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Author Topic: Argos - Turn 6: Rescue mission is a go (2d6 Sci-fi RtD)  (Read 6972 times)

Samarkand

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Re: Argos - Turn 1. Players, submit your actions! (2d6 Sci-fi RtD)
« Reply #15 on: February 26, 2014, 06:23:46 pm »

Go up and see what can be seen.
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Pancaek

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Re: Argos - Turn 1. Players, submit your actions! (2d6 Sci-fi RtD)
« Reply #16 on: February 26, 2014, 06:31:10 pm »

"And, what does it look like up there?"

If Felicia gets the hatch open, go up after her.
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dewboy

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Re: Argos - Turn 1. Players, submit your actions! (2d6 Sci-fi RtD)
« Reply #17 on: February 26, 2014, 08:06:25 pm »

Fiddle with the screen, hoping its touch activated. If its not, wander over to where to others are, observe from a distance. Remember that we have about six days before something goes horribly wrong.
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Re: Argos - Turn 1. Players, submit your actions! (2d6 Sci-fi RtD)
« Reply #18 on: February 26, 2014, 08:08:57 pm »

If Felicia gets the hatch open, go up after her.

"Thank you for volunteering."
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GreatWyrmGold

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Re: Argos - Turn 1. Players, submit your actions! (2d6 Sci-fi RtD)
« Reply #19 on: February 26, 2014, 09:25:43 pm »

Follow the others up. If they go up.

Otherwise, look around the room for something interesting.
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Re: Argos - Turn 1. Players, submit your actions! (2d6 Sci-fi RtD)
« Reply #20 on: February 26, 2014, 10:44:03 pm »

Onfa muttered to herself in a panic.
Who- who am I?! No, I'm... I'm Onfa Gubson. But... who am I?? What does anyone I know look like... What do I look like...?"
Onfa looks for a reflective surface to see what she looks like.
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Malus

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Re: Argos - Turn 1. Players, submit your actions! (2d6 Sci-fi RtD)
« Reply #21 on: February 27, 2014, 03:29:05 pm »

Argos: Turn 2
Spoiler: Actions (click to show/hide)

Everyone's interested in the hatch, but Felicia is the first to act. She cautiously begins her ascent. The ladder consists of little more than easily grippable metal rings embedded in the wall. She quickly encounters the hatch-like mechanism and gives it a solid push with her right hand. To call it a mechanism is perhaps a little bit generous -- it's more like a metal flap. It flips open with ease. The hatch opens into a tiny pitch-black crawlspace with virtually zero room for maneuverability. Felicia narrowly evades banging her head on the low ceiling of the shaft as she enters it. Without enough room to turn around, she decides the most logical course of action is to continue forward. Wriggling on her stomach, she travels a few meters before unceremoniously butting her head into what could be a grate. Luckily, the impact is enough to knock the grate free and it clatters to the ground. Felicia exits the claustrophobic space. She finds herself in a relatively vast room, standing on a catwalk suspended some five meters from the floor. The vent she came from is tucked between several large machines and barely visible if you don't know what to look for. The room smells vaguely chemical -- like industrial solvent.

She couldn't even guess what function the machinery served -- they were fed by large pipes which ran the along the walls of the room but made no sound. It seems probable they were inactive. She calls back to the rest of the group,
"The hatch leads to some kind of maintenance room, I think. It seems pretty safe. Come on up and watch your heads."

Bert and Angel scramble up the ladder while Tactius stays behind, ushering them on. Angel has no trouble fitting through the crawlspace, while Bert solves the problem with judicious use of strength, making it out only a little scratched. They survey their surroundings once more. In the dim light, it's hard to make out much. The catwalk they stood on spanned the circumference of the room, with a single narrow bridge leading to the center. In the center of the room was a peculiar spherical device of some sort, maybe the size of a small boulder. It was sleek, grey, and probably metal, with what looked like a valve on top of it. If it were hollow, it could easily fit a few people inside. Thousands of thick cables ran from the sphere into the ceiling, some 15 meters above.

Angel's the first to spot what seems like an exit. A large metal door, perhaps an airlock, is clamped tightly shut opposite the 'boulder'. It's not a solid slab of metal like the door in the cylinder room; it seems more industrial and rugged than that. Red lights embedded into the door flash violently. As she approaches it, the voice from before booms out,
"Access to Hangar is restricted. Atmospheric pressure below zero point five kilopascals."

"Looks like that way's no good, then. Unless we can pry the door open somehow," shrugs Bert. He follows the catwalk to the other end of the room, managing to locate something else of interest. A screen not unlike the ones in the cylinder room is situated beside another exit. Thin metal sliding doors separate him from whatever's on the other side. He leans over to read the screen.

