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The control room is three decks up.
The two doors lead to what appear to be different engine rooms.

Project M.I.N.O.T.A.R |

MINOTAR, dripping excess water and looking around carefully, tries to get a feeling for the ship and its technology in general. His adaptation protocols were meant mostly for seizing and using human/earth-style technology, so he tries adapting it with an older program used for analyzing danger and responding quickly.
Technology: 1d20 + 4 ⇒ (20) + 4 = 24
If I can, I would like to spend an action/victory point here to help me succeed on this roll, if possible.

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I assumed that Ghost simply phased through the floor to get to the water reserves, but it is logical that you would have had a brief look around, so...
MINOTAR examines that technology that is present (you can certainly spend a hero point) and quickly surmises that a ship this size would have several different control rooms. The one that Ghost and Isikos were in is most likely firing control. There would probably be separate rooms for life support, astrogation, and of course, the main bridge.
Ghost, having had a brief look around, can tell you that you are on the lowest deck, which houses the fusion reactor and the engines, as well as fuel storage. There is an airlock here, but it is normally kept closed. There are elevators accessing other decks.
The deck immediately above this one is almost identical to this one in layout and function, holding fuel reserves, a backup fusion reactor, and the upper portions of the engine rooms. The deck above that is the one he and Isikos came from. They have not been higher.

Project M.I.N.O.T.A.R |

MINOTAR speaks and confirms his suppositions with his colleagues, and nods.
"Speculation: We could cause a great deal of damage to the ship I believe on the next deck up. With access to the fuel reserves, a reactor and an engine compartment, we could easily disable a portion of this ship. Possibly destroy it completely if we are lucky enough. However...we still do not know WHY these beings are here. What is more important? My military programming suggests destruction as the most expedient."

Jim Margrove - "Ghost" |

"Smashing things may sound like fun, but we need to know more about these beings - chief most among them why they came here. And I don't just mean Earth - I mean why they came to Grand Junction. What is it about Grand Junction they wanted? Did they land other places as well, and if so, where?" Ghost thinks for a moment. "Could we rig up such an explosion to be detonated remotely? That way we can try to find as much information as we can about these beings, but if we need to, we can still sabotage and possibly destroy the ship."

Project M.I.N.O.T.A.R |

"Agreement: Remote detonation is possible, however a timer would make mores sense under the circumstances. A remote signal could be set off by accident or suppressed. A timer, unless found and disabled...is inevitable and more predictable."

Project M.I.N.O.T.A.R |

MINOTAR nods.
"I did not say it was the BEST option Mr. Naut. Just the most reliable under the current circumstances. NOTE: The longer we linger the more likely we will be discovered ad stopped. What do you wish me to do?"
He then waits patiently for a response.
Sorry guys. MINOTAR was built to follow his orders and his programming. Free thinking, or taking charge, is still very new concepts to him in most ways. Don't worry, as time passes he will definitely start being willing to give orders more, once his personality develops and his basic programming stops being his main source of actions. I find it funny that a bunch of teenagers could be deciding the city's entire fate right now... =)

Hydronaut |
Ahem, scuse me, I'm in my mid-20's, thank you very much. Teenagers indeed.
"Let's sabotage the engines so they can't take off, then rig up a remote explosion on the next deck up. That hopefully gives us time to figure out who they are, what they want, and to get out of here."
"That's a plan," Nick said.

Project M.I.N.O.T.A.R |

Nodding again, MINOTAR moves with a purpose towards the engine deck.
"Consensus: I cannot guarantee they can't take off, but I should be able to restrict their full flight capabilities in some fashion. Please move to the fuel containment area and start disabling any protective barriers or devices you find, if at all possible. That way if we can create an explosion there is some sort of chain reaction guaranteed to hurt a lot more than they expect. I will meet you at the fusion power supply after that."

