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

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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

joestej wrote:I largely agree with your assessment, though odds are good none of these colonists would ever see investigation even if we could get to our original destination.

With what we're carrying, I can only assume our mission was to either supplement a starter colony or establish a new one ourselves. In either case there won't be any investigators there, and the colonists wouldn't normally be coming back to port with us. I can't see dragging all these people back, unloading them, interrogating them, putting them back on a ship, and shuttling them away again to be an option the TSA would realistically consider for this situation. The colonists will likely know that. Bribing them with 'shorter delays' won't be a carrot we can offer.

Still, 'not dying' and 'not being adrift for weeks' are very much carrots we can dangle if we need them.
If the TCA works anything like a combination of air traffic controllers and port authorities then standard procedure will be to have the ship limp to the nearest spaceport that has a repair facility that will repair and confirm that the ship is space worthy again. Such a spaceport will certainly be big enough to hold a port authority with more than a handful of officers who will not allow people who may have information about a crime leave without a debriefing.

The possible debriefing of the passengers will be something along these lines:

Where were you and what were you doing when the incident happened?
Can you describe the incident?
What happened after the incident occurred?
Why did you leave your assigned area? (if applicable)
Did any TCA personnel exhibit unacceptable behavior towards you or others?

Short and sweet that wouldn't take more than 10 to 20 minutes per passenger but it would take at least a day to process all 393 passengers, the 114 marines and the 24 crew members.

Its mostly bureaucratic but the eye witness accounts could provide clues to a possible investigator that will spend weeks over a desk going through everything :lol:

Such a procedure is followed whenever passenger ships that have suffered a particularly heavy accident. The ship is towed to a fully equipped port while the passengers are not allowed to leave until debriefed (which is something that the authorities always do quickly as a matter of course).

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Re: Outcast Quest

Post by joestej »

dragoongfa wrote: If the TCA works anything like a combination of air traffic controllers and port authorities then standard procedure will be to have the ship limp to the nearest spaceport that has a repair facility that will repair and confirm that the ship is space worthy again. Such a spaceport will certainly be big enough to hold a port authority with more than a handful of officers who will not allow people who may have information about a crime leave without a debriefing.
Your supposition depends on the existance of a fully equipped port where we were going. For a spaceport to be useful, it would need expensive spare parts, hundreds of trained engineers, tons of fuel, and a boatload of other resources. Whereever we were going apparently doesn't even have enough algae and yeast, much less the mines, factories, fuel plants, and other infrastructure that makes a spaceport function. What are the odds they would ship out all the resources a spacedock needs BEFORE they send any colonists?

Sure, we could abort the mission and go home, but that's a whole different debate and somewhat pointless.

The passengers won't be debriefed either way because now we're LOST IN SPAAAAAAACE!!!
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Re: Outcast Quest

Post by Logannion »

[X] See to your passengers.
-[X] Truth enough to get them by, keeping the more sensitive or alarming portions to yourself for now.

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Re: Outcast Quest

Post by alpha »

I guess the environmental was the time-sensitive issue, despite everyone thinking otherwise.

Devious.

[X] See to your passengers.
-[X] Truth enough to get them by, keeping the more sensitive or alarming portions to yourself for now.

--[X] Write in.
dragoongfa wrote:Busy people in the passenger module are people who are not bothering anyone. Let's find something small to occupy the passengers in a way that could be helpful later (have passengers cross reference the passenger manifest between themselves for example) and ask them if there is someone between them with Medical or Engineering expertise that could help Dr.Campos or Volkova if needed.
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Re: Outcast Quest

Post by Absalom »

joestej wrote:
dragoongfa wrote: If the TCA works anything like a combination of air traffic controllers and port authorities then standard procedure will be to have the ship limp to the nearest spaceport that has a repair facility that will repair and confirm that the ship is space worthy again. Such a spaceport will certainly be big enough to hold a port authority with more than a handful of officers who will not allow people who may have information about a crime leave without a debriefing.
Your supposition depends on the existance of a fully equipped port where we were going. For a spaceport to be useful, it would need expensive spare parts, hundreds of trained engineers, tons of fuel, and a boatload of other resources. Whereever we were going apparently doesn't even have enough algae and yeast, much less the mines, factories, fuel plants, and other infrastructure that makes a spaceport function. What are the odds they would ship out all the resources a spacedock needs BEFORE they send any colonists?

Sure, we could abort the mission and go home, but that's a whole different debate and somewhat pointless.
The supposition depended on aborting the mission and proceeding to the nearest reachable spaceport. Notice what dragoongfa mentioned about "standard procedure"? Such things exist for reason.

