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Session 21 Log/Art/XP

Session 21 The Crew starts back at the base, hunkering down during the political chaos. They discuss possible courses of action. Rodworth expresses a desire to 'save' Alice Styrigi from the Malthar. We concoct a plan based around the recently discovered disease but due to a fatal flaw, it's scrapped. We agree that we'll need a ship and some backup so we contact the UPF to see if we can con--convince them to help. They aren't willing to contribute to the repair of our ship but suggest that we can possible acquire one of the damaged or abandoned ships that took off during the panic over the quillbat infestation. They point us towards one of the ships that's presently requesting rescue (Scott: I don't remember the name of our contact ). We contact that ship and negotiate with the survivor. 8000 credits for the ship (talked down from 100,000) and a free ride to the Malthar station. We rent a shuttle, purchasing four units of fuel to replenish the engines of the foundering ship Docking with the ship, we discover that the main passenger cabin is empty. A quick ride up the elevator reveals that the second level is open to space. Rodworth buys a space suit off the Shuttle Pilot for 1000 Cr. We determine that the cockpit (two levels up) has had the plate glass blown out and  there's damage to the controls. A search reveals a secret panel in which a dralasite child named Sar is hiding. He describes screaming shooting, then silence. Joseph's examination of the level reveals a massacre; But there are no bodies. We discover a cache of Space Suits (Scott: How many in total?) The technicians are able jury rig controls for the ship. Rodworth goes down to the middle level and confronts the missing person we'd spoken to before. We talk him down to 3000 Cr. as long as he claims when he leaves that he's a Neon Tyger so that we can exploit the salvage laws. While we could, burning a lot of extra fuel, land on the planet with the damage to ship, we decide to go to Pinnacle Station and get the cockpit repaired. We fuel up the twin engines and head out Once there, they agree to fix the glass and equipment, so that the ship is fully operational. The man disappears into the station saying over and over, "I'm a Neon Tyger." We register the ship, renaming it the Durga (I want to name the other ship Bengal ). Deciding to found a shipping company, we purchase some units of plastic to bring down to the surface. We pull up some seats and move in the cargo.  Upon landing, we are confronted by a Yazirian UPF inspector. Once we reveal that we're not a passenger ship, he calls over the cargo inspector, a human. We're charged a fee and then sell the plastics. Once we've paid for docking, we head back home to make sure everything's OK back at the base.  Upcoming: Scott will design the ship. If I'm reading the rules right, we can fit 1.5 units of cargo in the ship. Breakdown of expenses and profits from the session 1000 Shuttle Rental 2000 for fuel (Note: based on the rules, a size 3 hull ship with two rockets would cost 1500 Cr. for one fuel load) 1000 for Cockpit window 2000 for equipment repair Note: (50 Cr. is the price for a space suit Life Support refueling. The 500 is for another full Life Support unit which provides another 20 hours of LS) 100 Cr. Docking fee +5000 Cr. for the sale of the plastics Total debt: 1,100 Cr. Our assets are as follows 8333 Cr. in company account, 8,333 for each character (note: this was based on five characters splitting 50,000 six ways) Additional credits owned by individual characters from bets, etc. 
Contact name: I don't think he ever said his name Your group purchased one used space-suit in good condition. You  group found two space-suits, missing their patches, and LS expended (but easily recharged).
I think Rodworth spent the money for the one spacesuit so that one's his. I'd hoped for a few more hidden away as there were some many passengers. Realistically, everybody's gonna need one if we go into space; it's too dangerous not to have them. 
I did paid for the suit, and i'm keeping it as my personal suit...
I figured as much. Scott, any chance there are damaged additional suits we can repair in our workshop? Now that we have a working ship, the expenses are going to pile up from what I read in Knight Hawks. And we'd be crazy to go into orbit (let alone a run to Inner Reach if we get a shipping contract) without enough suits for everybody. Also, it may lead to nothing but I'm wondering if it would be worthwhile for Joseph to take a look at the crew deck with an eye towards forensics? Not sure what skill he'd use but Eusyl's just superstitious enough to be creeped out by the missing people.
