very little adventure...
9 high passengers available
10 low
4 major cargoes: 60,60,30,30
6 minor: 5,5,10,15,15,30
Speculation: 25t silver @cr49,000/tonne (a bargain! but the crew aren't sitting on Mcr1.225!)
quick accounting--
cr100,000 ship's fund
+ 195,000 195t freight
- 98,980 2t silver
+ 60,000 6x high passengers
+ 9,000 9x low passengers
- 26,900 life support
----------
cr238,120 new ship's fund
mortgage & salaries will be due at next planetfall (technically, on 060-1105)
things of course take extra time
Q: Does trading require a visit outside the settlement? 50/50 (4+): O4 C4 - yes, but...
Q: How is the trip? Slowly / Cute - party can't help but gawp at the idyllic scenery & quaint farmhouses
encounter: 2d=5 vigilantes with hand cannons
react=7, neutral (they don't approach the offworlders, just observe them pointedly)
legal encounter (5-): 2D=6, none; the vigilantes let them alone after a while. but they get the idea that the residents don't all love the outsiders
Q: Any run-ins at the inn? unlikely (5+): O2 c1 - no, and...
Q: Did anything interesting happen at the ship? 50/50 (4+): O1 C2 - no, and...
Q: Are any of the passengers from the inn? likely (3+): O6 c6 - yes
+Event: Introduce a new NPC - Travel / Travel = has 1d3+1=4 High Passages, will use them all (wants to go to Jenghe)
Q: Who is new NPC (via Patron table)? hunter, human female
Clanstie Venaodru
A666BA Age 34 Hunter 4 terms
Gravitics-1, Air/raft-1, Hunting-3, Laser Rifle-1, Mechanical-1, Medical-1, Survival-2
Equipment: Laser Rifle
cr50,000
Q: Which group from the inn? d3=the merc]
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