003: On the Road to Aki

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Re: 003: On the Road to Aki

#441 Post by terrymixon »

Eris wrote: Mon Aug 19, 2024 9:35 pm
terrymixon wrote: Tue Aug 13, 2024 7:42 pm
Thumper wrote: Tue Aug 13, 2024 7:34 pm Walt-


First thing's first, we don't EVER let ANYONE on board the Lost and Found that has seen it up close before. And nobody gets to nose around anywhere sensitive without an escort.

Second, we leverage the location of this Ancient site for leeway for us to get annual maintenance or any repairs any place we choose. We don't need money. We have some and can make plenty more. We need freedom of movement...free from Shrubgarden's contstraints. We need to own the ship outright without interference.

Third, nobody can learn of our psi powers or the extent of our augments. Any apparent changes to our physical bodies must be explained by this station, conditioning enroute, or Metz' genius.

Fourth, we build contingency plans in case we need to run. Been doing that my whole life. Welcome to the trade...not fun!!"
“Running in and of itself should not prove difficult,” Bilis said. “The new drive can easily outrun word of us. Coming back when word has spread would be problematic.”
"Running isn't something we will want to do." Spicoli says, "Hum, I don't suppose we could construct a second ship that looks like the original Lost and Found could we? We could use it to interact with the Navy and Treegarden while we negotiate a clause in the contract for us to exit stage left with the ship with no future obligations to the Navy at all. As for maintenance, we...or I anyway...have no idea what requirements this ship has for maintenance or where we'd get it if it does.

"Well, anyway, If we could do that, we could then go about our business, which is still bounty hunting isn't it?" Spicoli frowns and waves his arm around at the ship and points at each of the partners, "Or is it? Has all this changed our mission in life to something else?"
"I don't think it has changed what we are doing," Roscoe said. "All of this is interesting, powerful, and yet disturbing, but it is a distraction. We need to deal with what we have to and then get back to finding the killers."
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Re: 003: On the Road to Aki

#442 Post by terrymixon »

One thing that I posted (or maybe only meant to post) seems to have vanished, so let me bring it up now and get a group ruling on it. Walt had wanted to have the last room in the base with teleportals checked and I had in mind what would be found, but I might not have posted it or what Roscoe was going to recommend. My bad.

The first chamber you all explored had 4 teleportals, of which only one seemed functional. The one leading to a ruined asteroid base a thousand parsecs on the other side of the Solomani Rim. In the smaller chamber, there were two teleportals, one of which seemed operational. Roscoe would have opened it and sent robotic scouts through to make sure the base wasn't in danger from whatever was on the other side.

What he found was a ruined city. A big one. It looked as if a bomb had gone off over it and many--though not all--buildings were flattened. Based on the vegetive growth, it had happened a very long time ago and the city did not seem to have been disturbed since then.

It didn't seem to be a technological hub but rather a place hundreds of millions of beings had once lived and worked. Most, if not all, of the buildings were shaped for Droyne rather than humans or Vargr. The fact it was undisturbed likely indicated it was on a world that is either uninhabited or sparsely so.

Roscoe sent probes to look around the area and found virgin forest. The air was clean and pure, not showing signs of industry. His best guess was that it was an empty world.

Unfortunately, the probes read the stars in enough detail to get a relative location of the world. It sits roughly 250 parsecs on the other side of the Zhodoni Consulate. As the exact borders of the far side of the Consulate are guesses at best, it might be less or more.

Roscoe wasn't comfortable with leaving a back door into the base that would basically be unlocked if the Zhodoni ever found it. As they embrace psionics, it would be child's play for them to activate the teleportal and just stroll in.

The only option he could advise was to remove that teleportal and get rid of it. Yes, you could go retrieve it like he recommended you do for the one near Solomani space, but he thought planting it on The Dart for Madam Treegarden to find might truly focus the Imperium's attention on something other than yourselves. Before he did so, he wanted to be sure that was acceptable, so this is him asking.

What do you want to do with it? Give it to the Imperials, or make a trip out there later to retrieve it for your own use?
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Re: 003: On the Road to Aki

#443 Post by Tiglath »

Unless the Imperium know about any Teleportals yet we might be best just not distracting them with knowledge of their existence.

