Spaceships and magic. Playing for a while, wanted to see if I could post it.
So there was a bug causing issues here on
I used a different online GM Emulator to keep the game going but ALL my notes are here on this site.  So there might be a bit of continuity errors because of that.  Anyway here is my latest storytelling:

So I'm stuck on the ship.  I imagine we are parked for a while anything interesting happen while parked?

(Somewhat Unlikely | 8[d10]) Yes +Twist: Emotional event / Changes the goal


NPC Action


A plan

Dependable and insane inquisitor who is as strong as you and whose motivation is to comprehend pleasure and is focused on your rewards.

ok used a bunch of buttons to try and figure out how to proceed with the twist. now lets see how to use these prompts.

Lets try this:
I am asked to be part of another greeting party in one of the shuttle bays.  All our shuttles and drop ships are gone right now having gone with the Tak Units on their jobs.  So receiving a shuttle is easy right now.  All the info I have about the visitors is that they are from another mercenary firm: Executive Outcomes, Based somewhere in the Selirium System.

The shuttle lands and the liquid nitrogen cools the deck as usual.  The guests come down the steps of the shuttle and I am gobsmacked to see that I recognize one of them.  A classmate from Gaelmore Magic Academy.  A woman named Abra Black. 

When we were in Gaelmore she had talked about her dad and her granddad being members of the Council of Inquisitors.  I got the feel she wanted to follow in their footsteps.  And apparently she did, cause she was wearing the black and red suit that was synonymous with the inquisitors.  The elite magic police force that investigated and punished mages that violated the Olympus Accords.  Mages tended not to trust the Inquisitors, but the types of mages the Inquisitors went after were true monsters.  The kind of mages that go down in history books because of how many people they murdered or worlds they destroyed.  So while mages tended not to trust inquisitors, they had no choice but to grudgingly admit, inquisitors were necessary. 

I was no different than most mages in that respect.  I had a healthy fear of inquisitors because of what they represented.  So you can imagine how unsettling it was for me when she saw me.  Showed that she recognized me as well as I recognized her.  She waved and approached me ahead of her escorts with a look on her face that had me wondering if I should start running for uncharted space.

"Jason Burkhind, You are a sight for sore eyes.  How have you been getting by?"
"Uh, Well pretty good, kinda.  At least for the most part.  There's been a few things not as great but I'm getting by."
I had the decency to feel a little bad that my first instinct was to recoil in fear from Abra.  We were classmates after all, and we got along pretty good at Gaelmore.  Under any other circumstances we would be greeting each other as long lost friends.  But that red and black suit just put an edge to things I couldn't ignore no matter how hard I tried.  

Im pretty sure she noticed, cause I think I saw a little hurt in her eyes when I gave my greeting.  I could also tell she was about to give me a friendly hug in greeting but she stopped herself at the last moment.  But her expression never changed and she just kept moving forward.

"I had heard some things hadn't worked out so well for you.  It sucks what happened with the Bird in the Hand.  I am sorry about that."
"I'm still surviving"
"Thats good at least.  Well, there's something with that that got put on my plate actually.  I need to have a meeting with you and your captain.  You're not in trouble! You're just involved through no fault of your own.  I'll explain in the meeting."
"Ok I'll request the meeting."
I went on to introduce the rest of the greeting party who included the XO in fact.  Who had just stood by and allowed our guest to greet me without interrupting.  After introducing her to Inquisitor Black she resumed her role as the head of the party and welcomed her and her Executive Outcomes escorts.
I made a modest effort to salvage my greeting as they were leading Abra on a brief tour of the public areas of the ship.
"Abra, it is good to see you again.  Congratulations on following the family tradition.  It must have been a huge challenge."
Some of the hurt eased in her eyes,  "Thank you Jay.  It was.  A challenge I mean, and it still is in a lot of ways."

The meeting with the Captain happened about two hours later.  In Attendance:
Me again of course, The Captain obviously, The XO, Abra and her escorts who looked very relaxed despite obviously watching for threats to their charge,
"So the reason I am here is because there has been a roundabout accusation made against Mage Burkhind to the Council that he was involved in activities that violate the Accords."  She raised her hands and tried to speak over the little uproar and my heart attack that comment caused.  "We know the accusations are false.  Or I should say, I know they are false."
"How do you know they are false?  and if you know they are false why are you here anyway?"  Thank you captain, you asked the very questions I wanted to ask.

"Accusations like this need specifics to properly begin an investigation.  This accusation included details from the Stornberg Conference.  Thanks to the fact that you are doing work for The Mountain we were able to gain access to reports about the incident you provided prior to taking your current project. I knew right away because I went to magic academy with him.  And I know what Runes of Power he studied.  We both studied forces together, we were in the same classes.  And everyone at the academy knew he also studied space, because there's not a single mage that studies space without bragging about it daily to everyone who will listen.  The accusation was claiming you used your magic to facilitate the gas attack then tried to cover it up when you got yourself caught in it.  I knew none of that was possible because the accusation implied the use of Transmutation Magic.  And as I just explained, I know what Runes Jason studied. 
The council takes all accusations seriously.  Including deliberately False accusations.  We know sometimes accusations are false because of a lack of complete knowledge of what really happened or lack of knowledge of how magic works.  Truth is, of the thousands of accusations made every year only a small fraction of that total turn out to be legitimate.  And those usually turn out to be less severe than initially suspected.  But an accusation as obviously manufactured as this, specifically to make a false accusation is something we take every bit as serious as an actual violation of the Accords.  There was a lot of random chance that put this accusation in front of me.  The lead councilor gave it to me because they looked up what academy you went to and they saw we both went to Gaelmore.  While any inquisitor worth their salt would have uncovered that the accusation was false eventually it would still have made life miserable for Jason for a while and likely would have affected his employment too.  Blue Ridge wouldn't be offered any more jobs from The Mountain if they had a Mage under investigation by the Inquisitors after all.  Fortunately I was able to head off all that because I knew Jason personally.  Then I requested to be given the assignment to investigate who would try to frame my old classmate and why."

So this girl stuck her neck out, stopped a whole investigation in its tracks, then came out all this way,  all for me.  And I treat her like she's some diseased wretch when she tries to greet me like the old classmate I am.  Geez, I already feel bad about that, way to crank it up to eleven universe.

The Captain and the XO discuss the current working theory about Minister McClelland and the SQSS Little Gina.  I tell Abra that its mostly circumstantial so we cant really prove anything with it.  But she says not to worry about that point.  She has resources she can apply in this case because this is now an official investigation and she assures me this is enough to start getting judicial writs authorizing the pursuit of the evidence. 

