
Dr. Daniel MacLeod |

Daniel is already moving to Gareb even as he's requested, pulling out a tricorder to scan the injuries. "I wish we had transporters working, but this will have to do."
Crouching down, he opens up his med kit and begins to work.
And, I'm kicking myself right now for character building mistakes. First, I think I mixed up the names of the talent I wanted when I made my character, I took First Response when I was after Field Medicine. Oh well, it still fits the character. I also took too much Reason and not enough Control, but I think I'm still functional.
I'm adding one threat to get an extra die, for Bold.
Control + Medicine (12), with Emergency Medicine focus: 3d20 ⇒ (17, 14, 1) = 32
Rerolling the 17: 1d20 ⇒ 12
Untapped Potential: 1d6 ⇒ 1
That's three successes and one extra momentum if I succeeded at the task, I'm going to assume that's enough for the sake of posting rate but if 3 wasn't enough given the lack of equipment, feel free to retcon the next paragraph.
Giving Gareb a Hypospray, he uses a couple of devices to heal the injury, and says, "We'll need to do a follow-up and sick bay back on the ship, but you should be good to go now."
He then steps over to the first officer, scanning his ankle. "Just a sprain," he says, smiling a bit. Trying to reassure even if his patient can't show any emotions.
This time, I'm just spending momentum, since a complication isn't as threatening as an injury.
Control + Medicine (12), with Emergency Medicine focus: 3d20 ⇒ (9, 11, 14) = 34
Untapped Potential again: 1d6 ⇒ 3 Oh well, worth a shot. :-)
This time he pulls out a dermal regenerator, using it to heal the bruised tissue.

GM SuperTumbler |

Thanks for the explanation of Challenge Dice. I should have done that. Dr. MacLeod, if you need to do some rebuilding, I'm not opposed to that. Working in a new system it is always tough to know exactly what you are doing.
Those Medicine checks fix everyone up and generate 2 total Momentum. That puts us at Momentum 2 Threat 8.
With everyone patched up, you move deeper into the caverns, closing in on the energy source. You see light ahead breaking through the darkness: not the dim glow of phosphorescent fungus, but the cold harshness of artificial lighting. It looks like a cave-in caused a rupture into an artificially carved and lit corridor.
The cave-in appears to have destroyed the carved-out tunnel in one direction, and the other ends in a set of sliding metal doors. The tunnel was clearly carved by a laser mining drill and has surfaces as smooth as glass. Light panels that have no apparent power source line the ceiling.

Lt. Commander Kestra |

Kestra says, "I think we ought to look what is inside but also scan too."
She whips out her tricorder to scan the area, probably to assist.
1d20 ⇒ 7
She says to Diasla, "A pretty nifty field trip, huh?"

Gareb th'Chiaqis |

"My thanks Doctor MacLeod. The area ahead will hopefully be built to resist the tremors but let me see what I can find out."
Reason+Science 14: 2d20 ⇒ (4, 12) = 16 Has science officer and studious. Assuming a difficulty number of 2 he gets three questions
Gareb tries to discern if the area ahead will be safe during the current intensity of the tremors. Are there any indications about how long ago this area was carved out? He's also staying alert for signs of lifeforms including more common types as well as silicon based lifeforms similar to Horta.
Want to toss in another question Kestra or spend yours on bringing up our momentum?

GM SuperTumbler |

The area appears to be stable. In fact, it is much more stable than the rest of the planet and certainly more than the area you have been travelling through. Based on your scans, the laser drilled tunnels here are about 1000 years old. There aren't any life forms here other than your away team.
I'll give you a bonus answer
There is a power source behind the doors, and a shaft that descends into the planet's crust.

Lt. Commander Kestra |

Kestra says, "We ought to go inside to see what is what." and tries to open the door.

Gareb th'Chiaqis |

"I'd estimate this area was constructed one thousand years ago and is far more stable than the rest of the planet. No sign of any life forms in the area other than ourselves."
"There's a power source through here." He nods at the doors as Kestra approaches and they slide open. "Also a shaft that descends into the planets crust. This must have been a serious investment in time and resources to construct." Gareb moves up as well peering around the chamber. "It may be automated or could be activated via another means... but I think using it will lead us closer to answers."

