It's a Hostile galaxy out there...

Recent Posts

SCRAPS - The Chronicles of Grub, the Engineer: Introduction

After The Rupture, the world went silent for hundreds of years. The magnificent structures our ancestors built were taken over by nature.

At one point long after that, our great grandparents woke up from their slumber. As they raised once again to the surface, they slowly but steadily uncovered towering overgrown ruins among inconceivable creatures and plants.

With no recollection of what happened before their time, they started a new world. A place of hope, peace, synergy and beauty.

Welcome to Ayera.


(Images by Artbreeder)

    SCRAPS is a solo roleplaying game by Cezar Capacle that is very different than most of the games that you or I are accustomed to. It's a game about exploration and crafting, and the setting is one of wonder and peace. People live in harmony with nature, and violence of any kind is unthinkable and completely absent from the setting.  There's no combat, no hunting, no taking from nature or others against their will.  It's a refreshing, relaxing, feel-good game.
    The world of Ayera is a wondrous, unimaginable fantasy world. The environment, flora and fauna are unlike anything in our own world, and it is from these fantastic places and life forms that the player will gather the materials they need to craft their personal projects as well as projects for the benefit of the community in which they live. That is to say, they can extract the things they need in accordance with, and respect for, the will of Ayera and the other beings that live there.

THE CHRONICLES OF GRUB
 
  Our story begins in Waldon, a lakeside village.  We will be following the journeys of Grub.  He is a somewhat short, bearded man with a friendly face. Grub is an engineer, and enjoys building structures for the village. He also enjoys cooking, and often tends a small herb garden behind his home. To find the special materials for his projects, Grub travels the nearby lands.  In his journeys, he meets many special people and encounters wondrous vistas.

    Grub is intrepid and enjoys the thrill of discovery. He is fairly good at recognizing and collecting the resources he needs. He is accustomed to larger public works, and less so for small projects and fine detail. I assign his stats accordingly:


    Grub is aware of his limitations when working with smaller materials and parts, and is determined to improve his workshop. His first personal project will be to craft a workbench that will help him to cut and bend materials. It should definitely have a table saw, and any other features will depend on the materials he finds.  I sketch it out on the crafting grid, in accordance with the recommended size of 20 squares:


    It's nothing pretty, or sophisticated, but the grid is merely a representation of the overall form.  For his first community project, I roll on the Project Complexity table and get 26+ squares. This will be a big one. I roll on the Project Type table for inspiration. I get "Mysticism & Communion".  Hmmm.  This suggests some kind of worship, but it should still remain in accordance with the ethos of the game world.  I am inspired by the Chalice, the symbol used by Unitarian Universalists.  I will build a large brazier, around which the community will gather for spiritual purposes.  I sketch out a representation:


    Again, it's nothing fancy, but it suggests a base, a pedestal, a bowl and a flame.  The size comes in at 25 squares, close enough for the first major project.  Unlike personal projects, where the necessary materials can be inspired by what you find along the way, the materials needed for a Community Project are determined in advance. Rolling for the amount, I find that three special ingredients will be needed. Checking for the descriptor and material for each, I envision the following:

1) Firestone: This is a special kind of mineral that generates great heat without flame or smoke. It can be found in the depths, three hexes away from Waldon.  A little bit of random generation places it in hex 3,3 (Waldon is in 5,5 at the center of the map).
2) Pepperwood: These are the pine cones of a certain variety of very tall evergreens. They are full of a resin that burns without being consumed, and gives off a pleasant, cedar-like aroma. Placing these atop the firestone will give us a flame, and a scent like incense.  They can be found 4 hexes away in hex 1,4.
3) Cloudhorn: These are the horns of the cloudhorn sheep, a timid creature that lives in the mountains. They shed their horns annually after mating season.  The horns are lightweight but strong. This sounds ideal for an ornate base and pedestal for our Chalice.  The cloudhorns live two hexes away in hex 3,4.

[I am using a letter-sized sheet of hex paper with a 1/2-inch grid. This gives me a 9 by 12-hex map. The coordinates are column, then row. Placing the town in the center of the map ensures that even the farthest possible destination can be shown on the sheet, while allowing the largest possible space in each hex for drawing and noting details.]

    With his projects decided and a list of needed materials, Grub is ready to set out on his journey.  He seeks guidance by going through unfinished poems he has found.
"By Waldon Pond... I took the road less traveled..."
    
    Grub is encouraged by the words that suggest blazing a new trail, while keeping home in his heart. He foresees a highly beneficial journey, and begins with +1 Opportunity, which can be spent later to find a random special Scrap of material, or to gain an extra d6 on a later roll.  He spends the evening preparing food for his travels, and with the first light of dawn, sets out on the unknown trail.
    What wonders will he find out there in the wilderness?  We will see in the next episode. Stay tuned!

TALES OF THE NOTORIOUS NOMADS - Episode One: Cantankrus Ordo


    This is a playthrough of the solo science-fiction RPG Notorious, by Jason Price. An in-depth review of the game will follow at a later date.


   
This is the tale of the human Nomad known as Cantankrus Ordo.  A descendant of his people's greatest hero, Cantankrus was raised among the elite mercenary force of his homeworld, and from an early age he was indoctrinated in their warrior code and traditions.

   In the early days of the Intergalactic War, his parents were sent off to fight alongside the forces of the Trade Alliance. Cantankrus was still a child, too young to join them in battle.  His mother and father never returned home - they had been slain by a hooded figure from the Mystic Order. No one knows if he has ever shed a tear for them, for he has never removed his helmet in front of another since the day he earned it.  Even among his people, Cantankrus is aloof and reserved, preferring to let his weapons do the talking.

*        *        *    

      I had been hired by The New Uprising to apprehend Niff Balon, a Murian who was wanted for assassinating the leader of an Uprising resistance cell. Niff was last seen on Veltari, an aquatic planet. The dominant species there are the Kimano, a pale-skinned amphibious race; the Talok, a semi-aquatic reptilian race; and the Valk, a bird-like race.  Veltari is controlled by the Mystic Order, and is challenged by a Trade Alliance presence there. The Red Moon criminal syndicate is a minor player behind the scenes.

   I set my ship Relentless down on a dimly-lit floating platform.  A bobbing pontoon bridge connected the landing pad to the main hub of the floating spaceport. Checking my weapons, I set out in search of my quarry.

    Shortly after I set foot on a solid deck, a speeding vehicle appeared out of nowhere. Two humans in angular red masks confronted me, attempting to collect a "landing fee" for setting down in Red Moon territory. "I'm on business," I warned, placing my finger on the trigger of my laser rifle. "There's no reward for killing you... but if you don't get out of my way, I'll do it for free." (Threaten: 6 vs 4.) 

    "Hey, we were just kidding!" pleaded one of the thugs. "Nomads are always welcome here. Do you think we could be Nomads someday?"

    "Unlikely," I grumbled, shouldering my way past them. "The Guild doesn't admit gutless sleemo like the two of you".

Kraketh Spaceport (Trade Alliance): +1 Notoriety (1)

    The spaceport was much like any other, except that it was made of several large platforms that floated on the waves. I made my way to a tavern.  As I entered, I could hear the rolling of thunder outside and the whistling of rising winds. Lightning flashed and the rain began pouring down in sheets.

