One of these days we may have to do something about those 7 days or so in jump. Bring out some more character development, or at least bring out some of the NPCs background. Although I've really yet to have much of a background for Jarred other than that initial random background I got off the interwebs...
The Freekin Awesome comes out of jump, a coupe of hours from the only reflecting spot in the dark - the eponymous Big Wreck itself. The group does a loop about the ship, using the civilian sensors to find that the power plant is still running but putting out a bit more radiation than it should. Fortunately there is a radiation blocker above the engines not shown on the images I found. The decide, after looking over the ship, to board mid-deck or so. Getting their ship close, they use a magnetic grappling line to secure the jump across the void as their ship cannot dock directly to this huge vessel (plot, you know). The do manage to cross over, work some magic and get into the functioning airlock. They move to the cargo elevator but cannot get to the bridge, so start wandering the top-most deck they do have access to. It is the upper bar area and there are living plants still present, apparently well taken care of. As they explore, the elevator on the other side of the deck opens and out trundles a little robot, watering can in hand. Santiago stands down as they watch the robot do a bit of pruning and watering, then they follow it back to the elevator. They go down to the engineering support deck below the domes, and the robot wanders off. As they start to follow, there is the sound of shuffling feet, and they see it: a shambling, zombie-like human is moving towards them!
Rand shoots and misses with a knockout needle, and Kelya jumps in front to attack with his cutlass. Yet, due to the dexterity mod of wearing a bulky, second-hand vacc suit, manages to miss. The zombie does not but manages to only tear some of the external covering of his suit. Stepping back, he gives room for Santiago who blows it away with a shotgun blast. Hearing more feet, they run to the elevator and just barely manage to get there, with what sounds like claws scraping at the door. They go back to the highest deck, and start searching for engineering access, and they find a Jeffries tube (there are always Jeffries tubes!) going up.
Climbing up the zero-G shaft, they get to the bridge eventually, and with the tools in hand, manage to get on to the bridge where they meet George!
I have this miniature I wanted to use...
George was not actually armed, but is an uplifted gorilla. Hurting my throat to do a gravelly imagined gorilla voice, they players finally get an idea of what happened.
This is an old Earth ship, circa a few thousand years old. Due to a horrible misjump, they are way off in terms of time and space. Heading to Alpha Centuri, George was head of security for the colony. He was taken out of cold berth a few weeks back and is in over his head: not only was the ship part of a colony ship full of cold berth settlers, there was also the Wrath of Kahn vibes as these were also genetically modified humans. Sadly the misjump also managed to corrupt a few of them, hence the zombies on the lower decks, George's "children" that he unsure what to do with.
And that basically concluded that game, though I am thinking they may want to continue that. How to get George and the ship back to civilization? How will the Solomani deal with this part of their history, which is also why Zandra wanted to get to the ship and possibly destroy it or ensure it never returns to Solomani space.
I also brought in several game boards in case they went through the domes. They did not.
If they want to continue this game in a few sessions, we'll have to figure out what they can do. There are a few options as I see it:
1. they cannot take George back on the Freekin Awesome unless they leave at least one or two behind - the life support was struggling with the 4 people on the ship and a 5th, very large life form may put it over the edge.
2. they may need to get jump drives or something. The existing drives are kaput. How to get drives to the ship?
3. Traveller does actually have a jump ship that can be used to jump with other ships but it is for much smaller payloads. The Big Wreck (which needs a name!) is huge.
4. I may be able to use more deckplans - I do have a salvage ship which is pretty darn cool!
5. Will the SolSec agents catch up to our group and perhaps be more effective?
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