As for algae, that was being transported for a criminal investigation into possible abuse of intellectual property. Yeast can be written off as diversifying genetic stocks, testing possible replacements for a product you deem inferior, or may be part of an effort to colonize a different area of an already colonized planet (or asteroid field, or whatever). The yeast might even just be to raise the destination's yeast stocks to compensate for the very colonists that you're carrying, or be part of a regularly-scheduled sample swap, or any other ignominious and bureaucratic task.

Also, between the cargo and the marines, it honestly looks like the ship was scheduled to travel to multiple systems, not just one.

And frankly, assuming both a serious colonization effort, and that this is not one of the earliest runs out to it, it is indeed very possible that a fully functional spaceport has been setup, and is operational... and probably one of the very first things to be moved in-system, for the sake of acting as a staging facility for all future efforts. Those data drives the ship is carrying? Intended for just such a facility. Hundreds of trained engineers and all of the replacement parts you could need, they wouldn't have. But enough engineers to service the various in-system craft, and possibly even serviceable replacement parts (or, gasp, a small FTL courier for emergency communications!) they likely would have.

Informative to the level of development of this colonization push is the presence of both bees, and cacao saplings. They could be just replacements, and it isn't as if either of these are the most space-demanding biologicals that could be transported, but if the effort was in the very earliest stages then the colonists wouldn't even have the room to have them, so they never would have been sent. Their presence within the manifest speaks to at least one fairly large biome room, presumable coming in at some decently large fraction of an acre, or even larger than an acre. In fact, judging from the livestock, someone at the destination was doing well enough to be gearing up for a biological facilities expansion.

Really, the only problem with dragoongfa's point revolves around things that the captain and crew can't know yet, regardless of what suspicions the navigational error rouses.

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Re: Outcast Quest

Post by joestej »

Absalom wrote:The supposition depended on aborting the mission and proceeding to the nearest reachable spaceport. Notice what dragoongfa mentioned about "standard procedure"? Such things exist for reason...
Absalom, you skipped the only important part of my post:
joestej wrote:The passengers won't be debriefed either way.
We could argue this until we're all blue in the face, but it will still not be relevant to the game. Honestly, I'm sorry I brought the topic up in the first place.
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Re: Outcast Quest

Post by Razor One »

[X] See To Your Passengers
-[X] Truth enough to get them by, keeping the more sensitive or alarming portions to yourself for now.

You pull out of your thoughts as one of Dr. Campos nurses rounds the corner.

“Captain?” she asks.

“In there,” you indicate, trusting the good doctor to send his best.

She moves in and begins checking over the body and the scene. You leave her to her grisly work.

Now that the immediate danger has passed, it's time that you filled in your passengers on the situation at hand. They're almost certainly aware that something is wrong by now, between the abnormally bad jump sickness, the sound of that flashbang likely carrying as far as the passenger module or the presence of marines to keep them inside.

And they deserve to know what's going on from the person in charge. Just not everything.

“Colonel Pierce,” you radio, “Please inform the passengers that I'll be down there to inform them of our current circumstances personally.”

“Understood. Your presence would be most welcome,” he says with a slight strain in his voice.

“Is something amiss, Colonel?” you ask.

“A minor disagreement with the passengers. It's best you see for yourself,” he says.

“Alright, I'll be there soon,” you say and quicken your pace, your marine escort in perfect lockstep.

Soon enough you've navigated your way through the bowels of the ship to the pressurised portion of the cargo bay. The passenger module is mostly self-contained and modelled somewhat off the train cars of old, with separate portions for dining, communal showers and even some private quarters. It's large enough to contain all your passengers in somewhat cramped but otherwise comfortable lodgings for weeks or months at a time.

Two marines stand guard at the entrance and upon recognising you as the captain admit you without challenge nor complaint. The moment you cross the threshold however you can hear a low argument coming from what seems to be the dining section of the passenger module.

You're sure as hell not going into an argument blind, so you stop and listen, using your long experience living in cramped stations during your youth to find the sweet spot in the corridor that carries the sound right to your ears.

“The situation is intolerable! Armed marines outside our door? What the hell is going on?”

The voice, though distressed, isn't familiar to you. A passenger.

“As I have explained to you, sir, I am acting under the captain's orders and for your own safety. She is on her way right now-”

“We have a right to know what is happening and to leave this module when the situation warrants!” persists the first voice.

A second voice then pipes up, lighter and female.

“Would you please calm down Richard? It's obvious that whatever is happening has their hands full. We should sit tight and wait until-”

“Until what?” snapped Richard, “Until they fumble again? No. Get the captain on the line I want to have words with her right now.”

You smirk at that. He's practically given you your cue and the timing to show up couldn't be more perfect, now that you know what the sides are.

“What seems to be the situation here?” you ask upon entry.

“Captain on deck!” declares Colonel Pierce.

