PlayByWeb Archive Post

Game Master

posted... Back Together  on Thu 28 Apr 2005 @ 7:27 AM (US Mountain Time)
  Use this thread if the two groups join up.

Sneaky Pete

posted... Information  on Wed 4 May 2005 @ 8:30 AM (US Mountain Time)
  Pete signals to the other crew.
As they join back together, he asks them about how their hunt is going.
When they're in a secluded spot, he quietly brings up the ship he discovered.
"There's a ship here that is named the MineralTrade, which is close to what Les Ralon named his ship. We probably ought to see if it's the same ship."

Brok

posted... Moving on...  on Wed 4 May 2005 @ 9:47 AM (US Mountain Time)
  Brok sees Pete gesture to the others. He is confused and begins to walk toward Pete in response, until Churchill pulls him back toward the ship. Brok and Churchill continue off toward the ship, and they move out of sight.

Michael Kent

posted... Sounds good  on Wed 4 May 2005 @ 1:24 PM (US Mountain Time)
  Mike nods, "Sounds like the way to go, Pete. Let's go...and not be too obvious about it too." He smirks.

Game Master

posted... Pete's Actions  on Wed 18 May 2005 @ 8:38 AM (US Mountain Time)
  Pete describes a warehouse that is lightly guarded. Inside this warehouse are a few rockets. One of these rockets has "MineralTrade" written on it. It's still in one piece.

Sneaky Pete

posted... Is it the same?  on Wed 18 May 2005 @ 9:46 AM (US Mountain Time)
  Pete leads the reassembled team back to the warehouse, making sure to take a more circuitous route.
"See, it seems to me just what Les was describing," he says pointing out the ship.
"Maybe you, Mike, or even Churchill could tell whether it's really the same rocket."

Michael Kent

posted... Looks like it  on Wed 18 May 2005 @ 10:44 AM (US Mountain Time)
  "I could probably figure it out...I'd like to get a closer look though." Mike comments. "Won't know for sure unless I see more of it."

Game Master

posted... The Ship  on Wed 18 May 2005 @ 3:15 PM (US Mountain Time)
  It's hard to get more than a peek as somebody opens the door without taking some risk. I assume that you haven't done so yet.

It seemed pretty easy for Pete to get in, but the others aren't as quiet! They still would have a chance.

If you are going in, please describe it in detail.

The warehouse has two normal doors (4' x 8'). The one in the back is locked. Pete snuck in through the front door, which is clearly unlocked. There is a larger hangar door on the left side of the building. This is closed, and the controls are not visible from the outside. There is one guard that paces around outside pretty regularly, but he does pause occasionally. He's in no hurry, and seems to be ready to fall asleep. He is a tall belter (5'5" is tall for them) with a laser rifle and some additional hardware that's hard to make out.

The entire building is pretty big. It is roughly 300' long, 100' wide, and a few stories tall. The ship in question lies on its side next to two other slightly smaller ships.

Sneaky Pete

posted... Planning  on Mon 23 May 2005 @ 4:50 AM (US Mountain Time)
  "That's the building," Pete says. "We could just walk in, say we're inspectors or something. Or we could try to sneak in like I did earlier. What are you guys up to? I think if we did the inspectors bit, we'd at least get in the door. Maybe not much further. If we try to sneak in, we'll probably get into a firefight pretty quickly, and we might not even get inside."

Game Master

posted... Locations  on Mon 23 May 2005 @ 6:44 AM (US Mountain Time)
  By the way, Churchill and Brok are back at the ship working on the hull. Coop is still recovering.

Michael Kent

posted... Idea  on Thu 26 May 2005 @ 5:44 AM (US Mountain Time)
  "Inspectors in a port like this? We'll be more likely to get into a firefight like that." He smirks. "Although, I think if we say we're engineers to help on repairs...we might get away with it. You do the main talking, and I'll throw mechanical jive when they ask for it." He hms. "We'll need to get coveralls."

Game Master

posted... Coveralls  on Sun 29 May 2005 @ 6:04 PM (US Mountain Time)
  (I think that you're waiting for me for information. If you're not, please ignore the post.)

It would seem likely that Churchill would have some on the ship. You might be able to buy some at the hotel or a shop. You could probably steal some from a nearby warehouse, office, or shop.

Sneaky Pete

posted... Carts, pistols and coveralls  on Fri 3 Jun 2005 @ 4:59 AM (US Mountain Time)
  "Let's go back to our ship," Pete says.
As they return, Pete checks out Churchill's progress. He asks the engineer for some coveralls, a tarp, and more importantly for a few spare parts.
He gets Churchill to explain what the parts are called and where they'd be installed, just to help with any small talk.
Pete loads the parts on to a cart, borrows some tools, he, Kent and Bass don their "new" coveralls and they wheel the cart back toward the warehouse.
"OK, guys. Let me do the talking here. Kent, chime in on the technical stuff. Bass, stay alert. Keep your pistol hidden under the tarp, just in case." he says as they approach the warehouse.