They have plenty of other toys to play with...

...and therefore just stash the other end of our "Zhodani" Teleportal.

Or maybe lean it's front up against a wall so they can't get out. ;) :P
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Re: 003: On the Road to Aki

#444 Post by terrymixon »

Tiglath wrote: Tue Aug 20, 2024 1:34 am Unless the Imperium know about any Teleportals yet we might be best just not distracting them with knowledge of their existence.

They have plenty of other toys to play with...

...and therefore just stash the other end of our "Zhodani" Teleportal.

Or maybe lean it's front up against a wall so they can't get out. ;) :P
You don't know what they know about and have no way of finding out. Where would you stash it? Anywhere on the moon is still a risk.

A look at the city says it is mostly wreckage, but in good enough shape for them to be digging for years and years. Roscoe will point out that the Zhodoni will find the city at some point, and that he believes you shouldn't deny the Imperium the chance to loot it first. Otherwise, there might be some very unpleasant repercussions in a few decades or a century. He'll still go with whatever the group decides, but thinks you have a moral responsibly here.
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Re: 003: On the Road to Aki

#445 Post by Tiglath »

Then Garvin's willing to go with Roscoe's advice on this.
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Re: 003: On the Road to Aki

#446 Post by Thumper »

”Have we determined that these teleportals are portable…in that they can be removed from their mounting and still function. I was attempting to observe that when we were previously warned against it then distracted by other events.

The broken asteroid may be a clue. But do we know definitively?
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Re: 003: On the Road to Aki

#447 Post by terrymixon »

Thumper wrote: Tue Aug 20, 2024 2:49 am ”Have we determined that these teleportals are portable…in that they can be removed from their mounting and still function. I was attempting to observe that when we were previously warned against it then distracted by other events.

The broken asteroid may be a clue. But do we know definitively?
"Bilis has determined that they can safely be removed. I have to trust her expertise in these matters. Care would be taken, of course, and if it didn't work, we would know not to mess with the one on the ship."
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Re: 003: On the Road to Aki

#448 Post by Thumper »

”ok then. Roscoe poses a very viable option. I think we go with it. But my heart of hearts wounds me to think of turning over an entire Ancients’ city without us getting a crack at it.

First, can we get to our station, retrieve it, and return in time to plant it for Treegarden? If so, I think we first get the teleportal down, verify operability then send all the drones and people available to go downtown on a very quick scavenger hunt.

Thoughts?”
Last edited by Thumper on Tue Aug 20, 2024 11:29 am, edited 1 time in total.
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Re: 003: On the Road to Aki

#449 Post by terrymixon »

Thumper wrote: Tue Aug 20, 2024 3:49 am ”ok then. Roscoe poses a very viable option. I think we go with it. But my heart of hearts wounds me to think of turning over an entire Ancients’ city without us getting a crack at it.

First, can we get to our station, retrieve it, and return in time to plant it for Treegarden? If so, I think we first get the teleportal down, verify operability then send all the drones and people available to go downtown on a very quick scavenger hunt.

Thoughts?”
This conversation is taking place before you left the base. If you want to do that, you can. I can summarize what is found if that is the course of action you’d like to pursue.

Roscoe did have the drones do some searching without finding anything of especial note, but I’ll grant the possibility you’ll do better. If that’s the way you want to go, I can make a roll and we’ll see.
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Re: 003: On the Road to Aki

#450 Post by Thumper »

oh yeah! My vote…Yes please.
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Re: 003: On the Road to Aki

#451 Post by Tiglath »

No objections from me! :)
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Re: 003: On the Road to Aki

#452 Post by joertexas »

Tiglath wrote: Tue Aug 20, 2024 1:57 pm No objections from me! :)
I'm fine with it.
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Re: 003: On the Road to Aki

#453 Post by ateno »

Yes please
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Re: 003: On the Road to Aki

#454 Post by terrymixon »

Very well. We'll add:



four days of searching the city, so you'll arrive at dock seven nine days (after the additional time below) after your arrival in Aki rather than three.