His marines stand to attention and salute. The two arguing civilians, Richard and a woman, both start at the marines suddenly stiff and formal behaviour before turning to you.

You can tell that Colonel Pierce was trying to establish that you were in charge, but it seems that all he's managed to do is transfer their attention, and Richard's ire, towards you instead.

“Ah, the good captain finally deigns to appear,” says Richard sarcastically.

“Is there a problem here, Mr?”

“Mr. Richard Hughes,” he says. He almost manages to continue before the woman next to him elbows him sharply, “...and my wife, Vanessa.”

“Pleased to meet you, captain,” she says with a disposition far sunnier than her husband.

“As I was saying to your underlings here,” he thumbs the marines dismissively, “we have a right to know what is happening.”

“And that's precisely why I'm here,” you say, “I assume you're the leader of the colonists?”

“Joint leader,” he corrects, “my wife also leads, together we're in charge of the expedition.”

“How do you break a tie?” you ask instinctively.

“Messily,” says Vanessa with a wan and knowing smile, “Still, we'd like to know what's happening, captain. Most of our people are unconscious or very ill. A few of them were having dangerous hallucinations. We had to put them outside for the safety of others.”

“Does that explain why I had intruders in subsection twelve?” you ask.

The colonists nod in unison with Colonel Pierce. Finally. Something everyone can agree on.

“Alright, let's start from the beginning then,” you start.

“At 11:27 hours we made the jump from Tau Ceti to Hip15689. We experienced a jump abnormality that damaged the ship and resulted in severe jump sickness for everyone. Upon awakening, I instituted measures necessary to secure and repair this ship.”

“Does that explain the marines at our door?” asked Richard.

You could swear he's echoing your words sarcastically, trying to bait you. Amateur.

“As captain of this vessel I am responsible for the safety of everyone, passengers especially,” you explain, “With most of my crew down with jump sickness and an, at the time, unknown and potentially dangerous situation at hand, I felt it prudent to use all my resources to ensure your safety.”

Richard opens his mouth as though to argue but a short, sharp, and apparently quite painful elbow into his ribs courtesy of his wife stops him short.

“Thank you captain, that was a most reasonable explanation,” she says with a venomous look towards Richard, “Now that we know the situation, is it necessary for the good Colonel to be here? I'm quite certain he's tired of our hospitality.”

“I take it that the hallucinating passengers have been secured?” you ask the Colonel.

“The passengers were secured without harm, Captain,” he confirms, his expression unreadable.

“Very well Colonel, thank you for your assistance in this matter, if you could please wait outside while I wrap up this matter?”

“Yes captain,” he salutes and then files out with his men.

You nod to your marine escort and they follow their commander out. Richard noticeably relaxes when they're gone.

“They're finally gone,” he sighs in relief.

“They were here for your protection, Mr. Hughes,” you say crisply, “that being said, we're still assessing the situation at large. As such, marines may remain posted outside the passenger module to prevent further excusionary ventures.”

“Please understand, Captain, we were trying to protect the others,” pleads Vanessa.

“It's perfectly understandable, Mrs. Hughes,” you say, “The marines will provide you with whatever protection you might need from now on. If you require their assistance, please just ask for their assistance politely.”

Her husband glowers at that but a solid dig from her elbow stops whatever lingering argument might have been on his lips.

“Thank you, captain, I'm sorry we've troubled you so much,” she apologises, “What are you going to do now?”

“I'll be meeting with my senior officers and the good Colonel to discuss the situation and plan our next move,” you say.

“Would it be possible to have someone sit in on this meeting? They won't get in your way and there are plenty of people under our care who'd be willing to lend a hand,” she offers.

It's a tempting offer, the way she puts it, but you can see what she's playing at as plain as day. If anything, you're forced to revise your initial assessment of her up from “hen-pecking wife” to something a bit more dangerous. You're almost certain now that Richard is the forthright and more public face of the duo while she's very much the power behind him.

A flicker of doubt on her face tells you that she knows now that she may well have overplayed her hand but can't back down without looking like a fool.

“I'll take your generous offer under advisement,” you say.

Oh you love that phrase. Admiral Taylor especially loved it. It let her shoo people off without ever needing to give them an answer. At the very least it allowed her to ward people off for long enough to give a well considered and informed response.

“Thank you, captain,” she says, beaten.

“I'd like to announce the situation for the rest of the passengers,” you say.

“Of course, captain, the intercom is just here,” says Richard, now well cowed by his wife.

You more or less repeat what you told Richard and Vanessa, that there was a jump abnormality resulting in damage to the ship and that you're currently effecting repairs. Apologising for the delay, etc. etc. So much of it is generic 'this is your captain speaking' dreck that it almost seems rather boring... but of course, that's what you want. A boring delivery makes for calm passengers, after all.