Eng. Mate Churchill

posted... Equipment  on Fri 3 Jun 2005 @ 7:03 AM (US Mountain Time)
  Churchill is able to provide everything that you ask for. It takes him a while to find a tarp, though, because they're stored with the cargo.

Churchill gives a mean look, though, when you ask for spare parts. As I'm sure you can understand, he's pretty sensitive to using rocket equipment for "fun." He provides two spare parts:

1.) A thrust nozzle damper. This part goes on each of the thrusters, including the main engine. It can focus the thrust for different types of flight. This particular damper is small; it's intended for a maneuvering thruster on the side of the rocket. It weighs about 10 pounds.

2.) A sensor bus. This part goes up in the bridge or nose of the rocket. All of the sensors connect to it and it connects to the sensor computers. It's a box about the size of a shoe box, and it has all sorts of cables coming out of it. It weight about 5 pounds.

You have a choice between a brand new grey tarp, and an old, iggy-looking, grey tarp. There are 6 new tarps, but only 1 old tarp.

Churchill provides a few extra wrenches and an electronic diagnostic tool. "I can't use these wrenches," he says. "They don't fit this ship. My diagnostic tool is better, so you can use this one. Bring it back, though!"

Sneaky Pete

posted... Here goes ...  on Tue 7 Jun 2005 @ 9:36 AM (US Mountain Time)
  ** EDITED June 7, 2005, 10:37 am **

"We'll take the old tarp," Pete decides. "It adds a bit of character."
With that he rubs some grease on his otherwise spotless face, dons the coveralls, swipes some of Churchill's work gloves and they move out to the warehouse.
Disguise roll please.
As they approach the warehouse, Pete begins some idle conversation about how RAM has obviously fixed this years Lunarball tournament.
As the coversation continues, he pushes open a side door of the warehouse and leads the cart into the facility.
Without even looking or halting the conversation, he breezes past (or attempts to) any personnel as the move out to the repair bay.

Michael Kent

posted... Sneaky chit chat  on Wed 8 Jun 2005 @ 7:11 AM (US Mountain Time)
  Mike shakes his head at Pete's accusations. "You nuts? How can they get away with that." He walks with Pete, twirling a hydrospanner in his hand.

Sneaky Pete

posted... McGurdle's a jerk  on Wed 8 Jun 2005 @ 10:02 AM (US Mountain Time)
  "Did you see McGurdle's last game? He paused at the line, practically waiting for someone to tag him. It's sad when you can't get a person to play a game honestly," Pete returns. "I mean it's a game. People should be playing it for fun, not to pay off their gambling debt."

Game Master

posted... Walking In  on Wed 8 Jun 2005 @ 1:48 PM (US Mountain Time)
  After the three of you walk in, somebody steps out from an office door inside the warehouse. (The office door is near the door that you came in.) This is obviously not a mechanic, as he's dressed too well.

He says, "Hey! What are you three doing?" The Mercurian holds a "clipboard" (a flat computer for writing) and is wiping his mouth with a napkin.

The ship in question is about thirty feet away. You can't see a gangplank.

Sneaky Pete

posted... You got the datasend, right?  on Thu 9 Jun 2005 @ 5:09 AM (US Mountain Time)
  "We've got an installation order for a used thrust nozzle damper and a sensor bus," Pete says with an annoyed look. "For the Mineral Trade. Which one is that?"
He looks around the warehouse with a squint, as if trying to read the names on the tailfins.
"You should have the datasend on it," he adds.

Game Master

posted... Management  on Thu 9 Jun 2005 @ 6:59 AM (US Mountain Time)
  The "manager" turns around and walks back into the office. Before he shuts the door, he says, "I don't care about a sensor bus! You were supposed to have stripped the engine by now! I'm trying to make money, here. Tell the Farmer I'm not happy!"

He slams the door. You three are now alone in the warehouse.

(Note: Pete did very well on his checks.)

Michael Kent

posted... Nice  on Thu 9 Jun 2005 @ 8:11 AM (US Mountain Time)
  Mike raises an eyebrow at the manager's reaction. That went better than expected, that's for sure.

He looks over the rocket, nodding as he taps the hull with his spanner. "This is what we're lookin' for." He smiles a little. "Can you bypass the security for the doors?"

Sneaky Pete

posted... Open sesame!  on Thu 9 Jun 2005 @ 8:55 AM (US Mountain Time)
  Pete pushes the cart up to the rocket and tests the door. If it doesn't open, he pops off the security panel to access its wiring.
Assuming it is locked, Pete will try to bypass the door locks. And since they think he's there to work on the rocket, he isn't at all secretive about it.
:) for passing my checks again!


Game Master

posted... Locks  on Fri 10 Jun 2005 @ 6:50 AM (US Mountain Time)
  These definitely aren't factory locks. The code that Ralon gave you (it's on the data card) doesn't work. It looks like Pete's going to have to do a little work.