    "Help us!" cried the barkeep. "It's a monsoon!"  Don't Get Attached was a motto of the Guild. We did not deal in good deeds. But maybe it would make the locals more inclined to share some information. I assisted them in battening hatches, gathering younglings, and sheltering them in empty shipping containers. +1 Notoriety (2), -1 Favor (1)

    When the storm passed, they told me of a wizened old hermit who lived nearby, suggesting that he might be able to help me.  I made my way to his hut and rapped on the hatch.  It swung open a hand's width, and I could see only part of his face. Noticing my helmet, his eyes widened and he slammed the hatch, locking me out. "Usen'ye!" he cried repeatedly. "Usen'ye!".  Go away, it meant, in the rudest way possible.

    As I made my way back to the main port, a speeder whizzed past me. A figure was tossed from the back of the vehicle and landed at my feet. It was a Kimano, and he had been badly injured. He was a scrap vendor named Caper Vrill, and he was being taught a lesson for refusing to pay the Red Moon racketeers who "protected" his junk shop.  I told him I would get him some help if he would loan me a vehicle, but he waved me off, wanting nothing to do with me.

Kraketh Spaceport (Trade Alliance): +1 Notoriety (3)

    Outside the main terminal, I witnessed a civilian with a spray can, defacing a Trade Alliance holo-board. He was being accosted by two starport security guards.  As I came closer, I noticed the vandal had painted a Mystic Order symbol on the sign. He deserves whatever beating he gets, I thought. Kark the Mystic Order, every last one of them.

    A panic-stricken insectoid approached me, groveling for help. The Lek'tok introduced itself as Pikto Stakk, and begged me to help it find passage off-world.  It told me it was being hunted by Red Moon enforcers for defaulting on a predatory loan, and offered me a wedge of credits to transport it to safety.  "If you had that kind of money," I told it, "you'd have been able to make your payments on time. Find another sucker." Refuse: +1 Favor (2)

    Passing by an alleyway, I noticed a torn satchel on the ground. No one was hiding in wait, so I knelt to examine it. The pack had a Trade Alliance logo, and contained a datapad, a stack of credits, and an ID in the name of "Jarl Videt", a Ssamborn shapeshifter.  There was no sign of the owner - perhaps it had been abducted.  As it would have no use for them in whatever its current situation might be, I pocketed the creds and moved on. +1 Favor (3)

    A Kimano Bargecrawler was moored at a nearby wharf, so I went aboard to see what news they might have.  The salvage captain was a Kimano named Quila Ackbo.  She said the Old Empire and the New Uprising were irrelevant to her; all she cared for were credits.  I used my newly-found cash to purchase passage to the next destination I wanted to explore. I was given a hot meal and a cabin to rest for the night. +1 Motivation (3)

    As we sailed along, I noticed that the civil war had left its scars upon this world too. Salvagers hauled pieces wrecked Empire starfighters and troop carriers from the waters, and oily smoke rose from platforms where Uprising bomb attacks had taken place.  There were no "good guys" or "bad guys" in this war, only opportunities for Nomads like me to earn money from whomever was paying.

Cargo Ship TA-42 (Trade Alliance)

    We moored at a wharf, next to a Trade Alliance cargo ship. I searched for anyone who might have information that would help me to locate Niff Balon. (+1 Favor)  Nobody had any information, but I was accosted by an angry patron.  With his black eyes and broken nose, he could only be the punk who had been vandalizing the signs at the starport. He was clearly angry that I had chosen not to intervene.

Attack (Ranged): 2+3 vs 3+1. Hostile loses 1 Defense.  Round two: 5+3 vs 5+1. Hostile defeated.

    It was clear that a beating had not taught him to stay out of trouble.  I had no sympathy for those who supported the Mystic Order, and my lesson to him would be a permanent one. Kill: +1 Notoriety (4)

    I still had found no sign of my target. I was approached by a hoverbike gang, but they showed no hostile intent. They were merely protecting their turf from Red Moon racketeers.  Finding no useful information here, I returned to the spaceport.

Kraketh Spaceport (Trade Alliance): +1 Notoriety (3)

    As I approached the facility, I was met by another starport security guard, who demanded that I produce papers authorizing my activities and weapons. I ignored him until he dared to lay a hand on me.

Attack (Melee): 6+2 vs 1+1. Hostile defeated. Spare: +1 Favor (5)

    I flipped him over my shoulder and he hit the deck hard. I kicked his stunned body out of my way and carried on with my hunt. 

    While sitting in a seaside tavern, listening for rumors, I felt a gentle tug at my belt.  I seized a groping hand and hauled its owner out from its hiding place. It was a Murian, like my target, and it was holding the puck that held the information about my target. But this Murian was a female, and the color of her fur and her eyes were not the same as Niff's. Not my target. But her other hand was holding a vibro-blade. But I had one, too.

Image by Vlad Voronchiukov

Attack (melee): 3+2 vs 4+1. Fail, Ordo loses 1 Defense. Round two: 1+2 vs 5+2. Fail, Ordo loses 1 Defense. Round 3: 4+2 vs 3+2. Hostile loses 1 Defense. Round four: 6+2 vs 4+2. Hostile defeated.

    We had each dealt a couple of good cuts, but in the end I had the upper hand. The Murian leapt up and ran from the tavern. I let her go. Nothing had been lost, just a typical dockside pickpocketing attempt gone wrong.  Spare: +1 Favor (6)

*        *        *

    I had been trying to track down Niff all day, and night had fallen once more. It still had not stopped raining. As I made my way across a precarious bridge above a hydroelectric spillway, I saw a reptilian figure coming toward me from the other side.  The Talok was wearing the robes of a Mystic Order magistrate. "I can't let you passst," he hissed. "The money wasss too good to passs up." The sluices opened up and water began roaring through the hydro generators.  The catwalk became slick and we were splashed with sheets of seawater.  "Niff did what had to be done, and ssso will I."  He pointed a wicked-looking disruptor at me.

Lead (Gollo R'aand).  Attack (Ranged): 5+3 vs 3+1. Gollo loses 1 Defense. Round two: 6+3 vs 3+1. Gollo loses 1 Defense.  Round three: 2+3 vs 4+1. Ordo loses 1 Defense. Round four: 2+3 vs 2+1. Gollo loses 1 Defense.  Round five: 3+3 vs 5+1. Ordo loses 1 Defense. Round six: 4+3 vs 3+1. Gollo defeated.

    It had been a vicious battle.  Only my heavy armor had saved me, though it had earned a couple of large new dents.  Gollo's thick hide had nearly saved him, but in the end my skill prevailed.  He lay on the catwalk, bleeding and coughing, but still trying to crawl toward the disruptor he dropped.  I kicked it into the torrent below, and then did the same to him. Kill: +1 Notoriety (6)

    I returned to my berth on the bargecrawler and paid for another night's lodging and food. The ship was heading for a nearby volcanic island where Niff might have gone to ground.  While I slept, I dreamt of a mystic temple.  Strange symbols adorned the walls and voices whispered in unknown tongues.  I knew this was not just a dream, it was a portent. I knew that some force was drawing me to this place, but I had no idea what I would find there.