You leave the passenger module after your announcement and let Colonel Pierce know about the time you plan to have your meeting. He leaves two of his marines to guard the door to the passenger module.

“Attention all senior officers,” you announce on your way back to the bridge via the restored ships intercom, “A meeting is to be held at 17:30 hours sharp. That is all.”

--

Your Intrigue Roll vs. Argument: 76+12 = 88 = Supercrit
Pierce Diplomacy Roll vs. Entrance: 28 + 12 = 40 = Minor fail
Richard Baiting Roll vs. You: 6 vs 69 + 16 = 85 = Great Success
Your Intrigue Roll vs. Vanessa's offer = 86 + 12 = 98 = Great Success
Passenger Address Roll: 69 +16 = 85 = Great Success

Will write up the meeting tomorrow. Feeling tired.

{Edit}

Information hidden from passengers:

Full extent of the damage to the ship
Ensign Kelly's death
Navigation error 404
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Logannion
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Re: Outcast Quest

Post by Logannion »

Hey, would you look at that! A solid first showing rolling for our MC!

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Re: Outcast Quest

Post by alpha »

Logannion wrote:Hey, would you look at that! A solid first showing rolling for our MC!
Nice supercrit.

Which reminds me, how do rolls/skill checks work? What's the threshold for Supercrit, crit, Great success, minor success, minor failure, major failure, critical failure, etc?


Also, I recommend inviting Vanessa to meetings if the colonists need a representative. In addition, if Richard insists on coming, Vanessa needs to be there to keep Richard reasonable. Richard is trouble.
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Re: Outcast Quest

Post by Razor One »

1 - 5 = Critical Fail
6 - 10 = Terrible Fail
11 - 30 = Fail Badly
31 - 49 = Minor Fail
50 - 69 = Success
70 - 90 = Great Success
90 - 95 = Amazing Success
95 - 100 = Critical Success
100+ = Supercrit, Special Bonuses unlocked
88 = Automatic Supercrit.

Some skill checks will be a straight up adding of your stat to the roll, others will have a balance factor in. If you tried to electronically snoop on the meeting, you'd have had your intrigue stat halved, since that doesn't match up to your background and training. Because you grew up in tightly packed colonies where sound carried though, you have a knack for finding spots on starships and such where sound carries better. Because that matches your background, you had the full benefit of your intrigue.

Sometimes you'll be rolling vs. someone else, as you can see from Richard's baiting roll. That will probably need work though, because I can't really imagine him baiting you successfully anyhow, given your background.

Some rolls will require a minimum DC to pass in order to succeed. Roll above and you're all good, roll below and you fail to varying degrees.

I was originally going to institute a vote to accept or decline Vanessa's offer, but your intrigue crit versus that basically allowed you to see completely through it. I also figured that since you were limiting information being released to the civvies at this time that the vote would unanimously be to decline since that would obviate that prior choice.
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Re: Outcast Quest

Post by Logannion »

A few quick questions.

Why is 88 considered a supercrit? I take from the post that these are "88" sums, not natural 88's.

Also, I find it weird that both Richard and Vanessa don't get to add their stat values to their rolls. Is this due to us still being in tutorial/easy mode?

You mentioned a DC in some rolls. Would this also include modifiers outside stats from equipment and situational modifiers?

Ex:
DC for electronically bugging meeting room: 70 (Hard)
Due to being untrained in this type of Intrigue: Intrigue modifier halved
Due to having to improvise bugs: -10 to roll

Then suppose we manage to bug the meeting room, and Vanessa & Richard need to do intrigue checks in order to realise the room is bugged.

DC: 60 (Difficult)
Intrigue modifier Untrained: halved
Hastily concealed bugs: +20 to roll
Jury-rigged bugs: +10 to roll
Unfamiliar with Ship Interiors: -10 to roll
Not expecting to be bugged: - 30 to roll

So my question is that would these modifiers be concrete one or would they be abstracted and rolled into DC?

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Re: Outcast Quest

Post by Razor One »

Logannion wrote:A few quick questions.

Why is 88 considered a supercrit? I take from the post that these are "88" sums, not natural 88's.


:P

Also, I find it weird that both Richard and Vanessa don't get to add their stat values to their rolls. Is this due to us still being in tutorial/easy mode?
Eh, it was mostly because I got a bit lazy and didn't bother to stat them as of this time. The scene as it was written was a tossup between talking down a crowd of people vs. talking down their leaders. I went with their leaders since I felt it would be a bit easier to write and more relateable for the reader rather than dealing a larger group of people with widely varying opinions.

Also, yeah, easy mode too. I'm still learning a lot about how to run a quest. If I had to stat them though, they'd almost certainly get a stat of 10 for diplo and intrigue since they're civvies, which would give them a resulting -8 penalty to any roll, meaning they'd have actually rolled into the negatives if I'd applied it.