The lock isn't that difficult to work with, but for some reason Pete has a lot of trouble getting the lock open. Finally, he gets the airlock door open. Unfortunately, Pete breaks the lock computer in the process. (This was accidental.)

The door is unlocked, but it won't lock again. It will seal, but it won't lock.

Michael Kent

posted... My issue  on Fri 10 Jun 2005 @ 7:15 AM (US Mountain Time)
  Mike watches the panel short out and winces. "Well, that's ok, we don't need it to lock anyway." He strides into the place, searching for anything suspicious before heading to the cockpit. "My issue," Mike says as he heads to the chair, "is how are we going to fly 2 ships with one pilot?"

Sneaky Pete

posted... ID check  on Fri 10 Jun 2005 @ 8:09 AM (US Mountain Time)
  "First things first -- we gotta figure out if this is even the ship we're looking for," Pete says. "Do we access the ship's central computer or something? Or look for a serial number?"

Michael Kent

posted... I know it  on Fri 10 Jun 2005 @ 8:16 PM (US Mountain Time)
  Mike hehs. "This is the ship. I know its the ship." He grins. "We can double check to be sure. Cockpit's this way."

Sneaky Pete

posted... OOC: Huh?  on Mon 13 Jun 2005 @ 11:18 AM (US Mountain Time)
  OOC: Hey, I didn't say that!

Game Master

posted... Messages!  on Tue 14 Jun 2005 @ 6:17 AM (US Mountain Time)
  Sorry! I have a bad habit of clicking the wrong user when I post! That time, I didn't check.


Anyway, Kent has a note about the cockpit. From Pete's perspective, the cockpit looks normal.

Michael Kent

posted... Double checking  on Wed 15 Jun 2005 @ 9:41 AM (US Mountain Time)
  Mike checks the readouts and nods. "Now I'm sure this is it. Look here. The navcomputer still has the last few courses plotted, and look where it originated from." The screen shows its from Tycho.

After another moment or two, Mike finds the ship manifest with the proper owners name within. "There you have it." he grins. "Guess this just came in. And we're supposed to piecemeal it. Let's figure out a way in bringing it back."

Game Master

posted... Explaination  on Wed 15 Jun 2005 @ 2:25 PM (US Mountain Time)
  Let me explain how a rocket would be moved to a warehouse and back to the landing bay. The ship is currently resting on its side, so the orientation might be confusing to all but Kent. There are a some detatchable wheels under the lower decks, and the nose is propped up. To transport the rocket, the nose would be connected to a small, tractor-like vehicle that pulls the rocket to the pad. A crane near the pad then lifts the rocket's nose up into position for launch. The wheels are then removed.

Similarly, the crane and tractor are used to pull the rocket back to the hangar or warehouse. Each port has a number of sets of wheels to use, so the wheels aren't normally stored on the rocket.

Sneaky Pete

posted... ...  on Fri 24 Jun 2005 @ 7:42 AM (US Mountain Time)
  (Waiting for ideas from Michael)

Game Master

posted... Semething  on Mon 27 Jun 2005 @ 6:15 AM (US Mountain Time)
  If something doesn't happen soon, then... something will happen!

Michael Kent

posted... Hmm  on Mon 27 Jun 2005 @ 8:02 AM (US Mountain Time)
  "Well, this is a sticky situation." Mike starts as he goes through the cockpit controls. "I mean, we're in the lion's den here. We can't waltz out of here with both ships." He shakes his head, wishing he had thought of that before they found the ship. "I can only hope that our engineer can fly our ship out of here." He taps his lips, still in thought. "We can try and convince our 'boss' that we need to take the ship to another bay. I'd have to let you handle that with me throwing big words at him if need be. And we should probably do it in his office. If its us two and him, if he disagrees, we can take him down quietly. Agreed?"

Sneaky Pete

posted... Check it first.  on Thu 30 Jun 2005 @ 9:39 AM (US Mountain Time)
  Pete mulls it over a minute or so. "Well, it seems like a good idea, but lets radio Churchill first and make sure he can do it. And more importantly, that our ship will get off the ground."
"And we have to make sure he gets the Doc, too."
With that, he dials up Churchill and asks.
"In the meantime, start up the tow motor, at the very least, it will make it look like we're doing something."

Michael Kent

posted... Faking it  on Thu 30 Jun 2005 @ 9:54 AM (US Mountain Time)
  Mike nods as he heads out of the bridge area and back down onto the tarmac. He finds the nearest tow and starts it up, ensuring he's got a little grease on his hands and face (can't be a clean engineer, can we?)

Eng. Mate Churchill

posted... Reply  on Fri 1 Jul 2005 @ 6:06 AM (US Mountain Time)
  Churchill replies on the radio, "Uhhh... I think I can take off. Once we're off the ground, I just don't know where to go. You'll have to help me. Brok went to get Coop. The doctor says he's not ready, but at least he's awake."

