Aram Zey

Jeremiah Xavier Jaramillo-Smith's page

483 posts. Alias of John Petherick.


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Jerry rushes forward, even though he has no useful weapon. He looks about for something to use ... a stick, even a handy rock that he can throw or use in a fist.


Apologies ... have finished course work, but it's now the short strokes before Christmas.

I had all of my routines upended this fall with renovations ... packed up the computer that I usually used for PbP and a couple weeks until I decided to replace that machine. That disruption caused the first delay and it has been difficult to get back into the routine.

I will make an effort to check the boards daily.


Jerry is inside, since he does not have a ranged weapon.


Jerry fumbles in his pockets, seeking his personal computer. Once it is in hand, he thumbs it to life and flicks through some command icons until he is holding a very expensive flashlight.

Like Daneel, Jerry holds it up to illuminate the nearby area. Perhaps it does not work as well as the purpose built light of his companion, but it is better than sitting in the dark.

"I hope that this does more than simply marking me as a target," he thinks to himself.


Jerry turns to the leader with whom he has been speaking.

"Who is coming? Or, what is coming?"

Jerry follows Delinda's lead, ensuring that his people have taken action or sought cover before following her.


Jerry looks at the locals, trying to estimate their ages and experience.

"A long time ago ... too many changes of the seasons to count ... this place used to home to thousands of people like you and I. Then, war ... conflict or battle between large groups of people ... came here and this place was attacked by flying machines much like what brought us."

He pauses, trying to gauge how the locals were receiving this information.

"Many people died. The great buildings were knocked down, leaving some places like this. People could no longer make the flying machines, and other things like them, and ... eventually ... forgot how to make those machines. Some times, and some places, even forgot that such things existed."

"Still, your ancestors survived. But they lost contact with people living in other places like this, ones that were too far or difficult to travel. My ancestors were luckier, I guess. But some of my companions come from places just like this, until they took a chance to leave."


"Like you, we seek shelter from the weather and those creatures," Jerry continues.

"We can share what little we managed to save."


Jerry quickly looks at the situation, trying to grasp what is occurring. He begins to speak slowly.

"Not fight with you," he says. Jerry then gestures towards the darkness.

"Fight that ... thing."

Apologies for being off-line for so long. Jerry is not (yet) attempting to use diplomacy.


INT(+2) + Recon(1): 2d6 + 2 + 1 ⇒ (4, 3) + 2 + 1 = 10

"I believe you, if you say that you can see something here," says Jerry.

"But are you certain that you aren't leading us into the den of the Garnabites, or whatever they are called?"


Jerry moves to Sanderson, looking about for any other threats.

INT + Recon: 2d6 + 2 + 1 ⇒ (4, 2) + 2 + 1 = 9


Jerry is still sore and bruised from the rough flight and landing, limping along to keep up with the others.

He looks around, trying to make sense of the city ruins. If the roads are here, and the blocks seem to be about that big ...

"We should find shelter for the night," he states. "If this is the ruins of a city, we don't want to stumble into an excavation or other hole. Has anyone seen a pond or other source of water?"

INT (+2) + Science (Archaeology or History) +1: 2d6 + 2 + 1 ⇒ (6, 2) + 2 + 1 = 11


Jerry tries to crawl, gasping as he twists and feels something move within his chest. Something that shouldn't move, he suspects.

Str (-1) + Athletics (-3): 2d6 - 1 - 3 ⇒ (2, 6) - 1 - 3 = 4


Jerry is struggling as the shuttle jerks and shudders, so simply focuses on getting himself strapped in.

No Athletics skill

STR (-1) + Athletics (-3): 2d6 - 1 - 3 ⇒ (1, 5) - 1 - 3 = 2


"Seems that the ride might be rougher than they told us," states Jerry with what he hopes is reassuring authority.

"I think that we should buckle up."

Jerry waits to see if the children can get themselves buckled, or if they need some assistance.


Uhhh ..," Jerry hesitates.

"Life support is held together with chewing gum and baling wire ... whatever that is. And a lot of hope. Honestly, we're barely holding together. We really need some spare parts ... we won't hold together for a jump and we can't set down on the planet."

"Can we make a trade?"

SOC(+2) + Persuade(0): 2d6 + 2 + 0 ⇒ (5, 5) + 2 + 0 = 12


Jerry looks to his companions before keying the mike.

"This old bird could always use spares for the drive systems ... both of them. We have extras of some other things, especially for the power plant."

Jerry pauses for a reaction.

"Would you swap? Or is it strictly cash only?"


