Outcast Quest [Updated 10/10/18 - Turn 14]

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Logannion
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Re: Outcast Quest

Post by Logannion »

[X] Go to the Bridge

Had a feeling it was some type of generations-long journey...

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Razor One
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Re: Outcast Quest

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"Then we'll need to head to the bridge," says the Colonel with finality, "Team three! You're on defense detail, stay here with Mitchell and hold the line. Teams one and two, with me!"

"W-wait, I'm staying here?" asks Mitchell.

"We need someone to open the doors for us as we go," you say, "I'm not hacking every last door on this ship if I can avoid it. Also to tell us if those locators start moving towards us."

"Ah... yeah... sure," says Mitchell.

"Move out!" calls Pierce.

You swipe your kit and run to catch up to the marines. The Colonel is working from a rough sketch he's made of the layout and location of the known locators. It seems he's taking a path that is out of the way, far from the crew quarters, and doesn't take you too off course from the bridge, while avoiding the locators.

Mitchell does his part and opens doors for you as you go. Each corridor is a lot like any other, dingy, dirty, used and reused to the point of corrosion and then used some more. At least one of the bulkheads is damaged, probably by the explosion from the ammo bay.

"Can you fix it?" asks the Colonel.

You kick the bulkhead harshly in rapid succession, causing the thing to begin groaning out of the way.

"I'm not sure," you say with a smirk.

The Colonel grunts in response but you're pretty sure it's to mask a slight chuckle.

As you make your way to the fore of the ship, you notice that the hallways are cleaner and the lighting better. It also lets you see that there was apparently a firefight in this corridor. Dented panels and old brownish blood stains the scuffed by relatively shiny metal. There's no bodies though. Whoever bled here died somewhere else.

"You're coming up on the bridge now," says Mitchell.

"Have those locators moved an inch?" asks the Colonel.

"Uh, no sir, not at all," he says.

"Very well then," he says.

With one arm he holds you back, with the other he signals his men silently, using an arcane series of hand signals and gestures. You don't understand a single one, but his marines fall into position with well practiced ease beside the open hatch leading to the bridge.

The evidence of there having been a firefight is readily apparent here. A number of the alien bodies litter the floor, many of them beaten and broken as in engineering, but others seem to have perforations from some kind of projectile weapon.

One marine throws a grenade in. Before you can speak or object there's a loud flash, an enormous bang, and the sound of marines in power assisted armour charging the bridge weapons at the ready.

No shots are fired.

"Team 1 Clear!" shouts Private Barratt.

"Team 2 Clear!" shouts Private Cole.

The Colonel strides to the door, confident that his men wouldn't shout clear unless it was. You follow after a few seconds of hesitation and not really wanting to be alone in the hallway where you can get shot in the back.

Much like engineering, there are bodies on the bridge. Unlike engineering, there are two kinds. You pay them no heed as you rush to their systems and check everything over with a renewed paranoia.

Perhaps they rerouted everything to crew quarters? Perhaps they're watching you? You check everything and come up completely empty. You can't even find a unconcealed camera that would watch the bridge. It disturbs you so much you check again and come up empty again.

Frustrated you turn to the regular surveillance systems and see why. There's no camera on the bridge. Whoever built the surveillance system apparently felt that the bridge didn't need to be surveilled.

Idiots, you think.

Satisfied that you have their surveillance system firmly in your grasp and that you're not being watched, you soon identify the monitor for the crew quarters.

And of course it's been damaged. You get nothing but static. Apparently whoever was confined there took as much exception to being watched as you did.

Shaking your head, you turn to actually look at the room for the first time. The captain's chair, at least what you presume to be the captains chair, is more of a throne than a chair. One of the aliens sits in the chair, but his head is missing, a couple of others are strewn about... and amongst them are human corpses.

What.

What.

Even the marines are confused. The way they're arrayed about the bridge it seems that they stormed the place, fighting the aliens for control of the ship, and got cut down by projectile weapons fire. You don't see any projectile weapons lying about, and since nobody came back for the bodies it's hard to tell who won.