I'll start off with recon rolls for everyone (including Void). Finding anything at all will require a 14+ Formidable roll. If anyone hits 22+ then they make a major discovery that I'll have to figure out. ;) I'll assume that you use your wafer jacks to get the best recon skill level possible.

Arkar



Garvin



Jaelah



Metz



Spicoli



Walt



William



Roscoe



Void



Looks like I should have set the target a little higher. Ah, well. You all found something, and Roscoe and Void found something really big.

Garvin finds a set of resplendent clothing (even made for a human!).

REGALIA
This clothing is extremely ornate, with multiple functions built in. Energy, disintegrator and kinetic shields, along with data storage gems (which can be made in your base once you figure that out). A grav harness, similar to a grav belt, is also fitted. It is unobtrusive and looks like part of the decoration. The harness has an additional function; it can be set to repel anyone coming close. This is not sufficient to deflect a bullet but will make anyone approaching the wearer feel slight resistance out to about five meters, increasing rapidly as the wearer gets closer. This can be used to push a crowd aside or to shove people out of the way and more subtly to make it difficult to approach such magnificence.

The field can be controlled telepathically and focused on one person in a group. It can deliver a blow doing 2D damage and/or a shove equivalent to STR 15 which may push someone off balance or pick them up off the ground. Avoiding being knocked about requires a Difficult (10+) DEX check. The grav effect will work on a psionically shielded person whereas telekinesis would have to overcome their resistance.

Walter finds a high-tech rifle.

PLASMA RIFLE
The plasma weapons issued to troops serving an Ancient are advanced by standards of the modern era and serve as both offensive and defensive weapons. Kinetic, energy and disintegrator shields are built into the weapon, providing the user with protection even if they are in the open.

The weapon is constructed as a single unit and is psionically triggered. Its internal reserve provides enough power for 200 discharges after which the rifle is recharged by placing it in a dedicated repair/recharge port at an installation or aboard a ship. Shield gems are also repaired or replaced at this time. Upon telepathic command, the tip of the weapon emits a plasma cutting arc which can be used as a bayonet. The user can determine the damage done by the weapon, setting it anywhere between 1D and 10D. The bayonet does 4D and is not variable.

The repair/recharge port is present with the weapon.

Jaelah finds a pendant with a gem in it.

Data Gathering and Storage: the embedded gem is intended to hold information. Much of this is in the form of an encyclopedia, telepathically accessed when needed. It will also record what is going on around it and can be set to automatically transfer that information to a central archive once within range. This means that the wearer will have a near-complete record of everything said and done in their presence. This information gathering function is the equivalent of a full-spectrum passive sensor array with a range out to about 20 meters per point of PSI (6) and a limited active sensor array with about half that range.

The pendant magnifies your perception adding a DM +2 to investigate and recon rolls.

Spicoli finds a shimmery suit.

SHIMMERSUIT
Shimmersuits are an all-body covering which get their name from the iridescent sheen of the fabric. They are made from an elastic material which stretches to accommodate a wide range of wearers. Each suit includes a transparent facemask and gloves that link into the suit to form a perfect seal. An oxygen regenerator in the belt provides up to eight hours of oxygen and the suit can resist pressure up to 1,000 atmospheres as well as extremes of radiation. As armor, shimmersuits completely absorb all laser attacks harmlessly, while all other attacks are reduced to ¼ normal damage, rounding down. The wearer of a shimmersuit gains STR +4 and DEX +4.

William finds body armor.

BODY ARMOUR
The body armor used by warriors of the Ancients is switchable between clothing and armor. Under normal circumstances the garment looks like clothing – which may be fabulously decorated of course – and provides a little protection. A psionic command causes the material to change its nature, becoming more resilient but less comfortable to wear. Combatants will receive a suit which provides Protection +6 normally and Protection +14 when deployed. In addition, it is common to build in kinetic, energy and disintegrator shields.

Personal Shield, Disintegrator: This personal protection device defends against disintegrator weapons. This is an all-or-nothing prospect; either the target is successfully protected, or they are completely vulnerable. The power of the protection field is based upon the PSI of the device (9). Protection Threshold: 5+. Failure Probability: 4-.