Jerry waves to comms, saying "Tell them that our comms are acting up. Maybe break up the message a bit ... apologize for scaring them. Ask if they have any spare parts."


"Let's see their intentions," suggests Jerry.

"We look like a simple trader to them ... maybe they will try to attack us," he adds with a grin.

"No matter, we need to get the drop on them. Target the ship and maneuver to intercept. Keep our speed down to something reasonable for what we look like."

INT(+2) + Tactics(0): 2d6 + 2 + 0 ⇒ (6, 3) + 2 + 0 = 11


"Let's finish collecting and processing fuel before we do anything else," suggests Jerry.

"Once our fuel tanks are full, we can mosey on over and wait for that trader to break orbit," he continues. "Make sure we don't go faster than typical speed for what we look to be. If anyone challenges us, we tell them that we are making repairs. Maybe we simply hail the trader and offer to purchase spare parts at a suitably desperate price."


"I agree to the same," says Jerry. "But we need to put it a vote of all of the partners."

"I vote 'aye'"


"True," says Jerry ruefully. "Thinking big, I guess. Make course to intercept that trader."


Any communication between the ships? Specifically the single far trader and the lab ship, or the cruise ship.

Or, signs of the interdiction satellites?

"So, my friends, do you feel up to taking on that cruise ship? Not much cargo but we could go for the valuables carried for the passengers."


"Fly casual, Byron," instructs Jerry.

Useless instructions, but sometimes you simply have to be seen and heard doing something.

"Stay on the comms and try to learn as much as possible about the ships in the system. Once we're fueled, we can decide whether to try for a target."


Take care & rest up!


Jerry surveys the crew, particularly the marines.

"Our accounts are empty, so probably the gas giant for fuel. Besides, the fuel station is not much better," Jerry pauses as he rubs his chin.

"We don't have enough crew for the liner. The traders are certainly possible. The lab ship and the scout ..." says Jerry before he pauses to rub his chin.

"Isn't this a bit too much traffic for a backwater like Noricum? How about someone stays on comms while we maneuvre to refuel? We can decide after we have more information."

Jerry idly spins for a bit.

"We should probably look like a trader ourselves, too. Can you change the appearance of the ship to scans?"

"And plot a course to jump, too. We might have to leave in a hurry.


Training Roll, EDU: 2d6 + 0 ⇒ (1, 1) + 0 = 2

Jerry wins the race to the bottom ... unless we were trying to rull under our current skill


"Let's see them off before we go. But we can begin to make ready - plot a course to the jump limit, program the jump and all of that," says Jerry before he turns to their captive.

"Low berth for him," he orders. "No need to stink up the place and listen to his whining."


Jerry turns to look at the new crew of allies.

"Captain Yamada," he starts. "Another rule: Don't piss in the pool."

"By that, I mean, don't raid any planets or settlements close to Drinax. Get out of the pool - into the Empire or the Aslan realms - before you do any more raiding."

"Focus on their ships, too, since those are richer targets."

"Understand?"


"Because we have a sweet deal in Drinax," replies Jerry with a smile.

"As good as what you get in Theev, so long as we grease some palms," he continues. "And, it's closer to the trade routes into the Hierate."

"As for us, we're your new bosses, the ones who have a sweet deal at Drinax," Jerry says with a grin. "Unless you don't want to work with us. We could drop you someplace, if you'd rather."


"Somebody shove a sock in his mouth," declares Jerry while he stares at Redthane.

He turns back to Red Bandana. He begins enumerating the terms, raising a finger for each point.

"One - You report to us."

"Two - You work out of Drinax, though I would suggest staying away from Torpol and Clarke unless you can change the appearance of the ship."

"Three - standard terms- you kick a tenth of what you take to us. That includes a tenth of any loot you have right now.'

"Four - you come when we call. Usually, that will be because we have a lead on a plump target."

"How are those terms?"


"We were thinking that you might want to build a lasting ... relationship," declares Jerry.

He gestures towards Ferrik Redthane.

"You know what will happen to him. What do you think will happen to you, if word gets out that you were part of the raids on Clarke and Torpol?"

Jerry then gestures at the pirate ship. "Join us, with your ship. Maybe some blaster burns and impacts from slug weapons ... we could convince people that Redthane's crew died to the last man. You lot ... picked up afterwards."

"Think of this as an employment offer after passing an interview process."

Jerry then gestures towards Redthane. "You passed the test. Don't throw away this opportunity."

SOC (+2) + Persuade (0): 2d6 + 2 + 0 ⇒ (4, 4) + 2 + 0 = 10


Jerry hikes his sword belt as he follows Byron and Jhoolz.


