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Session Logs |
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13: Surprise!Surprise!
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Introduction
Due to various events and the things you have done previously as
players the way this particular scenario was going to play out was
always going to be potentially significantly different to the TV
series.
Not giving up the Vault code to Wexlar was one particular change,
but your retrieval of the ISO containers from the Far Horizon, meant
there was another secure location that he could use instead. In the
series he does get the code, Three gives it up but Wexlar still spaces
Two although she later turns the tables (hint), and he locks the crew
in the vault – yes it is airtight.
There are a number of other elements the TV series plays fast and
loose with, often incorrectly, like the airlock being under the cargo
hold but the Trenches, as per all the design models and documentation,
being on the upper hull. The cargo hold and its layout is another one.
There are a couple if things I need to address arising from
discussions primarily at the end of the session.
The first is in relation to ‘neural images’ both in the context of
Transfer Transit 2000 and Cryo-Stasis. Technically the hint is in the
name “Neural Image” which is how the data is stored. Thus there is no
known mechanism for actually reading the contents of that neural image
and constructing some form of Avatar from it or even being able to
correlate strings of neurons into "memories".
Even if there were possible to construct an Avatar then the Avatar
would behave in exactly the same way as the person from which the
neural image were taken. There are also a whole raft of GA regulations
relating to Neural Images.
Now for both the Transfer Transit and Cryo-Statis cases the ‘person’
from whom the image was taken is still alive in the pod that was the
source of the image, and in the process of “waking” that person, the
contained neural image is ‘restored’ correcting any neural degradation,
or in the case of Transfer Transit, adding the new neural connections
and their structure to the ‘original’ host, thus transferring the new
memories. Once the neural image is transferred it is deleted. GA
regulations prevent the retention of Neural Images for any purpose!
Sarah’s case is marginally different, she was placed in cryo-stasis
in a ‘mobile’ pod, much like the Transfer Transit Pods, which has its
own neural storage array – the Razza has a ‘central’ neural storge
array to which all of the Cryo-pods are connected. When Sarah died in
the Cryo-pod, due to the pod malfunctioning, due to the electrical
surges induced along with the radiation from the proximity to the star,
the Pod still held her neural image. There was no body to transfer it
back to and because the pod was damaged and offline it didn't get
deleted. Thus it was possible to transfer that neural image to the
Razza's Stasis Mainframe.
The second relates to Armour and how Armour works.
Effectively all Armour has an Armour Rating, a Damage Capacity, and
a Damage Resistance.
The Armour Rating relates to how much of the body the armour covers
and how effectively the armour protects the area it covers. To have an
AR of 20 you need Full Environmental Body Armour or a mechanism that
creates a ‘force field type effect around the person’ (which you won’t
find in this game). Note the SpaceSuits, whilst environmental do not
class as Armour as they are to easy to damage which is where the Damage
Resistance comes in.
Almost all weapons have a PV, Penetration Value, which determines
how easily they penetrate into objects, thus ‘Blunt’ weapon have a PV
of 0 and thus you can ‘tank’ the damage.
As above, Armour also has a Damage Capacity, this is a measure of
how much damage the armour can absorb before it no longer functions as
armour. The more damage the armour absorbs the less effective it
becomes, thus its Armour Rating drops (just think of it as having holes
created in it through which things can penetrate without resistance).
Now the armour you got of the Feris Troopers was basically a Torso
covering jacket, with a ‘Back and Breast’ and shoulder plates, and a
set of ‘toughened’ trousers and boots, which has an AR of 14.
The Volkov-Russi troopers were wearing pretty much the same except,
that they also had shoulder plates, upper and lower arm and leg
protector plates, and knee and elbow plates, and much heavier boots,
thus giving them an AR of 16.
A helmet on its own will protect against head shots, whilst when worm with ‘Armour’ increases the AR by 1. Both the Feris and Volko-Russi Troopers were wearing helmets.
Attack rolls greater than the AR ignore the AR (except if the AR is
20 and the attack is a critical, for which there are additional rules)
whilst an attack greater than the required minimum to hit (8 for melee,
12 for ranged) hits the armour. This is where the PV of the weapon and
the DR of the Armour come into play.