Personal Shield, Energy: An energy shield projects a field which absorbs and dissipates energy weapons fire. It has no effect on dangerous radiation or disintegrator weapons but will absorb and dissipate focused energy such as lasers and microwave beams. The shield has a maximum Protection Threshold equal to twice its PSI (9). Any energy weapon striking the shield which does equal to or less than the Protection Threshold is fully absorbed. A hit for a greater amount lets half of the remaining damage through and permanently reduces the device’s PSI by -1. When this reaches 0 it fails completely.

Personal Shield, Kinetic: A kinetic shield protects against impacts including projectiles, falls and hand weapons. Its Protection Threshold is twice its PSI (9). Hits for this amount of damage or less are fully absorbed. Greater damage penetrates the shield completely. The shield’s PSI is permanently reduced by -1 every time any damage is absorbed by it.

Stealth, Psionic: Psionic stealth devices attempt to make the user invisible to anyone without a mental shield and also to nullify detection using psionics. For every three points of PSI (9) the psionic stealth device provides DM-1 on attempts to detect, track or target the user by psionic means. This also applies against attack rolls from psionically targeted weapons. The psionic invisibility feature is combined with an energy control capability, rendering the user invisible to thermal and movement-based sensor systems but drains the device’s power quickly; PSI drops -1 point per round. At 0 the device becomes inert for 2D minutes, regaining its full PSI at the end of that time.

Arkar finds a disintegrator charge.

DISINTEGRATOR CHARGE
A disintegrator charge resembles a gorgeously decorated short tube. It can be placed as a trap and detonated psionically or primed and thrown. Detonation can be triggered by the user or set to occur after a suitable delay, creating a disintegration field one to six meters in radius, which will completely destroy anything within it. Detonation radius can be controlled by the user.

Metz finds a staff.

STAFF OF OFFICE
A staff of office is typically long enough to reach the intended user’s shoulder. Most are slim for much of their length, with asymmetric bulges at intervals. A typical staff of office projects a disintegrator shield and an energy shield, and acts as a psionic focus device. This can either reduce the cost of performing a psionic action by 25% or increase the strength of an attack by 25% – for every four points of PSI used in an offensive action, one more is added by the focus device. It also mounts a plasma cutter at one end. This is not really for use as a melee weapon, although it could be used as such. The cutter does 4D damage if used as a weapon.

Now to the two larger finds.

Roscoe finds what looks like a small, high-tech manufacturing center. The remains of several were found by others but little was left to recover. This one is different in two ways. It is fully intact and it looks like it was made to create teleportals based on the half dozen unused pairs in crates. There is a lot of equipment and it will take



two additional days to strip it bare. It'll take a lot longer to understand how it works, but one day you might be able to make more teleportal pairs.

The place is powered by a teleportal setup like on your ship, but this one has a human sized teleportal attached to it. Sending drones inside reveal the pocket universe it taps into. There is a lot of storage space for hydrogen, but it is empty now. There is also what looks like an antimatter powerplant, but it is not functioning. The rest of the area is workshops and storage for the manufactory. The whole thing can be removed. There is a second portal like this one in the pocket universe, but it doesn't seem active. It looks like it is still crated and unused.

In addition, there is a large machine that is about the size of two humans facing one another while squatting. Its purpose is unknown, but it has a place of honor in the workshop. That gets taken, too.

Void didn't find an object. Well, he did drag back a strange pistol,

Image

but the big thing is that he found a place to lead you to. It is a partially collapsed shrine or temple or something. There is a lot of swirling artwork and designs in a single vast chamber that lost its roof. When you all start wandering through the rubble covered room, you feel as if you are getting information from the patterns on the walls and the art. It has a story to tell. A long, incredible story. You are almost sleepwalking as you begin to dream.

The dream begins at the outer edge of a star system which is gradually coalescing into what will become a system with planets. One in particular is the focus. The surface cools, life appears and within instants the first proto-Droyne are making primitive spears to hunt with. They change over time, becoming recognizably Droyne and developing new technologies. Wars are rare but highly destructive when they do occur. Gradually the Droyne spread out across the surface of their world, sailing graceful ships using the winds of the dense atmosphere. You feel as if you would know it if you ever saw it again.