Jerry silences the comm, checking that it is off before speaking.

"Get the marines ready! Call the pirates ... we board to collect our prisoner and take the lot of them! And their ship!"

Jerry loosens his sword after standing from the command chair.


"Target the drives," says Piotr.

"Open the comms, Ray. Once the targetting is ready, we'll give them one chace to send over Redthane."


"Torpol and Clarke might be the start of swinging the small systems to our side, though," replies Jerry. "And they will be grateful for delivering Redthane."

"We have a lead ... Redthane has told us enough about Darrokyn that we might be able to dig up the proof on our own."

Jerry nods towards Byron, "And I agree, we need some muscle at our back before we confront Darrokyn. As it is, Darrokyn should be grateful for permanently dealing with Redthane. We coudl use his name on Theev."


Jerry spins in the command chair to speak with his companions.

"I don't trust him to tell us the truth," he says. "He'd send us off on a futile search to save himself."


Jerry keys the comm again.

"Unfortunately," he replies. "You haven't done anything to inspire any confidence that you aren't lying outrageously to escape. We need to see proof ... and you need to give us some guarantee. Something valuable."

"Or, we just disable your ship and leave you here to starve. Or, go mad."

After a moment, he continues, "We ran into someone that you and your friends stranded like that. He was quite willing to talk to us."


Jerry quickly looks around at his companions to see their opinions concerning the offer.

"Interesting. Is this something that we can discuss over open commns?," he asks of Redthane.

"Or, do we take this to a private channel?"


"We want Ferrik Redthane," replies Jerry over the com channel.

"He's worth slightly more alive," he continues. "But not much more. And, as my father used to say, Time is Money. We are more than willing to pick up his frozen body from the debris field after we destroy your craft."

"So, I repeat. Hand over Ferrik Redthane or the next shot goes into your drives."


Jerry keys the comms to respond to the transmission from the Far Trader.

"Heave to. Or, the next shot goes into your drives," he declares.


"Warning shot? Or, not?," asks Jerry.

After a moment, he decides. "Put a warning shot in front of them, then open a hail and demand that they ahlt and prepare for baording."

Jerry turns and speaks to Byron, "Get the marines ready."


"Give chase, Byron," says Jerry.

Let's get the weapons hot and ready to fire. Then we call for them to halt."


"Yacht it is, then," states Jerry.

"Whoever is on the coms, can you impersonate a drunken aristo? If not, I can probably do a good imitation of my cousin Willy."


"We have Mira's codes, so let's act as if we were carrying Mira to rendezvous with Redthane. Configure the ship to mimic Mira's ship ... we saw it and should be able to duplicate it," says Jerry to his companions.

"The only question is whether Mira would refuel in order to be able to jump right away. My guess is that she would play it safe and fuel. What do the rest of you think?"

"And, second question is where she would fuel. Daneel, did you get enough information to learn whether her ship was capable of fueling from the gas giant or would she be obligated to get refined fuel?"


Jerry jerks and then resumes walking to the mess, as if he had not been staring at the bulkhead for some time. He enters the mess and begins making a pot of tea.

When Byron enters, Jerry remarks, "You know, when you really look, something solid isn't really solid. It's bits of things that are bound to one another and appear solid but there's so much space between. And, as you look, that repeats as you look smaller and smaller. Until you think that you can't go smaller, but maybe you can. I almost failed chemistry in school, but I think I might now understand what the tutor was trying to teach me."


In the following days, Jerry can sometimes be found standing and simply staring at a bulkhead.


Jerry strolls into the mess and sees the desserts and note left by Byron. Without thinking too much about, Jerry takes one of the desserts after getting a hot drink from the robotic beverage station. He slowly munches upon it as he returns to his stateroom.

It's several days later before anyone sees Jerry again ...


Jerry sits in the command chair, listening to the reports indicating that the ship is ready to depart.

"Let's get underway, pick up some fuel and then find Redthane. Make speed like a fast courier ... we want to get there first, but don't show what the ship can do."


"We will take your advice," replies Jerry.

He ignores the threat from the Mercifuge crewman since they will be leaving as soon as they can get the ship ready.

"Let's go," he says to his companions as he turns and walks to return to the ship. "Nothing more to be gained here."


Jerry quickly checks whether the Widow is still in sight.

When the men get closer, Jerry speaks to them. "Go look after your friend. Turn around and get scarce before things go south for anyone close to Miria. You're outnumbered and outgunned. There's only one way this will go down."

SOC + Persuade: 2d6 + 2 + 0 ⇒ (1, 6) + 2 + 0 = 9