Lt. Commander Kestra |

She nods and walks to or in the elevator and says, "Mr. th'Chiaqis, the earlier we go down there, the quicker we can save this planet."

GM SuperTumbler |

Diasla joins you in the elevator. Kestra can feel her fear, but it doesn't take an empath to read the emotions of her wide eyes and quick breathing.
Once everyone has entered the lift, the doors close swiftly. A few moments later, they open again to a completely different scene.
Scene 4
Outside the elevator is a vast underground cavern filled with incredible machinery. The air is hot and dry with an acrid smell. Huge metallic towers covered with lights flicker as charges of electricity play back and forth between them. Between you and the electrified towers is a command center of some kind. Rows of computers and control devices line the walls, and large screens show mostly indecipherable information scrolling past.
Occasionally, something familiar flashes on a screen, such as geographic map of the planet and a model of this solar system.
Diasla: "What is all of this? The Lormeans don't have the technology to create this?"
An initial investigation of the machinery requires your tricorders and a Task Difficulty 3 using Insight or Reason + Science or Engineering. Everyone can assist with this Task. The challenge is heightened here, so Complications occur on a 19 or 20.

Lt. Commander Kestra |

Kestra responds to her daughter, "This technology predates the Lormeans by at least a thousand years. What happened to them we might be able to find out."

Lt. Commander Kestra |

DC 13 1d20 ⇒ 5 as an assist. She whips out her tricorder giving it more use than she has in years.

Benjamin Takezo |

For the first time upon arriving upon Orgun III, Benjamin's expression visibly changes to awe when he sees the massive device. "No," he says in response to Kestra's exclamation, still looking at the enormity of the machine. "No they do not." He's broken from his surprise by the whirring of Kestra's tricorder, and he pulls out his own.
I'm thinking it's going to be best to assist Garib on this, since he's got a slightly better roll than I do.
Reason + Science, DC 15: 1d20 ⇒ 8 One success from me as well!

Dr. Daniel MacLeod |

Dr. MacLeod, if you need to do some rebuilding, I'm not opposed to that. Working in a new system it is always tough to know exactly what you are doing.
Thank you! I appreciate that. From what I've been able to see, I don't think I've messed anything else up, (though there's probably something major I'm missing), so I think swapping Reason and Control (so I have Control 11 instead of Reason), and swapping out First Response for Field Medicine all I need to fix, if that works. Anyway, back to posting.
MacLeod follows the others, getting into the elevator. When they reach that large cavern, he starts around in open awe, "Amazing!" He, too, brings out his tricorder, tapping a couple of buttons to access the more general-purpose software on the tricorder, before attempting to help figure out the machines.
If the changes above are approved, I'll be rolling against a 10. 13 if not.
Reason + Science assisting: 1d20 ⇒ 6

Gareb th'Chiaqis |

"Kestra, look at what I've found here!"
Reason+Science 16: 1d20 ⇒ 15
I am happy to leave Kestra take the lead, with her family involved it seems like she's one of the primary characters for the episode! Not optimal mechanically but fitting. Five successes so far, T'Karra may add a further one!

GM SuperTumbler |

Scans reveal that the machinery was built millennia ago, and doesn't match any technology in Starfleet's records. It has several functions, including: monitoring every aspect of the planet, geological make-up, electromagnetic fields, and atmospheric conditions. From here you could control everything from weather to geological stability.
At some time in the past, the planet was moved from a different orbit to its current one, an event that would have required an immense amount of power. The systems can compensate for the stresses that resulted from this move. The machines are now malfunctioning...
There are other systems that monitor life signs on the planet. Every living creature, including each of the Lormeans.
Momentum 4 Threat 8

Lt. Commander Kestra |

Assist DC 10 1d20 ⇒ 12
She then says, "Let me look at the difference between the original orbit and the current one."
I think she is using Astronavigation and either Insight or Control on that if you allow it. Trying to see if the current orbit is what is causing the problems or not.
DC15 or 16 depending on whether it is Insight or Control 2d20 ⇒ (10, 16) = 26

Benjamin Takezo |

"My God," Benjamin says under his breath as he begins to understand the enormity of the machine. "The power requirements to move a planet alone is staggering. Is this Iconian, maybe? Something on this scale wouldn't be impossible for them, but there's not any powers in the galaxy I'm familiar with that can even come close to doing what this machine could do."