*        *        *

    As the dim sun rose over the horizon, the bargecrawler made landfall.  As if by fate, I could see the temple from my dream, far away at the foot of the volcanic slope. It took a couple of hours over rough terrain, but soon I stood before the vast, mysterious structure,

    A large, hairy individual blocked my way. It was a Cherrin male, a powerful ursine humanoid.  He was clad only in a bandolier, which held ammo for the tribal firearm he carried.  I heard and felt a rumble, as if the ancient dormant volcano chose this moment to awaken. Soon, I was able to distinguish the sound as hundreds of distinct hoofbeats. A massive herd of ungulates were swarming down from the caldera, descending upon the temple. There would not be much time for conversation.


    "Him didn't want to do it," the beast rumbled in his native language. "Him told Khurrsabuck that him was forced to. Him was going to be exposed. Him asked Khurrsabuck for help."

    "That's not what I've been told," I replied. "Word is that Niff Balon was a zealot, and would do anything for the cause. I think he was looking for a patsy. You've been duped."

    The beast called Khurrsabuck rose to his full height, pointed his weapon at me and roared nearly loud enough to drown out the sound of the oncoming stampede.  I dove for cover and readied my own rifle.

Lead (Khurrsabuck).  Attack (Ranged): 5+3 vs 4+2. Lead loses 1 Defense. Round two: 4+3 vs 6+2. Ordo loses 1 Defense.  Round Three: 6+3 vs 1+2. Khurrsabuck defeated.

    Khurrsabuck fell to his knees, wounded. His relic weapon was damaged and no longer functional. His shoulders sagged and he hung his head in defeat. He knew that I was right.  He had been used.

    "I guess everybody's got a job to do," I said, as I turned and hurried away from the temple, before the stampede could arrive.  Spare: Favor at maximum already.

*        *        *

Kimano Bargecrawler

    I had returned to the bargecrawler, hoping that the information I had learned from Gollo and Khurrsabuck might help me to find out more from the locals.  I still could not figure out how the Mystic Order figured into the situation, or why they would want to assassinate a leader of the Uprising.

    I spoke with a Talok local named Khaan V'uush. She seemed to be looking for an argument. Speak: 5+3 vs 5. Success.  She told me she hated the war and was dreaming for its end. I reassured her that I was only here for the money, not the politics. +1 Motivation (6)

    I learned that there were caverns along the rocky coastline of the volcanic island.  Perhaps Niff had taken refuge in one of them,  As I slowly crept through one of the darkened caves, I could see glowing eyes following my every move.  I spun, raising my rifle, as an enormous cave spider emerged from a tunnel ahead of me. Then I noticed the bones strewn across the cavern floor.  Some had belonged to humanoids; others appeared to belong to some creature even larger than the one that was rushing toward me.

Attack (Ranged): 4+4 vs 1+2. Monster loses 1 Defense. Round two: 6+4 vs 4.2. Monster defeated.

    I held my ground and kept my calm, carefully aiming for its large, glowing, multifaceted eyes. I fired an overcharged burst into each of them, and the spider slumped to the ground, dead.

    Emerging from a tunnel at the other end of the cavern, I found myself standing on a ledge below a steep, rocky cliff.  Below me, waves smashed against the rocky shore.  The only way ahead was to climb.

    The cliff was treacherous. At times, my handholds and footholds crumbled, leaving me hanging from an outcropping or pressed against the cliff face as rocks from above fell past me, smashing into the unforgiving surf below.

Doon'la, Smuggler's Rest (Red Moon Outpost)

    Reaching the top of the cliff, I found myself upon a plateau. A ramshackle outpost stood there, with a clear view to the nearby starport and floating city.  I entered the building. It was a rough-and-tumble gang hideout, but nothing I hadn't seen before,  Most of the occupants wore the angular crimson masks of the Red Moon.  I could tell I was unwelcome here. Some became verbally aggressive, but no one had reached for a weapon yet.  I could feel the tension building, and scanned the room for any potential threats.

    No one approached or made threatening moves, but I noticed one short, masked figure slip out a back entrance. I shouldered my way through the angry crowd and hurried to catch the escaping gangster. The being was running across a precarious catwalk, connecting this plateau to a nearby outcropping, upon which a landing pad stood.  A ship sat upon the pad, clearly the destination of the fleeing individual.

    Halfway across the bridge, the figure turned and removed its mask. Niff Balon stood before me.  I realized this was the same Murian who had tried to steal my puck.  He had changed his fur color and disguised himself to evade capture, and had been so bold as to confront me pre-emptively.

    "I don't regret what I did," Niff squeaked. "The Order didn't need the Uprising meddling around here. The Order wants to eliminate the Trade Alliance, and bringing the Intergalactic War here was bad for business.  The Empire has no love for the Trade Alliance either, and without resistance, they'll eventually establish a garrison here. Now, it's only a matter of time before the Trade Alliance is gone from Veltari for good, but the Order won't last here, either.  Even if you take me in, the damage is already done."

    The bridge swayed as the waves crashed below us. In the skies above, Empire fighters clashed with Trade Alliance drone ships. Debris fell from the skies, some chunks passing perilously close. Stray laser fire smashed into the ground on the plateau behind us.  Niff knew he could not make it to his ship before I gunned him down, and neither of us could retreat to the smuggler's outpost.  The cunning little Murian drew his vibroblade and moved toward me.  

Target (Niff Balon).  Attack (Melee): 5+2 vs 4+2. Niff loses 1 Defense.  Round two: 4+2 vs 4+2. Ordo loses 1 Defense.  Round three: 5+2 vs 1+2. Niff loses 1 Defense.  Round four: 6+2 vs 3+2.  Niff defeated.

    The close-quarters knife fight was brief and brutal. We were both bleeding from gashes dealt by the other's blade. Niff knelt before me, clutching the nasty leg wound I had dealt. It was time to bring him in.

    "You're worth more alive than dead," I told him. Clearly, he was hoping for a chance to escape before I could turn him in.  "But this time, it's worth the difference to rid the Galaxy of an Order lackey like you." I shot him and he collapsed on the catwalk, unmoving. "You're still worth a lot to me dead," I said, dragging his carcass toward his ship.

EPILOGUE

    I needed to get back to my ship, and going back the way I came was kind of out of the question.  But Niff's ship sat on the pad at the end of the catwalk, and he wasn't going to be needing it anymore.  The cockpit was a bit cramped for a Human, but we weren't going far,

    I landed on the pad next to Relentless and brought the crate containing Niff's body into my cargo hold.  Then I paid a visit to Caper Vrill, the scrap vendor. He was doing better than when we'd first met a few days ago.  Selling Niff's ship to him helped to offset what I'd be losing by bringing my target in cold.  During a lull in the battle above, I slipped away to make my delivery.

    It wasn't long before word of my deeds spread throughout the sector. As with any tale, it grew in the telling. According to various accounts, I'd either single-handedly driven the Trade Alliance from Veltari (they were still there), brought the Red Moon to heel under my control (we weren't exactly on the best of terms), and any of a number of other deeds.  All I really did was to shoot a Rat that needed killing.

