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Traveller's Aid Society (Q&A/OOC)

Posted by StarMasterFor group 0
StarMaster
GM, 578 posts
Fri 11 Dec 2015
at 19:18
  • msg #925

Aftermath

If you could see Pablo from the hallway, then the bad guys could have, too, so he's been trying to keep out of sight.

Pablo should have heard Vonon's comm message, though.
Darrel Cromwell
player, 393 posts
Noble (Count)
Retired actor
Fri 11 Dec 2015
at 21:39
  • msg #926

Aftermath

Assuming all vacc suit helmets has a basic light source?
Kaengarr Ruzokh
player, 164 posts
Gvegh Vargr
Fri 11 Dec 2015
at 22:17
  • msg #927

Aftermath

  Timing-wise, I figure that we'd all be synced up since a first aid check is a 1-6 minute activity and we'd have the four shooters disarmed and tied up in a corner by the time that's done, while down below Khea would also have finished disabling the drive systems and shutting off the lights?
StarMaster
GM, 581 posts
Fri 11 Dec 2015
at 23:56
  • msg #928

Aftermath

That sounds about right.
Pablo Esteban Ryzov
player, 94 posts
Sat 12 Dec 2015
at 01:49
  • [deleted]
  • msg #929

Aftermath

This message was deleted by the player at 01:51, Sat 12 Dec 2015.
Kaengarr Ruzokh
player, 166 posts
Gvegh Vargr
Sat 12 Dec 2015
at 03:28
  • msg #930

Aftermath

  Kaengarr's plan is essentially this: four of them (Khea/Sam and Vonon/Kaengarr) will sweep the ship deck by deck in pairs while Darrel is working on the controls (sensors, manifest, etc) and Pablo stands guard over the prisoners. If/when we find more people we'll deal with them as appropriate. In the event someone tries to flee, Walter and Sharik can respond accordingly.

  If some of the prisoners wake up in the meantime then they'll be greeted by Pablo, who is the only one of us they've had a good look at so far, and Pablo can try to talk some answers out of them (without getting too close just in case they have other tricks at the ready).

  We might need to send a team to the other ship at some point and we'll deal with that when it happens. Likewise if we start to find evidence that we were given a false story about the situation here.
Kaengarr Ruzokh
player, 168 posts
Gvegh Vargr
Sat 12 Dec 2015
at 08:01
  • msg #931

Aftermath

The computer isn't going to be accessible until the security measure has run its course.

  Unless Darrel can work his way around it to access the data? He does have some Computers training.
Kaengarr Ruzokh
player, 169 posts
Gvegh Vargr
Sun 13 Dec 2015
at 16:01
  • msg #932

Aftermath

I assume we will follow the plan in the OOC Thread of sweeping the ships instead of the last in game command to come to the bridge?

  Kaengarr's thought is that Khea and Sam can join them on the top deck and work forward (the hatch leads up to #14, at the back) while Kaengarr and Vonon are working backward. That way we're all in easier reach of one another if something goes wrong. Once the top deck is secure, the two teams move down to the middle one, and after that down to the bottom one, each time splitting the front and back half between them.
This message was last edited by the player at 16:03, Sun 13 Dec 2015.
Kaengarr Ruzokh
player, 170 posts
Gvegh Vargr
Mon 14 Dec 2015
at 05:37
  • msg #933

Aftermath

So... is everyone okay with moving ahead as proposed?
Samantha Kilgore
player, 228 posts
Pilot and Security expert
With more hidden talents
Mon 14 Dec 2015
at 08:24
  • msg #934

Aftermath

Wouldn't it make sense for us to sweep from where we are and meet in the middle deck?

You've taken down 4 Hijackers, I don't think there's gonna be many/any more than that tbh. Also, no one else on that deck seems to have responded to the noise, which suggests that its probably clear?

Sam is happy for her and Khea to sweep from Engineering up, anyway
Kaengarr Ruzokh
player, 171 posts
Gvegh Vargr
Mon 14 Dec 2015
at 09:15
  • msg #935

Aftermath

  That's fine too. Kaengarr's just playing it cautiously.
This message was last edited by the player at 09:15, Mon 14 Dec 2015.
Pablo Esteban Ryzov
player, 97 posts
End 0/8, Str 6, Dex 9
Gun for hire
Mon 14 Dec 2015
at 10:12
  • msg #936

Aftermath

Are the ship's intercoms functional?
Kaengarr Ruzokh
player, 172 posts
Gvegh Vargr
Mon 14 Dec 2015
at 13:01
  • msg #937