The process can be accelerated if there is a Runic Farcaster Facility in the Dzhebariki system.  The Farcaster is a magical means to communicate instantly across the Protectorate.  With it you can send a message across all the light years to another such Facility in a system.  Usually the way it works is, you give your message to the Runemage in one facility, and they perform the ritual to make the connection to the appropriate facility in whatever system you want to contact, and they read the message to another Runemage in that facility who will then see to it that the message is delivered to the intended recipient.  Using the system is expensive, and most people dont like the obvious lack of privacy and will therefore typically just send their messages via the periodic couriers that travel between systems.  But couriers are slow and it can take weeks or even months for a message to get to the right place that way.  So the Farcasters exist.  You can request private transmission but arranging that is complex and takes time because they need to find the recipient.  and if they happen to be unreachable at the moment for whatever reason you could find yourself sitting in the facility waiting for a long time to talk to whoever you wanted to.  Fortunately for Abra, when making private calls in an official capacity, there are dedicated Farcasters on Mars for the various government ministries and branches.  So the wait is much less.

So after making the explanation, there better be a Farcaster in the system.

(Somewhat Likely | 8[d10]) Yes

Sweet.  Near rim are developed enough to have one.  At least 60% of them are anyway.  And Dzhebariki is one of them.

No way is it on this moon we orbit.  Its on one of the primary worlds of this system  We will name this world: Kipiyevo

Now the twist said 'changes the goal' soooo:

"I need to go to the Runic Farcaster on Kipiyevo.  Afterwards I would like to remain aboard the Hammer and Blade, At least for the time being, I suspect that the Little Gina will likely make an appearance before your work here is done.  I think this Minister McClelland is rather anxious to see you separated from Blue Ridge Security."
"In that case I will inform the Central Committee representative on the station we have accepted a contract to escort a Representative of the Protectorate to the Farcaster.  That way if Little Gina makes its appearance sooner rather than later we will all be here ready for it."
"That, ... could work actually.  You could tell them that the "Master of the Field" will cover any jobs that come around while you are gone.  That is allowed in our contract isnt it?"
One of the escorts, aka bodyguards, actually spoke.  "We are contracted to ensure your safety while conducting this investigation and to assist in whatever way you need.  So yes you can have our ship act as an alibi for the Blue Ridge guys while you send your message and they play bait."
The Captain smirked at the little jab from the rival mercenaries but otherwise made no reaction.  The XO just shook her head then said,  "I'll send the communiques and get us ready to disembark."
"Thank you Commander." The XO walked out and the Captain addressed me.  "2nd Lieutenant, I am going to temporarily assign you to Inquisitor Black's escort, Dont worry guys you will have Command of the escort mission, we'll consider this a joint operation for now.  The 2nd Lieutenant will be under your command when accompanying Inquisitor Black."
"We will need it all in writing before we agree."
"I'll have the contract written up in an hour."
"Sounds good.  I look forward to working with you 2nd Lieutenant Burkhind."
"Uh, thanks, me too.  And I will try my best not to embarrass my Captain."
everyone got a chuckle out of that.

I walked with Abra to the cabin we were putting her up in for now.  I wished I could get a minute in private so I could say what I wanted without the two looming gorillas we were at her cabin and saying goodbyes when:

"Uh, Abra, could I have a moment, um, please?"
She looked at me for a moment then gave a weak smile.  "Sure, come on in."
"One moment"  One of the bodyguards went in to clear the room.  He swept it with a device of some kind then again with another.  Came out and nodded to his teammate "Its clear"
"Its ok guys, give us a moment."
"Yes Ma'am"
and we entered her cabin.

"... Hey your cabin is bigger than mine."
She gave a quick exhale through her nose. "Sorry about that."
"No thats not.  *sigh* Abra, I'm sorry about how I greeted you.  I hated myself for it as soon as I did it."
"It's ok Jay, I have learned to expect that reaction.  It comes with the territory.  Seeing you made me feel a little too nostalgic and I forgot that,"
"You should feel nostalgic, we were classmates, friends.  And I just... You don't deserve that.  Everyone knows what you're doing is important, I know what you do is important, but you still get shunned for it."
"... ... Thanks  Jay.  It's nice to hear that from someone that doesn't wear this uniform."
"I remembered you instantly when I saw you, I remembered the classes, the homework, and Groff's Whitewater Punch."
"Oh My God Yes!  Did anyone ever figure out the recipe for that stuff?"
"Not that I'm aware of."
"No one could drink that stuff without being completely trashed by the end of your first cup."
"Heheheh yea. ... It really is good to see you agin Abra."  I gave her a big tight "hello long lost friend" hug; which, after a moment, she returned whole heartedly.
"Just staying in this cabin sounds dull.  Wanna see this ship's rec area?"
"Can I get coffee there?"
"We got something there people call coffee but I'm not convinced it really is."
"Heh, I'd love to see it."
"Great lets go."

With a friendship successfully salvaged and a new mission to attend to, once all the legal mumbo jumbo between the captains of the Master of the Field and Hammer and Blade was settled.  We disembarked for the Runic Farcaster on Kipiyevo.  We could, once we were a sufficient distance from Dzhebariki Chetvertaya's gravity well, teleport directly to Kipiyevo, But systems tend to frown on that if you do it without permission.  And right now, Dzhebariki Customs were not giving permission to anyone.  Anyone porting in close to a planet right now was to be considered hostile.  And while we could clear up any misunderstandings before the guns started shooting, we didnt want to cause anything to disrupt any of our operations currently running.  For any of our employers.

That meant taking the slow way.  Traveling by fusion drive.  Oh it was still pretty fast, but not instantaneous.

"According to what I've heard, not counting the Protectorate Navy, there hasn't been a intra system teleport to or from inside the asteroid belt in Sol since the Eugenics War."
"And its just a thing no one questions?  There is no official law or regulation on any of the books?"
"That sums it up right there.  There is nothing but some unconscious agreement by everyone that visits Sol that other than the occasional in system arrival port, you don't teleport inside the belt."

Me and Abra started having daily rec room coffee hangouts.  I wasn't willing to call them dates.  Not while I was the subject of an investigation anyway.  Not only that, I didn't think she was interested in such a thing.  Either way I was getting the feeling that she hadn't been able to do this for a while.  A long while.  Just talk to a fellow mage over coffee.  That red and black uniform she wanted so bad in the academy came with a steep price I'm not sure she really understood at the time.  Likely the only friends she had were her fellow Inquisitors.

*****I just felt this was the way J should play this and realized he was running with the aspect "So there is a heart under there".  Therefore I am awarding myself +1 Fate Point.*****

So anything interesting happen on our trip to the Farcaster?

(Somewhat Likely | 4[d10]) No, but...