You hunch over one to get a closer look. Nine weeks of decomposition makes them impossible to identify. Their clothing is completely foreign, but from the tattered rags you're quite certain they're not the most well off of people. You notice each of them has a collar around their neck, all of them identical. You try to prise it off after checking for explosives, but the thing was evidently not designed to be removed.

"Marine!" you call towards Private... Cole, "Help me take this off!"

You indicate the Collar with a tug. It looks different. It looks out of place. You need study this collar.

Private Cole bends down and looks over the corpse.

"Look away," he says.

You give him a confused look as he puts his power assisted hands on the corpse, one hand on the head, the other on the shoulder.

"I said look away!" he snaps and you obediently turn to your side.

The sound of something tearing reaches you through your suit. You suddenly realise exactly what the marine did to get that collar for you and you're quite glad he spared you the potential nausea.

He hands the collar to you. An off colour bile sticks to part of it and the moment he sees that pulls it back, wipes it off, and then hands it to you again.

"Um, hey, guys? One of the locators is moving up there," says Mitchell.

Everyone starts at that.

"Say again?" says Colonel Pierce, "Be specific."

"Uh, one of the locators on the bridge? It uh, it just moved," he said.

The Colonel eyes you holding the collar. You've both made the same connection. You just need to confirm it. He points to a different corner of the bridge and you obediently move there.

"Is it moving now?" he asks.

"Yes! Yes it's moving to the corner of the bridge!" exclaims Mitchell.

"Tracking devices," says the Colonel.

"Maybe," you say, "But the technology is different and there's writing that doesn't match the alien script we've seen so far."

As the Colonel signals the captain to update her on your findings, you turn over the alien made collar in your hands. While both the alien chickenscratch and the script on the collar are sharp and angular, the collars script is clearly different. There's a sense of neat orderliness to it doesn't match up with the almost haphazard script you've been dealing with lately.

There's more to this, you know it, but you can't puzzle it out. It's a completely exotic design that not only confuses you but utterly intimidates you. Your instincts are screaming at you that this thing is more than just a mere tracking bug. It's too conspicious by far.

"We have to move," says the Colonel.

"Right, just one second," you say, moving to one consoles and setting to work, "Mitchell, I'm patching full control of the ship over to engineering."

"Ah, yeah, okay," says Mitchell, "Got it."

"Good," you reply, locking down every last console on the bridge with one of your throwaway encryption keys before turning to the Colonel, "Let's go."

The marines fall in and you move quickly through the corridors. While nobody trusts the dead on this ship, there's a sense that the only things left alive are you and whoever is being confined to crew quarters.

As you near crew quarters you see increasing signs of a firefight going both ways. There's no one here who was clubbed to death. All of them were shot with large and bulky projectile weapons that lie scattered. Some of them were clearly empty and discarded in the heat of battle, but some are still held tightly by the fallen on both sides where they died.

It seems that whatever happened there was a last stand here. The snouted aliens had setup a blockade around the crew quarters... containing the humans? That can't be right. The blockade is facing the wrong way, outwards to keep the humans out. If the humans were contained, then maybe they broke out and wrested control of the ship? No, that's not right either. If they broke out, then their fellows would also have been freed. Something else?

You stop trying to overthink the situation as the marines ensure the area is clear. You know a few facts. You know the snouted aliens controlled this ship. The crew, the one's without the tracking collars, are concentrated in engineering and the bridge. They were clubbed to death in engineering, clubbed and shot at the bridge, and exclusively shot towards here. It suggests a pattern of escalation that... that...

"What do you think?" asks the Colonel, startling you out of your thoughts.

"Huh? What?" you ask.

"I said it looks like the humans here were trying to break their friends out of the crew quarters. If that's the case, this might be a rescue mission. Is there any way to get a look inside that room?"

"No," you say, "Not without burning a hole in there to check. So far it's only been humans with collars though."

"Mmm," murmurs the Colonel.

You're fairly certain the people inside the crew quarters are humans who have been confined there for an inordinate amount of time. You also know that the Colonel seems to favour surprise and overwhelming force versus an unknown situation.

You can stay silent and let the Colonel do his work or, given the likelihood of friendlies behind that door, you can suggest something different.