As wooden cities give way to steel and concrete, Droyne technology diverges from the usual progression. Once steam power is possible a specialist group of psionic workers emerges to support it. These possess the pyrokinesis ability, enabling them to heat ceramic bricks in an instant and make steam without the need to burn fuels. Ever greater cooperation is required as psionic specialists become essential to most aspects of society. Cities are heated and powered by pyrokinesis; communications rely on telepathy and clairvoyance.

As the Droyne begin exploring their solar system, their cities and rural groups are connected by instant communication at the highest levels, with the general populace not needing such things. There is no rampant consumerism, no voracious use of resources for the sake of making money. There is no money, for that matter. Grav-assisted construction techniques allow buildings to be graceful as well as functional. Everything seems calm, orderly and peaceful.

THE RISE OF YASKOYDRAY
Things begin to change with the rise of Yaskoydray (whom you instinctively recognize from the images that Bilis showed you). He is a regal and mystical but rather frightening figure in the dream. None of you can say when you became aware of him but at some point it is as if he had always been there. Society begins to change, with cities specializing in one aspect or another of Yaskoydray’s works. Not all Leaders of the cities agree with this change in the nature of their society. Yaskoydray is annoyed, as lack of cooperation could slow down his vital research projects and plans for the development of the Droyne. At one point, you catch a glimpse of Bilis in one of his workrooms.

Yaskoydray commanded the Droyne to obey and most did. Those that did not were punished with early versions of the Ancients’ war machines. These were primitive by later standards but more than a match for the forces of a TL10 Droyne city. A short but incredibly violent campaign suppressed resistance and convinced the Droyne to remain docile for generations to come.

THE ANCIENTS ERA
With the world unified – one way or another – and the Droyne firmly established as loyal servitors, Yaskoydray begins his great works. Technology advances at an incredible rate, starting with the development of the jump drive. Soon ships crewed by Droyne are plying the spaceways, bringing information and samples of everything from soil and rocks to wines made by primitive species, back to the Droyne world. Among the worlds visited by the Ancients is an unremarkable garden world now known as Terra. Yaskoydray sees great potential in some of the species of this world.

Humans from Terra are co-opted and transplanted, along with a race uplifted from wolves. Yaskoydray chooses to settle these, the Vargr, in a region of space to coreward of his usual area of operations. He transplants humans to many worlds and instructs his servitors to direct the development of one group towards psionic powers and another to become longer lived than others of their kind. The Terran population is
left to develop on its own as the baseline to compare other groups of humans to.

Yaskoydray creates 20 clones of himself and 20 more from each of them, teaching some of his skills and knowledge to each. Most are indoctrinated with a particular mindset and way of operating, creating a group of specialists – some cautious, some bold and some downright reckless – to assist with his projects.

They are allowed to take servitors of their own but forbidden to interfere with the humans of Terra. One of the offspring defies Yaskoydray’s injunction and attempts to steal a population of humans after his recklessness destroyed most of his own servitors. Grandfather’s response is swift and direct; the offspring is imprisoned in a pocket universe and his captured human population are eliminated.

THE FINAL WAR
Yaskoydray has built a civilization spanning all of Charted Space and beyond. His offspring are mostly working in pocket universes created to suit their requirements. There is little direct contact between the Ancients now, other than when some of the most-minor Ancients visit a pocket universe to pass on instructions from Yaskoydray or collect results of a project.

Content with the progress being made in Charted Space, Yaskoydray voyages far afield. He visits the core of the galaxy and far distant sections of other spiral arms. He encounters strange beings and learns ever deeper secrets. Then, suddenly, he returns to Charted Space and summons all his offspring. To his disappointment and annoyance, only a handful heed the call.

Yaskoydray repeats his summons. His emissaries are politely ignored, so he resolves to command through fear. Using the weakest of his progeny to place a means of assassination in the pocket universes of as many of his offspring as he can, he sets out to make war on the most flagrantly disobedient. Yaskoydray hopes to frighten the others into obeying him but instead they turn against their sire. The war escalates.