Game Master

posted... Tow  on Fri 1 Jul 2005 @ 6:09 AM (US Mountain Time)
  Kent starts up a nearby tow. (It would seem insulting for a rocket pilot to tow his own ship, if you weren't undercover.)

To a trained eye, it would seem that Kent doesn't do this kind of work often, but Pete thinks he's doing a good enough job.

The tow is easily attached to the nose of the rocket, if that's what you plan to do.

Sneaky Pete

posted... Need better tools  on Fri 1 Jul 2005 @ 10:40 AM (US Mountain Time)
  Pete looks through his datapad and find some "paperwork" with some blank spaces on it. Once Kent gets the tow in position, Sneaky Pete motions to him to dismount and join him.
"Let's go talk to the shop boss," he says and they wander over there.
They enter the office and Pete approaches the Mercurian.
"Hey, bud, it looks like the oscillation overthruster needs to be completely retooled. That of course means we've got to take it the shop across the port. We need a hydrowinch and an oscilliation-plane de-plotter to pull it out -- neither of which you've got here. If you can just sign here, and pop the bay door, we can get it moving on this."
Pete hands him the datapad and points to a blank spot that says "Signature."

Bluff check. If the Mercurian asks questions, he lets Kent answer.
And also, is Bass (the player) still playing. Haven't heard from him in a while.

Game Master

posted... Warehouse Manager  on Fri 1 Jul 2005 @ 2:08 PM (US Mountain Time)
  The warehouse manager is sitting at a sorry little desk with a small, sorry-looking terminal. He looks very surprised when Pete starts talking. The manager can't seem to get a word in edgewise as Pete speaks.

"...If you can just sign here, and pop the bay door, we can get it moving on this," says Pete.

"Pop the bay door?!?" shouts the manager. "You get the door your OWN self! Mercury's @#$%#@ Moons! You don't remember who's paying here, do you?" The manager is shouting even louder. "You get that ship wiped and clean and ready to sell in three days or I'll make sure the Farmer has somebody thrown out the airlock!"

The manager pauses, not even looking down at the data pad. "Get out of my office," he growls.

Michael Kent

posted... Great  on Thu 7 Jul 2005 @ 12:33 PM (US Mountain Time)
  Mike looks at Pete, back at the manager, then back at Pete again. "Yessir. Three days." He repeats and leaves with Pete (I assume) right behind. "That went well. Get the door. I'll get to towing the ship to our port. Fake his signature on the datapad so if there's any issue, we can flash it."

Game Master

posted... The Door  on Fri 8 Jul 2005 @ 10:04 AM (US Mountain Time)
  (I'll asusme that Pete wants to follow.)

Pete doesn't see the door controls, though they must be easy to find. Ahhh! There they are. (Pete rolled pretty low to find them, but they are REALLY obvious. So, at worst, it took him 20 seconds or so to find them!) There is a big control panel on the wall about 10 feet away from the main door. The buttons are very easy: closed, quarter-open, half-open, full-open. Pete thinks the ship should be able to exit pretty easily at half-open. (This is Pete thinking, so you don't have to trust his judgement!)

Pete can easily open the door. Does he open the door? Does he forge the signature as Michael suggested?

Kent can move the ship pretty easily.

Sneaky Pete

posted... Bring it on through  on Fri 8 Jul 2005 @ 2:09 PM (US Mountain Time)
  Pete punches the button to open the door. Since he doesn't even have an official document in the firstplace, he doesn't bother faking the Mercurian's signature.
Once the doors creak open, he waves Kent through and hops on the tow motor as it passes him.

Game Master

posted... Outside  on Mon 11 Jul 2005 @ 2:37 PM (US Mountain Time)
  The tow moves the rocket "outside." It's still inside the dome of the spaceport, but it's outside the warehouse.

Some onlookers take notice, perhaps the way you (in real life) would notice somebody towing a car from a garage. They might be looking at the engines, the paint job, or the guy who probably paid way too much for that hunk of junk. (Pete, Kent, and Bass don't notice anything odd about this, though they might be sweating a little bit anyway.)

There are two ways to go at this point: toward the launch bays and away from them.

Sneaky Pete

posted... Forward, tow!  on Wed 13 Jul 2005 @ 5:33 AM (US Mountain Time)
  "Let's go straight to the launch bays," Pete says. "If anyone asks us, we'll say something about needing to test its launch stability or something."

Game Master

posted... Speed  on Wed 13 Jul 2005 @ 6:30 AM (US Mountain Time)
  The speed of the tow is slow. Of course, this is a good things, since rockets weren't designed to roll on wheels. They tend to tip if they go too fast on land.

CLARIFICATION: When I said that somebody was looking at "the guy who probably paid too much for that hunk of junk," I did not mean that the ship is junky. In fact, it's quite new, save for the blown out sensors and control unit. However, the control unit seems to have been repaired, but the sensors need work.