[] Stay Silent

[] Speak Up

--

Damaged Doors?: 25 + 17 + 10 = 52
Can Fix?: 100 + 17 + 10 = 127 WINNING
Surveillance Check: 71 + 17 + 10 = 98
Surveillance Check 2: 58 + 17 + 10 = 85
Recognition Roll (DC 90): 28 + 17 + 10 = 55 (Fail)

Note: You pretty much aced one of your hidden rolls. Depending on how you approach this, that could be good or bad. No write-ins allowed, I will be ignoring them. Choose one or the other.
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Re: Outcast Quest

Post by Siber »

[x] Speak up
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Re: Outcast Quest

Post by dragoongfa »

[X] Speak up

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Re: Outcast Quest

Post by joestej »

[X] Speak up
"Sometimes it's better to light a flamethrower than to curse the darkness."

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Nugget
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Re: Outcast Quest

Post by Nugget »

Quest's going fast

[X] Speak up

Logannion
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Re: Outcast Quest

Post by Logannion »

[X] Speak Up

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Re: Outcast Quest

Post by Razor One »

"I have an idea," you say, "Mitchell, is there some kind of public announcement system for this ship?"

"Uh, hang on a minute," he says.

Although it's only a few seconds before he speaks up again, it feels like minutes.

"Yes, there is," he says, "what do you need it for?"

You curse Mitchell for not keeping up with the situation under your breath even as you answer.

"We need you to activate it and talk to the people in crew quarters. Tell them that we're here to help and step away from the door," you order.

"Okay," he says.

The PA comes to life with the pop and crackle of cheap recycled trash.

"Uh, hello?" he says followed by an ear splitting squeal, "Testing? Hello?"

"Just tell them to get away from the door you dolt," you say irritably.

"Sure," he says over the PA, "Attention people inside crew quarters, we're here to rescue you, please step away from the door."

"Anything?" you ask after an interminable minute of waiting.

"The signals moved a bit when I spoke, but they're still randomly scattered about the room," he says, "Maybe the thing is broken in there?"

You'd been afraid of that. Anyone likely to break a camera would also be likely to smash a PA. Fortunately you weren't betting everything on that.

"Alright," you say, "let's keep it simple then."

You pull a nice, sturdy, and hefty wrench from your kit and march up to the sealed hatch confining the humans. You then bash the wrench into the door three times.

Bang.

Bang.

Bang.


And then you wait.

"Any response?" you ask.

"Yes," says Mitchell, "most of them are moving away from the door, but one is slowly heading right for it."

The moment he stops talking, the response comes.

Bang.

Bang.

Bang.


You reply in turn.

Bang.

Bang bang.

Bang.


The response is exacting.

Bang.

Bang bang.

Bang.


Satisfied they are alive and able to respond, you raise your voice as loud as you can and hope they can hear you through the door.

"We're here to help! Step away from the door so we can open it!" you shout, before speaking normally to Mitchell, "any response?"

"Yes, they're backing off," he says.

"Good, Mitchell, as soon as they're clear, open this door," you order.

For the first time you get to really appreciate the situation. Other humans in this region of space? Where there's one there's more. You think about the other ships that have disappeared over the years. A few of them had to have had the same kind of jump mishap you experienced. Did they settle down? Were there ad-hoc human colonies somewhere out there, struggling to survive?

The door cracks open and you step through. The room is dark so you rectify that with your suits inbuilt floodlights. As the light banishes the darkness, you can see that the area has been very long and well lived in. You also see that it's not so much of a crew quarters so much as a large cell. Filth and refuse are piled in one corner, in another lie a couple of small bodies. Children.

You pay them no heed and look to where the prisoners, former prisoners, ought to be, huddled in the corner looking at you fearfully...

Fearfully?

No. One of them, a woman, looks at you with a wild expression in her eyes, and you notice that the same collar you tried to study earlier is firmly clasped around her neck. She holds a long pole like an improvised spear or staff, her stance is coiled and ready to pounce but her body appears to be somewhat emaciated, her blue hair is frazzled and filthy, and her pointed ears...

The two of you stare at each other until you realise that you're blinding her with your suit lights and that she can't see that to her you're an alien.

"Colonel, Echo," you say.

The marines rush in, pulling you back to wall you off from the alien prisoners.