The truth about the Ancients is that the offspring of Yaskoydray were the leading minds but they needed a powerbase of technologically advanced servitors to function. Many of the Ancients were slain or imprisoned, decapitating that faction, but in most cases it was the erosion of the powerbase that rendered individual Ancients impotent. Those who were willing to devastate worlds and kill billions of people could inflict more damage on their enemies than an Ancient who tried to keep casualties to a minimum.

How the war ended is unknown to the creators of this place, as you return to wakefulness without finding out what happened. As you exit the visons, you have a final one that doesn't seem to be part of the others. It is more intense and personal.

You suffer a debilitating wave of nausea and disorientation lasting several hours, during which you see dream-like visions of a starship
crewed by Droyne. It is falling, out of control, towards a small planet or large moon shrouded in methane fog. You have a chance to grab one person and pull them to safety through a teleportal just before impact.

There are six; a Droyne from each caste. Each of you must choose any one of them but only one. Don't be afraid of repeating someone else. Just do what feels right to you.

The Leader: The Leader stands proudly in his regalia, remaining in his command platform to the last. He continues to give orders despite there being no point in anyone obeying them.

The Drone: The Drone is tending to a fallen Droyne, performing ritualistic gestures.

The Sport: The Sport is dashing from one part of the command chamber to another, passing equipment to others and briefly assisting in their tasks before moving on.

The Technician: The Technician is at the controls, attempting to mitigate the crash or even save the ship. Holographic diagrams of the damaged vessel glimmer in the air around him.

The Warrior: The Warrior stands beside the command podium, unmoving and waiting for orders.

The Worker: The Worker is tearing damaged components out of the pilot’s console, unheeding of the sparks. A box of spares lies at his feet.

Metz will save the technician while Roscoe will save the drone.

Which Dryone will you save?
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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ateno
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Re: 003: On the Road to Aki

#455 Post by ateno »

"Come on my buddy, your important."

Arkar grabs the Worker Droyne and flips it over his shoulder and grabs the spares and hefts them under his other arm and heads for the Exit?


is the disintegrator charge one use or 'use and recharge'?

Does the pistol seem powered?


Arkar
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terrymixon
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Re: 003: On the Road to Aki

#456 Post by terrymixon »

ateno wrote: Tue Aug 20, 2024 8:07 pm "Come on my buddy, your important."

Arkar grabs the Worker Droyne and flips it over his shoulder and grabs the spares and hefts them under his other arm and heads for the Exit?
It's the intent that matters, as neither the Droyne or the parts make it through to reality.
ateno wrote: Tue Aug 20, 2024 8:07 pm is the disintegrator charge one use or 'use and recharge'?

Does the pistol seem powered?


Arkar
The disintegrator charge is basically a grenade. Boom and gone. The pistol is not powered, but that could likely be rectified with Bilis' assistance.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Tiglath
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Re: 003: On the Road to Aki

#457 Post by Tiglath »

Humming "The Self Preservation Society" Garvin saves the "Sport".
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
Eris
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Re: 003: On the Road to Aki

#458 Post by Eris »

Spicoli grabs the Sport!
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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ateno
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Re: 003: On the Road to Aki

#459 Post by ateno »

terrymixon wrote: Tue Aug 20, 2024 8:24 pm The disintegrator charge is basically a grenade. Boom and gone. The pistol is not powered, but that could likely be rectified with Bilis' assistance.
Oh well.

"Bilis, do you recognize this, can you scan it and charge it perhaps?"

Arkar
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terrymixon
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Re: 003: On the Road to Aki

#460 Post by terrymixon »

ateno wrote: Tue Aug 20, 2024 8:45 pm
terrymixon wrote: Tue Aug 20, 2024 8:24 pm The disintegrator charge is basically a grenade. Boom and gone. The pistol is not powered, but that could likely be rectified with Bilis' assistance.
Oh well.

"Bilis, do you recognize this, can you scan it and charge it perhaps?"

Arkar
"It is similar to one of the other weapons that I have figured out, at least so far as charging. I can do it."
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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