If the PV is less than or equal to the DR, then both the wearer and
Armour take no damage – note there are special cases for area effect
weapons like explosives.
If the PV is greater than the DR of the armour, then some of the
damage gets through, the amount depending on the relative values, but
additionally the armour takes damage as well reducing its DC. Again,
how much damage the armour takes depends on the relative values.
From a certain perspective the fly in the Armour ointment are
Stunners. Armour does not protect against Stunners (it does against
ShockSticks because of the way they work), but Stunners have a very
limited range and are ‘slow’ to use as a weapon. Stunners are most
effective at <1m and completely ineffective at >3m. Note this
relates to the Stun Pistols you have available. Stunners work by
overloading the bodies nervous system, which 99% of the time renders
the target unconscious, which is also why it works against Androids,
except they are far more resistant to their affect, but unlike organic
life forms they actually suffer physical damage in addition to the
energy overload.
The Armscorp TRC12 MKII Blaster rifle that Three has is both a Heavy
Energy Weapon, even slower that the pistols, but works at significantly
greater ranges. Whilst we’re on the subject I have already determined
the point at which you get the schematics you need to build the
recharge units, if we get that far.
One more thing before the actual session log. Technically the only
“Hostile” left on board the Razza is Wexlar. Logically, the most likely
place he will be is on the Bridge. You have about a 10 minute window
before the Volkov-Russi troopers recover from being stunned/rendered
unconscious, more that enough time to deal with Wexlar, not that it
should take more than one (of is that Two) of you to do so.
And one more for luck. I did in the log from a couple of sessions
ago note that when Five turns 16 she gets some more skills.. some are
sort of defined by what’s she’s been doing, but if she wants to learn
‘combat’ skills then somebody will need to teach her. See Session Log
11: So Far So Good, the 4th paragraph under combat notes.
Surprise! Surprise!
We pickup with the Razza unexpectedly exiting FTL, and the Command
console ‘lighting up’ with a whole array of warning messages that Five
recognises from their previous occurrence.
Tash and Vons also appear on the bridge due to the unexpected
occurrence.
Wexlar grudgingly lets Five run a diagnostic, watching over her
shoulder like a Hawk, as she confirms one of the main reactor power
couplings has failed. Wexlar wants to know how she did it, but Five
says its nothing to do with her he saw everything she did, and that
this has happened before and they now carry spares in case it happens.
He wants to know how to ‘fix’ it and Five, making Wexlar even more
unhappy, says that somebody has to go outside into the Couplings
housing and manually change it, and last time they sent the Android
outside to fix it. Tash asks Wexlar about using the Android but he says
reactivating her is too dangerous. Vons volunteers to go.
Wexlar tells Cain to put the others somewhere secure, whilst Vons
and Tash escort Five to Engineering to get the spare coupling. What the
characters didn't know is that Wexlar contacts the Volkov-Russi
destroyer at this point and gives them the Razza's co-ordinates. They
are also not that far away, a little over 0.1ly. Wexlar then meets them
at the elevator to the upper airlock once they’re got the spare
coupling.
They all then go up to the upper airlock where Vons puts on one of
the Razza space suits. Once he’s ready to go Wexlar, Tash, and Five
return to the Bridge so that they can monitor Von’s progress. Note
there are no cameras but Von’s position can be tracked via telemetry
from the suit.
Vons enters the airlock, depressurizes it, and opens the outer door.
He exits commenting “I have to say it really is beautiful out here”.
Wexlar responds with “You can write a poem about it later,
just get on with the job”.
Vons confirms “I can see the trench housing the couplings, directly
ahead of me, moving towards it now.”
There is then an expletive from Vons "What the hell" (frantic) "I'm
loosing suit pressure"
Wexlar "What are you talking about?"
Vons (suffocating) "My mag boots, they're deactivated"
Wexlar "Can you identify where the breach is"
Vons (Screaming)
On the bridge Von’s suit’s telemetry suggests he is moving away from
the Razza.
