Adventure Section 1.0

Harpoonrgm84a
Message
Author
Jaakari
Ranger
Ranger
Posts: 541
Joined: Tue Oct 22, 2019 4:56 pm

Re: Adventure Section 1.0

#1661 Post by Jaakari »

Teflon wrote:it would almost have to be or every time they opened the door they would vent the whole ship
(That question was asked but never answered, but it could be either way. The elevator door might be a pressure door, maybe, but the edge of the door is a huge weak point. It isn’t the only possible option. Really only need one at the top of the crew tunnel like in the shuttle, depending on the complexity of the ship. Then you could just pressurize the minimum.

But, hopefully those clowns can get through the door. They are in zero-g, and unless they are really good air swimmers or you are hauling them around On their tether.)

Lloyd says, “Open the pod bay doors,” as they get clear. He puts himself on a tether to one of the cargo anchors on the floor and gets ready to shove the object out the door.

When the rest are ready, “let’s push this out and hope it moves away at a relative speed sufficient to clear the blast radius.”
Teflon
Ranger
Ranger
Posts: 638
Joined: Sat Oct 05, 2019 8:16 pm

Re: Adventure Section 1.0

#1662 Post by Teflon »

attach myself to a cargo anchor point
Harpoonrgm84a
Ranger Knight
Ranger Knight
Posts: 1066
Joined: Sat Oct 05, 2019 4:19 am

Re: Adventure Section 1.0

#1663 Post by Harpoonrgm84a »

The prisoners move to the elevator door and access the manual release switch. The moment they get the door open, everyone feels the air suddenly leave they room. As you look at the elevator spot, you are alarmed to see nothing but space beyond the door and the prisoners taking the long walk.
MajorTom
Ranger
Ranger
Posts: 608
Joined: Tue Oct 22, 2019 3:24 pm

Re: Adventure Section 1.0

#1664 Post by MajorTom »

Rick is appalled to see the fate of the prisoners but does not dwell on it. He assists with getting the device pushed out into space using what leverage he can to accelerate it away.

Rick wonders if the whole cargo module was detached from the freighter.
Teflon
Ranger
Ranger
Posts: 638
Joined: Sat Oct 05, 2019 8:16 pm

Re: Adventure Section 1.0

#1665 Post by Teflon »

holy crap, pair that with the fact we lost communication with the skiff that brought us over there is something funky going on.
time left till this thing detonates ?
mghaught
Pathfinder
Pathfinder
Posts: 417
Joined: Thu Jan 02, 2020 7:38 pm

Re: Adventure Section 1.0

#1666 Post by mghaught »

Daz looks on in silence as the prisoners float off to oblivion. She realizes that we're likely no longer part of the freighter. Not dwelling any longer on the bigger issues, she focuses solely on getting the device out of the cargo hold. "Since we don't have the vacuum of space to suck it out, we're going to have to find another way to propel it away. I did have one idea once it's outside in space but it may not work. What if we shoot it with automatic rifle fire? The impact should push it further away and given its titanium shell, it shouldn't be damaged in the process. Any other ideas?"
MajorTom
Ranger
Ranger
Posts: 608
Joined: Tue Oct 22, 2019 3:24 pm

Re: Adventure Section 1.0

#1667 Post by MajorTom »

Rick says, "I got some tornadium D-19 but don't know how to be using it. Can someone else be using it to push the thing away."

Rick does not want to lose any more time. We need to get that thing out the door and well away but any means necessary - or us out the door and well away, which seems less likely. if no one comes up with anything better, he will start pushing it out and away and then going with Daz's idea of shooting at it to give it more acceleration.

Can any of the smart people make LOG rolls to come up with ideas?

Just in case: LOG 40 - [1d100] = 65

Definitely not Rick.
mghaught
Pathfinder
Pathfinder
Posts: 417
Joined: Thu Jan 02, 2020 7:38 pm

Re: Adventure Section 1.0

#1668 Post by mghaught »

Good idea. Here's Daz's roll LOG 75 [1d100] = 63
Jaakari
Ranger
Ranger
Posts: 541
Joined: Tue Oct 22, 2019 4:56 pm

Re: Adventure Section 1.0

#1669 Post by Jaakari »

Fun twist

“Well, ethically that sucked. Open the door we need to shove that thing out.” Lloyd braces himself and gives a heave when the door is open.