"Biresat! Maoren!" she shouts, followed by a flowing babble of a language you cannot understand.

"Hold your fire!" shouts the Colonel, seeing in the heat of the moment what you only just have.

While these alien elves might be too starved to fight, they evidently haven't had the fight starved out of them. Their haggard, desperate and hollow eyes look at you with fear and hatred... but for all of that they are uncertain. The armour and armament of the marines give them pause, and you're certain they don't recognise you as an enemy, even if they're treating you like one right now.

"They're god damned kids!" says one of the marines, you're not sure who.

You didn't see it under the dirt, the grime, and the wild looks, but they're right. The oldest one, the one with the spear, seems to be barely out of her teens while the rest look somewhat younger.

The two sides face off as the yelling dies down on both sides and you're left with a staring contest. Neither side willing to back down, neither side willing to escalate.

"Captain," says Colonel Pierce in as official tone as he can muster, "We have made first contact."

--

You are Captain of the ECS-48 L'Amour. You find yourself cast away into the dimension between hyperspace and truespace, a forbidding realm where physics works a bit differently, where you are alone and without supply, and where you've just made first contact with real, living, aliens.

And they're elves.

Blue elves.

In space.

Huh.

Well, what are you going to do about this?

[] Write In

--

Loroi Survivors (1d50): 24

For the record, here was your random encounter table for this scenario:

1D6

1 – Human
2 – Hadrekak'L'thau*
3 – Loroi
4 – Tanuki
5 – Nafen*
6 – Umiak

Hadrekak and Nafen are original for the quest. You have a chance of meeting them depending on your actions.

The Loroi being imprisoned on the ship is a story unto itself. To find out, you'll need to take special actions to unlock them. For now, you need to defuse the situation somehow. Once that's done, the CK2 portion may begin.

Additionally: Linguistics has been unlocked (Read: Totally made up on the fly).

You get another roll to learn the snout-nosed alien language because Ensign Izumi never stopped trying to crack their language.

Language Roll: 1d100 + 1d20 + 15 = 65 + 12 + 15 = 92 + 138 = 230

Snoutnosed Alienese: 230 / 3000

Ensign Izumi knows some very specific and limited engineering terms. She is in no way conversational in this language, but can understand a little and guess at terms that might be beyond her reach.

Blue Space Elf: 0 / 3000

It may as well be gibberish.

How language works: a rough guide.

0 = Ignorant.
500 = Limited, can ask for directions and understand what a mugging sounds like in alien.
1000 = Somewhat conversational. Will be baffled by less common terms or specific words.
1500 = Can speak at a highschool level.
2000 = Can speak fairly well but is obviously a foreigner who has taken the time to learn the language.
2200 = The Scout Corps mastery of Trade in Outsider Canon
2500 = Excellent speaker. Knows a few of the more obscure or archaic terms. Good level for most diplomats.
3000 = Native speaker. Speaks without accent. They must see it to believe you are actually an alien.

During your monthly rolls, you'll get 4d100 + 4d20 to learn new languages, bonuses courtesy of Ensign Izumi. For now, you get a roll every turn to learn the alien languages in front of you. Given the urgency of learning the language of the living aliens over the dead ones, Ensign Izumi is rapidly changing gears and she is now automatically focusing on this problem.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Plan: The ones with guns should be the responsible party.

[X] Defuse the situation by having most of the marines back away, leaving only a squad visible but in safe distance with weapons lowered and visibly relaxed. We know that Volkova nor the Colonel are 'people persons' and thus they should stay calm and wait for someone competent. They should try and pass the message that someone will be with them shortly with hand signals or something.
-[X] We need someone with high diplomacy on board the alien ship, preferably without a space suit in order to instill a sense of trust. We ask the Doctor about the possibility of a plague and according to his answer we send both Izumi and him with or without space suits (Both should jump for such an opportunity). Izumi because of being a linguist and the doctor in case he could provide some medical attention (while also looking for possible contagions and data about both alien species).
--[X] Once Izumi has some basic understanding of their language we should make sure that the elves understand that we mean no harm to them and that we are not related with their captors.
---[X] We then ask about their collars, what they are and how to safely take them off them (Have Volkova look into the technical stuff), no one takes them off or fiddles with them without making sure that they are not rigged to explode or something.
-[X] In order to avoid passenger unrest (the rumor mill can be quite nasty) we inform the passengers about what happened and that we freed what looks like blue elves that were enslaved.