Tash "He's off the ship"
Wexlar "Vons, do you read me?"
15 seconds pass
Tash "Do something"
The readouts from Vons suit flatline
Wexlar "It's too late"
Cain (looming over Five) "What the hell just happened?"
Five "I don't know.Vons volunteered to go. I have about as much of an
idea as what happened as you do."
Something else I missed at this point, Wexlar then notices the alarm
on the security console.
Wexlar (checking the console readouts) "That's impossible"
Tash "What"
Wexlar "Someone's pressurising the airlock"
Tash (to Cain) "Are you sure the prisoners are secure?"
Cain "Yes. Posative"
Tash (to Five) "Who else is on the ship?"
Five "No one"
Tash "You're lying"
Wexlar (to Tash) "Take her an put her with the others"
Wexlar (to Cain) "Get up there and check the airlock"
Winding back time a little and changing the perspective.
Two having secured an oxygen source for herself (One of the suit emergency bottles (32mm dia by 80mm high) containing about 50ml of compressed Oxygen, stored in the tool cases in the Couplings Housing Trench), accesses the engineering control console in the Coupling Housing and disconnects one of the main power couplings causing the Razza to drop out of FTL. She then retraces her steps, and hides between the barrels of the anti-fighter turret above the airlock waiting for somebody to come and fix the problem.
Time passes then a figure emerges from the airlock. They are not moving particularly confidently as somebody used to EVA would be. As the figure stops and looks around she gains enough information to be reasonably sure they are not one of the Razza crew, although given that Wexlar is not completely stupid, the chances of him sending one of the Razza crew to fix the issue would be remote at best.
As the figure starts to move forward, she drops down behind it and decouples the air lines, then deactivates the controls for the figures mag boots. Adjusting her grip she propels the figure forward and up using the opposite reaction to propel herself backwards into the airlock. Once inside she hits the button to cycle the airlock, blacking out for a minute as it repressurises.
Now gasping for air she knows that if anybody is monitoring the airlock they will know its been cycled. She staggers out the airlock, and drops into the elevator shaft, exiting on Upper Deck about a minute before Cain heads up to the airlock.
Wanting to arm herself she heads for the starboard side stairs onto the bridge deck. Once there she considers either going to her own room or Threes room but there is too great a chance of her running into somebody, and remembering there are still the weapon crates in the cargo hold decides to head there instead. As she descends the stairs to the Lower deck she catches the sound of Tash’s altercation with Five, where Tash blames Five completely for her brother’s death and as a result she’s going to make her pay.
Two makes
a somewhat highspeed entrance down the stairs, body tackingly Tash and
taking her away from Five, much to Five’s complete surprise at her
sudden reappearance.
A short but not completely one side fight ensues
until Two manages to successfully grapple Tash, put her in a head lock
and then break her neck. As she lets Tash’s limp body go and stands up,
Five vomits noisily. [GM Note: I cant remember exactly what Five said
at this point].. Two responds with “Nanites and an oxygen supply.. but
we need to move”. She collects the Stunner and the Pistol Tash has and
give the stunner to Five “If you get attacked just shoot the attacker
with that”. They move down to the Lower Cargo Deck.
Five is still somewhat still completely overwhelmed by Two’s
reappearance as she fails to notice that the Cargo Container that held
the Mixed Scrap Metals isn’t open as they’d left it previously. Two
does notice. Five uses the ‘Customs’ Code to open it.
Inside in the complete dark and depleting oxygen atmosphere (No point
in having a cargo container that can be exposed to the vacuum of space
not be air tight.. might cause a significant number of issues depending
on what’s being transported) are Three, Four, Six, and Seven- who’s
still bleeding from the wounds inflicted by Cain for being lippy.
Given that the armoury is in the vault, they open the Vault to
access
the weapons. [GM note: Technically the medical supplies would most
likely have been in the Med Bay, but I’ll let you off.] They grab some
of the Med Patches, and patch up Sevens would to stop them bleeding
further, and the armour they acquired from the Feris Troopers
on Alaris-6 (The mining Colony)
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