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The cockpit fills with a bright flash of light as the ship emerges back into normal space. The kick from the plasma drives engaging pushes you back into your seat for a brief moment before you settle back into the usual movement of your ship in flight.
>Accessing Data: Ship designation is as follows:
>Corvette Class- Crew Compliment: 4 (Standard)
>Current Occupants: 35 (ship over registered capacity)
>Ship alias:
>[ ] New Beijing’s Pride
>[ ] Leda
>[ ] Other

You are Captain Neil Fairburn. You have recently escaped a civil war on the space station you have called home for many years. You now have a cargo bay full of refugees and a ship you don’t own. Considering that the pilot died from a gunshot wound and you are the only other person on board who can fly it, Captain seemed a fair title to claim.
>What are you:
>[ ] Ex-pirate
>[ ] Shuttle Pilot
>[ ] Bored Nobleman
>[ ] Other
>>
[x] Aspiring slave trader
>>
You have entered an isolated system. You are three hours out from the standard jump point. How do you spend your first hour?
>>
Rolled 15

>>22783226
Ex-Pirate, (slave trading can come later)

also Leda for now, but its our ship we should decide a new name for it
>>
>>22783398
Go around, find anyone who has any experience with working a spacecraft, offer them a position on you crew
>>
You already have some of the people on board with experience on manning a spacecraft in key positions
>Areas of interest:
>[ ] Cargo Bay
>[ ]Gunnery Station
>[ ] Medbay and Stasis Chambers
>[ ] Cargo bay
>[ ] Engine room
>>
>>22783523
Medbay and Stasis are argueably the most important but if we have time id say check the guns and engine too
>>
>>22783523
Engine And medbay>Gunnery and Cargo
>>
Walking into the Medbay, you notice something you overlooked in your initial once-over of the ship before takeoff. One of the four stasis tanks is occupied.

The exits from the room lead to something called a Psi-Array as well as into the crew quarters.
>>
>>22783621
No doubt, so order (if we have time) Engine, MedBay, Gunnery
>>
>>22783639
What is a Psi-Array?
>>
>>22783639
Inspect occupied stasis tank to see who is inside and why.
>>
>>22783653
You are not too sure. None of the ships you served on beforehand had one.
>>
>>22783664
Seconded
>>
>>22783664
Inside the stasis tank, there appears to be an unconscious man. His bald head is marked with multiple, thin, surgical scars.
>>
>>22783721
welp, how long is the stasis tank set for?
>>
>>22783747
Indefinitely. It seems like it would be pretty easy to deactivate though.
>>
>>22783762
deactivate stasis tank
>>
Roll D10 for deactivating stasis tank
>>
Rolled 7

We should try to found a colony on some backwater world. How many refugees we got again?

I feel in the mood for some old-school, Heinlein-style, FREE SPACE shenanigans.
>>
Rolled 9

>>22783855
boopbooop beep boop?
>>
The bald man tumbles out of the stasis tank, unconscious. He is sedated, but unharmed. You can see an implant on the back of his neck.

You lug the unconscious man onto the operating table. What are you going to do with him?

>>22783881
There are 31 refugees on board, not counting the ones you recruited for various positions around the ship.
>>
Rolled 6

>>22783920

Wait for him to wake up.

Ask around, see if anyone recognizes the implants. Also try to find a star chart or something that can show us nearby uninhabited, but potentially inhabitable planets.
>>
Looking around the medbay, you notice the packaging for a dose of sedative lying nearby. From what you can gather, he should be out for another hour or so. You could try to find something to wake him up sooner.
Alternatively, you could find out about that implant he has. The engineer might be your best bet.
>>
Rolled 7

>>22784025
Search for something to wake him up sooner.
>>
>>22784034
You scrounge up some stimulants. You aren't really sure if they'll do the trick, or kill him.
Give it a shot?
>>
>>22784070
Hmm...maybe not. Chuck the stims in my pocket and then go and ask the refugees if any of them have an medical experience or training.
>>
Heading down into the cargo bay, you nearly trip over an assortment of personal items and scavenged supplies. You ask around for anyone with medical training. You receive mostly blank looks from the assembled refinery workers and their families. Eventually, one of them responds.
“I’ve done some first aid training with the foreman, think that’d be any help?”
>>
>>22784182
"Well...that's more medical knowledge than I have, yeah come up here with me."

Lead the man into the medbay and ask him what effect the stims will have on the guy. Also ask if he recognizes the implant.
>>
Handing the worker some the stims you gathered, he takes a long look at them. When you reach the medbay, you pass over the packaging for the sedative. He puts a few of the stims back leaving only two. You lift up the unconscious man’s shoulders and gesture at the implant.
The worker gasps. “I think I know what that is. This fellers some kinda psychic. Say a few of them from the corp security tear down one of the rebel nests. Where’d you find this fella?”
>>
>>22784298
"Oh really? Well isn't that surprising. I found him in that stasis tank over there." I gesture to the tank in question.