It took 9 days to reach Kipiyevo by fusion drive.  We were pulling 10 to 12 gravities cruising so the most all us mages had to do was keep the gravity runes charged.  They drain faster under strain.  We were all alone out there on the trip.  Nothing was coming within 85 million kilometers of us.  So the captain started having me dangle the bait a bit.  I sent requests out to our deployed units (except for the stealth units working with the hand) and tak teams to provide an updated casualty report.  This was a task I was kinda hesitant about but I did it anyway and braced myself.  I would transmit over an open frequency: "2nd Lieutenant Burkhind to *unit/tak team* The Captain has asked me to request an updated report on any casualties you have taken."  The hope was anyone trying to find me would get word of the transmissions and maybe the Little Gina would make its appearance.

I could tell most of our people were a bit confused by the request because there is a procedure for making these reports and this wasn't it.  But they seemed able to figure out that the captain was up to something so they just played along.  They all reported to me that there have been zero casualties in zero engagements.  The Captain was kind enough to confirm that that was exactly what she got in the official sit reps earlier.  I was more than a little surprised and talked a bit about it with Brian in the simulacrum office during shift change.
He chuckled a bit and told me:  "Yea, that's something civilians just don't understand about war.  You see all the holos and think a war is all action all the time.  In reality though, its the opposite.  In every war, at any moment, even the moments when there are multiple battles happening at once in different places, a minimum of 80% of the opposing armies are just sitting around trying to fend off boredom."
That was interesting to learn.

"Well, we're in parking orbit over Kipiyevo and there is exactly zero sign that 'Little Gina' is even in the system.  It was a long shot anyway I guess; but, its still disappointing."
"I understand.  Well once I make my report to the Council they should issue a Writ allowing me to investigate that McClelland guy.  I could go to the Susquehannock system and start digging in his yard for skeletons.  Even if I don't find anything it should rattle him enough that he backs off of you and you can finally start getting your life put back together.  It would be nice to be able to say I helped a friend find his feet again."
"I'll wait and hear what they say first, even I admit the theory is all circumstantial.  But if you do end up going to Susquehannock, be careful of this guy.  If it is him then he already shown he's not afraid to kill a few people if he has to."
"Its a promise.  Alright lets get down there ad send a message."

magic buttons at the bottom of the page, does anything interfere with us at the farcaster?

(50/50 | 3[d10]) No

the buttons have spoken.

It turns out to be a pretty uneventful trip to the farcaster.  We set down at the spaceport and arrange transportation.  There are no aircars available so we have to get an SUV.  Yes the big civilian vehicles that carry 8 to 10 with lots of cargo room left over and can traverse most level terrain are still called SUV's even though they don't resemble their ancient ancestors at all. 

We hear news about the war raging in the system on the news channels while we travel.  The rebels actually do have ships apparently and they are attacking all shipping with Central Committee Loyalist markers in their identifier beacons.  To date they haven't attacked any shipping with tags from other star systems though they have contacted them and tried to dissuade them from doing business with the Loyalists.  Or if they are here to do business with the rebels they give them free escorts.  Of corse the Loyalists are doing the same thing.  Both sides are playing that game as smart as they can I guess.  So far there have been no direct fights between the rebel and loyalist navies, both just hitting unescorted shipping.  Ironically there was a fight between two mercenary companies ships that ended in what amounted to a draw in that no ships or shipping was destroyed but the targeted convoy did return to their point of origin and took cover behind the defenses of a trade station.

The Protectorate Navy has not made an appearance yet though word is there is a small fleet consisting of 3 destroyers and a Trumpets of War class heavy cruiser currently in the Tuyên Quang system.

The ground sea and air war on the planets, moons, and settled planetoids and asteroids is sporadic.  The Loyalists have the bigger and more well equipped army but the rebels seem to be using the equipment and resources they do have wisely.  They have also established themselves as the vastly more maneuverable of the two evading fights they know they cant win and choosing only fights they have a chance. They don't win all of those but they do win.  Under these conditions, Abra, the two goons, and I eventually figure this war could go on for quite a few years.  We debate the possibilities of both Loyalist and Rebel victories and eventually figure this is the Loyalist's war to lose.  The only way the Rebels win is if they keep forcing the Loyalist to play by their rules.  But the moment the Loyalists can force a large scale battle there would be no way the rebels could win head to head.

It only takes a little over an hour to reach the Farcaster and Abra makes her call.  It takes two and a half hours to report the details of my theory and to make the case that investigating the crooked minister was the way to go.  She emerges and explains she needs to come back at a specified time tomorrow because her director wanted to confer with both higher level directors as well as a legal expert to see if this was something the Council of Inquisitors even could investigate or if it needed to be handed over to a more standard police force in the Protectorate.

So we need to get a hotel.  Which there are several to choose from, and in an effort to head off any awkwardness or immature high school like antics the Goons request three rooms.  Why not four?  Because one of the goons will be awake keeping watch.  They inform me and Abra that we are to get a full night's rest and be ready for the scheduled appointment at the Farcaster the next day.  Which ok thats all fair and we just go with the flow on that.  Eventually its off to bed and to awake the next day.

We have some time before the farcster appointment.  Lets see what happens.

any sign of McClelland's antics?

(Unlikely | 5[d10]) No

Yea its unlikely.  I was much easier to track before I was working for Blue Ridge and that thing in the Sol system was after I'd been there for months.  His resources are good but not good enough to track me after the Hammer and Blade jumped out of the system.  He might have found out where I am after the bait dangling the Captain had me doing but it'll take time for him to get a ship and crew here to do anything.  So unlikely probability was the best choice in my mind.

so we got some time.  How to kill it?
"A card trick?  Really?  Jason, you're a mage."
"But not a Transmutaionmage."
"Why do you even know these ancient sleight of hand games?"
"I spent a lot of time in my recent past too poor to go out on the town in the evenings."
"... ... Sad sorry."
"Not your fault, besides I got a decent job now."
"A dangerous job."
"Look who's talking."
"... yea ok I have to give you that point."
"Ok so now that that's settled, Pick a card!"
Abra does a facepalm

Eventually the appointment time comes and Abra has her second conference by Farcaster.

so what do they tell her?

(Very Likely | 7[d10]) Yes

Yea I said it was very likely but there was a chance for a no.

now how do she proceed?


well damn, how specific can the "Get Action" button get?  Its like it was reading along as I was typing this story out and decided what it wanted her to do.  And it chose the opposite of what I was wanting to do.  But I have to admit this makes more sense.  Her staying on the Hammer and Blade wont advance the investigation.  So the Council of Inquisitors is going to have her go to the Susquehannock system and start an investigation there.  Executive Outcomes has been contracted by the Council to guard a few specific Inquisitors and to act as backup if necessary.  Inquisitors working on cases that are considered low profile with low probability of finding a rogue mage.  This case has just gone up in profile but time is of the essence so they have expanded the contract to allow Abra to go straight to Susquehannock on board Master of the Field.  I will be sorry to see her go.  But I am glad I got to see her again, and I'm glad we reconnected as friends.  We take the shuttle back to Hammer and Blade and set course back to Grazhdanskaya Stantsiya 01 where we will link up with Master of the Field and Abra will set off to begin her investigation into that corrupt asshole McClelland.