----[X] Knowing that the alien ship is a barely flying mess, we demonstrate that to the elves and then invite the elves on our ship as passengers with the promise that we will allow them to return to their people once an opportunity arises while also informing them of the situation we are in. Proper screening is of course a priority for medical reasons. We should also keep them isolated from the passengers until we are certain that no misunderstandings arise.

-----[X] The moment we have a basic level of communications with the Loroi we have Izumi decipher the Snoutnosed Alien charts and then have her report her findings. (this is for later)

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Re: Outcast Quest

Post by Nugget »

i'd go with Plan: The ones with guns should be the responsible party, but telling the passengers that there were enslaved aliens on a drifting space ship might spark undesired rumors, i suggest we omit the slavery part.

And what's the exact number of space elves we are dealing with?

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Re: Outcast Quest

Post by dragoongfa »

Loroi Survivors (1d50): 24

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Re: Outcast Quest

Post by joestej »

...Loroi. Wasn't expecting THAT one.

As a First Contact group the Colonel and Sasha were the last set of people I'd have picked. Neither of them are any good at this.

Based off the collars, infighting, and mix of alien life present, I think it's safe to say that this is/was a slaver ship, likely run by the Snouties with Loroi and Human prisoners. If the Humans were trying to rescue the Loroi, the Loroi MAY have seen humans before and know we aren't total jerks (or at least are better than the slaving Snouties).

I largely like dragoongfa's plan, though I have a few concerns before I vote one way or another.

First, we know there was a battle for control of the ship. Either the Humans won, the Snouties did, or there killed each other. If the Humans had won (and their objective really was to liberate the Loroi), we wouldn't be seeing the Loroi still locked up. This means either both sides died (unlikely), or a handful of Snouties are still around. I suppose we MIGHT have killed them all when we took out their weapons, but that also seems unlikely. Since we can only track the collars, whatever is left of the actual crew is probably still around somewhere. We'll want to watch for that.

On to our First Contact. As dragoongfa said, I think we're going to want most of the marines out of here. The Loroi are kids in a ship they don't know how to run and their best weapon is a piece of metal pipe. I doubt they're a serious threat. Normally I'd say risk pulling off our helmets to show the similar biology, but there is a non-zero risk of alien germs and other contamination so probably wait until the Doctor gives us the all-clear. I like the idea of trying to get them to wait while either we go over in person or send someone else with a high diplomacy. Might want to wait until we're sure the ship has been cleared.

We also have to worry about germs going both ways. If we bring the Loroi back to our ship, they've got as much risk of catching something from us as we do of getting something from them. Normally I would say the difference in Loroi and Terran biology would keep both sides pretty safe, but maybe not. We won't know more until we can run some medical tests, and we can't do that until we get them to trust us.

Things to prioritize:
1) Making sure the ship is fully secure.
2) Establishing the best possible relationship with our new Loroi friends.

From there we can pretty much do whatever the heck we want. The ship is stable and we pretty much own it, and once the Loroi trust that we're trying to help they'll be much more likely to help us learn their language (or learn ours) and to let us run enough medical tests to feed/treat them. We can also decide what to tell the civilians. I recommend full disclosure. The truth will find its way out sooner or later, and having our alien guests be known as kids we saved from slavers will make them much less threatening and help smooth things over. Plus we military folks get points for saving a bunch of kids in a dramatic rescue, instead of losing points for putting them in danger by engaging an unknown alien ship.
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Nugget
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Re: Outcast Quest

Post by Nugget »

dragoongfa wrote:
Loroi Survivors (1d50): 24
fug :oops:

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Re: Outcast Quest

Post by dragoongfa »

Quick question:

Were the dead humans we run across really humans or Loroi who have decomposed to the level of being indiscernible from humans?

Even if a Single snootie was still around they would have cleaned things up already after at least two months of the fight. The same with the Loroi survivors. It's a possibility that one side 'won' but the survivors were too injured and bled out. Has happened plenty of time in various wars.

