
Dev Vorn |

DEX it is!
2d6 + 1 ⇒ (2, 1) + 1 = 4
Face in palm!

mdt |

As things begin to go south, Dev and Glitch attempt to stop it from slamming into a wall. However, when they fail, they are also unable to dive out of the way in time, and end up getting caught between it and the wall!
Damage, DEV: 3d6 ⇒ (1, 6, 4) = 11
Damage, GLITCH: 3d6 ⇒ (4, 2, 2) = 8
The 2nd imperium vacc suits are 'improved vacc suits', and so offer 6 defense, meaning Dev has taken 5 and Glitch 2 to END, chance suit takes damage. 1d6 + 1 per point of damage taken by each occupant,
or fraction thereof
Damage, DEV's Suit: 1d6 + 3 ⇒ (5) + 3 = 8 2 damage to suit
Damage, GLITCH's suit: 1d6 + 1 ⇒ (2) + 1 = 3 No damage
Glitch is hit a glancing blow, which is mostly absorbed by the panels of her suit, resulting in a cracked rib and some painful bruises.
Dev on the other hand ends up with his arm partially caught in the way of the mass and the sound of cracking seals and bones fills the heavy air as his arm is shattered from shoulder to wrist!
Dev's suit is breached, and alarms begin to sound in his helmet as the suit tries to overpressurize to keep the ammonia out!
Someone with Vacc Suit, or high levels of jack of all trades, needs to make a difficult check to apply emergency repair seal to Dev's suit before he is killed by Amonia!

Dev Vorn |

Dev is barely conscious as the pain of his crushed arm keeps him from noticing the shape of his vacc suit. As Nanier moves over and attempts to slap a sealing patch over the ruined arm of his suit, he nearly blacks out from the pain.
"What happened...dear god I think I am going to be sick in my helmet."

Jenni "Glitch" Everson |

Jenni begins emergency suit repairs. Moving swiftly, but with great calm (and ignoring the burning in her chest), she opens a pocket on Dev's suit and pulls out a roll of tape, winding it around the broken seals, but Dev's panicked struggles make it difficult for her to work and the patch job doesn't hold. "Damnit, Dev! Hold still! I know it hurts but ammonia is going to hurt a lot worse!"
Vacc Suit + Int: 2d6 + 0 + 1 - 2 ⇒ (3, 4) + 0 + 1 - 2 = 6

mdt |

OK, nobody succeeded, but Glitch got a 6. WIth two other people 'helping' that's a +2 for an 8. However, since nobody actually succeeded...
Dev's face begins to turn red as his air supply is tainted!
Ammonia Damage: 1d6 ⇒ 5
Dev's eyes roll back in his head as he passes out! However, the mass of stickem and emergency patches seem to be holding that the trio got in each other's way to put on . The suit's lights go to yellow in the helmet as the suit flushes the worst of the ammonia out.
Dev is at 0 endurance, and unconscious from the gas and pain. The group can take him back to the pinnace now for emergency medicine!

mdt |

Warren and company get Dev back to the ship, although getting him through the airlock is made difficult by the fact there's not room for two in it at once. Fortunately, the gravity is off, so they can just let him float unconscious in it while he's cycled through.
Back on the Pinnace, the suit has to be removed carefully while Warren examines him.
His arm is broken in 12 places, as is his collar bone. That's all bone brakes, those will heal relatively easily after being set (and pinned, Warren will need a medic check to insert pins, average difficulty instead of routine because it's field medic). The ammonia lung exposure will take weeks to heal up, and requires a full on medical hospital, not much Warren can do now other than put him on oxygen.

Scandalous |

Scandalous pops off her helmet and heads to the co-pilot seat. She turns to Malt and says, We need to get him to the med bay in the old Imperium cruiser. How long will it take for us to safely decompress?

mdt |

That medbay is unusuable, or at least, no better than the two ships you were working on. Other than having power that is. The med bay was not maintained by the colonists after they used up all the materials and the machines broke down. Currently, he's stable, just unconscious. Warren will need to stay with him for now, but you can still do another cycle and go try again to get the fissionables if you like. Warren could cycle everyone through and return to take care of Dev.

Nanier Rhuyl Tam |

Tam finally cycles through the airlock and makes inside the ship. To her dismay the news isn't good about Dev. She laments, "Damn, he was our best pilot. As she watches Warren treat the man she shakes here head at the ominous event.
She is startled from her musings by Scandalous' suggestion and tentatively offered, "Would the med bay could still be in working order?"
Ninja'd
The Darrian suggests, "Best we get back to the task at hand. we aren't doing any good standing over Warren's shoulder."
edit

Scandalous |

It would be unwise IMHO without a plan to mitigate the risky rolls we are to make. Is there a way to give the package effectively 'magnetic Boots'? Some way to halt inertial movement once it's started?
Doctor Warren would be the expert.

mdt |

If you want to not deal with the atmosphere on the other side of the airlock, you could jam the temporary airlock open slightly and let the air slowly escape over a day or so, that would remove the ammonia issue, but would require a day, and damage anything that is damaged by vacuum. Your call. As to moving the equipment, the best bet you'd have is trying to find and fix a cargo loader with magnetics, or a cargo loader bot with magnetic legs.

Scandalous |

Well the fissionable protective package would be damaged either way once it's taken to the surface (if it would be damaged at all)...as for anything else. The worst we would need to contend with is the airlock itself, which should be designed for such changes. I personally don't see a down side.