On the way the Captain has us run a few ship combat drills.

I start practicing ways to defend the ship.  Which gets rather harrowing even when not under fire. 

Every type of mage has their own abilities in their toolset.  The easiest to imagine would be the energymage.  Use lightning to shoot down missiles.  Use electric fields to shield against lasers and particle beams.  Alter the kinetic energy of projectiles.  As a Forcemage I have to think of different ways to defend the ship.  So I alter the momentum of the missiles, turning the velocity into mass slowing them down enough for the CCS to shoot them down.  Which is difficult in the extreme targeting those fast moving missiles.  All of it must be done on the fly by instinct.  The same with laser and particle beams.  I create tiny sinks of super high gravity to bend light or particles away from the ship or at least turn a direct hit into a grazing shot.  This is both difficult and dangerous because the gravity needed to do that is extreme.  I am creating mini black holes to perform this trick and doing that as close to the ship as I need to tends to have various effects on the ship.  All of these effects are bad.  So when the captain makes me redo these drills several times, my discomfort increases exponentially as the maintenance crews start giving me very dirty and soon to be angry looks.  And the only question I have is how bad do I damage the ship in these drills.

(19 = 14[d20]+5) Critical Damage: Requires immediate attention; clearly disabling if not immediately desctructive.

Well the job was nice while it lasted.  Am I fired?  This is a good question.  on the one hand I almost ripped an engine off the ship and injured several crewmen.  Any deaths?

(50/50 | 3[d10]) No

Thank the answer buttons for small favors

On the other hand.  Because I didn't think to play it out in the training montage, Its not something I got training on at the headquarters on Earth.  Rather shortsighted but understandable.  They were given the task of bringing an older civilian up to military speed and under pressure to do it fast because of need for mages.  So I basically got thrown into a situation I was completely unprepared for.  And when I point out my lack of training; the captain insists that the drill IS training. 

Which is true. 


The fact is that unless you are a mage, you don't really understand how dangerous the power of magic can get.  Mages are always under strict control (unless you are breaking the Accords in which case the Inquisitors get you) so how destructive they can be is not something generally known.  And since all the other mages the Captain specifically and Blue Ridge Security in general have ever dealt with were former military.  They never saw a mage untrained in defending a ship.  So there was a whole lot of ignorance of potential consequences to spread around.

This puts the Captain in a dilemma.  While the damage I inflicted is clearly deserving of some disciplinary action, the fact that Blue Ridge itself did not properly train me for the task is clearly not my fault.  And the Captain is not accustomed for punishing people for things that are clearly not their fault.

This is going to need the Directors to weigh in.  So running on partial power with broken engines we make our slow way back to Grazhdanskaya Stantsiya 01 where we will need to utilize their repair facilities and send a message by Protectorate Courier Service to Sol.

This can take some time.

anyway.  here goes,  I wanted to redeem myself but I need an opportunity. so:

* Do I get a chance to redeem myself on the long flight back to the station? - Yes, but...
So I'm pretty miserable.  but stoic.  The crew is kinda split on me.  Word that I was never trained has spread, as has the fact I told the captain this.  fortunately Brian is on my side.  He knew it was a mistake to have me jump into the deep end like that but he was unable to alert the Captain in time.  He turns into one of my best advocates.  I'm still confined to quarters.

Abra takes some time to commiserate with me how I just can never seem to catch a break.  She also volunteers to give me some training.  A point i see as useless because I expect to be fired.  But she insists and does it anyway.

Things quiet down.  Repairs are in progress.  Sick bay heals the hurt crew.  I get training with Abra, which turns us into regular comrades in arms in addition to friends now.

  and at some point at about the halfway mark:

Battle Stations!

The alarms jolt me awake and as I was drilled to hell and back I bolted to my station (the simulacrum chamber) faster than anyone else gets to their station.  Of course im out of breath and hurting from that run but i was first on station.

The rebels see this as a good chance to take out a powerful enemy.  We are working for the Committee openly.  our Protectorate job is top secret.  So sadly we gotta fight this fight we dont want. 

running is not an option given our damaged engines.  so we have to either beat them up enough they break off or destroy them.  They come at us with three small gunships and two destroyers.

our orders are to defend the ship.  Abra will be helping so we are able to split the tasks.  I am assigned the missiles.  Brian will try to deflect beam weapons.  Abra will be assisting Brian.  The gunships only have beam and particle weapons so the number of missiles will not be as large.  Though each destroyer has 16 missiles  so 32 every 30 to 40 seconds is quite a tall order.

The captain plans to engage the Gunships first.
I will have to hold the line

First wave:
I have to create zones large enough to catch as many missiles as possible.  Abra has taught me that I dont have to catch all of them.  Thats what caused my trouble when I damaged the ship. 
By altering the force of momentum in a group of missiles,  I exchange velocity for mass.  This slows the rate of closure of the missiles and the sudden alteration of mass throws off the targeting computers.  So they are slow heavy and inaccurate after I zap them.  The  CCWS (Close Combat Weapon System) is designed to shoot down missiles and small craft.  All I have to do is slow down or cause to miss enough of them in each volley that the CCWS has an easier time doing its job.

I remember abra also said to not catch the first to arrive.  slow down the second or third set.  Thats the time a CCWS starts to get overwhelmed if its going to be overwhelmed.
alright lets go:

32 missiles.  The tactical information on the screens in the enhanced simulacrum show that there are 4 sets.  as always each set is somewhat offset from the others as the missiles try to approach from various directions to avoid the CCWS tryingg to shoot them down.  So I will try for the 3rd set of 8 first.

The amplifier will allow me to create the area affect that coves all 8 missiles with just 2 shifts of success.  That sounds like a lot but when youre talking an area thousands of kilometers across that really not that much. so I will charge 5 shifts of power.  My Lore covers 3 so I need to roll a +2

Here goes nothin:

(Note: while this site was down I went to a different site.  I will continue to use that site from time to time but this site will be my primary playing site.  I like some of the random generators there.  theyre the same as here but different.)

so the rolls:

1 = +0 -1 +1 +1 0

I will take the backlash in the form of physical stress.

so I create a zone of good effect.  How many missiles do I catch though?  8 missiles, 8 rolls against good? they are smart AI's but not smart enough to see an invisible zone of magic.  Yea lets play it that way.  I like that way to play it.

4 = +1 +1 +1 +1 0

Fuk you 1 miss

0 = +0 -1 +0 +1 0

-1 = +0 +1 -1 -1 0

-2 = +0 -1 +0 -1 0

2 = +0 +1 +0 +1 0

0 = +1 -1 -1 +1 0

1 = -1 +1 +0 +1 0

0 = +1 +0 -1 +0 0

OK not bad.  Only the one missed.  The others get hit and are slowed down slightly and made just a bit heavier.  Its not much.  but in a game of milliseconds it dont take much

do any go off course?