Sneaky Pete

posted... Questions  on Thu 14 Jul 2005 @ 3:59 AM (US Mountain Time)
  OOC: Is there any way we could launch it here? Even by jury rigging it? And with the sensors "needing work" can it still be flown as is? Or are they too vital not to repair prior to takeoff.

Game Master

posted... Launch  on Thu 14 Jul 2005 @ 6:43 AM (US Mountain Time)
  You cannot launch from here, for two reasons:

1.) You need a crane to lift the nose into position. They have those at the launch pads. It would be harder to move a crane here than to tow the ship. Though, it's an option if you want to do it.

2.) There's no hole above you, just solid dome. There are magnetically-sealed holes in the dome above each launch bay. That's why you must get clearance before launching and touching down. They have to open to mag doors for you! Now, you could make a hole, but that's a pretty bad idea, I think.

However, you can do what you think your character would want to do. I won't stop you. (Physics might, though.)

Michael Kent

posted... Another plan?  on Fri 15 Jul 2005 @ 7:40 AM (US Mountain Time)
  OOC-Heh, yeah, it'll be like Total Recall if we blow the dome. :)

IC-Mike starts bringing the ship to the launch pad. "We can't just leave the others behind." He says, "We'd need the second ship to help us get out of here. I have a feeling they're not going to want us escaping with 'er." He lets out a quiet breath. "We dunno how far along repairs are on our ship."

Game Master

posted... Moving the Ship  on Fri 15 Jul 2005 @ 10:46 AM (US Mountain Time)
  You can get the Mineral Trade 1 very close to the launch pads. Kent knows that protocol requires radio communication with the port controller to ask for permissino to a pad, and then to get a pad assignment. Pete would know this, too, though he's probably never actually done it himself. Bass has no idea...

The tow tractor has a little radio that should be already tuned to the correct frequency.

Sneaky Pete

posted... Churchill's expertise  on Mon 25 Jul 2005 @ 10:36 AM (US Mountain Time)
  We pull the rocket as close as possible to the launch pad.
As the tow motor comes to a stop, Sneaky Pete radioes Churchill, "How soon can you get spaceborne? And can you come and check out this ship to see if its in running shape?"

Eng. Mate Churchill

posted... Reply  on Mon 25 Jul 2005 @ 10:58 AM (US Mountain Time)
  Churchill replies almost immediately on the radio. "Some of the work will have to wait, then," he says. "I'm only about half done with the hull. I'll have Brok make the final preparations on the Roykan, and I'll be over to your coordinates right now. Churchill out."

The link goes dead.

Michael Kent

posted... Here goes nothin  on Mon 25 Jul 2005 @ 11:08 AM (US Mountain Time)
  Mike uses the radio to get into contact with the control tower. He checks a datapad for a name of an engineer that he can use. "Jenson to tower, we're testing out the ship we just brought in. Looking for permission for launch, over."

Game Master

posted... The Tower  on Mon 25 Jul 2005 @ 11:56 AM (US Mountain Time)
  The radio is silent for almost half a minute. The reply then comes. "This is port control," says a very gruff voice. "Put it in #17... no, put it in #2, since you're already close to it." The radio falls silent.

You can now see Churchill sprinting toward you. The Roykan is not far away at this point. Bay #2 is very close, too. It is to your right, so close that you can almost back the rocket in right now.

Michael Kent

posted... Problems?  on Tue 26 Jul 2005 @ 7:15 AM (US Mountain Time)
  Seeing Churchill making a sprint for them, he decides to hesitate in the setting down of the rocket, hopping out of tow to go talk to him as if he's a bit disgruntled. "Goddammit, man, didn't I say we were going to port 2 and not 17? Why the hell were you all the way over there for?"

Under his breath he adds, "What's the matter?"

Eng. Mate Churchill

posted... Response  on Tue 26 Jul 2005 @ 10:05 AM (US Mountain Time)
  Churchill is a pretty smart guy. He's not street smart, though he can usually catch on to a hint.

"I got the wrong order," he says out loud. Softly, he says, "I thought you were being chased. I came running to help get the ship off the ground." He looks at the rocket and blinks. Keeping up the illusion, Churchill points over at bay 17.

"Brok," he says, "is getting Coop. We'll be ready soon. I'll check out the ship while you rotate it into launch position."

Churchill walks to the engines and starts looking things over.

(By the way, the rocket is at the launch bay, and a crane is available and ready to go.)

Michael Kent

posted... Phew, ok then  on Thu 28 Jul 2005 @ 1:41 PM (US Mountain Time)
  Mike nods and adds quietly, "Good. Keep a listen to our comm signal. We'll notify you for our launch. You should probably take care of our launch authorization as well...and don't leave anyone behind." He lets out a quiet breath as he pats Churchill's shoulder, going back into "character".

