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Captain Jemasie gets your call and tells you to hold tight.
"It seems that members of the Ine Givar have stepped up their game in trying to bomb the DownPort. I will contact Spinward Salvage and see if they can get you kicked loose. Until then, do not give the security forces any reason to detain you further."
While waiting medical teams begin to set up a triage in the concorseway. Medics tend to your wounds (8 points spread as you wish).
A few hours later a major in the local militia finally arrives and signs off on all of you.
"A special shuttle has been sent to take you up to your waiting vessel. Before you go, is there anything you can tell me about the attack? We are grateful for your assistance in stopping these terrorists."
You are taken to a semi-private landing pad where a shuttle waits. Within a few minutes, you and your gear are stowed and you are heading up to the Jeramiah.

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The major thanks you before you depart, and soon you are flying towards Franklin HighPort.
Once there, security detains you for a much longer time than normal. They are going through everyone's paperwork and equipment with a fine tooth comb. As all your papers are in order, you are shown to a tram that will take you to the docking bay where the Jeramiah is berthed.
From an observation window at the dock you catch your first glimpse of the ship you will be spending the next few weeks on.
Jeramiah
Characters with Navy and especially scout service can tell this is an old Telemon Class Survey Scout ship. They were replaces a few decades ago with the newer Donosev Class. Both have extensive sensor packages.

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Below is a link to the layout of the Jeramiah
As you approach the docking bay, you can see 3 men and a woman talking. One of them notices your group and brings it to the attention of the others. All are dressed in dark blue coveralls and soft ship-shoes. Two have toolbelts, while one have a holstered pistol on his belt. You recognize this person as Captain Jemaise.
"Well now, here is our wayward crew. Not too bad off for your adventure I hope? We do have medical resources, but unfortunately no medic. That is one of several positions I am hoping you can fill. We also need a backup pilot, comms, sensors and astrogator. But lets get you on board and stow your gear. We can meet in the common room once you are settled. Oh, this is the rest of the crew. Lai Po is our main pilot for the cutter, Cindy Hartham is our resident engineer, and Jenvan Zilozd is my salvage foreman."
You greet your 3 new shipmates and enter the airlock into the ship. You find yourself in a huge cargo hold, empty now but for a few stray crates and barrels. You move over to the cargo lift, which easily fits your entire group and take it up to the common area of the ship. There are 10 staterooms , of which 4 are already taken. You are given 1 hour to store your gear then report back to the common room for assignment.

Thaddeus "Chief" Mora |

Chief Mora greets the captain and crew with a professional cheerfulness "Captain, Po, Hartham" he says nodding at each in turm "Thaddeus Mora, Master Chief , retired at you service. I can serve as your astrogator if you like, as well as giving Ms Hartham a hand around engineering."
With a nod, he joins the others securing a berth. He then takes a few minutes to walk the ship, getting a feel for how well maintained it is, before joining the others in the common room.
Mechanic 2d6 + 1 ⇒ (6, 4) + 1 = 11

Benjamin Kas |

"What ever you need of me I will manage. I know enough of comms to work them and enough of medicine to treat minor wounds of the flesh. If we be hitting an uncivilized planet I assure you I will be indispensable, but on ship I have very few skills of worth." Ben is very matter of fact about this, there is no shame in knowing your deficiencies.

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As you all gather in the common room of the Jeramiah, Captain Jemaise and his crew are already sitting enjoying a warm drink.
"Ok, now that you have all met and given me a bit of background on your abilities I will place you in the following positions.
Myrian - Sensors/Medic
Ben - Comms/Salvage Hand
Thaddeus - Astrogation/Engineering
Charlotte - Pilot/Salvage Hand
Marissa - Cutter Pilot/Salvage Hand
Solomon - XO/Salvage XO
Now then, do any of you have questions about your new positions?"

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"Well we do not have a standard med-bay on this ship. We have set aside one of the staterooms to act as a sickbay. Most of the injuries we have are cuts and bruises, but we do carry a med-bed for much more serious injuries."
The med-bed acts as a TL14 medkit, including a densitometer for 3D scans of patients. The bed runs an expert medic program granting a user a +1DM, and it can double as a cyroberth if necessary

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Thats why were are all here, for a briefing.
The Scout Service has commissioned Spinward Salvage to locate and salvage a ship they have lost. The Scouts are “99%” sure that the system the ship was lost in was the Grant system in Jewell subsector - Grant being a Red Zone. The ship is a 1000 ton Machii class Scout cruiser. It is so new only two have been built - the Machii being the lead ship of the class and therefore could be classified as an experimental ship. It has been designed to replace the old 1000 ton Qasar class Scout cruisers, which have been in service for over two centuries and in dire need of replacement.
The role of the Jeramiah is to use her powerful sensors to locate the stricken vessel, investigate and if possible salvage as much equipment as we can from the wreck. The situation on board the Machii is unknown, but the Scout Service is sure that we are dealing with a salvage scenario rather than a rescue scenario. The search started when it became two months late arriving back at its homeport. The search proved fruitless, but the Scouts discovered that the ship’s final Jump was from the Lysen system into the Grant system, so the search should naturally start in the Grant system.

Solomon Drake |

"What as the last communication that the X1 sent?" Solomon asks.
Looking at the captain with a slight nod, "With your permission sir."
He turns to Charlotte, "Let's get the Jeramiah underway. I want us in open space within the hour."
Looking at Thaddeus "Chief, get us a jump route to the Jewell subsector. You and Charlotte get this ship to the Grant system. Myrian I want a full diagnostic checkout on the sensor spread. If we've got a hull materials breakdown on the X1, that might prove useful in locating it. Ben, monitor the comms traffic for anything interesting, especially once we hit Jewell. I have a feeling we aren't the only boat out looking for the X1."
Turning to the captain again, "Weapons systems sir?"