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You find it easy to disable the safeties on the fuel supply. Apparently, they are pretty much the same in any language. It doesn't take long before everyone regroups at the fusion plant that powers the vessel.
Technology (MINOTAR): 1d20 + 4 ⇒ (19) + 4 = 23
MINOTAR studies the plant for a moment, then speaks. "Analysis: An explosive device placed here," he points to a section of the plant, "Should render the vessel incapable of flight, but keep it largely intact. If our desire is to destroy the vessel, then the explosive should be placed here." He indicates another location.

Project M.I.N.O.T.A.R |

MINOTAR nods carefully.
"Agreement. Blowing up such a vessel incurs risks and dangers we can only dream about: Secondary explosions, chemicals or materials unknown and possibly toxic to earth's environment, various types of radiation, alien viruses, alien technology wreaking uncontrolled havoc...Much we can only speculate about. Does anybody have an explosive device or something similar? I may be able to use the cutting torch we brought and create something crude that will make do using one of your communication devices as a receiver for the signal."
Technology: 1d20 + 4 ⇒ (15) + 4 = 19

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MINOTAR goes to work, jury-rigging something that he *thinks* will disable the engines without detonating the entire vessel. When he is finished, he hands the cutting torch back to Ghost and presents a small hand-held device about the size of a smart phone.
"Instruction: When this button is pressed," he says, indicating a red button, "The explosive will detonate. The damage should be highly localized, to this chamber, but it should be sufficient to render the ship powerless. I suggest that we do not remain in this room when the device is activated. The outpouring of destructive energy and radiation will be lethal."

Project M.I.N.O.T.A.R |

MINOTAR hands the detonator device to Ghost and crosses his arms.
"Warning: We should move out sooner than later. Our possible discovery could increase their chances of finding and disabling our tampering ten-fold. Query: We now have the means to disable the ship...theoretically. What should be our next goal here? When I try to reference my database on aliens, all I usually get is a bunch of 'destroy them at all costs' subroutines."

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Carefully and quietly, with Ghost and Isikos providing scouting to avoid notice, the group moves to the elevator and loads aboard. No sooner than the button for deck 2 (as far as this one can take you) is pressed, alarm klaxons blare and the lighting switches to emergency lighting. There is a loud hum and then the floor crackles with electricity! Those who can be affected by such and are in contact with the floor are subjected to a DC 25 damage attack!

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Going ahead and rolling for Hydronaut.
Toughness: 1d20 + 12 ⇒ (6) + 12 = 18
Ghost - Since you have the Reaction Extra on your Insubstantial, you can phase automatically when you sense trouble (it's why the Reaction Extra exists). So yes, and no check need be made. Incorporeal creatures are immune to physical and energy damage, so you are unharmed.
MINOTAR, you have a -1 penalty to resist further damage. Straightjacket, you and Hydronaut suffer the same effect, but you are also dazed until the end of your next turn.
As the elevator doors open on deck 4, you are greeted by four alien guards carrying wicked-looking weapons!
Hydronaut and Ghost are up! Hydronaut, you only get a single action, due to your dazed condition!
INITIATIVE
Hydronaut
Ghost
Aliens
Straightjacket
MINOTAR
Isikos
MINOTAR Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Straightjacket Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
Hydronaut Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Isikos Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Alien Initiatives: 1d20 + 0 ⇒ (12) + 0 = 12

Jim Margrove - "Ghost" |

Round 1
With the electric floor shocking the rest of the team, he knew he would have to strike quickly. The odds were not in their favor. Ghost teleports behind the group of 4 and strikes at the rear alien with his stun gun as he says, "Nighty, night."
Stun Gun: 1d20 + 3 ⇒ (19) + 3 = 22
DC 15 Affliction, dazed/stunned/incapacitated

Hydronaut |
I lost my dot. :(
Nick staggered when the floor shocked him and was still dazed when the doors opened on the guards. That's...not cool!
So he blew water at them.
Tsunami Breath: 1d20 + 6 ⇒ (14) + 6 = 20 Touch DC 20