STR and LOG rolls respectively

Roll [1d100] = 28

Roll [1d100] = 67
Harpoonrgm84a
Ranger Knight
Ranger Knight
Posts: 1066
Joined: Sat Oct 05, 2019 4:19 am

Re: Adventure Section 1.0

#1670 Post by Harpoonrgm84a »

Okay, your logic rolls come up with the following idea: Have everyone remove a single air tank from their suits and attach them to the device. Then, they can be punctured by a single round of fire. The device will get an initial speed of 6 meters per second and when the air runs out, will have 12 meters per second final velocity. That will leave you with 10 hours of air to figure out a way to get rescued. You have 40 seconds left on the timer.
mghaught
Pathfinder
Pathfinder
Posts: 417
Joined: Thu Jan 02, 2020 7:38 pm

Re: Adventure Section 1.0

#1671 Post by mghaught »

Harpoonrgm84a wrote:Okay, your logic rolls come up with the following idea: Have everyone remove a single air tank from their suits and attach them to the device. Then, they can be punctured by a single round of fire. The device will get an initial speed of 6 meters per second and when the air runs out, will have 12 meters per second final velocity. That will leave you with 10 hours of air to figure out a way to get rescued. You have 40 seconds left on the timer.
Daz is good with this plan and will hop on it with the others.
Teflon
Ranger
Ranger
Posts: 638
Joined: Sat Oct 05, 2019 8:16 pm

Re: Adventure Section 1.0

#1672 Post by Teflon »

i'm game heres my tank
Teflon
Ranger
Ranger
Posts: 638
Joined: Sat Oct 05, 2019 8:16 pm

Re: Adventure Section 1.0

#1673 Post by Teflon »

messing around on heroforge.com last night, made a figure of t'prin they didn't have a monkey style face so i had to improvise but i like it .
Attachments
t'prin 3.png
t'prin 3.png (146.09 KiB) Viewed 469 times
Harpoonrgm84a
Ranger Knight
Ranger Knight
Posts: 1066
Joined: Sat Oct 05, 2019 4:19 am

Re: Adventure Section 1.0

#1674 Post by Harpoonrgm84a »

Okay, you hook up the tanks to the device and get the doors open. You take shots at the tanks and with a sudden boost of speed, the device ambles out into space. Mentally counting down, you get to zero and watch the device, but see no obvious evidence that it went off, but if it did, you were outside of the area of effect. As you are cheering, or just panting loudly, you look around and realize that you are in the middle of space somewhere...
MajorTom
Ranger
Ranger
Posts: 608
Joined: Tue Oct 22, 2019 3:24 pm

Re: Adventure Section 1.0

#1675 Post by MajorTom »

Nice miniature, Teflon!

Rick will volunteer to use his magnetic boots and a safety line to take a walk on the hull to look around. He will make sure his magnigoggles are available on a lanyard around his neck (even though they may be awkward to use through a suit helmet).
mghaught
Pathfinder
Pathfinder
Posts: 417
Joined: Thu Jan 02, 2020 7:38 pm

Re: Adventure Section 1.0

#1676 Post by mghaught »

Echoing Rick's actions we'll need to make an inventory of the resources at our disposal. The idea is to find parts that we could use to make some sort of communications device like a beacon.
Teflon
Ranger
Ranger
Posts: 638
Joined: Sat Oct 05, 2019 8:16 pm

Re: Adventure Section 1.0

#1677 Post by Teflon »

T'prin says we can use the lights to set up a visual beacon, we would need a power source tho
are there any crates or anything in the hold?
Jaakari
Ranger
Ranger
Posts: 541
Joined: Tue Oct 22, 2019 4:56 pm

Re: Adventure Section 1.0

#1678 Post by Jaakari »

“Try not to over exert yourself. Everyone check their their suits, leaks will cost us time.”

As Rick prepares to make his EVA, he offers, “The freighter was inbound toward the destroyer and the station. There’s five possible outcomes, we drift toward the destroyer, the station... we see the ship that jettisoned us, but probably no help there... we see our boat or our ship. While you are out there, look at the outside hull for any cargo movers, hatches or anything else.”
Teflon
Ranger
Ranger
Posts: 638
Joined: Sat Oct 05, 2019 8:16 pm

Re: Adventure Section 1.0

#1679 Post by Teflon »

I think the destroyer was supposed to pick up this cargo pod, which means they may still be headed this way
Harpoonrgm84a
Ranger Knight
Ranger Knight
Posts: 1066
Joined: Sat Oct 05, 2019 4:19 am

Re: Adventure Section 1.0

#1680 Post by Harpoonrgm84a »

Don't forget, your spacesuits have a built in comm that has a 10 kilometer range on it.

Hidden sneaky roll for Rick [1d100] = 2

Okay, Rick, you clamber out the door and take a look around and happen to spot a vessel barely within visual range. You estimate that you are within 5 kilometers of the vessel and closing fairly quickly.
Post Reply

Return to “Star Frontiers Alpha 1.0 (Advanced Rules)”