That's probably a bit oversimplified though. Their intrigue and diplo might well work on civilians but not on you, so higher stats with a modifier in place might work better. So, they might actually have 15 or 16 diplo/intrigue vs. civilians, but suffer a 50% modifier vs. you because of your military background, making it a 7 or 8 with the resulting penalties, so -36 / -32 to any roll etc.

It kind of puts a thorny issue on whether or not you'd suffer the same modifier when talking to civilians, which could overcomplicate things. Let's just say that I'm playing things by ear for now to see what works and what doesn't, and trying to settle into something that should reward your successes and punish your failures without crippling you or making the quest too easy.

You mentioned a DC in some rolls. Would this also include modifiers outside stats from equipment and situational modifiers?

Ex:
DC for electronically bugging meeting room: 70 (Hard)
Due to being untrained in this type of Intrigue: Intrigue modifier halved
Due to having to improvise bugs: -10 to roll

Then suppose we manage to bug the meeting room, and Vanessa & Richard need to do intrigue checks in order to realise the room is bugged.

DC: 60 (Difficult)
Intrigue modifier Untrained: halved
Hastily concealed bugs: +20 to roll
Jury-rigged bugs: +10 to roll
Unfamiliar with Ship Interiors: -10 to roll
Not expecting to be bugged: - 30 to roll

So my question is that would these modifiers be concrete one or would they be abstracted and rolled into DC?
As I mentioned above, still fiddling about with what works and what doesn't, so for the most part expect it to be abstracted. It's also a bit easier to streamline things. The less time I spend trying to cover all the angles on a DC roll going right or wrong and instead simply rolling and justifying after the fact gets me more time to write more quest.

My biggest concern right now is that this portion might be dragging out a bit and potentially boring people. I did promise a CK2 style quest and we've so far been stuck in the adventure component. I could just rush things along but I also want it to organically develop into that portion instead of simply having a hard switch.

I do have a path towards it though. You've passed through the initial trial of the opening plotline, the next one should lead into the CK2 part by the time you're done. If you handle it well, you'll be off to a good start. If you handle it poorly, you may be a bit behind, but you shouldn't be crippled by it. I'm just not sure how many updates it'll take to get there. Low single digits for sure, depending on how well you handle it and how well you roll.

Speaking of which, working on it now. Update should be out later tonight, barring crippling writers block.
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Re: Outcast Quest

Post by dragoongfa »

I admit, I don't know much about tabletop games and the rolls included but one thing that I always found odd was how arbitrary the roll function really is.

It's all down to luck and a skilled character may end up acting like a buffoon with several consecutive bad rolls. Then again I haven't seen a tabletop mechanic that depicts the effects of roleplayed skill and experience accurately so I have to concede that a throw of the dice is the only feasible way to move things forward.

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Re: Outcast Quest

Post by Razor One »

Everyone gets a brief summary sent to them and before long the time of the meeting arrives, almost everyone is here.

Everyone except your chief engineer, who insists that she can fix your engines and teleconference at the same time. You'd sigh in exasperation if it wasn't for the fact that you knew that your engines needed her just a bit more than this meeting did.

"Alright, let's begin, Commander, your report?"

Commander O'Malley nods, clears her throat, and starts in earnest.

"I've been looking into why our navigation computers keep throwing up a 404 error. At first I thought it was instrumentation, but..."

She clicks a touch screen built into the table, sending the image to all the other touchscreens. Everyone is looking at the same image, a featureless purple nebula, utterly devoid of stars.

"That's why. There's no familiar features for the navigation system to lock onto. No local stars, no constellations, no reference pulsars, nothing. There isn't even a detectable gravitational gradient," she says, "By all rights we should never have even dropped out here, yet, here we are."

"What kind of gas is that out there?" you ask.

"Give me five minutes to run a spectral analysis," says Volkova and disappears from view.

"A nebula isn't much better than open space," comments Lieutenant Cole, "That's still at least 700 light years away, depending on whether we dropped out around the Ophiuchus dust cloud or the Helix Nebula."

"Still, that's our situation," says O'Malley, "As of right now we've got no idea where we are, and if I understand jump engine theory right, there's no way we can even begin to contemplate jumping back the way we came."

"Thank you, Commander. Doctor Campos, you're up," you say, proceeding the meeting forwards.

"I have two items to report," he says, cleaning his glasses, "the most pressing issue right now is the jump sickness we're all enduring. Ordinarily I'd attribute it to the extraordinarily long jump we've apparently taken."

"I sense a 'but' there, Doctor," you say.