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Hydronaut blasts the group with water, drenching all of the aliens. Two are unharmed, while two are bruised by the effort. Ghost teleports behind the aliens and attempts to zap one of the creatures from behind. His efforts leave the monster dazed.
The one that Ghost attacked lets go its laser rifle (which is slung over its torso) and draws a wicked-looking sword. It swings at Ghost but misses. The other three use their laser rifles, aiming at Hydronaut, Straitjacket, and MINOTAR! Of the three, only Hydronaut and Straitjacket are hit (DC 21 Toughness saves).
The group is up!
Toughness 2: 1d20 + 8 ⇒ (8) + 8 = 16
Toughness 3: 1d20 + 8 ⇒ (10) + 8 = 18
Toughness 4: 1d20 + 8 ⇒ (20) + 8 = 28
Toughness 4: 1d20 + 8 ⇒ (12) + 8 = 20
Alien 4 vs. Ghost: 1d20 + 5 ⇒ (6) + 5 = 11
Alien 1 vs. Hydronaut: 1d20 + 4 ⇒ (12) + 4 = 16
Alien 2 vs. Straightjacket: 1d20 + 4 ⇒ (20) + 4 = 24
Alien 3 vs. MINOTAR: 1d20 + 4 ⇒ (7) + 4 = 11
ALien 2: -1
Alien 3: -1
Alien 4: Dazed

Project M.I.N.O.T.A.R |

Easily avoiding the clumsy weapon shot, MINOTAR finally steps free from the elevator, still smoking from the electrical attack.
"You missed."
He then hauls his fist back back and aims for what appears to be the alien's chin!
Fighting: 1d20 + 8 ⇒ (9) + 8 = 17
If it hits: Toughness vs. DC25?

Jim Margrove - "Ghost" |

Ghost sidesteps the creatures sword swing, then continues trying to down him. "You know, I was really hoping you would just go down. Well, if at first you don't succeed, stun 'em again."
Ghost will again try to shock him with the stun gun and put him down.
Stun gun: 1d20 + 3 ⇒ (10) + 3 = 13

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Straightjacket enlarges and attempts to grab an alien but misses. MINOTAR slugs one of the aliens across the muzzle, but although it emits a reptilian hiss, it rolls with much of the punch. Isikos stabs downward into the eyes of one of the creatures, eliciting a high-pitched shriek of pain and terror. (The alien (#3) is Disabled with regards to sight.) Hydronaut blasts them again with a gout of high-pressure water, leaving one dazed (#4), but the other three unharmed (but drenched). Ghost tries again to zap the one that Hyrdonaut left dazed, but the creature's weaving manages to elude his efforts.
Two of the aliens attack Hydronaut with their swords (DC 17 and 24) as the one that Isikos blinded flails about helplessly. The dazed alien uses his action to attack Ghost with his sword (DC 17). I need Dodge rolls from Hydronaut (two) and one from Ghost. If the aliens hit, the DC is 20 Toughness.
I had been using average Dodge rolls (simply adding 10 to your Dodge score), but it adds a measure of excitement to have you make Dodge checks, instead.
Toughness vs. Isikos: 1d20 + 8 ⇒ (10) + 8 = 18
Toughness versus Hydronaut 1: 1d20 + 8 ⇒ (13) + 8 = 21
Toughness versus Hydronaut 2: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Toughness versus Hydronaut 3: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Toughness versus Hydronaut 4: 1d20 + 8 ⇒ (6) + 8 = 14
Alien 1 vs. Hydronaut: 1d20 + 5 ⇒ (12) + 5 = 17
Alien 2 vs. Hydronaut: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Alien 4 vs. Ghost: 1d20 + 5 ⇒ (12) + 5 = 17
Status:
Alien 1: Unharmed
Alien 2: -1
Alien 3: -2 Dazed (visually Disabled)
Alien 4: Dazed

Project M.I.N.O.T.A.R |

Seeing the alien shrug off his punch, MINOTAR changes tactics according to his programming, grabs the alien by the shoulders and knees him in his private area...hoping the area is analogous to human anatomy in some form or fashion!
Fighting(Low Blow): 1d20 + 8 ⇒ (9) + 8 = 17
If it hits: Toughness vs. DC25?