In any case, you are right making sure the ship is fully secure is a priority:


Plan: The ones with guns should be the responsible party v2.
SpoilerShow
[X] Defuse the situation by having most of the marines back away, leaving only a squad visible but in safe distance with weapons lowered and visibly relaxed. We know that Volkova nor the Colonel are 'people persons' and thus they should stay calm and wait for someone competent. They should try and pass the message that someone will be with them shortly with hand signals or something.
-[X] Have the marines make sure the alien ship is fully secured. Have more marines sent if needed and secure a working airlock for better access while allowing the assault shuttle to leave its latching point (after the hole is patched up).
-[X] We need someone with high diplomacy on board the alien ship, preferably without a space suit in order to instill a sense of trust. We ask the Doctor about the possibility of a plague and according to his answer we send both Izumi and him with or without space suits (Both should jump for such an opportunity). Izumi because of being a linguist and the doctor in case he could provide some medical attention (while also looking for possible contagions and data about both alien species).
--[X] Once Izumi has some basic understanding of their language we should make sure that the elves understand that we mean no harm to them and that we are not related with their captors.
---[X] We then ask about their collars, what they are and how to safely take them off them (Have Volkova look into the technical stuff), no one takes them off or fiddles with them without making sure that they are not rigged to explode or something.
-[X] In order to avoid passenger unrest (the rumor mill can be quite nasty) we inform the passengers about what happened and that we freed what looks like blue elves that were enslaved.

----[X] Knowing that the alien ship is a barely flying mess, we demonstrate that to the elves and then invite the elves on our ship as passengers with the promise that we will allow them to return to their people once an opportunity arises while also informing them of the situation we are in. Proper screening is of course a priority for medical reasons. We should also keep them isolated from the passengers until we are certain that no misunderstandings arise.

-----[X] The moment we have a basic level of communications with the Loroi we have Izumi decipher the Snoutnosed Alien charts and then have her report her findings. (this is for later)
EDIT: Also I would like to point out that my far fetched theory I kept for myself was 70% right with the only caveat that the Snootnosed aliens were the original crew :P.

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Re: Outcast Quest

Post by Razor One »

dragoongfa wrote:Quick question:

Were the dead humans we run across really humans or Loroi who have decomposed to the level of being indiscernible from humans?

Even if a Single snootie was still around they would have cleaned things up already after at least two months of the fight. The same with the Loroi survivors. It's a possibility that one side 'won' but the survivors were too injured and bled out. Has happened plenty of time in various wars.
Yep. You were operating off incomplete information at the time and the decomposition was bad enough to render them all unrecognisable as Loroi. Or rather, Loroi resemblance to humans (and vice versa) is so close that you can't tell the difference without a degree in biochemistry and some careful checking. The Colonel is the one with the most experience dealing with corpses out of the two, and the only thing he noted was that they were women, which was odd, but her surmised that the men had been kept more secure due to them being a greater risk.

The Colonel has pretty much come to the conclusion that anyone that was left bled out and died. His report will show that the firefight for the detention block was quite fierce. Once the Snouts lost control of their ship they knew what the goal of their prisoners was and setup a final stand there with the intent of using their remaining prisoners as hostages. The surviving free Loroi charged the Snouts ramshackle stockade and both sides wiped each other out. A few Loroi corpses are fairly close to the door, so it's a fair bet to say they won but bled out in the end. All the corpses lying around (mostly) untouched was a fairly big clue that there was no one left to attend to the bodies.

Spare a thought to the former prisoners though. Volkova didn't look too closely, but the Colonel noticed that those that died inside the prison cell have been... well... you do what you have to when you need to survive and the food stops coming.
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Re: Outcast Quest

Post by dragoongfa »

Okay...

