| Captain Adam Reeves |
"There are three Klingon battle cruisers out there, T'Karra. I can't leave the bridge. If you can't use a secure channel you'd better get up here in person."
T'Karra
|
Going to a secure channel with the captain she says there are no coincidences, only logical consequences Captain. Our plasma coupling relay in the Nacelle was sabotaged by a simple but elegant switch into the wrong relays. Only Garrett, myself, and now you know.
| Lance Kreskin |
Lance returns to the bridge in a huff. "Boo hoo, our medicine spilled while your ship glided helplessly across space. Can you take a break from averting a war to help us wipe up?"
He returns to his much more comfortable Science Officer seat. Captain Reeves, based on work allocations, I think we're going to restart engines with time to spare. Why so glum?
| Lance Kreskin |
While he waits for Captain to finish his conversation, Lance begins to draft a message for T'Karra.
Hoping you can assist me in developing a technical brief for SF to avoid a problem like this in the future. Humans solved this issue centuries ago for trains and elevators. Basically, "Moving" requires energy, "stopping" is the default. That way, if there's a catastrophic loss of power, the brakes stay engaged. Energy is necessary to REMOVE the brake. I have a similar idea for ships movement as they exit warp. They should exit warp at full stop by default. That way, even in if the ship leaves warp without power at all, it won't drift. I have a few ideas on how to make this work, but I'll need your technical expertise to fully realize the solution. When we've come to a stop, obviously. If you help, I'll let you put your name first on the paper.
| Captain Adam Reeves |
"Because I'm about to throw a wrench into your calculations. T'Karra claims that a plasma coupling was purposefully cross-routed. Sabotage. And if that's the case, then likely the loss of the medical supplies was, too."
Reeves eyes the monitor, where three Klingon symbols slid perceptibly closer to the central dot that was Valiant.
"There might be a Klingon agent on board this ship, Mister Kreskin. Or perhaps just a saboteur. But we can worry about motivations later. Right now, I want him found and stopped."
"Doctor Stoorer's Medical team are the obvious suspects, but it could be anyone. A member of the crew or a stowaway. Or more than one. You've got point on this, Lance. Go find me a bad guy. Take anyone you need who isn't T'Karra. I'll assist as best I can from here."
| Lance Kreskin |
Mmmmhmmm. he saves the draft. The T’karra-Kreskin Inertial Arrestor will have to wait, for now.
Rather than bug T’karra while she’s busy, he starts looking up info on the damaged system.
Research (reason + science TN 15: 2d20 ⇒ (13, 19) = 32
Ship’s computer + engineering tn 13: 1d20 ⇒ 17
1 success 2 questions
1. Is there restricted access to that section?
2. Would it break as soon as they went to warp, or could the sabotage have happened days/weeks ago?
| GM SuperTumbler |
1. I would imagine that engineering areas are restricted access under normal circumstances. This was actually in the nacelle. There would be no reason for anyone but engineers to be there, and even they wouldn't be there during normal operations.
2. The failure would happen on the first use of warp after the changes were made. Not immediately, but within a few hours. It also could not have been done while the ship was at warp, so it must have happened either at the station where you picked up the medical team or shortly thereafter before you went to warp.
| Lance Kreskin |
So it's entirely possible that the sabotage could have been performed by someone at the station?
| Lance Kreskin |
Karensky, would you kindly pull all security footage and door logs for the affected nacell from when we arrived at station to when we entered warp, then review to see if anyone tampered with the systems. Also have a security detail meet me in cargo 3. I need to have word with the good doctor.
Lance meets the security detail downstairs. Is the Klingon detection process well known or can I conceal the purpose of the scan?
| Samuel Kerensky |
"On it Sir" Kerensky starts going through the logs but is under pressure with the time constraints potentially missing important details.
Insight+Security 12: 2d20 ⇒ (19, 19) = 38
Ship Computers+Security 9: 1d20 ⇒ 6
I hate my luck in this game... could have been two twenties.
| Lance Kreskin |
Flashback to Lt. Kerensky: Of course Dr. Notaklingon! I'd be happy to show you to the secure areas of engineering.
| Lance Kreskin |
Doctor, there's an emergency and we need to do a medical scan of your team. Starting with you.
Getting the doctor to agree to him scanning the team. Command+Presence=13: 2d20 ⇒ (10, 2) = 12
3 successes due to persuasion
If she agrees without complaining, he starts scanning the medical team with the tricorder, the security detail ready for any trouble.
Medical scans looking for Klingons. Reason + Medicine=14: 2d20 ⇒ (1, 11) = 12
3 successes, two questions, 2 momentum banked.
Momentum 3, Threat 9
| Lance Kreskin |
Kreskin to Lt. Kerensky. I need you to get eyes on an orderly, Kyle Hunsley. He might be in sick bay...
He thanks the doctor and asks her to get in touch with him immediately if Hunsley shows up.
| Samuel Kerensky |
Insight+Security 12: 2d20 ⇒ (19, 7) = 26 One success
Kerensky presses a comm on the wall "Kerensky to bridge, there's been an altercation here. The Doctor appears to be out cold. I'm moving to investigate."
He then moved to search for Hunsley as he drew his phaser.
| Captain Adam Reeves |
"Kerensky, this is the Captain," says Reeves. "I want that intruder kept away from Engineering at all costs. I'm sending you a security team. Work you outward from Sick Bay and if you have a chance, drive him forward and away from Engineering."