EAVE |
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"Do not worry, Pilot Dev. If you are to die, EAVE will record your final moments so that you may live forever in EAVE's positronic brain. Safe and Sound." The little body bobs once as it releases its attachment to him and then moves on to another host to be a symbiote for.
"EAVE desires to try again. Alternately, orbit was stable, yes? Can practice jumping jacks in 0-g until crew is able to do so blindfolded. Then is much safer, yes?"

Warren Connery |

As Dev's suite is removed and Warren gets a closer look at his injuries he starts shaking his head. "This arm is broken in 12 places and his collarbone as well. I'll need to pin the bones but there isn't much I can do for the ammonia damage. We'll need to get him to a med bay and I'll have to stay with him. I can do the pins here. I won't be able to help with much for a while as I'll need to stay with him. I might be able to do some computer work though."
Average Medic EDU: 2d6 + 2 + 1 ⇒ (2, 3) + 2 + 1 = 8

mdt |

Been swamped at work,lets get things back in gear...
Dev is set up in the pinnace as comfortable as possible given his injuries, fortunately the emergency kits in the pinnace are full and have pain killers and spray cast material.
Recon, Warren: 2d6 + 2 - 3 ⇒ (4, 5) + 2 - 3 = 8
Returning to the medical bay on the ship, Warren locates what he feels is the equivalent of vacuum sealed body bags used by the aliens. He places half a dozen bodies (3 alien, one of each type of 'female' and one of the males, and 3 cybernetic bodies, gender unsure) in the bags, seals them, and uses the manual pump to vacuum seal the bodies. The bags, upon sealing, turn hard as steel, preserving the bodies internal pressure in low pressure environments. It's likely the aliens die fast and hard in a vacuum.
The group then returns the body bags to the Pinnace, and then jam the airlock open, filling the vacuum and landing bay with atmosphere, frosty snow crystals full of ammonia and other frozen trace gasses.
It takes two days for the ship to depressurize to the point where there's no longer a jet of gas escaping the airlock.
The area is coated with a foot of ice, and the landing bay has a coating of ice over everything now.
Ok, you'll have to be careful going in due to the ice, dex checks, do not roll 1,1 on the dice. After that, you can take your time and spend a day slowly maneuvering the fissionable case out of the ship. It will require 3 zero-g rolls, routine, to do so.

Dev Vorn |

Dev continues to be in pain from the crushing of his arm and shoulder...which pretty much makes him useless for anything else...

mdt |

A day in vacuum and zero-G has the group exhausted, needing two showers, and feeling like their arms and legs are noodles, but they finally have the fissionables in the airlock, and with a gentle grunt and thrust, it begins to tumble free of the ship...
...returning to the pinnace, they have had a long two days. Dev is still down on painkillers and oxygen.
Whoever is piloting the pinnace with Dev down needs to give me a difficult pilot check to match the fissionable pod and bring it on board.

Scandalous |

Scandalous nervously takes the controls. She looks over at (Glitch, or Malt) in the copilot seat and gives a thumbs up. She goes through her preflight checks as she had been taught and releases the mag clamps from the alien vessel. She had hoped to pilot the alien fighter with some help, but Dev's injuries made that impossible. She mental says goodbye to the sporty craft as she uses gentle thrusts to move the Pinnace into position.
Pilot: 2d6 + 2 ⇒ (2, 6) + 2 = 10

mdt |

You can always try to come back later and get the fighter if you really want it.
Technically, Scandalous can't do it at +1 yet, as she's not completed training. However, Glitch could have, with Scandalous assisting, so we'll let the roll stand
The two inexperienced pilots manage to match the tumble of the 11.37 ton container, and settle it into the hold of the pinnace, only slamming it around a little. But it's in the hold, and gravity slowly takes it over as they bring the gravity up slowly.
Then it's just the time to tie it down before returning to the planet.

Scandalous |

I need a pilot check, average, from Glitch.
Where are you going to modify the nuclear pile? Wherever you do, will be heavily contaminated by radiation.
Can you offer some options based on character knowledge please?

mdt |

You can try to do it in orbit, up side, radiation isn't going to matter. Down side, your drones don't do well with free fall and no frameworks. You can do it in the big ship. Up side, gravity, atmosphere, etc. Down side, you irradiate heavily a section of the ship (it needs to be an open area that the bots can access, so the existingly contaminated area is out of the question). You can pick a random flat area on the surface and use it. Up side, no radiation where you are. Down side, you turn that area into a radiactive contamination for 50,000 years.

mdt |

Glitch manages to avoid hitting any of the debris around the planet as she takes the pinnace down to a large flat area near the wrecked cruiser, about a 100 km away. Pushing the container out of the pinnace is MUCH harder in gravity, but the gravity also means it's more of an issue of grunt work and not finesse.
A few hours after landing, the un-wounded survivors are huffing and puffing and groaning, but the massive container is on the ground.
I need a remote operations check, and a power systems check, to modify the pile. That's two checks each, both difficult. However, you can try up to 4 times with the nuclear pile you have before you've ruined it all. IE: You can do two remote ops and two power system checks to get a correct pile, and you can do that up to 4 times. However, the remote bots won't last more than 2 checks, so if you go to a third/fourth, you'll lose an additional 4 bots (in addition to the 4 you're going to lose for the first/second check).

Warren Connery |

Upon landing Warren checks to make sure his patient is as comfortable as possible under full planetary gravity. Upon checking the set up for modifying the pile Warren says to the group, "One of my computer programs has the ability to control remote drones. We can have it reconfigure the pile."
My computer has the program Expert 1: Remote Ops. If no one else can do it this may be our best bet."

Dev Vorn |

Sorry, wish I could help too, but I do not know how long poor Dev will be out of it.