"Well, dammit, when you're done here, go get those parts I told you to." He starts to walk away, then pauses. "And don't dilly dally like you did last time." He adds quickly as he heads over to the crane to put it into position for launch. They still had some time before they needed to race out of there.

Eng. Mate Churchill

posted... Churchill  on Thu 28 Jul 2005 @ 4:01 PM (US Mountain Time)
  Churchill finishes his inspection, then he flashes a thumbs-up sign to the group. KENT MISSES THIS SIGNAL, while Pete picks it up.

Churchill runs away in the general direction of the Roykan, saying, "Aye!"

Game Master

posted... Crane  on Thu 28 Jul 2005 @ 4:02 PM (US Mountain Time)
  Kent hooks up the MT1 to the crane and begins the slow process of rotation. Kent estimates that this will take a minute or two. To rush it any more would risk damage to the hull.

Sneaky Pete

posted...   on Mon 1 Aug 2005 @ 4:52 AM (US Mountain Time)
  ** DELETED August 1, 2005, 10:42 am **


Sneaky Pete

posted... Fix frets  on Mon 1 Aug 2005 @ 4:53 AM (US Mountain Time)
  "We've got to make sure this thing can fly. And we should make sure its weapons are online too," Pete frets. "I don't want to be blasting off only to find out we haven't got any yaw control or something like that. Maybe I could access its maintainence logs and see what they've listed as to what needs to be repaired."
Makes programming check (assuming that's the right skill)

Game Master

posted... Logs  on Mon 1 Aug 2005 @ 6:18 AM (US Mountain Time)
  (Note: Churchill just did an inpection of the engines, and he gave a "thumbs-up" sign, signifying that the rocket was in good condition for launch. He did not necessarily inspect the weapons.)

A quick search of the maintenance logs show that it is almost brand new. It was constructed on Luna, taken for a few short test flights, loaded up and sent to the asteroid belt, and then promptly stolen. There are no records from the pirates.

The last log entry shows that the ship was well-armed, well-oiled, but only manned by a crew of three. Again, this was before the hijacking.

Game Master

posted... Further Inspection  on Tue 2 Aug 2005 @ 6:41 AM (US Mountain Time)
  Assuming that you choose to finish rotating the rocket ship... (If not, ignore the rest of this message.)

The ship has two lasers and a missile mount. The missile mount is half-loaded, and one laser is disabled. There are a few reloads for the missile mount nearby, though.

Game Master

posted... Notice!  on Thu 4 Aug 2005 @ 2:13 PM (US Mountain Time)
  Pete notices two coverall-clad technicians running from the warehouse area toward the MT1. There's something in their hands that resemble tools.

Michael Kent

posted... Continue on  on Mon 8 Aug 2005 @ 7:19 AM (US Mountain Time)
  Mike continues setting the ship up for launch. He does it and tries to look disinterested, since he's supposed to be "working".

Game Master

posted... Approaching People  on Mon 8 Aug 2005 @ 10:57 AM (US Mountain Time)
  Kent now has the ship in launch position. The gangplank must be moved into position. (Though you could technically jump into the open airlock (we're in zero gravity with magnetic boots), it would certainly take much longer if you missed.)

One of the two approaching technicians seems to be talking into a hand radio. "We found it! They're stealing the ship," he cries. They're now running at full speed and drawing pistols. In a few seconds, they'll be close enough to ruin your day.

Sneaky Pete

posted... Aiming?  on Tue 9 Aug 2005 @ 4:06 AM (US Mountain Time)
  Can Pete train a gun on them?
If so, he Comms to Kent. "I can blast them from here."

Game Master

posted... Gun  on Tue 9 Aug 2005 @ 6:42 AM (US Mountain Time)
  Do you mean:

The ship's gun? Firstly, you're still on the ground. If you were to get inside, then, yes, a laser could be used. It would be hard to aim if they start running, but surely you could use it. A missile mount would be possible to use, but it'd be disastrous! It's like using a rocket launcher to hit a guy in the same room!

Your sidearm? Sure. They're in long range, but they're running at you, so they'll be close enough to hit well.


EDITED 2005-08-09: Read the next few messages for reasons.

Sneaky Pete

posted... Out of the ship?  on Tue 9 Aug 2005 @ 11:16 AM (US Mountain Time)
  OCC: I'm not sure, and this is entirely your rule, but I thought I was inside checking the ship's maintainence logs.
If I had to get out to raise the rocket into blast-off position, that's fine.
And if I'm on the ground, I'll let them approach a little closer.

Game Master

posted... Inside  on Tue 9 Aug 2005 @ 6:20 PM (US Mountain Time)
  OOC: Son of a gun. You're right. Pete is inside. Well, the same remarks apply: You can probably use the laser, but the missile mount would be silly to use at this close range.

Sorry for the mistake!

Michael Kent

posted... Oh dear  on Fri 12 Aug 2005 @ 7:07 AM (US Mountain Time)
  I guess there's no chance for a fast talk, is there?