    My reputation with the New Uprising did increase, of course. I even received a personal holo-message of thanks from a certain Senator who was alleged to be a member of the Uprising. But gratitude doesn't pay the bills, unless it makes it easier to get the next job.

Cantankrus will start his next mission with 1 Favor, 2 Notoriety, and 1 Motivation.

d100 SPACE - THE ADVENTURES OF ECHO-NINER - Introduction

Recently, I purchased d100 Space, a solo sci-fi RPG by Martin Knight. It's based on the popular d100 Dungeon line of games. I've never played those, as I have very little interest in generic fantasy games. However, sci-fi and solo are two great tastes that taste great together, in my own opinion.

The basic premise of the game is that you play a new starship captain, who has headed out into the galaxy seeking fame and fortune. You can mine, trade, fight in space and on "away missions", and most of the other things that one would typically expect from a game that is, in many ways, like Elite Dangerous as a pen-and-paper game.

The game may be a bit more "crunchy" than many solo games, rules-wise, but after a couple of read-throughs it seems pretty straightforward. There are four tutorial missions that get a player accustomed to the situations and tasks one will encounter routinely during play.

The game is available in PDF or Print-On-Demand format from DriveThruRPG or through the MK Games website. I've watched some very informative play-through videos, and have an idea of what will help me to have the best starting chance to succeed. So, let's give it a try! 

First, we need to create a Captain. You have three characteristics: Strength (Str), Dexterity (Dex), and Intelligence (Int). For anyone who's played any kind of RPG, these should be self-explanatory. While a high Strength may be very helpful during away missions, and Dexterity is important for ranged combat and some other tasks, the most important characteristic for a starship captain has got to be Intelligence. It governs so many of the things one will do in space, as you will come to see in this play-through series.

You assign 50 points to one characteristic of your choice, 40 to another, and finally 30 to the remaining one. I have decided to begin with 50 Int, 40 Dex, and 30 Str.

Your second choice is what career the character comes from. You can be a Marine, a Smuggler, or a Techno. Again, kind of self-explanatory. Each career modifies your starting characteristics, as well as awarding points in certain Skills. You can choose a career, or roll randomly on Table C (Careers). There are a lot of tables in the game, and the great thing is, they tend to match the first letter of whatever they represent. Want to know if the door you're trying to get through is locked, welded shut or booby-trapped? Roll on Table D, of course!

Anyway, I'm choosing the Techno career, to represent a Captain with a high degree of technical competence. This grants me +10 Int, but -5 to Dex and Str. So now I'm at 60 Int, 35 Dex, and 25 Str. I also get 5 points in two skills: Implants, and Lucky. Implants governs the ability to use cybernetic implants, which are fairly common in the game (more on that later). Lucky is sometimes used as a modifier to Tests (task checks). We will shade in the star icon next to Int, Implants, and Lucky. This icon governs how much experience we get from performing certain actions and task checks.

Next, you choose the Captain's race. There are three options: human, alien, or Cyboid ("Human/alien organisms, fully integrated with technology which they rely on to keep them alive" according to the book). As before, you may choose freely, or roll randomly on Table (you guessed it) R. 

Cyboids sound kind of like The Borg to me, only without the mindless collective consciousness. This choice seems to fit well with my overall theme of a highly intelligent individual. Being a Cyboid grants +5 Int and -5 Dex, so now the character is 65 Int, 30 Dex and 25 Str. The character gains 5 points in the Aware skill, and shades the star next to that skill.

Because the Captain has an Intelligence of 50 or more, he unlocks an ability. The ability is Cybercon, a 10-slot cybernetic console where Implants can be added. This is perfect for a Cyboid Techno, isn't it? I am looking forward to acquiring some Implants, which will allow the Captain to gain bonuses to Tests, or gain other benefits during an Away Mission.

Additionally, any Captain has learned a couple of other skills aside from those granted by career and race. You may choose any two skills you don't already have, and add +5 points to each (you do not shade the stars as you would with career or race skills). The remaining skills I haven't mentioned yet are: Agility, Command, Dodge, Escape, Hacking, Strong, and Traps. I definitely want Hacking, as I can see the character being good at overcoming security systems and getting into computers and such, so I take +5 in that skill. For my other choice, I'm going with Traps to help overcome certain doors and other geographical encounters.

Next, we receive certain equipment. Roll on Table A and Table W to determine the Captain's starting armor and weaponry. I rolled 69 and 32, so I have an Energy Shield (ES3) and an Electrolaser pistol - in addition to dealing damage, it stuns the target and reduces their Attack value. These seem pretty thematic to the character. I'm glad my weapon was a pistol, as the energy shield is held in one hand and cannot be used at the same time as a two-handed weapon. And a level 3 shield is pretty powerful!

We then get some standard equipment: 10 Oxygen (O2), 10 Night Vision, 10 Rations, 10 Decoders, and 10 Power Cells. These items will be used during Away Missions (the "ground" exploration portion of the game). Additionally we get three small medpacks, which we can store on our six-slot utility belt and/or in the small equipment pack. I'll put two on my belt and one in the pack.

Only a few last things to do! The Captain starts with 20 Health Points, 4 Rep (reputation), 3 Karma, 3 Life, and 200 credits. And, of course, one VERY important choice - a NAME! You can call your Captain whatever you like, but I think it's more fun if you come up with something thematic, even if it's a bit over the top. This is space opera, after all! So call your Captain something like Spaceman Sparks, or Rex Rockets, or whatever. For my Captain, I'm choosing something that suggests that he is part of a cybernetic race, so he has a unit designation rather than a proper name. Let's go with Echo-Niner.

There we have it! The Captain is all rolled up and ready to play. Only one thing is missing. What would a starship captain be without... a starship? Fortunately (and naturally), you begin with a Fast Attack Craft - a fairly versatile medium-sized ship with good overall stats. Let's look at the stat line:

Tech Level (TL) is how sophisticated the ship is - more complicated ships are harder to control.

Cargo Space (CS) is useful when mining, gathering other resources, or trading. 

Drive Thrusters (DT) indicate the agility of the ship, useful when performing complex maneuvers in-system. 

Fuel Tanks (FT) are how much fuel the ship has, used when making FTL jumps. 

Fuel Scoops (FS) are used to replenish fuel in space . 

Life Support (LS) is how many crew and passengers the ship can accommodate. 

Jump Speed (JS) is the maximum number of light-years the ship can travel in a single jump. 

Power Generator (PG) is used to replenish power when in space.

Power Level (PL) is the maximum amount of power the ship can store.

Weapon System (WS) affects how much damage the ship can cause in space combat.

Shield Generator (SG) is the amount subtracted from any damage dealt to the ship. Further damage is subtracted from PL, and then finally LS (which may result in crew casualties).

Mods (M) is the free space to install modifications such as a mining laser, bigger cargo hold, etc.

Credits (C) is the purchase value of the ship.

There is one derived statistic, the Control Modifier (CM). This is a bonus or penalty to performing most ship-related Tests, and is the difference between the Captain's Int and the ship's TL. So the CM in our case is 65-10= 55. As more mods are installed and the ship's TL increases, that CM may change.

So now Echo-Niner has a ship. What shall we call it? Something that fits the theme... related to electricity, perhaps. Let's call the ship Faraday.

