Adventure Section 1.0

Harpoonrgm84a
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Jaakari
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Re: Adventure Section 1.0

#1641 Post by Jaakari »

Harpoonrgm84a wrote: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.
GM: Ok. How about fire extinguishers?

Players: we open that door and this lot bites it, one thing to kill them in a fight but that’s straight up murder... but maybe needs must when the devil drives.
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Re: Adventure Section 1.0

#1642 Post by mghaught »

"I say we push it out then." Daz will look over the platform anchoring the device to see how easily she can release it. She just wants to know, not to actually release it yet. At the same time, she'll check to see how easily she can roll it towards the bay doors.

At the mention of the prisoners, she suggests getting them out of the cargo hold so they won't die once they open the doors.
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Re: Adventure Section 1.0

#1643 Post by Jaakari »

mghaught wrote:"I say we push it out then." Daz will look over the platform anchoring the device to see how easily she can release it. She just wants to know, not to actually release it yet. At the same time, she'll check to see how easily she can roll it towards the bay doors.

At the mention of the prisoners, she suggests getting them out of the cargo hold so they won't die once they open the doors.
I asked aBout how it could be attached a Bit ago but I didn’t get an answer
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Re: Adventure Section 1.0

#1644 Post by Harpoonrgm84a »

Sorry, I thought I put it in somewhere. The device is sitting on a wheeled platform, the wheels magnetically hold it to the deck.

The device moves fairly easy now that gravity is suspended. You can move it across to the door in 30 seconds.
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Re: Adventure Section 1.0

#1645 Post by mghaught »

Harpoonrgm84a wrote:Sorry, I thought I put it in somewhere. The device is sitting on a wheeled platform, the wheels magnetically hold it to the deck.

The device moves fairly easy now that gravity is suspended. You can move it across to the door in 30 seconds.
You did but it was a few pages back. My goal with Daz's examination was to figure out how easily we can release it from the magnetic hold to push it out the bay doors. Sounds like that will not be an issue.

Assuming no one objects Daz will start rolling it to the bay doors. "Let's get the prisoners out of here. T'prin and Lloyd, help me get the device to the doors. One of us will need to open the doors once the prisoners are in the clear."
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Re: Adventure Section 1.0

#1646 Post by Jaakari »

Ok, I ask a lot of questions but don’t always put them in visible places. I most likely missed the reply.

Thanks
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Re: Adventure Section 1.0

#1647 Post by Harpoonrgm84a »

Okay, so the prisoners are being moved to the elevator door and the device rolled to the main cargo door?
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Re: Adventure Section 1.0

#1648 Post by Teflon »

so 30 seconds to move it 10 seconds to open the doors, thats 40 seconds out of 90, leaves less than a minute to get it out and away from the ship
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Re: Adventure Section 1.0

#1649 Post by mghaught »

Teflon wrote:so 30 seconds to move it 10 seconds to open the doors, thats 40 seconds out of 90, leaves less than a minute to get it out and away from the ship
"Agreed, it's tight and we may not be fully clear but it seems like our only viable option," Daz replies while moving the device towards the doors. "Do we see a way to propel the device away from the ship?"

OOC: Two factors that may help us.

1) Once the device is pushed out into space, how fast will it move away from us? Our ship is not stationary, right? It might clear 300 meters in less than a minute. If we can find a way to propel it away from us faster, that's even better.

2) The ship's hull may provide some shielding from the EMP's effects. If we close the bay doors and rush back to our lifeboat, we may be able to avoid losing our electrical systems.

We may be damned if you do, damned if you don't in this case but this seems like our best option.
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Re: Adventure Section 1.0

#1650 Post by Harpoonrgm84a »

If you go by just ground speed, 6 meters per second...however, if you time it right, you will have the explosive decompression of the cargo hold, which will boost that rate to 30 meters per second.
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Re: Adventure Section 1.0

#1651 Post by mghaught »

Harpoonrgm84a wrote:If you go by just ground speed, 6 meters per second...however, if you time it right, you will have the explosive decompression of the cargo hold, which will boost that rate to 30 meters per second.
Ah, good point. So in that case, it's more that we'll get it into position, make sure it's floating just at the opening to the doors, have each of us out of the way and well-anchored, then let open the doors. As long as we do that with 30 or so seconds left it should be clear of the freighter.
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Re: Adventure Section 1.0

#1652 Post by Harpoonrgm84a »

Okay, sounds like a plan until you see the prisoners glaring at you with hatred in their eyes. "You going to kill us just like that?"
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Re: Adventure Section 1.0

#1653 Post by Jaakari »

OOC: How about that question about fire extinguishers? Using a pressurized bottle as thrust.

“The elevator isn’t a bulkhead door? We may need to get them on the lifeboat. I don’t think 90 seconds is enough time for that. This is the Devil’s Choice.”

OOC what alternative means do we have of getting it out of the ship? Is there a secondary airlock? Smaller that won’t depressurize the hold?
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Re: Adventure Section 1.0

#1654 Post by Teflon »

Harpoonrgm84a wrote:Okay, sounds like a plan until you see the prisoners glaring at you with hatred in their eyes. "You going to kill us just like that?"
as i recall, you started the shooting, choose a pirate life get a pirate ending.
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Re: Adventure Section 1.0

#1655 Post by mghaught »

OOC: Um, I think my turn from earlier must have gotten missed as I was clear that the prisoners need to be out of the cargo bay before we open the doors. She said it out loud so they would have heard it.
mghaught wrote: Assuming no one objects Daz will start rolling it to the bay doors. "Let's get the prisoners out of here. T'prin and Lloyd, help me get the device to the doors. One of us will need to open the doors once the prisoners are in the clear."
Now, if we can't get the prisoners out of the cargo bay that will change things but I'm assuming that Rick and Dakk can open the door to the ladder and they can start climbing out. This assumes that we can close the door and keep the vacuum of space from affecting them.
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Re: Adventure Section 1.0

#1656 Post by Teflon »

Ok crew members you have 15 seconds to get somewhere you can survive, if your still here at that point you get whats coming to you.
i suggest you move
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Re: Adventure Section 1.0

#1657 Post by Jaakari »

mghaught wrote:OOC: Um, I think my turn from earlier must have gotten missed as I was clear that the prisoners need to be out of the cargo bay before we open the doors. She said it out loud so they would have heard it.
mghaught wrote: Assuming no one objects Daz will start rolling it to the bay doors. "Let's get the prisoners out of here. T'prin and Lloyd, help me get the device to the doors. One of us will need to open the doors once the prisoners are in the clear."
Now, if we can't get the prisoners out of the cargo bay that will change things but I'm assuming that Rick and Dakk can open the door to the ladder and they can start climbing out. This assumes that we can close the door and keep the vacuum of space from affecting them.
That will depend on whether the service door is a bulkhead
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Re: Adventure Section 1.0

#1658 Post by Teflon »

it would almost have to be or every time they opened the door they would vent the whole ship
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Re: Adventure Section 1.0

#1659 Post by Harpoonrgm84a »

The prisoners say, "Well, let's get the elevator open and let us go up to the ship."
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Re: Adventure Section 1.0

#1660 Post by Teflon »

Times running out , better move your butts.
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