"Say these psychic guys...are they, you know... unstable?"
>>
>>22784298
I also send for someone to get that engineer over here...
>>
>>22784337
"Not too surprising, I hear you have to put them in those tanks when ya jump. As fer unstable, I ain’t too sure. Those corp types are the only ones I ever seen, and they didn’t look to friendly.”

>>22784390
You decide you need a second opinion and head to the intercom to page the engineer. She says she’s mostly done and will be up in a few minutes.
>>
>>22784456
"Hmm, makes sense," I say and nod thoughtfully. While we're waiting for the engineer to arrive, I ask the man his name and other introductory stuff like that.
>>
>>22784479
“Name’s Pete. Pete Ramsey. Nice ta meet ya Captain.”
A short while later, a pale low-grav worlder walks into the medbay. A cybernetic frame augments her movements, making them smooth and fluid. “Hey, who are these guys captain? Also, what did you need me for?”
>>
>>22784559
"This is Pete Ramsey. He's giving me a medical opinion about this fellow- a psion who was in one of our stasis pods. Can you tell me anything about the psion's implants, or anything you might know about psionics in general, while we wait for him to wake?"
>>
>>22784592
Oh yeah we should introduce the engineer to Pete, too. What's her name?
>>
>>22784559
"Good to meet you too Pete. Got any family down there?" I gesture back towards the cargo hold where the refugees are.

"Hey [insert engineer's name here]. This is Pete, and this *gesture to sleeping man* is an unexpected guest of ours. He was in that stasis pod over there and according to Pete here, is a psychic. What do you think?"
>>
The engineer’s name is Iris. She looks at the sleeping man. Lifts up his shoulders and looks at the implant.
“Yup, psychic. Combat conditioned it looks like. I’m no expert, but it looks like he’s had some other implants, increasing reaction time, that kind of thing.”
What are you going to do with him?
>>
>>22784669
"That...does not sound good. I think it'd be best if we just chucked him back in cryo until we get the rest of the ship sorted at least. I mean, it only takes one mistake in space right."
>>
>>22784669
"I was thinking of waking him up, but now I'm not so sure anymore, combat-conditioned you say?"
>>
>>22783226
That's a great ship, what setting is it from?
>>
>Combat conditioned
“Yeah, looks like he’s had some serious work done on him. He could be friendly enough, but I can’t say for sure.”
Pete looks up at you “Well, he’ll be waking up shortly if we don’t do anything. Put him back in stasis then?”

You have two hours before you reach the designated jump point.
>>
>>22784705
I have no idea. Just picked it up from 4chan.
>>
Thought: Who are the other three crew members I managed to scrounge up to man the [Leda]?

"How's our ship looking, Isis?"
>>
>>22784724
Yeah we better put him back. When has forcibly waking up psychics from stasis ever ended well?
>>
>>22784724
Given such extensive combat modifications we'd better play it safe. "Yeah, chuck him back in Pete; also, could you stay here in the medbay and just keep and eye on things while we get the rest of the ship sorted?"

After that is done, go down to the armory and get a sidearm.
>>
You have scrounged up a gunner and a mercenary. The Gunner is a large lizard-like alien called a Senzaz. His (you think) name is Tsat. The Merc’s name is Will Rask.
Pete quickly sedates the psychic and puts him back into stasis.
“Ship’s looking fine. Not great, but she’ll hold together for now. I could use some parts to replace what was damaged in our escape. Nothing major, just some plating, and a bundle of couplings. “ Iris says.
Satisfied, you wander down to the armoury. Will is sitting in there, taking stock of the weapons. “Hey Cap. What you looking for?”
>>
>>22784826
So have we now filled all the crew positions that need to be filled?

"Mr Rask, I was looking for a sidearm. Nothing fancy, just a little extra protection if you get my drift."
>>
>>22784851
>So have we now filled all the crew positions that need to be filled?

That need to be filled? Yes. You could use a navigator or a pilot, but that isn't really needed, just something to take a pit of the load off of you.

Will looks you up and down, then at the weapons. "Well, if you need some protection on board the ship, looks like we got a couple flechette pistols. Nothing fancy, but it'll put down boarders without punching a hole in the hull.
>>
>>22784826
"Know anything about psions?"
>>
>>22784887
Hmm, right. A navigator as in someone who plots courses using a computer or the more 40k-esq version of a navigator?

"That'll fir the bill, I take one with a extra ammo clip." Take the weapon and then ask him if he knows anything about psions.
>>
>>22784896
"Not too much. Killed a few of them. They have a lot of tricks, but go down just as easy as any soldier when you put a few rail gun rounds in 'em. Why, you looking to kill some?"
>>
>>22784926
The regular kind of navigator.
>>
>>22784952
"Ever worked alongside one of them?"
>>
>>22784952
Right.