There you have it! We have a Captain, and a starship, and in the next episode, we're ready to begin the preliminary Operations that will help us learn the proverbial ropes. See you next time!



SUPPORTING CAST - Meet Colby and Hall


CAPTAIN Solomon Hall, II            A9CA68        Survey Scout

Survival-2    Investigate-2    Leader-1    Pilot-1    Vacc Suit-1    Ground Vehicle-1

Sex: Male Age: 48    Height: 184 cm Weight: 112 kg

Hometown: Duluth, Minnesota, Earth Ethnicity:  Scandinavian

Education: School of Hard Knocks

Languages: English

Psych Profile:  Grim and quiet. Lets his actions speak for themselves

Appearance: Large frame, weathered features.  Bearded, always clad in survival outerwear.

Notes:  Captain of the Castle Bravo-class scout "Solomon's Spirit", GSV-180817. 


SECOND LIEUTENANT Jacob Colby, USMC            877A9B        Marine

Gun Combat-2    Recon-2    Brawling-2    Tactics-1    Leader-1

Sex: Male Age: 26    Height: 175 cm Weight: 80 kg

Hometown: Twenty-Nine Palms, California, USA, Earth

Ethnicity:  British        Languages: English

Education: United States Naval Academy, Annapolis, USA, Earth

Psych Profile:  Optimistic and determined

Appearance: Clean-cut, well-groomed. Military bearing. Tattoo on left upper arm: "22 MEU: Anytime, Anywhere"

Notes:  Son of Jack Colby, Captain USMC 24 MEU (KIA 11/07/21 FOB Donshu, Tau Ceti)





VOYAGES OF THE DAWN TREADER - Mission Six - Asphodel


SHIP'S LOG:
USCS FREE ENTERPRISE TSV-101701

ENTRY SIX: EARTH DATE 14 JULY 2225

REPORTING: RORY BUCHANAN, CAPTAIN

Telluride may be the worst place to spend a long weekend. We endured 36 hours of unbearable heat, followed by 36 hours of an Antarctic cold. We had to stay within the hab complex, which was crowded and smelled of unwashed humans living in close quarters. I longed to be back at Hamilton, where I could get a real shower and breathe fresh air.

We are being sent straight from Mu Ceti to the Iota Piscinum system, better known as "Limbo" to spacers. The system, if it could be called that, is essentially a giant asteroid belt. There isn't even a gas giant - fuel must be gathered by mining icy asteroids.  Erebus Petrochem has tasked us to salvage essential components from a newly-decommissioned mining platform. 

I have briefed the crew, and Engineer Knight is particularly eager to fill our hold with salvage. Our last salvage run paid out only on recovered components - in addition to the death of Luther Nelson, we didn't make much money, either.  This time, I negotiated a standard bonus plus incentives for recovered components. The hidden benefit of this was, if we found something we decided to keep for ourselves, it wouldn't count against that payout.

AFTER-ACTION REPORT

SUBMITTED: 17 SEPT 2225

Once our negotiations and briefing were completed, we began pre-flight preparations for liftoff. The ground crew on Telluride were reluctant to refuel us, considering the amount of unrefined fuel they were providing was actually more than the tonnage of pure water we had brought to them. Evans and Garvey went ashore to help with the loading - and by that, I mean that they physically intimidated the ground crew into compliance by threats of bodily harm.

Once we were fueled, it would still be a day on the pad while the onboard processors filtered out all of the ammonia and methane and other contaminants from the gas giant fuel. While we waited, a mysterious ship landed at the port. Its configuration was unfamiliar, but Aman speculated that it might be some kind of executive fast-response ship. The passengers that went ashore were nondescript but clearly covert. Port Security allowed no one near the vessel. I couldn't shake the feeling that the ship was, in some way, related to our mission.

We were 90 Mkm from the hyperspace point, and the trip would take 56 hours. We took off without further incident, and Lewis and Chun kept us on a steady course. On route to the hyperspace point, we encountered a cargo carrier. Aldel tried to hail it, but we were met with radio silence, and the other vessel altered its course to keep their distance. It was likely that they were afraid of more pirates like the ones we had encountered on our way here.

At midnight on July 16th, we prepared for a long hypersleep. Limbo is 19 parsecs from Telluride, and the trip would take over 33 days. I could only imagine what it might be like for Desh, left alone for nearly five weeks with only the quiet ship and his electrical thoughts to keep him company. By the time we awake, I will have spent 148 out of the 231 days this year asleep. Two-thirds of 2225 in a semi-dreaming slumber. When we woke from our chilly repose, most of us had endured it well - except Leah Knight, who felt a little nauseous. "Nothing a bottle of Glycolyte won't fix," she said queasily as she choked down the sports drink that Desh offered her.

Aldel obtained a fix on our position, and Chun announced that we were 300 Mkm from the mining station, called Asphodel by the Company.  Sitting in the outer system, the station was seven and a half days away at full burn.  She laid in a course, and Lewis ignited the engines. About 30 hours into our flight, we received a distress call from a nearby ship. The petroleum carrier Lone Star was being hijacked by passengers it had recently taken aboard. 

(Reaction: 7, failed. Result: 7 - Lewis, 4, Stubborn)

Lewis protested my decision to respond, noting that if we diverted, we would be at bingo fuel by the time the mission was complete, and that there was no gas giant or ocean here with which we could refuel.  "Couldn't we get some fuel from the petro carrier?" Aldel asked innocently.  She was met with withering stares from Knight and Garvey, and an eyeroll from Lewis, who informed her that petroleum could not be distilled into a suitable fuel source for a starship's maneuver drives.

Any dissent was quickly silenced when I pointed out that ICO regulations stipulated the forfeiture of our bonus shares if we failed to respond to the signal. Lewis adjusted the burn to intercept the tanker. We matched course with the vessel on the afternoon of the following day. The Lone Star was not compliant with our attempts to dock, but Lewis expertly piloted the Enterprise to mate with the Lone Star's primary airlock. Donning our vacc suits, Garvey, Lewis and I went aboard, armed with our shotguns.

(Scene Challenge: Solid, Dangerous. 8+. +DM's for weapons, training, and familiarity. Roll 8, success!)

We were met with armed resistance by a number of wild-eyed individuals in dirty blue jumpsuits.  There was something... unnatural about them. They were unwilling to negotiate, demanding to be taken to a system outside of the influence of Erebus.  They fought back zealously, but we knew this kind of ship well, having previously been aboard the Excelsior some months ago. In the end, they were defeated. Garvey was able to repair the systems that the hijackers had damaged.

During the firefight, the two ships had become separated. The Lone Star had been rolling erratically and Lewis had been forced to decouple our ship. The three of us had to make a short unassisted EVA to return to Enterprise.

It would take seven more days for us to travel to Asphodel Station. Thankfully, the week passed uneventfully, with each of the crew going about our daily tasks and spending our off-duty hours as shipmates do.  We arrived at the station on the evening of the 27th. 

Asphodel was built in a classic design - two concentric toroidal rings joined to a central spine by four spokes. It looked as if it might have been out of a picture book from mid-20th Century Earth pulp comics. If it held true to form, the control deck would be at the top of the spine, and the engineering deck at the bottom.  We would surely need to explore both.

