Adventure Section 1.0

Harpoonrgm84a
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mghaught
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Re: Adventure Section 1.0

#1621 Post by mghaught »

Harpoonrgm84a wrote: The drop wall is opposite where the device is located. They have no idea why the lights and gravity are not on. The device is on a platform with wheels that appear to be magnetic.
When Daz looks at what they call the drop wall, is it a cargo bay door or some other external access from the ship? If so, is there a clear way to open the doors?

"So after you move it to the drop wall, what happens then? Do you leave the cargo hold?"
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Re: Adventure Section 1.0

#1622 Post by Jaakari »

“You, up at the ship’s launch? Can you see any power on on the ship? Lights?”

I’m wondering if they turned everything off so it wouldn’t be damaged as severely.
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Re: Adventure Section 1.0

#1623 Post by Harpoonrgm84a »

Your message to the launch does not get a response for some reason.

The drop wall seems to have a panel next to it and the doors swing outward from the way the hinges are arranged.
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Re: Adventure Section 1.0

#1624 Post by MajorTom »

We have already taken these guy's weapons so Rick will head to the lift. When everyone is ready, up we go.
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Re: Adventure Section 1.0

#1625 Post by Teflon »

t'prin preps a sleep grenade and joins Rick
umm no power, lift is probably out
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Re: Adventure Section 1.0

#1626 Post by mghaught »

mghaught wrote: "So after you move it to the drop wall, what happens then? Do you leave the cargo hold?"
Did the prisoners respond to these questions?

Also, do we have a sense of how bad it's going to be when this thing goes off for us? At under 2 minutes, it seems unlikely we can get off the ship but maybe we can push it out the doors. Of course, we may be screwed no matter what we do so I'm trying to figure out IC what Daz thinks is the best path forward.
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Re: Adventure Section 1.0

#1627 Post by Harpoonrgm84a »

They were told to move the device to the drop wall in preparation to transfer it to the destroyer. Then they would go back to the ship.
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Re: Adventure Section 1.0

#1628 Post by Teflon »

im going to make a logic check to see if i know what effect the emp will have on our suits

logic= 70 my roll =[1d100] = 30
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Re: Adventure Section 1.0

#1629 Post by Harpoonrgm84a »

T'prin, you ascertain that if you are in range when it goes off, you will lose all electronics (comms, lights, magnetic adhesion,etc); oxygen will be unaffected.
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Re: Adventure Section 1.0

#1630 Post by Harpoonrgm84a »

Also, by your figures, you have 1:30 until detonation
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Re: Adventure Section 1.0

#1631 Post by mghaught »

What sort of range do we estimate?
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Re: Adventure Section 1.0

#1632 Post by MajorTom »

Once T-prin points out that the lift will be out, Rick will start looking for manual hatches that lead in the direction of the bridge. He will look first inside the lift and then in the area around the lift.
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Re: Adventure Section 1.0

#1633 Post by Jaakari »

MajorTom wrote:Once T-prin points out that the lift will be out, Rick will start looking for manual hatches that lead in the direction of the bridge. He will look first inside the lift and then in the area around the lift.
“Rick, there ought to be a maintenance ladder, take a look if you can.”

OOC apologies: real world crises are overcoming my attention. I understand we need a technician to disarm, but can we use an INT based check to see if we can understand how to deactivate it? Cut the yellow wire... that sort of thing?

In case we can, Roll [1d100] = 29 INT 45
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Re: Adventure Section 1.0

#1634 Post by Harpoonrgm84a »

Rick, from what you see, there are two ways out of this cargo hold. The elevator and the bay doors.

The range of the e.m.p. will go as far as 300 meters based on the information on that device. Also, as there is no power to the module, both the doors and elevator door have manual releases that can be used.

Lloyd, you look over the device and conclude three possible ways to deactivate it.
1) Using a tech kit and making a successful use device roll
2) Bleed off the power before termination cycle
3) Physically destroying the device.

Number 3 is very dangerous as there is a high probability that the core could explode in an unknown amount of destructive force inside an enclosed space.
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Re: Adventure Section 1.0

#1635 Post by MajorTom »

Rick will hit the manual release of the elevator doors and see if there is access to the higher decks.
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Re: Adventure Section 1.0

#1636 Post by mghaught »

"What if we release it into space by manually opening the bay doors? Assuming we're not already docking with the destroyer would that be our best option?"
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Re: Adventure Section 1.0

#1637 Post by Harpoonrgm84a »

Okay, so, do you want to pop the hatch or try something else?
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Re: Adventure Section 1.0

#1638 Post by Teflon »

mghaught wrote:"What if we release it into space by manually opening the bay doors? Assuming we're not already docking with the destroyer would that be our best option?"
i'm seeing this as our best option and hope it floats far enough away to keep us at least somewhat out of range
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Re: Adventure Section 1.0

#1639 Post by Jaakari »

Teflon wrote:
mghaught wrote:"What if we release it into space by manually opening the bay doors? Assuming we're not already docking with the destroyer would that be our best option?"
i'm seeing this as our best option and hope it floats far enough away to keep us at least somewhat out of range
“I’m picturing all or nothing with the detonation.Before we do anYthing, is the device still anchored?”

GM: How long to get you he doors open and how long to get it free?

To the team: “Remember, it needs to travel at least 150m, if the blast radius is 300, or 300 meters if it’s 600. We need to impart significant acceleration to it to get it that far. What do we have that can push it like that?”

GM: do we have maneuvering thrusters on our suits? I’m game to do a Dr Strangelove on this thing.

And lastly, how long to bleed the power? Might as well try that while we are waiting for the doors to open. What’s a good trait to roll?
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Re: Adventure Section 1.0

#1640 Post by Harpoonrgm84a »

The main doors will open in 10 seconds from when you pull the manual switch.

Your suits do not have any thrusters attached to them.

Bleeding the power is the tricky part as you have to find an attachment lead on the device that will allow the power to be drained out. That could take several minutes even with the lights on. As for stats to roll against, you would need to make an Intuition check first to locate the appropriate spot and then a Logic check to properly hook up a drain function.
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