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Post by aramis on Nov 11, 2010 21:37:38 GMT -5
Yeah, good ideas here apn! Is there anything aboard the ship that would allow us to keep a corpse in good condition? Is there a vat of formaldehyde in Sick Bay, or some equivalent? Or possibly something to flash-freeze it? - there's a freezer in the mess. It would mean dumping the food....
- You could vacuum pump the shuttle-bay, and freeze dry it.
- You could raid the LS system for raw materials and use the science lab to cook up some formaldehyde... but any failure is going to be a problem.
But you also sense the stupid thing is STILL alive. No emotion, just a life-hum.
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Post by Drohem on Nov 12, 2010 12:44:29 GMT -5
But you also sense the stupid thing is STILL alive. No emotion, just a life-hum. So, Jasper is not getting that intense emotion of malevolence or evil from the creature like before?
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Post by aramis on Nov 12, 2010 15:42:38 GMT -5
Not exactly. He can tell it's alive, and that it's not emoting. And is exactly the same emotional resonance that you found it with. (That hasn't changed since the mental attack was repulsed.)
Making an int-check for him... [dice=20] I get a 15. Miss by 1...
close enough. it's brain is shut down. How long? No can tell.[rand=711189588198473735452083258252430130587463293077030906355246795]
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Post by Drohem on Nov 15, 2010 12:25:01 GMT -5
If the others are too scared to touch it, then Jasper will put it into its sea water container himself and start pushing it toward the Brig.
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Post by apn on Nov 21, 2010 18:56:21 GMT -5
Grayson will contact Vork and see if the Engineer can rustle up something cold to freeze the thing with (unless Vork is still with us, as I lost track). Probably from engineering I'd have thought, or maybe the galley.
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Post by aramis on Nov 22, 2010 2:29:47 GMT -5
Vork (still on the bridge, at the conn) suggests, "Hit the science lab, and condense some LN2 with the sample freezer, Sir."
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Post by apn on Nov 22, 2010 3:33:44 GMT -5
Grayson will 'make that so', doubtless with another call to ask what LN2 is, and where it can be found, and then how to work the sample freezer, but he'll get on with it.
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Post by Drohem on Nov 24, 2010 12:18:54 GMT -5
I realize that we're at Warp speed currently, but...
Would we be able to open the torpedo tube that has the egg sac attached and expose it space?
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Post by aramis on Nov 24, 2010 19:25:00 GMT -5
Yep. However, you'll have to button up or remove the access panels on the torpedo itself, in order to close the maintenance hatch on the launcher, which will be required to open the exterior without overriding the safety interlocks.
The guidance and detonator, BTW, is still sitting in the teleporter room... and the warhead is over in the corner of the torpedo room. But the cone is still attached to the propulsion module.
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Post by Drohem on Nov 27, 2010 1:17:30 GMT -5
Hmm, I sorry but my real life experience with warheads, torpedoes, and the launching mechanisms is zilch. As far as game mechanics go, what would be involved with enacting this plan? Can't we just electronically make the torpedo unable to fire or detonate via the computer? I.e., order the ship's computer to just deactivate this particular torpedo.
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Post by aramis on Nov 27, 2010 3:35:18 GMT -5
A torpedo has 5 major assemblies: - A casing.
- A guidance system
- A detonation system (tells it when/where to go boom, and makes the boom go off)
- A warhead/payload (Makes it go boom)
- A propulsion system (Gets it where it's going)
This torpedo has - A casing.
- A guidance system
- An alien egg sack epoxied into the casing.
- A propulsion system
The casing has a door, to allow swapping out the detonator and warhead modules. The launcher has a door which opens to allow access to the casing. The casing's door opens into the doorway on the side of the launcher; it can't leave the tube with the casing door open, because the casing door will catch on the maintenance door's doorway. The Launcher also won't fire if the launcher's door is open; this is to prevent atmosphere losses. There are several possibilities here: 1) Disassemble the casing; renders the torpedo & launcher useless, but allows you to put the egg sack somewhere. 2) close the torpedo's door and the launcher's door, and launch the torpedo. 3) remove the torpedo's door, and close the launcher door, and launch the torpedo 4) remove the torpedo's door, close the launcher door, and open the tube to space 4.1) Launch the torp or 4.2) close the bay and examine the effect on the egg sack 5) remove the torpedo from the launcher as a whole. 6) use the teleporter to get rid of the torpedo 7) do nothing, and let the base handle it "tomorrow" 1,2: Easy tech rolls (+5) 3,4: tech rolls (+0) 4.2: Adds a contact skill roll and 1d6(+1 for science officers) questions; requires a sensor of some kind 5: tech and strength rolls. Bad failure likely to render the launcher non-functional 6: hard Contact Skill (-5), Failure likely to render the torpedo launcher non-functional. There are other options, as well, but these are the ones I'd think of as a player.
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Post by Drohem on Nov 27, 2010 13:55:43 GMT -5
Thank you, that was very helpful. ;D Ideally, Jasper would like to save the egg sac and bring it back to Adak Station with them. He is a Alien Life Science Specialist, and he is very intrigued by this creature- and egg sac. Jasper is going to go for possibility #1 first: There are several possibilities here: 1) Disassemble the casing; renders the torpedo & launcher useless, but allows you to put the egg sack somewhere. Jasper's Tech roll (9+5=14) to disassemble the torpedo casing = [dice=20].[rand=48865416900654575955966868354691499225992230905504617066402237041]
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Post by aramis on Nov 27, 2010 19:46:11 GMT -5
Current SD about :
=SD=2102.74=
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Post by aramis on Dec 7, 2010 20:18:23 GMT -5
Mission 1 XPWho | Jaspar | Alex | | Class | Alien Life | Military | | Creative Brig Filling | 50 | 0 | Videni Ship | 100 | 100 | Computer use | 25 | 0 | Action Page 5 Dialog | 50 | 50 | Not killing brockway | 25 | 25 | Prior Brockway | 20 | 30 | Invisibility at dininng | 25 | 0 | Grayson's Con | 0 | 25 | Good idea; didn't pan out | Besting the Videni dirtside | 0 | 50 | Having O'keef beamout PC's from combat | 25 | 0 | Searching for Kordobas shuttle in system | 25 | 0 | Medical for Kordoba | 25 | 0 | defeating O'Keef | 0 | 50 | breaking back into the shuttle | 0 | 50 | Idea to use body as bait | 0 | 50 | would have worked! | | Turning the brig into a morgue fridge | 0 | 25 | Contact with alien critter | 50 | 0 | Idea for not directly handling critter | 0 | 25 | Roleplay | 100 | 125 | Report done | 100 | 100 | Mission: | 100 | 100 | Total | 720 | 805 |
NPC's: Paddy: 300 Just following orders x10, defeat videni ship 100÷2 helping defeat videni dirtside50÷2, [tr][td]deeating officers in bar 50÷2 Vork: 290Just following orders x12, Defeat videni ship 100÷2 Johnson: 100 treating patient 100÷2, defeat videni ship 100÷2 Offship PC's Grendel: 100XP for creative crewing. Total includes all mission 1 in-play awards. This is also being crossposted to the Character Roster
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