The station did not respond to our hails and there was no docking beacon for Lewis to follow. For all of his shortcomings personality-wise, he made up for it in skill, docking our ship to the station's lower airlock. Chun stayed aboard, ready to get the ship moving in case something dangerous happened. The rest of us made ready to board the station. 

The station's airlock was malfunctioning, but Knight easily overrode the security lockout and the lock hissed open.  The air inside the station was stuffy and warm, and the corridors were dimly lit with red emergency lighting.  

The plan was to explore the entire facility, identifying the requested components and their condition and estimating the amount of time we would need to salvage it all.  The signs in the corridor showed us we were on Deck Four.  We followed the right-hand corridor, which curved into a dim, cavernous chamber. The sounds of our boots echoed in the open space, whose walls we could not see with our helmet lights. There was a slow but loud dripping sound in the darkness.  Garvey sniffed at the air and simply said "Smells like coolant."


We headed toward a corridor to the left, barely visible by its row of lights.  The spoke led us to a chamber in the inner ring. There was a fine, gritty dust covering the deck and every surface. A huge furnace stood cold. Large machinery with pistons and burrs fed onto a conveyor belt that led back in the direction we had come. Ore must have been processed here, and stored in the vast chamber we had just left.

We continued forward into the spine, where we found a pair of lifts.  They were not responding, likely because the main power was out. Continuing along the opposite spoke, we once more entered the inner ring. This area had a number of desks and a map table.  The walls were hung with paper maps of the asteroid belt, and we found MRA handbooks on some of the desks. Catalog of Off-World Resources MRA-3421-8-2221-P and Guide to Interstellar Resource Extraction Regulations MRA-3411-6-2211-F  seemed like the perfect reading for sleepless nights, so I tucked them into my satchel.


We continued along the spoke to the outer ring. We entered another ore storage bay, but we were not alone. Mining drones turned toward us, equipped with rock saws, grinders, jackhammers and short-range mining lasers. While a robot of this sort would not be programmed or used with hostile intent, it was clear that they meant us harm. We took cover behind piles of tailings and opened fire. "Keep them at range!" I shouted.

(Scene Challenge: Shaky, Dangerous, 10+. +DM for Engineering and weaponry. Failure. Minor Injury)

We damaged some of the drones, but one managed to flank Evans and strike him with a rock hammer. Evans was knocked down, but we blasted the drone before it could do further harm. "Fall back!" I shouted.  Evans stumbled to his feet and we hurried back the way we had come. 

We tried to erect a barricade to hinder pursuit, in case the drones decided to follow us.  We pushed desks and cabinets against the doorway, but it would only be a temporary barrier against the well-equipped drones.  Desh checked Evans over and treated his minor injuries, then we hurried back to the spine and headed down the right-hand spoke.

We found ourselves in a stairwell, which headed up to the next deck and down to Engineering, which was our next destination. Moving into the outer ring on Deck Five, we found a tankage area about the size of the cooling tanks for our ship's reactor. Lewis estimated that it would contain 30 tons of fuel if full, and if we siphoned whatever was left in it, we might have enough extra fuel for an additional burn if anything unexpected happened.

Heading counter-clockwise around the outer ring, we found ourselves in a pump room. These pumps must have been used to pump coolant from the tanks into the station's reactor, but since the pumps had failed, main power had been lost. Knight and Garvey estimated that it would be a 3-hour job to repair or remove them.

Pushing ahead in the same direction, we found a parts storage area, which should contain anything we needed for repair or salvage jobs. We proceeded back to the inner ring, and found ourselves amid the life support machinery. We could hear the soft whisper of circulating air and the huffing sound of heating units. Counter-clockwise along the inner ring was the life support control room. Knight studied the panel and informed me that all systems were operating within normal parameters. Atmosphere and heat were still providing a habitable environment within the station, but gravity was out on the upper decks. She advised me it would take about four hours to restore.

We headed back to the outer ring. A large workshop was here, naturally adjacent to the parts storage compartment. A variety of machinery could be found here, from fabricators to machining equipment. Most notably, a workloader stood in its charging cradle, like a massive, skeletal human with pincers for hands. Evans and Garvey insisted we come back for it, as we did not yet have one aboard Enterprise.

We returned to the stairwell and headed up two levels. On Level Three, we found the Hangar Deck. Moving to the outer ring, we found another parts storage area - this one for parts for small craft, rather than the station itself. Proceeding clockwise brought us to Hangar One. A Nomad-class ship's boat sat on the deck. Lewis headed over to check it out. Apparently, it looked to be in operational condition. Regrettably, there was no way to take it aboard, so we would have to salvage what we could. Continuing in a clockwise direction, we came to the main airlock. Back into the inner ring, we found the equipment room. Mining suits and equipment sat in lockers along the walls, ready for miners to suit up for EVA work. This gear would be easy to bring aboard.

Returning to the stairwell, we ascended to Deck Two. The stairwell did not continue upward. We headed to the outer ring, where we found crew staterooms. Cautiously searching them, we found them to be uninhabited and abandoned. It appeared that the occupants had departed or abandoned the station. We continued clockwise to an area that might have been intended as a lounge, but was now being used as a garden. Plants grew in soil beds and hydroponic trays and airponics bays.

We were not alone. A number of individuals clad in blue mining jumpsuits turned toward us as we entered.  They looked haggard and wild-eyed. I raised my hands and spoke quietly. "We are representatives of the Company on official business," I began, but the miner closest to me screamed and swung a shovel at me.

(Scene challenge: Shaky, Dangerous, 10+. +DM for Leadership, Liaison and weaponry. Failure. Minor Injury)

These miners fought like zealots. They would not listen to reason, they would not relent, and their only utterances were screams and grunts. There was something... unnatural about them. Crazed. Garvey was struck by a miner with a pitchfork, slashing a series of gashes along his arm. Our choices were to gun them down, or retreat. We fell back once again.

We found ourselves in a laundry area.  The machines were inoperative and heavy, but we barricaded the door as best as we could while Desh treated Garvey's wounds. Stacks of uniforms sat upon shelves - the same jumpsuits worn by the hijackers aboard the Lone Star. We could hear the banging against the door and I knew that we had to move quickly. I led my crew toward the elevator shaft.

In addition to the main lifts, there was a smaller, secondary personnel lift. We checked to see if it still had power (Natural 12), and discovered that it was independently powered and controlled by a separate keypad.  Knight pulled the panel open and poked around inside. A moment later, an elevator car arrived at our deck and the door hissed open. We piled inside and hit the button for the control deck.

Moving into the inner ring, we entered the avionics bay. Here is where the station's communications and sensor equipment was housed. Aldel estimated the salvage job would take four hours here.

Heading clockwise along the inner ring, we came to the Medbay. The autodoc was not working, but Desh proclaimed that it could be repaired and salvaged in about six hours. Moving toward the outer ring, we found ourselves in a conference room. Folders of paperwork lay on the conference table. Examining them, I found a number of references to some sort of work program or project that the station crew had been engaged in, but understanding eluded me as any relevant information was referenced to files stored on the main computer. I handed them to Desh for further study.

