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Babylon 5: Outrageous Fortune


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Kirth Warren

Kirth gulps audibly at Sarhat's recklessness, but assists him all that he is able. He's too busy being terrified to speak.
 

As Croft and Ashley head aft thtough the zero-gravity central corridor, Sarhat pushes the aging Markab ship as hard as he can, whilst Cheshana and Kirth work feverishly to compensate for the impaired maneuvrability.

In engineering, the two telepaths check for damage and any further trouble in their own ways - Croft casting a seemingly cursory glance over everthing, looking for anomolies in the big picture, Ashley poking into corners and conducting a fast but methodical search.

Cheshana and Kirth succeed in reprogramming the flight control, and Sarhat powers down on the Fortune. Unfortunately, he is momentarily thrown by the improved control and comes in on an awkward vector.

Down in main engineering, Ashley finds something attached to the coolant section of the main reactor; Croft reckons it looks like a deliberate attempt to weaken the conduits and might rupture if the reactor is asked for a power surge.

There is a "ping" from your communicators as a text message arrives:

"This is Vurk. Am well, hiding in head. Ship taken by drazi, think just one. Do not reply. Will update. Hurry."

[sblock=OOC]
Some Operations (piloting) checks from Sarhat to close the distance: 10+8=18, moves from "Sensor" to "Long" range. 1+8=7 to move from "Long" to "Close" range, succeeds, but puts strain on the ship and leaves you at a penalty for the next checks. Stress check 17+8=25, no damage to ship.

Technical (engineering) checks for Cheshana and Kirth. Kirth lacks skill, so aid only 13+1=14, success. Cheshana 8+8+2=18, success, removes penalty for damaged engines.

I rolled Investigate (i.e. Search) for Ashley, since that is higher than her skill in Notice (i.e. Spot), and Notice for Croft since he lacks Investigate, but I think it reflects the two personalities quite well. Knowledge (engineering) from Croft to identify the sabotage.

So:

At Close range btoh ships can bring their weapons to bear, although whether you want to fire on your own ship is another matter. You could interpose the Markab ship between the Fortune and the jump gate, but you have one chance for this (Operations (piloting) at -2). Going EVA ship to ship is an option. Fixing the sabotage will require Technical (engineering or mechanical). Leaving it might be safe. Any other ideas you might have.

At this range, both ships could go through the jump gate even if only one opened it.
[/sblock]
 

"This is Ashley," she comms to the bridge. "Croft and I are in engineering. There's some kind of device down here that Croft says is sabotage...it's designed to blow if the reactor has to give too much power too fast. We need someone with technical skills to get this thing off. So far, other than this, it's been clear."

"How are things up there?"
 

Kirth Warren

"Technical skills, eh? Think that might be right up my street?" If he gets a nod from Sarhat, Kirth will loose himself from his berth and make his way to engineering.
 

Croft seems pleased he found a sabotage device before it went off. When he hears the identity of the killers he seems to actually get angry for a moment. "Drazi? They're scum, they are so low, they would kill there own mothers for a profit. They're just...they're just so ..... scaley." He shivers as he says the word. "They just skeeve me out with those beedy little yellow eyes under all those ... scales ... its just ... soooo unsanitary."
 

Kirth Warren

Kirth enters engineering just as Croft makes this astute observation, and smiles. "So...care to show me just what these 'unsanitary scaley scum' have been up to? Hopefully I can at least lend some assistance in correcting the problem."
 

In engineering, Kirth examines the sabotage and realises that it can be fixed quite quickly; it looks like it was done in a hurry and probably relied on nobody taking the time to search. He patches the coolant system back together.

Up on the bridge, Sarhat is left alone with Cheshana and the two Ensorrians. There is a tone from one of the consoles.

"Jump gate opening," says Cheshana. Sure enough, the Fortune has activated the jump gate sequence, and both vessels now hang before the familiar blue vortex of a hyperspace entry point.

[sblock=OOC]
Kirth: Technical (mechanical) 12+5=17

For the record, you can fly through a jump point opened by somebody else. Normally you wouldn't because (a) there's a risk that the point might collapse if you're inside it and (b) in any civilised system there are strict flight regulations stopping people from "point hogging".
[/sblock]
 

Kirth Warren

As Kirth patches the coolant system, he says, "Oh, would that all of the problems that we are sure to face are as easy to fix as this one!" And, into the com he says, "Ceshana, I'm going to stay back here for the time being, I think. Just buzz me back here if you require the eyes of another pilot, or need me to spell you at the helm."
 

"Follow them through!" Ashley says. "We have to stay on them!"

She looks at Croft. "Once we're in hyperspace, we need to try to find the Drazi on the Fortune and see if we can stop him. It won't be easy, but it should be possible."
 

Into the Woods

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