(50/50 | 7[d10]) Yes

ok I judge the 2 with the negative results go off course.  so even better.
Now to see whats faster me or the 4th set:

set agility is good so +3

-2 = +1 -1 -1 -1 0

ok so I gotta beat a 1:

-1 = +0 -1 -1 +1 0

ok no go.

how well does I help?

CCWS Vs Set 1, 2, 3*, and 4

CCWS then Sets  these are direct opposing rolls.  set 1 is even set 2 is given a +1 set 3 gives the CCWS a +1 which gets set 4 at even again.

-1 = -1 +0 -1 +1 0

-1 = +0 -1 -1 +1 0

tie goes to player

2 = +1 +0 +0 +1 0

-1 = -1 -1 +1 +0 0


(4 = 1[d20]+3) Negligible: Nick/Scratch/Dent.

right ok

4 = +0 +0 +0 +1 +3

3 = -1 +0 +0 +1 +3

ok now 4

3 = +0 -1 +0 +1 +3

3 = +1 -1 -1 +1 +3

tie to player

the fight rages.  Im gonna skip everything else but my part in it.  I know it aint over yet so I got another round of missiles  same deal as last time lets go.  ( i will ask about the battle with the answer buttons after this round)

like last time 32 missiles in 4 sets. CCWS tryingg to shoot them down.  So I will try for the 3rd set of 8 again.

The amplifier lets me cover all 8 missiles with just 2 shifts of success. so I will charge 5 shifts of power like last time.  My Lore covers 3 so I need to roll a +2

alright the 8 rolls for 8 missiles they need a 3

-3 = +0 -1 -1 -1 0

-1 = +0 +0 +0 -1 0

1 = -1 +1 +1 +0 0

1 = +0 +1 -1 +1 0

2 = +0 +1 +0 +1 0

-2 = -1 +1 -1 -1 0

0 = -1 +0 +0 +1 0

-3 = -1 -1 -1 +0 0

Cool 4 of them go off course  That will actually help the CCWS a lot and will hold back the +1 the second set got last time so its even, even, +3 for CCWS, +1 for CCWS.

-2 = +1 -1 -1 -1 0

-3 = -1 -1 -1 +0 0

-2 is better than -3 so CCWS wins

2 = +0 +1 +0 +1 0

2 = +1 +1 -1 +1 0

Tie to player

5 = +0 +1 +1 +0 +3

no roll needed for the missiles

-2 = -1 -1 +0 -1 +1

3 = +1 +0 +0 +1 +1

Tap Aw Shit again -1 fate point roll that all again

0 = +0 +0 +0 -1 +1

0 = +1 -1 +1 -1 0

tie to player

OK are any of the gunships out of the fight?

(50/50 | 10[d10]) Yes, and...

so two are out of the fight.  And I will get minor assistance this round because of the lower intensity of beam weapons.

The assistance will take the form as a free fate point I can call on if I need it.

we will do this all again.  One more verse, same as the first, a little bit louder and a little bit worse.

need a 2

0 = +0 +0 +1 -1 0

I will take Physical stress backlash all stress boxes filled now will take consequences next

8 missiles need a 3

-1 = +0 -1 +0 +0 0

0 = +0 +0 +0 +0 0

2 = +1 +0 +0 +1 0

2 = +1 +1 +1 -1 0

-1 = -1 +1 +0 -1 0

-1 = +0 -1 +1 -1 0

-2 = +1 -1 -1 -1 0

2 = +1 +1 +1 -1 0

Again 4 go off course.  So same bonuses as last time

-1 = -1 -1 +1 +0 0

-3 = -1 +0 -1 -1 0

ok CCWS wins its ugly but it wins

-2 = -1 +0 -1 +0 0

0 = +0 -1 +1 +0 0

no, dont want that.  - tap free fate point

0 = +0 +0 -1 +1 0

-3 = -1 -1 +0 -1 0


5 = -1 +1 +1 +1 +3

cool no need to roll for missiles

2 = +1 -1 +0 +1 +1

0 = +1 +1 -1 -1 0

yes got out clean.  So is the last gunship gone?

(Likely | 10[d10]) Yes, and...

and the Captain is now giving attention to the destroyers.  I will get more help from my fellow mages.They will take out on of the sets for me.  SO I only need worry about 3 this round

They will take out set 1  I will focus on set three again.

-2 = +0 +0 -1 -1 0

tap aw shit again -1 fate point

only 1 left now

0 = +1 +0 -1 +0 0

1 = +0 +0 +0 +1 0

3 = +0 +1 +1 +1 0

2 = +0 +1 +0 +1 0

-1 = -1 +0 +0 +0 0

3 = +1 +1 +0 +1 0

-1 = -1 +1 +0 -1 0

0 = -1 +1 +0 +0 0

2 off course but 2 missed by effect

so it evens out

set1 gone

3 = +1 +0 +1 +1 0

-1 = +0 -1 +1 -1 0

set 2 gone

1 = -1 +1 +0 +1 0

1 = +0 +1 +1 -1 0

tie to player

1 = +1 +0 -1 +1 0

1 = +0 +0 +0 +1 0

tie to player

ok hows the destroyer holding up

(20 = 20[d20]) Critical Damage: Requires immediate attention; clearly disabling if not immediately desctructive.

AWESOME one is out of commission

have they had enough?  do the retreat?

(Somewhat Likely | 7[d10]) Yes

Thank Yew

does this redeem me in the eyes of the crew?
A Little?

(Somewhat Likely | 9[d10]) Yes


(50/50 | 7[d10]) Yes

quite a bit?

(Somewhat Unlikely | 8[d10]) Yes

A Lot?

(Unlikely | 4[d10]) No

OK I'll take what I can get.  At least the open hostility goes away and some will talk to me again

Our return to Grazhdanskaya Stantsiya 01 has several results. 
First the courier is here so we get the message out to the directors.
The ship gets in line for repairs
Defeating the rebel fleet gets us a bonus so repairs will be no charge to us.  Yay?
The crew is all healed by now
and they are talking to me again
but there are still some haters
there is controversy to the whole thing though as expected.
Abra is leaving on her mission to investigate McClelland

We separate under good terms.  Sorry to see her go but it is what it is.  Maybe something will come of it and I'll get out from under this debt.  Time will tell.
Im still confined to quarters for the most part.  But my performance in the fight was noted by the command staff. 
Im gonna make a contacts roll.  To see if I know anyone on the station that can help speed up the repairs.  Doubtful but I got the skill, time to use it:

3 = +1 +1 +1 -1 +1

Thats not bad.  I think that will let me help a little actually.  A drinking buddy from Badinov's.  He'll do me a solid for a price.  I tell the Captain.  She is getting anxious because the secret missions could be getting done soon and we need to be ready to go.  so what does the contact want?