"My preliminary results from an examination of the crew leads me to believe otherwise. Ordinarily, one recovers from jump sickness in a matter of hours and returns to full function after a day. Our case here is different. Though I've only had a short time, the pattern I've been able to discern is that those who experience a severe reaction have their symptoms lessen over time, and those that have a mild reaction gradually worsen," he explains.

"What does that mean exactly Doctor? Why aren't we recovering like we should?" you ask.

"It means, Captain, that for the most part we're all trending towards a moderate amount of permanent jump sickness, but I have no idea why," he states.

"Permanent?" you ask.

He nods, "I'm afraid so, at least until we can determine the cause and eliminate it. My examinations have turned up no brain damage, no psychological cause... I'm going to need time to resolve this. Studying jump sickness has been a rather fruitless endeavour for quite some time for a reason."

"Very well, and your other report?" you ask.

"Yes, regarding Ensign Kelly," he says somberly, "The autopsy suggests the cause of death was a shot to the head, self inflicted. The forensic evidence supports this."

"That answers the how but not the why," you state.

"True, the ultimate cause of his death was likely a complication due to his jump sickness. It's hard to determine because of the trauma to his brain, but I surmise from the heightened adrenaline, self inflicted wounds, dehydration and observed inconsistent competency reported by the Captain that Ensign Kelly was not in his right mind at the time of his death and quite potentially for whatever period of time he was awake. Video footage from the armory, environmental and several other areas supports this, as he can be seen wandering about either aimlessly or running about frantically. Several times he attempts to shoot unseen assailaints, other times he can be seen inflicting the observed self inflicted wounds upon himself, possibly due to formication."

"Formication?" asks Ensign Izumi with a quirked eyebrow.

"The sensation of bugs under the skin," explains the Doctor, to Ensign Izumi's terrified squirming.

"Is anyone else at risk?" you ask.

"Unlikely," he says, "Everyone so far has had an individual reaction to jump sickness. It's unfortunate, but it seems that Ensign Kelly had an unusually severe one."

"Very well, thank you Doctor," you say before proceeding things onwards, "Lieutenant Cole, what's our supply situation?"

"We have two potential supply problems waiting in the wings," he explains, "the first is food and other consumables. Including what's loaded on the passenger module, we've got enough food for 531 people eating three square a day for 100 days. We usually carry about 10% extra as a bit of leeway, so 160,000 individual meals, give or take."

"We're dependent on resupply, so until we can get a new source of food, we're stuck with what we've got," you say, "How far can you stretch those supplies?"

"If we go to two meals a day with our current count, we can stretch that to 135 days, longer if we have people voluntarily tighten their belt for a bit. I doubt our good doctor would allow less than two meals a day though," he says.

"I'll consider the rationing advice for now, and the other problem?" you ask.

"Spare parts for that same time. We're used to being part of a decent logistical supply train and being able to recquisition parts when and where we need them. Now that we're more or less on our own, and with all those repairs eating up our spares, we could probably operate for about four or five months independently. After that, we're going to have to start chopping and changing parts. At most we could last a year before we need to start shutting systems down. This is of course taking into account our Chief's knack for refurbishing lost causes," he explains.

"Very well, thank you Lieutenant," you say before turning to the aforementioned Chief's screen, "Chief, you're up."

"Huh? What? Oh! Yes!" the view on the screen shifts as Volkova comes back into view, "Engines are going to take the rest of the day, I believe I can compensate for the shear stress on the hull, and communications are back up, but more importantly I've finished that spectral analysis."

You frown. You wanted a more detailed report on your ship, the question about the gas cloud was incidental and you almost say as much before you note the excited glint in your engineer's eye.

"Go on," you say.

"Chemically it's completely uninteresting. Hydrogen, helium, various other gasses, all par for the course," she says, "The truly fascinating part is this portion here."

The view shifts to the featureless purple haze that the Commander had shown before, now cycling through several false colours before settling on a startlingly complex... you have no idea what.

"Um, what are we looking at?" asks Ensign Izumi, saving you the trouble.

"It's an expansion front of water crystals several degrees above absolute zero!" she crows.

"Meaning?" you ask.

"Well, the local gas itself is stationary relative to us. The water crystals however are travelling in a single direction whilst also expanding. That means, assuming the rest of the cloud is of a similar makeup, those crystals have a single common origin and by tracing it back..."

The view changes, expanding to show the expansion front relative to your ship. It's large, but after a few moments, it contracts into a distinctive trail with a point of origin.

"Is that what I think it is?" asks O'Malley.

"Yes!" says Volkova, "It's the trail of a simple LHOX thruster! Someone passed through here two months ago at an acceleration of two meters per second at constant thrust! At max thrust we can match their velocity in two and a half days, putting us at an initial distance of 29.112 billion kilometers. We're practically in spitting distance of alien life! There's just one catch."

"Catch?" you ask.

