Adventure Section 1.0

Harpoonrgm84a
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Teflon
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Re: Adventure Section 1.0

#1601 Post by Teflon »

oh crap guys, this is over my head i don't think i can deactivate it.
we need to come up with a plan, maybe space it or activate it or see if one of these jerks know how to disable it
mghaught
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Re: Adventure Section 1.0

#1602 Post by mghaught »

Harpoonrgm84a wrote:T'prin's first aid restores 10 hit points to Daz. Also, the device has a hatch that is open right now, but T'prin does not possess the proper skill. You need to have Tecnician skill, specifically, operate machinery.
OOC: I thought T'prin had the Technician skill. If he doesn't have Technician which Tech PSA skills does he have? I recall reading that Lloyd was the Robotics tech and T'prin was Technician. Thus I chose Computers since that wasn't covered.
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Re: Adventure Section 1.0

#1603 Post by Teflon »

ooc:I took robotics before our other roboticist joined the game
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Re: Adventure Section 1.0

#1604 Post by Jaakari »

During the last round of xp I asked to take demolitions.

Is there an explosive trigger?
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Re: Adventure Section 1.0

#1605 Post by Teflon »

I'm one xp short of getting the skill plus training time
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Re: Adventure Section 1.0

#1606 Post by Harpoonrgm84a »

As you are discussing your dilemma, you guys do notice some illumination coming from the device, specifically, from that open hatch. It looks reddish in color and appears to be blinking, shifting or blinking....
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Re: Adventure Section 1.0

#1607 Post by mghaught »

Daz works her way over to the device to see what the screen is displaying. She's hoping that her knowledge of computers may come into play in the situation.
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Re: Adventure Section 1.0

#1608 Post by Harpoonrgm84a »

Daz, you look inside the open panel and see that there is a timer on the device on a countdown. There is less than 2 minutes remaining before it reaches zero.
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Re: Adventure Section 1.0

#1609 Post by BogNoggin »

Dazz wishes had listened to the life insurance salesman back planetside.

"Pee on it, maybe?" he says. "C'mon, c'mon!"
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Re: Adventure Section 1.0

#1610 Post by MajorTom »

Rick will point his electrostunner and gyrojet pistol at the prisoners and ask, "How do we be turning it off?"
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Re: Adventure Section 1.0

#1611 Post by Teflon »

not just turn it off, but how do we disable it so it cant be reactivated easily
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Re: Adventure Section 1.0

#1612 Post by mghaught »

From here can we tell how close we are to the destroyer? Do we believe we're within 2 minutes from docking? It seems like we should have another 5 minutes or so but I'm not sure how much time has passed since we docked with the Dark Despair.

If we're still several minutes away then maybe the blast radius of this device would catch the destroyer. If that's the case, even if we get back to our lifeboat, we'll be within range of the blast. So it seems like our only action is to try and disarm it. Do we know what to expect the blast to do to us?
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Re: Adventure Section 1.0

#1613 Post by Jaakari »

OOC: Normally an EMP is created from a nuclear weapon, albeit small. Do we understand the mode of action from our study of the prints? Is there an explosive trigger, like on a nuke?
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Re: Adventure Section 1.0

#1614 Post by Jaakari »

Jaakari wrote:OOC: Normally an EMP is created from a nuclear weapon, albeit small. Do we understand the mode of action from our study of the prints? Is there an explosive trigger, like on a nuke?
Or is it electronically generated? I don’t know the level of tech here but maybe it’s hand waving
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Re: Adventure Section 1.0

#1615 Post by Harpoonrgm84a »

There is no way to tell where you are in relation to the destroyer as there are no view ports in the cargo container.

Old tech would use a nuclear reaction to generate an EMP, but modern day uses a particle wave generator that creates the effect. If the timer is counting down, then the generator is already building up the charge.

The prisoners have no idea how to turn it off. "We were told to come down here and activate the generator and get it ready to move to the drop wall."
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Re: Adventure Section 1.0

#1616 Post by mghaught »

Jaakari wrote:
Jaakari wrote:OOC: Normally an EMP is created from a nuclear weapon, albeit small. Do we understand the mode of action from our study of the prints? Is there an explosive trigger, like on a nuke?
Or is it electronically generated? I don’t know the level of tech here but maybe it’s hand waving
Yeah, there's enough hand wavy tech going on in Star Frontiers that we can just go with whatever. Generally, I'd imagine that anything space-worthy is going to have some good shielding against ionizing radiation so maybe EMPs wouldn't pose the same threat as it does for our current level of tech?

But can I confirm that if it goes off it's bad for us?
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Re: Adventure Section 1.0

#1617 Post by mghaught »

Harpoonrgm84a wrote: The prisoners have no idea how to turn it off. "We were told to come down here and activate the generator and get it ready to move to the drop wall."
"Where's the drop wall?" Daz asks the prisoners. "Do you know why the gravity and lights are off?"

GM: What is the device anchored to? You said it's not floating around. I'm curious how it'll be moved to the drop wall.
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Re: Adventure Section 1.0

#1618 Post by MajorTom »

Rick murmurs, "Time to be storming the bridge?" to others nearby.

Then, more loudly, he asks, "How many crew be on this ship besides you?"
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Re: Adventure Section 1.0

#1619 Post by Teflon »

T'prin will reload his rifle, in anticipation of storming the bridge.
push comes to shove we fly it into the sun
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Re: Adventure Section 1.0

#1620 Post by Harpoonrgm84a »

One of the prisoners say there are at least 6 more crew up there.

The drop wall is opposite where the device is located. They have no idea why the lights and gravity are not on. The device is on a platform with wheels that appear to be magnetic.
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