From the off site generator:

Patron: friend or relative

Impetus: poverty

Activity: elimination

Target: item

Complication: competition

Trigger: chance meeting

I can work with this.  The price is a job. 

--------------------------------------non milestone break

this is a good place to break.  I'll post this for prosperity and fun, and continue later
-------------------------------non milestone break
Reset Stress
Reset Fate Points to adjusted refresh

With repairs underway ahead of schedule I am sent with a team of two crewmembers to find out what the job is.  The crewmembers are still a bit perturbed with me, but I did handle the fight with the destroyer type ships pretty well.  They weren't protectorate navy destroyers but they were in the same weight class.  so they dont grumble too much about going with me.

I meet Gordy (my contact) at our old watering hole.  Badinov's Dive.
Gordy isnt someone highly placed but he is a shift leader for one of the drydocks.  And He was able to increase our priority by making a small "adjustment" to labor and material availability.  Nothing too nefarious.  Just delayed the receiving in of a few shipments by one day and let a few additional guys take a day off.

So now to repay the favor:
"I'm not sure I understand this right."  I say after a brief explanation.  "Its a standard com unit.  They cost less than 50 Solien a piece.  I got two of them on me now, One is my personal unit I bought years ago and have attached to my data pad.  And the other is linked to the Hammer and it's com channels.  What good will scrapping this one do?"
"You answered what good it will do yourself just now.  The com unit is linked into a specific set of communication protocols that give the guy access to information he should not have.  Like your connection to the Hammer.  He's too connected while he has it so he's untouchable even though it's illegal for him to have those protocols."

So the story works like this:  The station "drydocks" (a name that wont seem to go out of style no matter how archaic it is) have companies of workers that are for the most part independent contractors.  The Company Chief Executives bid on various ship repair and construction jobs and ship captains hire the team with the best bid.  Well one of the Executives got a com unit that has the security protocols to let him listen in on what is supposed to be secure communications between ships requesting time in the station drydocks and station control.  How this executive got it no one knows, and no one is supposed to know he has it either, but Gordy found out by accident one day while he was getting beat up over a labor dispute with the shift leaders of the company in question.  He tried going to his bosses, who tried going to station police, who did nothing.  The connections and leverage this guy has with that unit is just too great. 

Now its not altruism that has Gordy wanting to level the playing field.  He wouldn't care if it was his company that had the unit.  But its not his company that has it.  And with things going as they are.  His company is going to go bankrupt if they keep getting outmaneuvered by this other company.  The information they get lets them get inside almost every job because they have early knowledge of what's going on and they can make early preparations that no one else even knows need to be made.  And if his company goes bankrupt Gordy and everyone else working therre is unemployed.  And the likelyhood of finding another job like this, that pays as well, is zero.  Not on this station anyway.  And tickets off the station, are expensive.  And Gordy has a family to provide for.

Once I get the eplaination and understand the job its time to get to work.  We know where the unit is.  We just got to get to it.  Then permanently wreck it.

So the nice thing about being from a big ship.  Is that big ships carry little ships.  So getting an appointment to discuss the potential construction of a small shuttle or dropship *could* fall to the level of a junior to mid level officer.  And I am a junior to mid level officer.  Even though i am an Old Junior to mid level officer.  But thats not the important thing.  The captain actually helps when I explain my plan.  We just need to pull it off.  It a simple plan.  and if pulled off right.  No one will ever know we did it.

So the three of us go in and await the secretary to guide us to the office of the CEO who will be making the bid. 

The hard part is to find the unit itself.  But we think we have a good idea where it would be.  I need a distraction so I can slip away.  Then if I can confirm the unit location.  I can deal with it in an instant.

Im sent with a shuttle pilot and an engineer.  As fortune has it the engineer is Scott Montgomery.  Who is on the fence about me.  The hack was a thing between us too.  Now I wrecked his ship. 

How mad at me is he?

39 = 39[d100]

ok, not great.  but at least he's heard how I was kinda shafted by circumstances.  and he's mellowing slowly because of it.  But he's still annoyed.  Either way he is gonna give this mission his all because it means getting the ship fixed faster.

How's the Pilot?

1 = 1[d100]

damn.  Not mad at all.  they were in a similar situation.  They were from a planet bound police force prior to becoming a merc.  They had a similar instance with a dropship.  Not in scale of damage but because they were being asked to do something they never trained for there was a certain amount of collateral damage to shuttles, dropships, and shuttle bay.  They got to stay on the ship.  and things smoothed over after a while.  They think the same thing will happen for me.  Especially since they are hurting for mages right now.

I actually feel a little better after getting that story.

So there is a plan but it all hinges on the right distraction.  AND me finding the com unit.  We are given a pretty good idea based on what Gordy found out that day.  So we set up a meeting using the story we want to commission the construction of a new dropship.

The pilot and engineer do the talking.  Im looking for my chance to slip away and find the com unit.

NPC Action

(Neat!  I can work with this.  Love buttons that help when I'm stuck)
While they are talking about designs and requirements and wish lists with the head of the company a man in a suit comes knocks on the door in a particular pattern that dont sound natural. 
"Um, sorry,"  the CEO says to us,  "Yes?"
"Sorry to interrupt sir but H&B just called with something you need to hear."
"This better be good or I will be having words with them.  I appologise this should only take me a moment."
"It's fine we can wait a few moments anyway.  Chalk it up to 'shit happens'."
"Thank you for your understanding I promise this wont take long."
he walks out and after a few seconds I see the man is keeping watch on us.  The two guys I'm with fill the silence with shop talk about shuttles and drop ships and I ask the man watching us if I could be directed to a rest room.
He gives me a few directions and offers to call someone to guide me.  I refuse saying "If I get lost just going down a hallway I deserve to stay lost forever."

Rapour +1 for me and whats this NPC minion got?
I say,
He's a minion! he follows orders and got the personality of a cardboard box.  He got a 0.

so here goes:

-1 = -1 -1 +0 +0 +1

-2 = -1 -1 +1 -1 0

wow that was close

we both got the personality of cardboard.  But it looks like I'm corrugated cardboard while he's like that single ply stuff that popcorn comes in at the movie theater.