Lt. Commander Kestra |

Kendra says, "This whole planet is a problem for the Prime Directive. If we cannot fix this thing, we cannot bring these people to the other planet in the system. Then, of course, we have this thing here which probably should not be left for them either. You would not want to leave a Klingon Disruptor in the hands of a toddler. But, we should try to fix this first, anyway."

Benjamin Takezo |

"Agreed, let's save the hand-wringing and moralizing until after the planet isn't actively shaking itself apart."

GM SuperTumbler |

Assist DC 10 1d20
She then says, "Let me look at the difference between the original orbit and the current one."
I think she is using Astronavigation and either Insight or Control on that if you allow it. Trying to see if the current orbit is what is causing the problems or not.
DC15 or 16 depending on whether it is Insight or Control 2d20
The problem isn't so much the current orbit as much as the fact that the planet was destabilized by the move. The systems here smooth out and compensate for that, but as they are failing the planet is shaking itself apart.

GM SuperTumbler |

I think that means you are spending one Momentum?
Kestra and Diasla work closely for perhaps the first time in there lives.
Make the Necessary Repairs: Damage to the area is the result of millennia of neglect. It is also clear that a complete repair is not possible – the technology is too complex, and full restoration might take years of studying these machines. However, a partial repair might be able to at least extend the machine’s operation. Making the repairs requires at least two characters to work together: one making an Insight or Reason + Science Task and the other making a Daring or Control + Engineering Task, both with a Difficulty of 3. One person can assist each of the main characters attempting the Tasks.

Lt. Commander Kestra |

Yes, I just want to keep the game moving forward.
Insight + Science DC 132d20 ⇒ (12, 4) = 16 Does "Push The Limits add momentum or get the third success?"
Kestra says, "I think we can get this planet back online temporarily and then maybe later we could or someone else could come back and enable a more permanent fix." as she rolls up her sleeves and gets to work.

Benjamin Takezo |

"This machine is astounding," Benjamin says as he sets up his tricorder to mirror Kestra's readings. "I can't even begin to tell you where this machine is getting the energy to perform these feats, let alone how it's able to control orbital spin or meteorological modification. But I think I understand enough of this to perform repairs on the parts that are failing, at least long enough to come up with the next step of the solution."
In the interest of keeping the game moving, I'll take the Engineering task. Astrophysics is the only Talent I have that really seems appropriate, so let me know if that works, GM. Kestra and I should probably take a Momentum each to get an additional die here, because this looks tricky...
Control + Engineering, TN 14, 1 Momentum spent to gain +1 die: 3d20 ⇒ (5, 20, 11) = 36
Uhoh. Two successes, plus a Complication. That's probably fine.

GM SuperTumbler |

Not sure why everyone else is so quiet. So we have two people with two successes. We need one assist for each of them. Note that there are other ways to generate successes with Values and Determination. Push the Limits only works on Conn related Tasks. Astrophysics works as a Focus
Takezo moves his hands over a display, manipulating what he thinks is the gravity of the planet based on the diagram of a sphere distorting what might be the space around it. He rotates a palm sized dial slightly and the screen flashes yellow. The terminal Diasla is working on explodes in a shower of sparks. The young woman is briefly shaken, but she recovers quickly.
Challenge Dice: 3d6 ⇒ (5, 4, 1) = 10

Dr. Daniel MacLeod |

MacLeod starts to step over towards Diasla instinctively after the explosion, but when he sees she's alright, he instead moves over to assist Takezo. "I'm afraid I only ever took the mandatory engineering classes, so not sure how much help I'll be, but I got good grades if that's any consolation."
Assist — Control + Engineering (13): 1d20 ⇒ 7
Okay, some help at least. :-)

Lt. Commander Kestra |

At least she is ok, I am glad she was with her dad, when we were at Wolf... seemed safer...
She redoubles her efforts using a momentum... 1d20 ⇒ 4

Lt. Commander Kestra |

You have a DC of 12, 1-12 is success and 20 is a complication... you are more than likely to succeed, so why not try. My character is the flight officer and I am trying because I want to be part of the crew and help. If noone rolls the game stalls.