Aftermath

  That would be something for Darrel to look at. If we can't access things like internal sensors and logs though, the internal comms probably aren't an option either.
Pablo Esteban Ryzov
player, 98 posts
End 0/8, Str 6, Dex 9
Gun for hire
Mon 14 Dec 2015
at 13:13
  • msg #938

Aftermath

In reply to Kaengarr Ruzokh (msg # 937):

I'm not sure I agree with that. Intercoms tend to be a system you want functioning right up to the point the ship explodes. They also tend to be be extremely simple, 'dumb' systems, at least the ones I'm familiar with. (Admittedly systems dating from the 1960s and 1970s, so take that with a large grain of salt, and of course, these were installed in factories and medical buildings, with no overall computer structure, so again, the analogy might not hold.) There's really no functional reason to hook them into the ship's computer system at all, though, that I can think of.
Kaengarr Ruzokh
player, 173 posts
Gvegh Vargr
Mon 14 Dec 2015
at 13:32
  • msg #939

Aftermath

  Well, I certainly won't object if it's possible! I can see two possible hitches even if we do though:

  1) Any remaining hijackers probably won't be willing to give away their location.

  2) Some or all of the crew might not be in any condition to respond. (Under guard, disabled, dead, carted off somewhere...)

  Still, this is something that Darrel is in charge of, what with him having the captain's chair. :)
Pablo Esteban Ryzov
player, 99 posts
End 0/8, Str 6, Dex 9
Gun for hire
Mon 14 Dec 2015
at 13:41
  • msg #940

Aftermath

In reply to Kaengarr Ruzokh (msg # 939):

Yeah, that part I got. Pablo's going all prisoner inprocessing with our captives, and that takes time, anyway, even if he was inclined to mess about with things. It was just a random notion :)
Pablo Esteban Ryzov
player, 100 posts
End 0/8, Str 6, Dex 9
Gun for hire
Tue 15 Dec 2015
at 13:25
  • msg #941

Aftermath

Darrel, if I read the rules correctly, Pablo would either get 4 points back, or 8, depending on if the first aid was within 5 minutes, or not.
Kaengarr Ruzokh
player, 175 posts
Gvegh Vargr
Tue 15 Dec 2015
at 13:39
  • msg #942

Aftermath

  This seems to be a case where the book says different things in different places. Under Skills/Medic it says equal to the effect, while under Injury and Recovery/First Aid it says twice the effect. I'm not sure if there was any errata/FAQ about that though.
Kaengarr Ruzokh
player, 176 posts
Gvegh Vargr
Tue 15 Dec 2015
at 18:58
  • msg #943

Aftermath

  I've lost track now: were we the only rescue team sent out in the end or is there a followup one coming (on the assumption that we'd secure the ship in the meantime)?
StarMaster
GM, 590 posts
Tue 15 Dec 2015
at 20:25
  • msg #944

Aftermath

Yes, the Scout was the only rescue ship sent out... that you know, at any rate. There was no other ship available to rescue the Long Shot and crew in the time available. There was no indication given that a late ship might be dispatched anyway.

The assumption seemed to be that if you were successful, no other ship would be needed. If you weren't successful, then no other ship would have mattered.
Valeska Brandenberg
player, 27 posts
Tue 15 Dec 2015
at 20:34
  • msg #945

Aftermath

"Kaengarr and Vonon begin their sweep of the top deck, they find the crew tied up in the Galley. The crew thanks you profusely for the rescue, and quickly informs you that there were only 4 hijackers that they ever saw. There could be more, but crew doesn't think so."

Wow, nearly missed that.. guess I'm free now :)
Kaengarr Ruzokh
player, 178 posts
Gvegh Vargr
Tue 15 Dec 2015
at 20:42
  • msg #946

Aftermath

  About how long is left on that security routine, then? Assuming the regular crew can't shut it off somehow.
StarMaster
GM, 594 posts
Tue 15 Dec 2015
at 20:56
  • msg #947

Aftermath

The captain informs you that the security program is of random duration. It runs a minimum of 12 hours and up to 18 hours.
Kaengarr Ruzokh
player, 179 posts
Gvegh Vargr
Tue 15 Dec 2015
at 21:16
  • msg #948

Aftermath

  How much time has passed at this point?
StarMaster
GM, 596 posts
Tue 15 Dec 2015
at 22:18
  • msg #949

Aftermath

We'll say it's been 3 hours since the captain activated it.
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