Plan: The ones with guns should be the responsible party v3
SpoilerShow
[X] Defuse the situation by having most of the marines back away, leaving only a squad visible but in safe distance with weapons lowered and visibly relaxed. We know that Volkova nor the Colonel are 'people persons' and thus they should stay calm and wait for someone competent. They should try and pass the message that someone will be with them shortly with hand signals or something.
-[X] Have the marines make sure the alien ship is fully secured. Have more marines sent if needed and secure a working airlock for better access while allowing the assault shuttle to leave its latching point (after the hole is patched up). They should also see if they can find some short of food storage, hopefully that storage wasn't at the lower decks.
-[X] We need someone with high diplomacy on board the alien ship, preferably without a space suit in order to instill a sense of trust. We ask the Doctor about the possibility of a plague and according to his answer we send both Izumi and him with or without space suits (Both should jump for such an opportunity). Izumi because of being a linguist and the doctor in case he could provide some medical attention (while also looking for possible contagions and data about both alien species). Some crates of food should also be sent as well, with the doctor overseeing the former prisoners eating in the case of complications.
--[X] Izumi should start by having the elves follow them at an other compartment, cleaner and with no bodies laying around. Give them the food there, if they feel nervous about it, have a volunteer (if the doctor didn't give the ok about contagion) eat something in front of them.
--[X] Once Izumi has some basic understanding of their language we should make sure that the elves understand that we mean no harm to them and that we are not related with their captors.
---[X] We then ask about their collars, what they are and how to safely take them off them (Have Volkova look into the technical stuff), no one takes them off or fiddles with them without making sure that they are not rigged to explode or something.
-[X] In order to avoid passenger unrest (the rumor mill can be quite nasty) we inform the passengers about what happened and that we freed what looks like blue elves that were enslaved.

----[X] Knowing that the alien ship is a barely flying mess, we demonstrate that to the elves and then invite the elves on our ship as passengers with the promise that we will allow them to return to their people once an opportunity arises while also informing them of the situation we are in. Proper screening is of course a priority for medical reasons. We should also keep them isolated from the passengers until we are certain that no misunderstandings arise.

-----[X] The moment we have a basic level of communications with the Loroi we have Izumi decipher the Snoutnosed Alien charts and then have her report her findings. (this is for later)
Last edited by Guest on Tue Nov 03, 2015 4:54 pm, edited 1 time in total.

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Siber
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Re: Outcast Quest

Post by Siber »

Hm. Something we might want to consider is that since we got good access to the ship's computers, there might be files on the Loroi language. They might also understand the language their captors used, though that might not get us off on the right foot.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Siber wrote:Hm. Something we might want to consider is that since we got good access to the ship's computers, there might be files on the Loroi language. They might also understand the language their captors used, though that might not get us off on the right foot.
We don't actually have much understanding of the snout language or their computer systems at this point and the Ensign should be sent where she is most needed.

The problem I have is that the ensign is a little meek which is why I want the doctor to be with her as mental backup. Maybe add the colonel as well as a backup scary cop.

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joestej
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Re: Outcast Quest

Post by joestej »

dragoongfa wrote:Quick question:
Even if a Single snootie was still around they would have cleaned things up already after at least two months of the fight. The same with the Loroi survivors. It's a possibility that one side 'won' but the survivors were too injured and bled out. Has happened plenty of time in various wars.
Logical. Forgot how long they'd been drifting.

...which would also explain why I didn't connect the dots about the dead bodies being Loroi instead of Human. Of course in advanced stages of decomposition they'd pretty much look the same, and I missed when he said they were all women. Considering all the bodies and the state of these kids, safe to say the ship is all the way dead.

This brings up the question of how the Snouties were even able to subdue so many Loroi in the first place (especially with this level of technology), but that's a meta issue and something we'll no doubt have to find out on our own.

[X]Plan: The ones with guns should be the responsible party v2.

I like the choice of Izumi as a diplomat, and we're definitely going to need that doctor. Doubt we'll need any Bad Cops, simply because they're half-starved and we've got power armor. If they're even half intelligent, they'll know they've got no chance of stopping us if we want to do anything.

Still, I had a thought. If they had slaves, they must have had food for them somewhere on the ship. Odds are good they will be more interested in their own food than trying any of ours. Giving them something to eat will go a long way toward convincing them we're here to help.

EDIT: Vote changed to later version of the plan.
Last edited by joestej on Tue Nov 03, 2015 8:17 pm, edited 1 time in total.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

We probably blew up the place where they stored everything but I am going to alter the plan a little anyway.

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