"Two of them, actually. Firstly, it will probably take us a month and a half to two months to catch up to them. Not too difficult really, but annoying given the supply situation. The second is the truly painful one though," she says with a breath, "during my investigations I discovered that our light cone is limited to a single second."

Everyone stares blankly at that.

"We cannot see anything beyond 300,000 kilometers in any direction," she says, "we should be able to see much deeper into this diffuse a gas, but the most I can discern anywhere stops after 300,000 kilometers. I'd like to run more tests but I haven't had time."

"But that expanding gas cloud was a lot larger than one light second," says O'Malley.

"I extrapolated from observable data," she explains, "because of this we're effectively limited to seeing this universe as far as our noses."

"This universe?" you ask at her peculiar choice of words.

"Yes, between the constant jump sickness and our engine nearly tearing its way out of its housing, I believe that we jumped correctly, but re-embedded into truespace at the incorrect angle," she says, drawing a diagram of the jump trajectory she suspected along with some meaningless latin.

Image

"That would explain our constant jump sickness," says Dr. Campos, "We're still feeling ill because we never stopped jumping."

"Another universe? Are you serious?" asks Lieutenant Cole, "This is real life, not bloody science fiction!"

"No, think of it more as the negative underlying brane space beneath the hyperspace we usually transition into," said Volkova.

"I'm sorry, but that's too much to accept," says Ensign Izumi, "It fits the observations but your theory could be way off. It needs a lot more evidence."

"I'm forced to agree with the lieutenant, that's far too much to accept in one go. Especially on only seven minutes of investigation," you say.

"I've been thinking about a lot of this since I woke up, but that's why I want to run more tests. I still believe that expansion front of ice crystals is indeed evidence that someone has been through here recently. We need to investigate that," says Volkova.

"Why not just fix the bloody engine and jump out of here?" asks lieutenant Cole.

"Can you jump in mid-air?" asks Ensign Izumi.

Lieutenant Cole looks ready to take her up on the issue before a more thoughtful look crosses his features.

"Even if we could, I wouldn't trust this thing not to kill us without a complete overhaul," says Volkova, "Which will take about two months anyhow, after everything else is fixed."

"Alright, are there any other pressing matters?" you ask.

When nobody speaks, you dismiss them. Only Colonel Pierce stays behind.

"A hell of a situation, if true," he says, "Whatever comes, you have my support, Captain. I don't envy the decisions you'll have to make in the coming weeks."

"Let's hope we don't regret them," you say grimly.

You hold your head in your hands. Volkova isn't known for her excitement, nor for her grim flights of fancy. You're certain since she brought her thoughts up at the meeting and not in private that she earnestly believes what she's saying, but you hardly have enough evidence to actually believe that you truly are in another universe.

Still, with your jump engines inoperative and no stars to navigate by, what else do you have to go off? An alien's exhaust? It's a longshot at best, but as of right now, so is your survival.

Choose a single option from each category.

Your Course:

[] Follow the trail.
It may be a wild goose chase. It could be the find of the century.

[] Backtrack the trail.
See where those 'aliens' came from.

[] Ignore the trail.
Investigate the area you're in more thoroughly for clues.

All options will result in a 45 day timeskip. Volkova will research her preliminary investigations, Dr. Campos will research jump sickness, and sans the Colonel, all people aboard will default to moderate jump sickness (-3 all stats).

Rationing:

[] No Rationing (100 Days Food Supply)
Three Meals a Day

[] Mild Rationing (150 Days Food Supply)
Two Meals a Day

[] Mild Rationing with volunteers (187 Days Food Supply)
Two Meals a Day with volunteers rotating through one meal a day restrictions

[] Moderate Rationing (201 Days Food Supply)
Three Meals every two Days

[] Harsh Rationing (301 Days Food Supply)
One Meal per Day

Morale will take a hit depending on how harshly you ration.

Your Passengers:

[] Ask Vanessa and Richard to talk their people into assisting where you need them.
[] Look over a list of skilled individuals and recruit them personally.
[] Leave your passengers to their own devices.

May or may not confer bonuses. Pros and cons to each approach.

Information Gained:

You may no longer be in your own universe.
You can only see things as far as 1 light second in all directions.
Your food will last for 90 days without rationing.
Your engineer can keep the ship running for a year before permanent breakdowns begin to accumulate.
Jump engines will be repaired in two months.
Aliens may have been in the vicinity recently.
Doctor Campos is researching Jump Sickness.

Information you suspect:

Your engineer is apparently a genius, but is a social moron.
Nebulae don't just sit still at absolute zero.
You have a sinking suspicion that this universe is not fully conducive to life as you know it.
The primitive chemical thruster postulated by Volkov shows you don't need supertech to live here though.
You do not trust Vanessa or Richard to run a circus, let alone a colonial expedition.
You're fairly sure you have the Colonels respect.
The crew haven't had a chance to process Ensign Kelly's death, and probably won't at the rate things are going.