Reeves gives Kerensky a point of Determination, per the Commanding Officer rules. Spend it to get our man, JG!
| Lance Kreskin |
Lance returns to the bridge. Ok, Kerensky is looking for our missing orderly. Shouldn’t be too long.
| GM SuperTumbler |
Daring+Security: 2d20 ⇒ (6, 15) = 21
Spending 3 Threat to make the search take 30 minutes.
Knowing that the ship is at battle stations, and that the best place to hide is the unsecured areas of the ship, Kerensky heads to unsecured areas. In recreation room 2, he finds Kyle Hunsley sitting in the dimly lit room at a long table, eating some sort of nutrition bar. The man drops from his chair to take cover behind the table. Somehow he has acquired a pistol shaped type 2 phaser.
Combat rules start on page 169. The player characters always get to go first unless I spend threat, so Kerensky will have the first action. Other people can move to the area by using 1 of their turns. Kerensky can have a security team with him to offer assistance for 1 Momentum.
Time is updated on spreadsheet and at top of page.
| Samuel Kerensky |
Kerensky didn't want to take any chances with Hunsley, when he saw their quarry Kerensky slides across a table to take cover behind it while drawing his phaser knowing he had already set it to stun. "Drop the phaser Hunsley. I'm taking you in alive but these still hurt."
Security team containing Terev, a Tellarite Male as well as Alekanekelo, a human male mirrored his movement using the furniture for cover.
Control+Security Difficulty 1: 2d20 ⇒ (9, 10) = 19
Spending 1 Momentum for a security team. Excess success so putting that back into momentum
Challange Dice for Damage: 3d6 ⇒ (5, 1, 5) = 11 So 5 is 1+Effect, 1 is 1. 3+2Effect but I did not use a minor action to vary. Adding bonus from security for a total of 7 Damage
...since the Captain was kind enough to loan some determination I better use it. Spending one determination to perform an extra task this round
He watched as Hunsley tried to use his cover for good effect. "Now!" Samuel called out as Alekanekelo fired at the distracted man
Control+Security Difficulty 1: 2d20 ⇒ (9, 6) = 15
Putting excess back into momentum
Damage: 3d6 ⇒ (6, 3, 4) = 13 6 is 1+Effect. 3 and 4 are both nothing. 5 Damage including the bonus
Momentum 4, Threat 6
| GM SuperTumbler |
Cover dice: 1d6 ⇒ 6 I think that means 1+1 for the effect gives him 2 resistance. Still 5 damage, so he suffers an injury. Won't matter, really.
Hunsley makes good use of the cover of the table, but is caught by Alekanekelo's enfilading fire. Hunsley slumps to the floor, stunned. Hunsley is an attractive, muscular human with straight blond hair. He is currently wearing black pants and a grey sweater and black pants, and there is an officer's jacket slung over one of the chairs. He must have borrowed some one of the doctor's extra uniforms from sickbay.
20 minutes until plasma injectors are replaced and we can begin engine restart. 60 minutes til Border Crossing. Should be lots to talk about at this point. I don't think any of the player characters are currently engaged in a Task. Also, I think our doctor should be with us. I'll contact him.
| Captain Adam Reeves |
We have one engineering task left and it's the critical one. Communications ain't gonna matter if we can't coal up the boilers. I think we need T'Karra on that. Someone needs to interrogate Hunsley and someone needs to be on the bridge. I can see Reeves or Kreskin handling either the bridge or interrogation.
BTW, I think it's a bit strange to have the Captain constantly running out to fix things, so I may ditch the Engineering specialty when it comes time to amend our characters.
I propose that T'Karra fix the engines, Thoss has the conn, while Reeves, Kreskin and hopefully the doctor interrogate Hunsley. Agreed?
| GM SuperTumbler |
Others can weigh in with their opinions, but the engineering thing seemed really cool to me. It could be a fun bit of personal conflict for the character to let others do those jobs. Also sets up a fun dynamic if T'Karra is all "logic says the engines can't blah blah" and you are all daring and "they'll take it T'Karra. It really set the series apart from the others from my perspective, just like in my other game where the Doctor opened a drawer in her desk and removed a dagger. Also, it isn't like the adventure will be breaking every system on the ship for most adventures, so this was maybe a special occasion. As always, it's your character, so I'm not going to tell you what to do, but I think it could bring some interesting stuff to the table.
T'Karra
|
TKarra grabs Garret and Davis and begins doing all the preparation work as the plasma relays are finished in twenty minutes. She will then restart the engines and reallign the crystals and then alert the captain for helm to take them away from the neutral zone.
enguneering and control 17 bold: 2d20 ⇒ (13, 8) = 21
Spending 1 momentum to finish early.
Momentum 3 threat 6
| Lance Kreskin |
Lance wordlessly scans the prisoner.
Reason + medicine 14, extra die from testing a theory: 3d20 ⇒ (10, 15, 16) = 41
One success, 2 questions
| Captain Adam Reeves |
"Mister Hunsley, thanks to you this ship is rocketing fast towards Klingon territory where three Klingon battle cruisers wait to blow us to atoms. Either you're a very suicidal man or that wasn't your plan. The game is up and it's time to tell us who you are, what you did and why. Or you'll die with the rest of us."
Presence + Command 14: 2d20 ⇒ (12, 1) = 13
Three successes.