If not, I assume Mike notices they're coming. And if so, he'll "accidentally" start backing the vehicle toward them. And he'll have a blaster ready too.

Game Master

posted... Actions  on Sun 14 Aug 2005 @ 4:46 PM (US Mountain Time)
  So, Pete radios to Kent and says, "I can blast them from here." Kent begins to back the tractor toward the two technicians. So far, Kent has put his hand on his weapon, but has not shown it.

Now, the technicians are about 50 feet from the ship and about 20 feet from Kent. It's clear that they're shouting at the ship, and their path seems to be taking them around Kent.

One technician yells, "Hey, get down here! That's our ship!" They're both pointing their pistols at the ship.

Sneaky Pete

posted... Checklist  on Mon 15 Aug 2005 @ 4:06 AM (US Mountain Time)
  Pete will continue waiting. He isn't eager to fire on them. If Kent is fired upon, he'll shoot.
He's also pretty sure he'll miss, so he doesn't want show his hand yet.
He does power up the gun system and start to rotate it toward the technicians on the ground.
If there's an outside loudspeaker he can access, he turns it on.
"Navigation controls. Check. Fuel system. Check. Laser mounts. Check."
Maybe, just maybe, he can confuse them enough to question their assumption that the rocket's being stolen.

Michael Kent

posted... Time to slow em down  on Mon 15 Aug 2005 @ 8:35 AM (US Mountain Time)
  Mike realizes they're not after him and trying to chase the rocket. He grins inwardly as he stops the tow, hopping out. "Hey, hey...what's the racket all about?" He asks, ensuring to keep his blaster hidden. "Who's stealing what?" He's trying to delay them obviously.

Game Master

posted... Technicians  on Mon 15 Aug 2005 @ 1:02 PM (US Mountain Time)
  Technician #1 (the one who had been shouting) continues to shout. "Get down here! Who are you?!? You can't steal that ship!"

Technician #2 is moving toward the gangplank. He turns on the "antigravity" switch (more precicely, he disables the magnetic locking on the gangplank, but it's still refered to as turning it "on"). He is about to move the gangplank into place.

(Neither aggressive technician pays any mind to the "technician" in the tow tractor.)

Both Kent and Pete hear the voice of Churchill on the radio, saying, "We're all on the ship. We'll be ready to launch in about three minutes. I have to start the engines myself. Brok can't find the switch."

Michael Kent

posted... Time for aggressive action  on Tue 16 Aug 2005 @ 9:33 AM (US Mountain Time)
  Mike, who's now on the tarmac, makes his way toward Technician 1 (who is I assume closest). He brings his blaster about and moves to grab the man around the neck and (if successful) will hold the gun to the man's head. "I wouldn't do that if I were you. I suggest you tell your friend to leave the ship alone."

Sneaky Pete

posted... Ready, aim ...  on Thu 18 Aug 2005 @ 3:47 AM (US Mountain Time)
  If Pete can train the laser on one of the technicians, with no danger of hitting Kent, he'll fire.
Otherwise, he scrambles down to the rocket's hatch, and gets ready to close it once Kentcomes through.

Game Master

posted... Opening Rounds  on Thu 18 Aug 2005 @ 7:38 AM (US Mountain Time)
  Pete gets the jump on everybody. As soon as Kent makes his move at Technician #1 (who is closer), Pete fires at the other technician... with a ship's laser.

(OOC: Let me say that this isn't unprecidented. However, the target typically doesn't expect it. It's rather like you, the person, standing on a dock next to a warship. You just don't expect it to fire at you.)

Technician #2 has no idea that it's coming. (I will rule that you can't sneak attack with a ship's weapon, just because it's so hard to aim, and the target is so small. It doesn't matter, anyway, as you'll see.) The shot hits close enough to him that Pete can "paint" the guy with the laser very quickly. Technician #2 never had a chance. There is now a puff of dark smoke where the Technician used to be. Also, the gangplank is ruined. Much of it is gone, and it is slowly floating away.

Kent got the jump on Technician #1. The Technician has not moved yet.

Pete is still at the laser, and Kent is holding his pistol to the neck of Technician #1.

Michael Kent

posted... Threats  on Thu 18 Aug 2005 @ 8:54 PM (US Mountain Time)
  While holding the Tech hostage, Mike calls in on the radio. "Let Ground Control know there was a malfunction with the weapon systems, but its all taken care of. No one was injured." He pushes the gun harder against the tech's neck. "Now, if I were you, I'd do everything I say, or you'll be breathing through a new hole in your neck.

"You're gonna help us get out of here with this ship...which isn't even yours to begin with. You even think about anything fishy, and I'll make sure I'll throw you out the airlock." He takes a moment to check for any weapons on the techie.