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"As a salvage vessel, we carry no offensive weapons, but we do have a triple turret sandcaster. The fire controls are on the bridge. You seem to have things in hand...I shall retire to the observation bubble. Contact me once you have a jump solution ready. That is all. Dismissed"

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You all head off for your assigned positions, checking and re-checking your instruments.
@Myrian: You discover that this suite of sensors is vast and powerful, more powerful than anything you can remember ever utilizing. You feel that if the missing ship is somewhere in the Grant System, that with these sensors it should not take too long to sweep the area.
@Charlotte: The ship might be an older class, but the upkeep and additions are seamless. The ship has Jump-F and Manoeuvre-D Drives, powered by a type F-Power Plant. meaning Jump-3 and thrust-2
@Thaddeus: The engines are humming perfectly. The maneuver drives are ready to come on-line and all systems are in the green. The jump drive is on stand-by. You will need to leave the engineering area to plot your course on the bridge when the time comes (and roll on astrogation). Cindy can care for things while you are gone.
@Benjamin: Comms system is up and running. The system runs on a Model 4 Computer with a 20 Rating, more than sufficient to reach anyone you will need to. The Ansible systems are all green and ready when you are.
@Marissa: At the moment you are just along for the ride. You can relax in your room, go to the observation bubble (where the Captain and Myrian are right now) or stay in the commons area with Lai Po and Jenvan.
@Solomon: All seems to be in readiness. Everyone is where they need to be and the ship is ready to cast-off. You need only to contact Port Control for your release and posting your flight plan.

Thaddeus "Chief" Mora |

After a brief consultation with Cindy about a small variance in output from the port-side conventional maneuvering drive, Chief Mora bid her farwell and walks up to the bridge.
Settling into the astrogator's chair, he runs his hands lightly over the controls, re-familiarizing himself with the layout.
Nodding, he brings up the charts, pings the central nav network for current stellar coordinates and begins the computations for Jump.
Astrogate 2d6 + 2 + 4 + 1 ⇒ (3, 2) + 2 + 4 + 1 = 12 Not sure of jump distance modifier

Marissa Ocara |

The red miniskirt really shows off his legs, though!! lol
Marissa will spend her downtime scrubbing her brain after that. ;)
Seeing that her crewmates seem to have things under control, Marissa puts up her feet in the commons area and makes small talk with Jenvan and Lai Po, trying to get a sense of whether they can be trusted or not.
Don't really know what, if anything, to roll for that.

Thaddeus "Chief" Mora |

Chief Mora nods when Solomon returns with the Captains' compliment.
Turning back to his console, he keys a command to upload the flight plan to C&C. After a few moments, a muted beep indicates that the plan had been approved and filed.
"At least they'll know where to salvage us...if needed." Chief Mora says quietly.
Keying the ship's comm, Chief Mora voice echoes through the ship "Astrogation....Power diversion to J-Drive commencing, cease all non-essential power drains. Jump in 5 minutes."
Reaching across the console, he starts the dangerous power build-up in the J-drive necessary to punch a hole in reality and thrust the Jeremiah into hyperspace.
Divert Power 2d6 + 0 + 1 + 2 - 8 ⇒ (2, 6) + 0 + 1 + 2 - 8 = 3 Effect on Jump.
The lights on the ship flicker a bit as the energy subsystems adjust to the new demands for power from the J-Drive; a low sub-sonic vibration slowly emerges into the crew's consiousness, a thrumming indication of the unspeakable energies harnessed behind the containment fields down in engineering.
His eyes scanning the instrumentation before him ,seeing all was in the green, Chief Mora comms the Captian "Captain, ship ready for Jump on your order."

Thaddeus "Chief" Mora |

"Acknowledged." Chief Mora says in response to the Captain.
With a tight smile at Charlotte's superstitious nod to the gods of hyperspace, he key's the ship wide comm channel once again "Astrogation...transition to hyperspace in 5....4....3....2...1"
He reaches across and activates the J-drive, the only indication that anything had happened was the steady hiss replacing the near constant radio chatter and the dull grey field of boiling hydrogen that had replaced the brilliant star field outside the view ports.
Jump! 2d6 + 3 ⇒ (3, 1) + 3 = 7 mis-jump
Time in hyperspace 148 + 6d6 ⇒ 148 + (5, 6, 2, 5, 1, 2) = 169 hours

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[ooc]Awwww..chief...and you were doing so well too!!![ooc]
You will be in Jump-space for 1 week and a bit. During that time, for this one time only, each of you may take 1 skill point in one of your station skills...for example, Chief Mora could take 1 skill point in either astrogation or engineering. Anyone with 'salvage' may take a point in 0-G and the XO may take leadership.
Tell me if you are doing anything special during your week in jump space, or we can handwave and get you to the Grant System.

Thaddeus "Chief" Mora |

Chief Mora pores over his computations and notices a small error : he had not taken into account the presense of a super dense quasar on the edge of thier planned route, its influence is small but will result in a minor mis-jump.
Red-faced the Chief informs the Captain.
This will give the Chief 1 skill in Astrogation.
Otherwise, he will make nice with the crew, help Cindy around the ship, catch up on some sleep...