"Potentially... We found one asleep in one the ship's stasis pods and he's apparently had extensive combat implants grafted into his skin. Hence why I'm grabbing a bit of extra insurance." I say and heft the flechette pistol.

"What's your opinion on the rest of those refugees by the way?"
>>
>>22784952
"Possibly; Though I'm guessing these [Fletchette pistols] might not be a effective as a rail gun. I'd like you to come and take a look at something later, if you know anything about cybernetics."
>>
>>22784990
"Yeah sure, i worked with one. Back in the first outfit I ever ran with. Guy could shred tanks apart with his mind when he got in that damn array of his. Didn't help him when he took a plasma bolt to the forehead though."
>>22784991
"The refugees? They're harmless bunch. I'll be glad to have them off the ship though. Don't like having that many civilians around."
>>
>>22785036
" I know a bit. Nothing special, but I have a few myself, so I might be able to tell you what you're looking at. Now, you're right, that gun you've got won't do much against an armoured target, but it also won't punch a hole in the hull."
>>
Sage because more shitty quest threads is exactly what we need.
>>
>>22785071
"Ah right. Well thanks for the info, I'll come and grab you if I need anything else."

Leave the armory and head back to the cargo hold with our new pistol tucked away in a holster. Proceed to do a very quick survey of the refugees to find out if any have interesting/ useful skills.
>>
Your quick survey turns up very little. One of the family, an older couple and their two adult daughters, are traders. The rest are refinery workers. Most are baseline humans. One of the workers is a Senzaz and another of the families are Low grav worlders, apparently from a nomad fleet.
>>
>>22785071
Thought: This Array, I assume, connects via an implant - in our guests case, at the base of the neck. I'll have to ask Rask and Isis if there's any chance we could clasp that up temporarily
>>22785119
We'll also have to find out where we can drop the refuges off. Look for a leader among the refuges, maybe the foreman Ramsey mentioned?
>>
>>22785187
Well before we drop them off we should decide on what we are doing exactly. I mean, if we want to set up some mining colony or something, having a workforce already here is pretty useful...
>>
>>22785168
The traders and nomads may be (more?) familiar with what's around this area, information thatcould be used to >>22785201
find out what is viable.

Talking with a leader (if one, such as the foreman is even present), finding out what the refugees -expect- to be done might prove useful.
>>
>>22785187
The foreman doesn't seem to have made it. The refugees don't seem to have a designated leader at this point. Ramsey had been doing some work, making sure people weren't injured, but that's the closest to cooperation they had.

Going over the intercom, you ask Rask and Iris if you there was a way to cut off connection to Array. Rask says he'll look into on the patient's end. Iris mentions that she should be able to disconnect it from the ship's power.

You should reach the jump point in around an hour.
>>
>>22785310
I think we should be focusing on where we jump too, preferably some place the refugees would be safe and we could use a s a base of operations...
>>
>>22785354
Do we have any interstellar maps?
>>
>>22785354
I second this. Maybe a mostly uninhabited system with a small mining colony or trade station?

I think its time for us to head back to the bridge and look for some maps.
>>
You ask around the refugees, the trader family in particular, about locations nearby. That, together with the charts and your general knowledge of spacefaring, you manage to put together a small list of locations:
>[ ] Cairo Drydock- A trade hub and repair station. A gateway to the more civilized parts of the world.
>[ ] Spiral Relay Station 008- A relay station in an unoccupied area of space. The system there is, as far as you know, uninhabited.
>[ ] Paradise- A small system renown for a getaway for the rich and famous.
>[ ] Pilgrim’s Town- A nomadic fleet, the one the refugees are from
>[ ] Singh’s Landing- A tiny colony planet, newly terraformed. Nasty asteroid belt around it though.
>>
>>22785425
Paradise sounds like a good place to raid but not to live. I vote Singh's Landing.
>>
>>22785425
>[X] Singh’s Landing- A tiny colony planet, newly terraformed. Nasty asteroid belt around it though.

New colony means a small government presence; and with a asteroid belt around it (probably rich in minerals and metals), I think there is some decent money to be made here.
>>
You store the navigation data of Singh's Landing. Anything else you want to do before making the jump?
>>
>>22785498
Apart from normal pre-jump procedures? Not really no
>>
As you draw closer to the jump marker, you call down to Iris. You tell her to start prepping the shift drive. All around the ship, the refugees start to secure themselves in seats, to walls or anything solid enough. In the medbay, Rask checks the stasis pod once more before strapping himself next to Pete and his son, a flechette rifle grimly clasp in his hands. You hit the jump marker and the plasma engines go dead with a sudden shock. The whole ship fills with a hum from the shift drive and your ship is swallowed by a coruscating net of multicoloured energy.
>So, that seems like a good place to stop for tonight. I’ll be doing another thread in a few days. Saturday at the earliest. Hope you all enjoyed it.
>>
>>22785573
I did, hope to be there...
>>
>>22785573
>>22785607
I did as well, see you folks there (probably)



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