Stuff you don't know:

Whether you'll make it.
How screwed you are.
What you'll do if, or when, the food supply runs out.

--

Not 100% happy with how this turned out, but the alternative is to scrap it and start over. Figured I just push it out and then push past it.

Depending on what you pick, you may get additional starter bonuses.

{Edit}

Corrected a massive error in food consumption rate. Gave you a bonus by extending your food supply to make up for it.
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Suederwind
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Re: Outcast Quest

Post by Suederwind »

[X] Backtrack the trail.

Why not follow the trail? It would take too much time and who ever it was could already be gone, death or else. Maybe we find some kind of opening to get out?

[X] Moderate Rationing (182 Days Food Supply)

Sounds like the best option. Everything worse could offend the civilians. If the situtation gets worse, we could change that again.

[X] Ask Vanessa and Richard to talk their people into assisting where you need them.

Its better to keep them busy and have a close eye on those two. See how they behave, what they are up to, etc. and keep them under control.

Question: Can we estimate how big that LHOX thruster was or whatever it pushed forward?
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Let's see...

Course

[X] Follow the trail.

With only a light second view range the only solid proof that there is actually something of worth out there is the damn trail. Staying put is exactly like fumbling around in pitch black darkness in a room you don't know anything about, back tracking on the other hand may not lead you anywhere since the aliens could have suffered a similar accident and there could be nothing at their point of origin.

Catching up to them is the only logical solution to get some answers. Their engine tech is obsolescent so that means that we should have a tech advantage and as thus our marines should be able to overwhelm opposition if for some reason our Diplomacy skill fails.

Rationing

[X] Mild rationing with volunteers.

Too many unknowns, rationing will impact morale but the hit from two meals a day is manageable and the volunteers should be unaffected by starvation.

Passengers

[X] Ask Vanessa and Richard to talk their people into assisting where you need them.

We suspect that the two of them are incompetent but:

1) Their fumbling around at the meeting could be from the stress of possibly catastrophic situation (see fear of being aboard Tripoli 2.0)
2) If they succeed the passenger morale will be better while me may gain some valuable assistants to run the colony later.
3) If they fail we have just cause to bypass them and assume a leadership role directly.

Problem is that we will have to explain what happened to them in order to get them to cooperate.

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Razor One
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Re: Outcast Quest

Post by Razor One »

I've corrected an error in food consumption I made by overestimating your population (593 instead of the 531 you have). You've got more food to toy with as a result.

Your engineer can't determine the mass of the object that flew by without a dedicated search of the local area. She can then determine how much gas was displaced by its passage if you do, but that obviates following it. All she knows is what she can tell by studying its exhaust, that it was accelerating away from you at two meters per second, a very stately pace compared with your max thrust of 49 meters per second. She can try to guess at how much propellant was squeezed out of the nozzle of the thruster, but that again requires a more dedicated search of the local area.

To make matters clear, she's doing this while you're searching the local area as a free action. You yourself are looking for more interesting things, stuff that helps you not die a slow and ignominious death, for instance.
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Nugget
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Re: Outcast Quest

Post by Nugget »

[X] Follow the trail.

Backtracking could lead us to nowhere (so does following the trail but at least we have solid evidence that there is something in that direction), and staying is a no no.

[X] Mild Rationing with volunteers.

If we are going to conserve food we might as well ask if someone feels extra generous.

[X] Look over a list of skilled individuals and recruit them personally.

I'd rather not get those 2 too involved, and i'm sure personal interviews will increase our chances of finding competent individuals.
Last edited by Nugget on Sat Oct 24, 2015 3:51 pm, edited 1 time in total.

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Siber
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Re: Outcast Quest

Post by Siber »

[X] Follow the trail.

Ditto Suederwind's reasoning here. Either could be a dead end, but the destination seems more certain to have something at it.

[X] Mild Rationing with volunteers

[X] Ask Vanessa and Richard to talk their people into assisting where you need them.

These two presumably already have a power base, cutting them out of the loop for a month and a half seems like a potentially serious misstep.
Last edited by Siber on Fri Oct 23, 2015 9:26 pm, edited 1 time in total.
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Razor One
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Re: Outcast Quest

Post by Razor One »

Just to clarify something, there is no "Moderate Rationing With Volunteers" option. It goes Mild + Volunteers to Moderate.

I can add the option if you guys really want it though. Instead of having 1.5 meals a day, the volunteers wind up having 0.75 meals per day. At a 1 in 3 volunteer rate, that'd give you 250 days of food.

Don't expect those volunteers to perform at their best though.
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