Wednesday, January 22, 2020

Big Wreck - Session 2

On board the King Richard, the ship loads the last passengers and moves off at 1G acceleration to the 100 diameter limit, flanked by the two Morningstar attack vessels, the high port and Strand slowly growing smaller in the rear monitors. Our Travellers mill about and people watch, the lights dim dramatically as they make the imperceptible transition to jump space, the wide ports now showing a simulated starscape.

A luxurious First Meal is prepared, and seating is as follows.

Ngol, our Vargr who is now an ex-Scout (due to the player misplacing his character sheet) is actually seated next to Zandra and carries on quite a conversation with her, getting a feel for the daughter of Solomani political figures. The Alsan Santiago and our Naval Commander Kelya Pogonios are seated next to Sir Heimlich and his niece, Glorinolsia Grumblestone, of the Grumblestone Distillery Corporation. They are sipping the finest of peary. The Aslan was not pleased. The journalist who became a field researcher, Rand Hallan, was seated next to a young newly wed couple but close enough to overhear any conversation at the next table.

Watching the crowds, Santiago sees a few people who may be paying more attention to the striking blond and her Vargr dinner mate but not enough to tell just how interested despite his investigative skill. Rand pays attention to any ticks and facial clues Zandra may give off, utilizing his psychology 3 skill. Eventually Zandra retires to her stateroom, and the others meet up in Rand's room after discovering the gifts the Bureau had managed to get into their rooms. Now that I am thinking of it, there well could be additional Imperial agents on board.

Discovering that their tools will allow them access to Zandra's stateroom, they then start wandering the ship, meeting other guests, and seeing if there are any security issues, agents or others watching the SolSec agent. What they do find is that the hallways are apparently never empty, particularly the hallway near Zandra's stateroom. In a few hours of observation while wandering, Santiago sees there are at least 2 people with an interest in her room. Commander Pogonios meets and makes friends with a Naval Captain, retired, and the discuss Navy doctrine and pass along gossip. One of the pieces of gossip is about the Navy having reports of a ship jumping in-system then jumping out a couple of weeks later but never coming to any planet. So far it appears random (planting some seeds for future games, oh yeah) The captain, leaving his glass of champagne behind, excuses himself and goes to his stateroom, one that is next to Zandra's room. The glass gets picked up by Kelya and later, in Rand's room, Santiago uses his fingerprint scanner to retrieve the prints and adds them to the device's system. As the ship uses handprints for access, they now have access to the room next to Zandra. They have yet to get her prints.

There was also a bit of shopping in the ship stores, and the room scanner is now in a stylish courier bag with a subtle King Richard logo on it, and the Vargr stopped by the tobacco shop and picked up a pipe and a tobacco native to Strand that has an oddly appealing aroma to it despite Strand's atmosphere having heavy Sulphur compounds tainting the atmosphere.

Additional plans were made, and then they went to their own staterooms to sleep.

So in summary, we only covered a few hours of no combat, but a lot of set up and meeting people. While some are inconsequential for the most part, fleshing out the ship seems like a good idea. I am thinking of making a bartender named Isaac.

As we've actually another 6 days in jump, we may "jump" a bit in time, covering a few days at a time as they see if Zandra follows a schedule, if they can get her prints, all that. I figure we can play out the rest of the jump next session and, assuming they can get the communication device, arrive at Antiquity by end of that session. Meaning I need to dig into that world as well. I did notice it was law level 0 according to the physical map so that opens up all sorts of violent options. Law level 0  no prohibitions, and a participating democracy of 30,000 or so. Per Heinlein, a well-armed society is a polite society. We shall see!



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