We proceeded clockwise to the Station Manager's office. It was locked, but Knight easily gained entry. Files on the manager's desk also referred to the ongoing project, but as before, specifics were kept in computer files. The terminal on the manager's desk, as the rest of the station, stood silent and dark.

Continuing around the ring, we found ourselves in an executive lounge. A thin film of dust covered all surfaces, but it was clearly opulent. Lewis headed toward the bar and examined the bottles. He found a few containing some very rare and expensive liquor, and tucked them into his satchel. Garvey found a box of Cuban cigars. From Cuba. On Earth. It would be cheaper to smoke a roll of $100 bills than one of those cigars. He put them in his bag, knowing that they would fetch a nice price somewhere. We didn't have much time, so we'd need to come back for a more thorough examination later. There were more pressing concerns at the moment.

Heading back into the inner ring, we entered the Operations Center. This was the "bridge" of the station. The computer terminals were out. Comms were operational, but attempts to raise Enterprise had no response. Aldel checked the sensor arrays. External sensors showed that the Lone Star had left the system. Internal security sensors showed that the only life signs (aside from ourselves) were on Deck Two.

Moving counter-clockwise, we entered the computer center. The core was dark, and only the emergency systems were in operation. Aldel speculated that it would take about seven hours to repair and/or remove it, but the parts she would need were down on Deck Five. Evans volunteered to go down and retrieve the parts, but we were worried that he would be pursued by the crazed miners.

(Scene challenge: Solid, Dangerous, 8+. +DM for Engineers and weaponry. Success! Complication)

Knight and Garvey would disable the main lift shafts, so that they would remain inoperable when main power was restored. While Evans headed down, my engineers would weld the doors on Deck Two to prevent the miners from accessing the transit core to the other levels. While Knight and Garvey operated the welding torches and I covered them, Evans hurried down the stairs as quickly as he could, shotgun in one hand and toolkit in the other. He stumbled, perhaps due to his earlier injury, and dropped the toolkit over the railing. It bounced down the stairwell, landing with a crash on the lowest deck. This would complicate our ability to repair the core, but it was not an insurmountable obstacle.

Evans called on the radio and announced that he could not find the parts Aldel needed. She huffed and trudged down the stairs to assist him.  They returned, arms and satchels full of circuit boards and drives and other components unrecognizable to me.

While they worked, we examined the control deck more thoroughly. Lewis headed back to the lounge, while Desh worked on the autodoc and perused the medical records. Below us, we could hear the booming of the miners pounding helplessly against the pressure doors. Tense hours passed.

When the computer core was repaired and main power was restored, Aldel and Desh made a chilling discovery. They found the files referenced in the documents. It was a medical program, using radical drugs and retrogenic therapy to increase productivity and worker survivability. The miners would work harder and better endure the harsh conditions... but the unexpected side effect was cognitive deterioration and madness. These people were not like the proles on Congress - they were regular human beings, used by the Company as lab rats. I began to understand the attempted takeover of the Lone Star. They had picked up some of the crew, whose symptoms began to manifest on the outbound flight. The remaining miners had stayed aboard, seeking refuge in the most habitable area - their little farm and likely the other staterooms we had not explored.

Killing these poor souls was unconscionable - but neither could we allow them complete access to the station, or a means to escape or contact others. We would have to leave in place and repair those systems that would keep Deck Two habitable, regardless of the Company's desire to completely gut the station.

With the full layout of the station now available for display, it would be easier to make those assessments. Aldel disabled the comm system and set up a warning beacon, identifying the area as a navigational hazard. Knight worked with Evans to access the program controlling the mining drones and overriding their corrupted protocols. Lewis disabled the two small craft aboard the station, removing the most essential (and valuable) components and rendering them non-spaceworthy.

Desh came up with a way to reduce the threat the miners might pose while we worked. With some modifications to the life support equipment, oxygen levels were lowered on Deck Two to a level similar to a thin planetary atmosphere. It was breathable and they would not suffocate, but even for hardy modified specimens such as them, the exertion of combat would be impossible. The anesthesia equipment from the medbay was patched into the life support system as well, as a precaution against an unexpected attack. The miners would live out the rest of their days confined to Deck Two, a danger to no one else.

We spent the next 36 hours salvaging everything we could from the other four decks. We decided that we would keep the mining EVA suits, the workloader, and one of the Dynacat ATVs. We would not be recovering the life support equipment, hydroponics farm, medical equipment or comms transmitter. The work was finally completed in the early morning of the 28th, and we were all exhausted.

Chun had kept an eye on the orbits of the hyperspace points. The closest was 70 Mkm away, and would take us 42 hours to reach. From there, it would take us nearly 16 days to reach Hamilton in hyperspace. Fortunately, our travel through Iota Piscinum was uneventful, and in the late afternoon of September 14th, we awoke in the Ross 248 system.

Hamilton was 90 Mkm away, but Chun had an idea (Natural 12). Since we had a little extra fuel from the station, she suggested a more direct burn that would intercept Hamilton's orbit 10 Mkm closer than a normal Hohmann transfer orbit. We would have just enough fuel to make it, and arrive 6 hours sooner. Lewis was all for it, and seemed to relish the extra burn.

It would still be two days to Hamilton, and to keep the crew occupied, I decided that we would revisit the anti-hijacking training we had previously studied. We had come to learn how much we had already relied upon it, but it was clear that we needed some serious improvement in our skills. I also made note of some equipment we would want to procure - stunners, body armor, a motion tracker, security equipment, sedative gas and maybe even a net gun, if we could find one.

We arrived and docked at Hamilton without incident. A corporate ship arrived while we were unloading, and I was approached by some Company individuals who might have been executives. Or security. Or both. They seemed to be looking for someone or something. They asked me if we had encountered anyone during our time in Limbo. I knew that mentioning the crazed miners would place us in as much danger as them, so I neglected to mention our encounters.

The Logistics team evaluated our cargo, checking each component off their list as it was unloaded. In their final evaluation, the returned components were only sufficient to merit half of our agreed bonus and salvage pay, so we were each awarded $6,893 in addition to our normal mission pay.

The following morning, I heard that the Company had announced the remote self-destruction of the now "uninhabited and empty" decommissioned Asphodel Station. Each time I think they have sunk to a new depth of inhumanity, the Company continues to surprise and disappoint me. I look forward to the day that I can pay off my debt, buy out my contract and leave this stinking corporation behind.



VOYAGES OF THE DAWN TREADER - Mission Five - On Ice

SHIP'S LOG: USCS FREE ENTERPRISE TSV-101701

ENTRY FIVE: EARTH DATE 27 MAY 2225

REPORTING: RORY BUCHANAN, CAPTAIN

We have thankfully completed our shore leave on Congress, and I am glad to leave that world behind us. The thought of human beings debased to no more than beasts of burden is repulsive to me.

The Company has a new mission for us, one that is in line with the purpose of this crew and vessel. We are to pick up raw material from a production world and deliver it to a colony that is in dire need of it. The specifics will be transmitted before we leave Kappa Ceti.