Sneaky Pete

posted... R.I.P. Technician #2  on Tue 23 Aug 2005 @ 2:56 PM (US Mountain Time)
  Pete scrambles from the laser and down to the main boarding door. He opens it and backs away to allow Kent through.
"This is terrible," Pete says nervously. "I didn't think that I would kill the guy."

Game Master

posted... Inside  on Tue 23 Aug 2005 @ 7:12 PM (US Mountain Time)
  Kent will have a very hard time getting inside, now that Pete disintegrated most of the gangplank. However, there are lines inside the airlock that can be tossed to somebody below (or out in space) should the need arise.

Kent would have a hard time climbing the rope ladder while grappling somebody. However, Technician #1 takes the hint and will start to climb the ladder (assuming Pete decides to throw it out). Kent will point his pistol at the technician while he climbs.

Over the small radio, Kent (and probably Pete, too) hears some chatter about laser fire in the port. Churchill's voice then comes over the radio, saying, "They just declined my launch. They said there was laser fire in the port. You three better hurry."

Bass (who I forgot about) trains his pistol on the technician and says, "Kent, you go next."

In short, everybody can get up into the airlock, just in time to see a small horse of belters come from the direction of the control tower.

Sneaky Pete

posted... Security on the way  on Wed 24 Aug 2005 @ 8:05 AM (US Mountain Time)
  Pete throws out the line.
"We've got some security on the move," he yells.
"How are we gonna get out of here? Can we blast through the dome?"

Is this dome connected to the main dome?

Game Master

posted... Domes  on Wed 24 Aug 2005 @ 8:51 AM (US Mountain Time)
  Yes. This dome is physically connected to the main dome.

You can still launch from this dome. This pad is sealed from space by a magnetic airlock. You can pass through it, but air cannot. Going against the Controller isn't physically impossible. It's just unlawful, or, in places where the law is somewhat unofficial (like here), it will result in some "bad feelings" between the port officials and the rocket's crew.

Michael Kent

posted... Liftoff  on Wed 31 Aug 2005 @ 9:17 AM (US Mountain Time)
  Well, who cares about bad feelings. We need to get the hell outta dodge.

As soon as Kent gets onboard, he's going to prepare for launch. He calls up Churchill. "Kent here. Get ready to launch anyway. Try and tell ground control that its imperative that you launch. Whether you get cleared or not, get outta here now. They'll be pissed, but hopefully, they won't chase you down. I know they'll be chasing us."

Eng. Mate Churchill

posted... Reply  on Wed 31 Aug 2005 @ 9:26 AM (US Mountain Time)
  Churchill replies, "I'll launch as soon as possible. Give me a vector to take when we leave port, so I'll know which way to go. Churchill out."

Game Master

posted... Launch  on Wed 31 Aug 2005 @ 9:27 AM (US Mountain Time)
  The ship will take a minute or so to prepare, so tell me what everyone's doing until the launch.

Sneaky Pete

posted... Buckled in.  on Tue 6 Sep 2005 @ 8:22 AM (US Mountain Time)
  Assuming he's not needed in the cockpit, Pete continues to man the laser he's on. He makes sure to buckle himself in and put on a helmet.
"Do I need to release any latches or anything like that?" He asks Kent.

Michael Kent

posted... Get ready  on Tue 6 Sep 2005 @ 9:37 AM (US Mountain Time)
  Kent shakes his head. "I can take care of that up here." He responds as he ensures everything is good to go.

Bass

posted... Hostage  on Tue 6 Sep 2005 @ 1:35 PM (US Mountain Time)
  Bass will hold the hostage. He shouts, "What do I do with this belter?"

Game Master

posted... Blastoff  on Tue 6 Sep 2005 @ 1:37 PM (US Mountain Time)
  The MT1 is ready for blastoff. (The engines are up to temperature, and the computers have come online.) There is much chatter on the radio. Every approaching ship is being warned to stay clear of the launch bays, and the ships in dock are being warned not to launch or risk "total destruction."

Michael Kent

posted... Stopping communications  on Wed 7 Sep 2005 @ 6:50 AM (US Mountain Time)
  Would it be possible to take a shot to take out communications/radar of the port? If not me, perhaps Churchill? If we manage to get rid of their communication, we could effectively prevent them from giving us away.

Sneaky Pete

posted... Back blast  on Thu 8 Sep 2005 @ 5:09 AM (US Mountain Time)
  ** EDITED September 8, 2005, 6:11 am **

"Bass, just let him go. As soon as the engine begins starting up, he's gonna high-tail it away. He isn't going to want to get caught in the back blast," Sneaky Pete says.
He then begins scanning the area visible from his gunport, looking for any potential threats.
"What's that about 'total destruction'?" Pete frets, hearing the chatter on the radio. "Do they have the capability to shoot us down?"

Game Master

posted... New Thread  on Thu 8 Sep 2005 @ 6:57 AM (US Mountain Time)
  This thread is almost full, so I started a new one. Kent's answers are there.

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