The NPC lets me go unguided.  Now for a little slip around a corner and lets find mr. CEO

If I understand the plan right, the Captain was to be calling the drydock about a fictional problem that the current company doing the work cant deal with so is there anyone else that can take this other job while the other guys finish their work.
Its thin.  very thin and would never stand up to any sort of scrutiny.  But thats not the point.  This is my one chance to find the unit and wreck it.  Without getting caught. 
and there is no play here.  I saw what way CEO went out the door but I need some luck to be able to follow him.
So here goes:

1 = +1 +0 +1 -1 0

not very lucky but nothing bad happens  but lucky enough I catch a glimpse of him.  So head on down that hall instead of this one and (alertness +1)

1 = +0 +1 -1 +0 +1

0 = -1 +0 +1 +0 0

made it opposed and I win so I found where you went and there is the unit.  Just as the door closes I see it.  Its a small box attached to a standard Com Console you would find on a ship.  The box is the decoder.  They could hide that little thing anywhere but the box needs to be hardwired into the Com unit.  and the two of them together makes it a bit conspicuous to hide and not as portable.  So they set it in this room where no one is supposed to go.  I note that CEO is the only one there and I see him turning on the unit to listen  as the door auto closed behind him. 
I'll simply be inconspicuous and wait for him to leave while I figure out how to sabotage the thing.  And I think I got a good way to do it.

I play lost.  Yes i do, I play lost till I see CEO leave.  Knew it wouldnt take long.  I spent the time looking lost preparing then as he left I subtly make my way up to the door.
First I need not not draw attention while my Runes are glowing with my prepared spell.
Lets see how I do

-1 = -1 +1 +0 -1 0


Aw Shit here we go again

0 = -1 +1 +1 -1 0

against the security alertness

0 = -1 +1 -1 +0 +1

gave em a +1 instead of +2 cus they probly bored in a construction shop.  Theres not many high level secrets stored in a construction shop.  So while they are professional security they are professional low level civilian security.

And I got a tie, and Player wins ties

NOow for the spell
this could suck

1 = +1 -1 +0 +1 0

Fate point.  Loyal to paycheck.  again.  paycheck is everything god damnit.
I need a superb effect for this. So I buy it with a fate point to give me the extra success i needed on that roll.

My power which I was preparing and focusing does its job.  And in the middle of the room, behind a closed door that I send my magic through as I walk past, thee area of the room I saw the box attached to the com unit.  I momentarily shut off Van Der Waals forces.

It lasts just a second, if that, before the magic dissipates and cold natural physics comes rushing back in.  But that fraction is all it takes.  When Van Der Waals forces shut off in that box, all the molecular bonds are suddenly, ... gone.  Then Physics comes back and the bonds instantly reform.  It causes a bit of THUMP I feel in my chest.  But that box is now all sorts of fucked up as all the molecules disassembled and reassembled in random ways. That box will never work again and they will never even be able to identify what the hell happened to it.  They might figure out it was me eventually.  But I'll be gone from here by then.

There might be some fallout from this later.  But for now the Job is done and we can finish the game and go home.

My return to the Hammer and Blade is met with some nods of almost approval from the crew.  I came through on the job.  Got everyone in and out with no fuss.  And we got away clean.  At least as clean as we can be anyway.  I think I managed to redeem myself a bit more in the eyes of the crew.  And that was the only mission I was worried about.
-------------------------------non milestone break
Reset Stress
Reset Fate Points to adjusted refresh

So life got in the way.  Havent played in a while.  so just gonna ease back into it.  fortunately this site kept everything for me so I can look up where everything was and what I was doing.

I do forget how things were supposed to get going again so i'll use some of the tools mark put down here and see what comes up.


Time progresses forward.  Im looking for a new place to live IRL and this guy here in my solo universe is waiting to see what happens to his employment with BRS.

Fortunately IRL Im not in trouble at work.  Not yet anyway.  Gotta keep it that way.  So lets ask fate how hot the water is.  It should have cooled a bit.

-4 = 26[d100]-30

Ok so learning what im doing when defending the ship as well as pulling off the job, which has that contracting firm making all kinda accusations but the captain smartly asked him to report to the authorities on the station and we would cooperate with their investigation.  Which the CEO couldnt do without answering the question about how he got that decryption unit.  so we were good.  for the most part.

As an added bonus the contractors doing our repairs throw in some refits for the shuttles and dropships for cheap for leveling the playing field.

We are finally out of drydock when we get the verdict from the Directors of Blue Ridge.  Time to face the music:

(50/50 | 4[d10]) No

Well thats good news.  Not fired.  Seems they agree that my not being properly trained was a major failing on their part.  Hard to believe they were so reasonable about this.  Probably helped no one was killed.  There is a balance to be paid though.  I will be demoted to Ensign.  With a pay cut.  And loss of shore pass privileges for a time.  And continued confinement to quarters.  They leave it to Captain's prerogative how long confinement continues, as well as whether or not I should be transferred to another ship.  Lets see how that goes. 

Whatever she may decide, it wont happen right away.  So I will cool my heels and try to make nice with everyone.  We got work to do once we are out of the Drydock anyway.  Escort mission.  Committee Heavy Haulers Outbound carrying everything from ore to refined metals and industrial gasses.  We need to make sure they make it safely out of the system to their jump point.

So escorting.  everyone hates escort missions.  How may days will it take to get to their jump point?

9 = 2[d10]+7

ok 9 days. 

Do you have any idea how much fun being confined to quarters can be?  Im only allowed out for drills and my shift.
anything happen while im whiling away the time in my quarters?

(Somewhat Unlikely | 2[d10]) No

thats no help

two large haulers wont leave this system without the rebels challenging it.  so lets see what they bring:

how many ships?  they dont have many resources but they do have them.  they would want to be sure they could take our ship.  and we bested them once already.
so what do they send?

Bounty hunter

ok theyre sending a merc unit.  mercs fighting mercs.  how wars are fought in the future.
so mercs are expensive so prolly only one ship.  but it will be equivalent to ours.

Being locked up like I am theres not much to talk 'bout.  Im passing time as best as I can... at least we know where I am when it goes down. 
Alarm goes off, I book it to the simulacrum. Fairchance gives me the same job as last time.  Messing with the missiles. 

One thing abut this fight, they're not after us.  The Haulers are their targets.  So we prolly wont get much incoming fire.  So I got that going for me, which is nice.

Lets do this thing:

The enemy in this fight can only fire two salvos of 6 each at a time. 
Our plan is this:  I will focus all my attention on the second salvo each time, Lieutenant Fairchance focuses on the first. 
our ship will attempt to close with the enemy to bring our guns to bear.  We dont expect our own missile salvos to actually reach them; we think they have an extremely powerful CIWS that will make short work of our salvos.  They have 2 sets of 150's which are not powerful enough to do much to a ship if it has been armored like ours.  The haulers are likely unarmored so 150's could probably do some damage to them. But the 150's are really designed to shoot down missiles, so 2 sets mean they have a very strong anti missile defense. 
We on the other hand have one set of 150's and a heavier beam weapons system commonly referred to as 300's.  300's are not useful for shooting down missiles but can do some good damage to ships once in range.  The Haulers probably each have a "Half Set" of 150's for shooting down missiles while they run like hell. 

the plan is to mess with the incoming salvos enough the haulers can take them out while we chase away the enemy.