AFTER-ACTION REPORT

SUBMITTED: 13 JUL 2225

Our assignment was to pick up a load of water ice from an oceanic world in the Extraction Zones, and deliver it to a desert colony in the New Concessions Zone. The surface area of Arajona is 94% water. Harvesting facilities on the polar icecaps mine pure water ice that is shipped to other colonies as drinking water. The destination was Telluride, in the Mu Ceti system.  Telluride is a "super-Earth" wth a 72 hour rotation.  During the 36-hour day, the surface heats up to over 50 degrees, and during the equally long night, it plummets to -70 C.  The extremes of temperature create ferocious wind storms. It has almost no surface water, so the colonists rely on imports of water for drinking and other daily purposes.

The Arajona system was 12 parsecs away from Kappa Ceti, so it would take 3 weeks of hyperspace travel to reach it.  From there, it was an 8 parsec journey to Telluride. We were expected to deliver by July 8th.

When we made ready to leave orbit of Congress, the ship's computer refused to respond. Security lockouts prevented us from operating any of the ship's systems or carrying out commands. Most likely, someone in the Company failed to update the systems to reflect the access permissions of the new crew. It took Garvey an hour just to deduce what the issue was, and then ten more hours for him and Aldel to override the lockouts in the software. Once that was done, Knight spent an hour setting up security overrides in case something like this happened again. 

Half a day was already wasted before we were finally under way.  Leah continued to train Glen in the ins and outs of maintaining the Enterprise. Navigator Chun located the hyperspace point about 120 Mkm from Congress. This was an extreme case; rarely did one need to travel that far to find a jump point.  We arrived there on May 30th and prepared for a 3-week hyper-nap.

The ship dropped out of hyperspace in the Arjona system on June 20th, and Desh revived us.  Evans was sick and needed a few hours to recover, but Garvey was up and about before any of us (Natural 12). It almost seemed as if the hypersleep was restorative and energizing for him.  For my part, I was too groggy and grumpy to appreciate his exuberance. I hadn't even had my coffee yet, and the sports drink that Desh typically administered when we were revived tasted like sweat and brine.  But it got the job done.

Aldel did a fantastic job obtaining a fix on our position (Natural 12), and this allowed Chun to plot a more efficient course to the planet. We were 50 Mkm out, a trip that would take about 30 hours.  While en route, we were hailed by a heavy lift shuttle, requesting assistance with repairs. Their grav plates had failed and the crew was having difficulty operating the craft in zero-G. Fortunately, both of my engineers are EVA rated, so I sent them over. It took about five hours to diagnose and repair the issue, and then we and they went on our respective ways.

We arrived at Arjona mid-day on June 22nd. Lewis informed me that we only had about 20% fuel remaining , so we would need to refuel before lifting off. We entered orbit and hailed Starport Control for clearance to land. It took far longer than normal to get a pad - apparently some asteroid miners were causing trouble for the port officials and any new arrivals.  After we landed, I took Garvey and Evans with me to track down these thugs.

We found them in the seediest Startown bar there could possibly be - they were drinking moss whiskey distilled through a cooling manifold and bragging to one another about how much they'd made from shaking down travellers.  I picked out the leader and gave him the opportunity to lay off on the extortion. He didn't seem to comprehend what I was saying - so we had to start talking with our hands. (Scene Challenge: Solid, Dangerous: 8+.  Roll 10).

When the dust settled, the three of us stood amid a room full of broken furniture, broken glass, and battered miners.  Evans learned to fend for himself in prison, and did I mention how big Garvey is?  Having solved the problem, we were able to get a service crew to fuel up the ship, but nearly a full day had elapsed already, and it would take another day for the onboard processors to purify the unrefined fuel.  In the meantime, several large refrigerated containers were brought aboard, each containing tons of water ice. 

We lifted off on the morning of the 23rd, and made the 18 hour trip to the hyperspace point.  Chun had found us a close one.  But around the halfway point, there was a thunk and we were tossed about on the deck. Below us there was a loud crashing sound, as if something heavy had been dropped.

"Compensator's down!" called Knight from Engineering. A message from Evans informed me that our cargo had shifted as a result. We would not be able to safely proceed until it was stabilized and secured.  While Knight worked on the inertial compensator, Garvey and Evans worked to stack and secure the shifting containers.  About two hours later, we were able to proceed.

We arrived at the jump point in the very early morning of June 25th, and slept until our arrival at Mu Ceti on July 9th.  Lewis was feeling ill, but Desh got him back to duty without any delay (Natural 12). I, on the other hand, was violently ill (Natural 2) and spent the entire day in Sickbay.

While we were inbound, we encountered a resource exploration vessel. Its crew, an unsavory looking bunch if ever we saw one, demanded that we come to and prepare for boarding. They were clearly on the run and needed a new ship to make a clean getaway.  Lewis carried out evasive maneuvers, preventing the enemy ship from docking. Then, we heard the sound of boots moving along the outer hull toward the main airlock. They were trying to cut their way in! Thankfully we had some guns, and a crew trained in anti-piracy tactics.

(Scene Challenge: Firefight! Solid, Dangerous: 8+. +DM for weapons and training. Success! Complication: Damage to equipment)

The boarders managed to force open our main airlock, but they were not prepared for what awaited them.  When they cycled the airlock, they encountered armed crew members in vacc suits.  We blasted them with gunfire and then overrode the inner lock controls. The change in pressure sucked them back out into space, their torn suits leaking air from multiple holes. 

The damage to the outer airlock took several hours to repair, and by the time I felt well enough to leave Sickbay, we had arrived at Telluride. We arrived on the morning of July 10th, only two days past the deadline. Our cargo was unloaded, but due to some administrative oversight, it was stored in the wrong warehouse and the port was not able to locate it for the recipient. It took me 12 hours to untangle all the red tape and track down our ice, but I was able to do so and complete the transfer before the end of the day.

Our bonus payout was $39,200, after a small late penalty. That meant $5600 per share, plus our nominal mission pay. Given the duration of the mission, we had earned a bit more per day than we ever did on a run in the Dawn Treader. 

Aman came to see me in my office.  She had something on her mind that Desh would not be able to help with.  We had been on Earth during the Hajj, and it would have meant a lot to her if she had been able to make the pilgrimage to Mecca.  But because of her sect, and her orientation, she felt unwelcome in the sacred places of her faith.  It was what had driven her from her home in Lebanon. I assured her that she could take the time needed to observe her faith during missions, as much as possible.

Telluride was a miserable place to spend a shore leave. The morning after we landed, demonstrators had gathered in the public spaces, protesting the trade policies that left them dependent upon water shipments from Erebus. The riots disrupted travel and trade, and posed a serious hazard to security.

On the second day, we were approached by an individual who offered a considerable sum of money to smuggle him off-world, providing there were no legal entanglements. After what we had been through, I was not about to help a criminal escape justice, so I refused. He promised me that it would not be the last we would see of him or his allegedly powerful friends.

The following morning, we were approached by a Colonial Defense patrol. They demanded our credentials, and informed me that they were looking for a number of suspects behind a series of murders in the area. I recounted our experience with the hijackers on our inbound flight, and advised them of the smuggler who had approached us the previous day.

Wen Chun told me that in China, "may you live in interesting times" is a curse. I began to understand what they had meant by that. I began to long for less interesting, uneventful times, and looked forward to a nice quiet hypersleep back to Hamilton, or whatever our next destination might be.

- Buchanan, out.