Sorry, no additional suits. You assume the Durga had a full complement, but most of the suits seem to be missing with their occupants. Forensics rolls were already made. You can tell there was a long fire-fight from multiple combatants, but it's complete chaos. Regarding the bodies, since you show some interest, you learn from your contacts that using proper equipment, the bodies can seen in orbit.
New XP Totals: +1 everyone that was expected to be on time was on time +1 log +5 rescue / acquire the Durga Note that your goal to revive your original spaceship is still not complete - because you like your new engines where they are.  =D The new total: 172 + 7 = 179 xp
If we earn a bit of money, we can have both ships functional. If we could tow it up to orbit, we could have the UPF take a look for us.
We'll get there. Having a operational system ship, a decent looking office and a full complement of equipment and weapons should give us the means to make the cash needed to repair our other ship.
I didn't realize we'd rolled to get that data on the firefight. Bodies in space, brrr....creepy. And I'm always looking for an edge; we may just have to spend the cash to get our suits before we go up again.
Scott, were you going to give us a pic of the new ship or was that up to us?
I was planning to have stats for the ship done (and posted here) before the session tonight. Pics are up to the players, perhaps for the weekly creativity reward.
1449790608

Edited 1449790744
First, a new house rule b/c (linear) spaceship cargo limits based on (exponential) Hull Size is absurd. So, a spaceship designed for the purpose may now haul a number of cargo units equal to the ship's HS/2 to the 4th power. As such, a cargo unit is roughly equivalent to 500 square meters minus the "extras" involved in the rest of the ship. So... HS L D R Volume HS/2 V Per CU CargoUnits 1 10 2 1 31.415 0.5 502.64 0.0625 2 30 5 2.5 589.03125 1 589.03125 1 3 50 8 4 2513.2 1.5 496.4345679012 5.0625 4 75 12 6 8482.05 2 530.128125 16 5 100 15 7.5 17670.9375 2.5 452.376 39.0625 6 130 20 10 40839.5 3 504.1913580247 81 7 150 25 12.5 73628.90625 3.5 490.6549354436 150.0625 8 180 30 15 127230.75 4 496.9951171875 256 9 210 35 17.5 202037.71875 4.5 492.6998171011 410.0625 10 240 40 20 301584 5 482.5344 625 11 270 45 22.5 429403.78125 5.5 469.2616966054 915.0625 12 300 50 25 589031.25 6 454.4994212963 1296 13 340 55 27.5 807758.1875 6.5 452.5097510591 1785.0625 14 380 60 30 1074393 7 447.4773011245 2401 15 420 70 35 1616301.75 7.5 510.8311703704 3164.0625 16 450 75 37.5 1987980.46875 8 485.3467941284 4096 17 475 80 40 2387540 8.5 457.3776654973 5220.0625 18 500 85 42.5 2837167.1875 9 432.4290790276 6561 19 540 90 45 3435230.25 9.5 421.7561559534 8145.0625 20 600 100 50 4712250 10 471.225 10000 I'll let you all consider that before I write it into the KH house rules. So... the Durga: HS 3 1 Hatch, 2 Chemical Engines (Type A), 1 ADF, 1 MR, DCR 0 (no automation), HP 15 As a designed passenger ship: 120 passenger seats (charges 15 credits for trip from/to orbit) As a non-designed cargo ship: 4 Units of Cargo (of 5 since it wasn't designed for that) As a variable design: 90 passenger seats, every 30 can be used for cargo instead (so max 3) I assume cargo bay doors and a cargo arm were purchased as part of price last session Videocom Radio Radar Portholes No weapons No defenses Intercom: "ladies and gentlemen, we are on our final approach..." Computer:     Drive Program Chemical A,     Computer Lockout, NO Astrogation equipment or programs - it wasn't designed with that in mind, so it will require work to add NO Life Support (lose 1 STA per hour) - it wasn't designed with long-term LS... so will require work to add
Possible pictures
Nope: already done. Average siz 3 ship is 8 meters by 50 (Basically a 747). Here's a rough layout.
The rational for my design was firstly based on the battle map that Scott provided last week and the fact that you could't really lay out a 120-seat section in a more vertical design.