Well I'll let Fairchance do what Fairchance do and let ships do what ships do and Let focus on my first salvo  Using amplifier again 2 shifts to cover area big enough to catch all the missiles and 3 for effect thats 5 shifts.  Lore = good so need roll of +2:

0 = +0 +1 -1 +0 0

Ah Shit fate point to reroll

1 = +1 +0 +1 -1 0

Fuck you dice

now the missiles theey need a 3

0 = -1 +1 -1 +1 0

-1 = +0 +0 -1 +0 0

-1 = +0 -1 -1 +1 0

1 = +0 +1 +0 +0 0

-2 = -1 +0 -1 +0 0

3 = +1 +1 +1 +0 0

Ok one made it through.  lets see how well the hauler des against the missiles:
First, do the negatives go off course?

(50/50 | 2[d10]) No

Shit.  At least Theyre slowed and messed up.  That'll help the hauler, I hope.  I'll say the hauler gets a +1 and with the mess I gave the missiles  (3 got negatives thats half, lets give them a -1)
So first the Salvo:

-3 = +0 -1 -1 -1 0


-1 = -1 +0 +0 -1 +1

damn, but the hauler won so thats all that matters.
Next round as we continue to close
Im only gonna go for a effect of 2 this time so I need only 4 shifts.  Lore=good so+3 I need to roll a 1:

2 = -1 +1 +1 +1 0


Missiles go:

3 = +1 +1 +1 +0 0

3 = +1 +1 +1 +0 0

1 = +1 -1 +0 +1 0

1 = +1 +0 -1 +1 0

0 = -1 +1 -1 +1 0

1 = -1 +1 +1 +0 0

Fuck you dice

ok the hauler and missiles are unmodified here.  Hauler gets +1 and missiles are null.  First the missiles:

1 = +0 +1 -1 +1 0

1 = +0 +0 -1 +1 +1

Tie to player.  So hauler doing good.

2 salvos.  Hows the other hauler?  Any damage?

(Unlikely | 3[d10]) No

Yea, Fairchance is good at his job.  Unlikely anything would get past him unaffected.

Hows our ship?  Any damage?

(Very Unlikely | 3[d10]) No

AAANNND the enemy?

(Unlikely | 4[d10]) No

Well ok then next salvo:

do the 4 shifts again:

0 = +1 +0 +0 -1 0

Backlash physical stress


1 = +1 +0 +1 -1 0

0 = +1 +1 -1 -1 0

-3 = -1 -1 -1 +0 0

-2 = -1 -1 +1 -1 0

1 = +1 -1 +0 +1 0

-2 = -1 -1 +1 -1 0

awesome.  That gives the hauler the +1 and salvo a -1 again

1 = +0 +1 +1 +0 -1


0 = -1 -1 +1 +0 +1


How bad?  Get damage, but i messed with all the missiles so damage should be mitigated some.  Lets mod it a -5 on the D20 mark's get damage uses

(8 = 13[d20]+-5) Minor Damage: Largely superficial; degrades performance, but not disabling.

Ok we'll deal

hows the other ship.  Any damage?

(Somewhat Unlikely | 10[d10]) Yes, and...

WOAH FUCK!  well now I dont feel as bad

So they get a mod to the damage but its a +2 for the and on the yes

(22 = 20[d20]+2) Destroyed.


Do they consider that a good enough win to break off?

(50/50 | 7[d10]) Yes +Twist: Item / Ends the scene

Ah, I can use this.  I can see in the tactical display in the simulacrum the enemy breaks off sharply and the other Hauler is damaged. 
Their captain dont wanna risk the trip with a damaged ship so its returning to the station for repairs.  We'll escort back.  Victory for the Rebels.
We send out our shuttles in SAR operations for the crew of the other hauler.  do we find anyone alive?

(50/50 | 3[d10]) No +Twist: Emotional event / Changes the goal

wow ok I barely figured out the first and it hands me 2 twists.  Let me think here...

Ok, so no survivors, but the SAR find something odd in the wreckage.  something that they are so tight lipped about the servers make comments about it when my meals are delivered.
thats interesting so what now?
Im not gonna learn anything else in my quarters.  and Lt F. knows as much as I do when we talk during our debriefing and AAR reviews.  At the AAR the Captain informs me my confinement is over.
Yay!  thats good.  I cant think of how to advance any plot when confined to quarters.

Then she asks both me and Lt F to come take a look at something.

We head to an isolated holding area.  that is under guard.  thats, interesting, but not unheard of.  Kinda typical for cargo such as weapons and amunition.  Not for salvage from a civiian cargo ship though.

Inside there is what looks like a glass cylinder.  Cracked and broken.  but there is/was a person in there.  They are sadly deceased, another victim of this system's civil war when that ship blew up.  What they doing in a cylinder? Ths cylinder looks vaguely like a medical ICU pod. 

"This is a medical pod" Says the captain.  (Ok cool I identified it correctly.  what do I win?)  "According to our ships doctor this pod is typical for extreme cases where a patient has suffered near fatal injuries of illness.  But this person looks healthy.  the interesting thing to us is the runes around the extremities of this person.  Our doctor is not a mage so we are hoping you can identify the runes"

Both me and Lt F look and roll our Lore:

my Lore is Good so +3

2 = -1 +1 -1 +0 +3

And F:

5 = +0 +0 +1 +0 +4

I dont know nothing but F knows something.

"Its not my field, but this is Bio Mage Runes. with a bit of Energy Runes mixed in.  They look like Runic tattoo's but they're not.  The design is wrong."
I think I see what he means when he points.
"They are set to receive power from an outside source, not from this poor kid"

"Explain." says the captain

"Runic Tattoos take magic from the user, the runes for that would be here.  But instead they're here.  So someone else is activating these, not the victim here."  F explains.
"But other than that we cant tell you what they do.  These are Bio Mage runes.  Thats all we can tell you.  You need a Bio Mage to explain them."

Stunt -Mage Reconize Mage- Lore as contacts to Know a Mage:

4 = +0 +1 +1 -1 +3

That's Great  Literally, a 4 is Great on the Fate ladder.

"Fortunately, I know a guy"  I tell them.  "But he's not here.  As in He's not in this System.  As of Last year He was in the Uritinus System.  In a city called Ustinov on the planet Tyndarus.  I might be able to get a message to him to Identify the runes.  It could be an expensive Farcast message though."

"I see."  was all the captain said for a period of not less than 15 seconds.  "Well, thank you for your help gentlemen.  Jason I'll get back to you on contacting your friend.  Dismissed."
"Yes Sir!"

Well,  Guess now I wait.  At least my confinement is over so maybe my luck is changing.

Yea, that was fun.  Been away a while.  New Job, and Moved.  Finally had some time to myself to recharge the batteries and be creative for myself for a change.

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