ENGINEERING ESCAPE SHUTTLE ACCESS LOCKED

Meanwhile, in the cylinder room, Matt Ross is fiddling with the strange blue screens. He touches a finger to the line of text that reads his name, and to his surprise the display changes.
No further information available.
He taps a blank spot and it returns to its previous output. He tries again, this time pressing on the 'Resuscitation Complete' line. The screen changes again, revealing a more detailed breakdown.
Spoiler: Screen output (click to show/hide)
No matter what else he touches, it doesn't seem he can get any more information out of these displays.

On the other end of the room, Onfa is kneeling down, staring at the floor -- or more specifically, at her reflection on the floor. She recognizes herself immediately. The brown eyes and black wavy hair she's had her entire life. At least, she's pretty sure she's looked like this her entire life. Try as she might, she can't remember anything about her childhood.

Spoiler: Bert Rogers (Pancaek) (click to show/hide)
Spoiler: Matt Ross (dewboy) (click to show/hide)

Spoiler: Location (click to show/hide)
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Re: Argos - Turn 2! (2d6 Sci-fi RtD)
« Reply #22 on: February 27, 2014, 03:32:14 pm »

Tacticus heads into the Maintenance room and examines the metal sphere in the center.
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GreatWyrmGold

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Re: Argos - Turn 2! (2d6 Sci-fi RtD)
« Reply #23 on: February 27, 2014, 03:38:03 pm »

Look for other exists.
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Samarkand

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Re: Argos - Turn 1. Players, submit your actions! (2d6 Sci-fi RtD)
« Reply #24 on: February 27, 2014, 03:49:23 pm »

"Access to Hangar is restricted. Atmospheric pressure below zero point five kilopascals."

"Looks like that way's no good, then. Unless we can pry the door open somehow," shrugs Bert. He follows the catwalk to the other end of the room, managing to locate something else of interest. A screen not unlike the ones in the cylinder room is situated beside another exit. Thin metal sliding doors separate him from whatever's on the other side. He leans over to read the screen.

"You don't wanna open that door, even if you can force it open. Half a kilopascal of pressure is not going to be friendly. Only way we're getting in there is if we restore pressure. And judging by that pressure, that area is exposed to open space. Says it's a hangar, so the door might be open. If we can close it the pressure may restore itself."

Search for a console near the Hangar door, or anything else with a label that relates to the Hangar.
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Pancaek

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Re: Argos - Turn 2! (2d6 Sci-fi RtD)
« Reply #25 on: February 27, 2014, 04:07:34 pm »

"I'm not going to let some piece of electronics tell me what I can and can't do."

Attempt to fiddle with the display, hoping to somehow unlock the door to the engineering escape shuttle
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dewboy

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Re: Argos - Turn 2! (2d6 Sci-fi RtD)
« Reply #26 on: February 27, 2014, 05:26:12 pm »

Follow everybody up. Look at machines, but keep up with the group.
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Re: Argos - Turn 2! (2d6 Sci-fi RtD)
« Reply #27 on: February 27, 2014, 08:46:40 pm »

Finished observing herself and trying futilely to remember things, Onfa sighs and follows everyone up. Does she understand anything about the machines?
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Malus

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Re: Argos - Turn 2! (2d6 Sci-fi RtD)
« Reply #28 on: March 02, 2014, 05:31:29 am »

Argos: Turn 3
Spoiler: Actions (click to show/hide)

Felicia heads over to the hangar door. Its embedded lights are still flashing red. Examining it closely, she notes that it's certainly solidly built. She guesses it might be 20cm thick. Looking around the area, she notices a small touch screen display on the wall beside the hangar that was somehow overlooked. Simple white text on a red background states that the Hangar is unpressurized at the moment and access is restricted until atmospheric equilibrium has been restored.

Bert, over by the escape shuttle console, is madly tapping away at the display, hoping to achieve something. He double-taps on the word 'locked' and the screen prompts whether he wants to unlock the door. He taps 'yes' and with a barely-audible hum, the escape shuttle access door slides open. Beyond it is a short, narrow hall with a single hatch at the end, large enough to fit a person through easily. He proceeds to open the hatch, entering into a small vehicle of some sort -- presumably the escape shuttle the display was referencing. The shuttle itself is quite small. There are some lockers filled with basic survival equipment: rations, water, oxygen supplies. There are a few knives and what look like... guns? There are also four seats facing each other: two on either wall. Further to the front are two more seats, these ones facing forward, and with banks of consoles in front of them. Most likely the pilot and copilot positions. What is quite concerning is the absence of a windshield or viewport: even though this is the front of the shuttle, it's impossible to see outside. Bert, while quite confident he's aboard a spacecraft of some sort, is unsure whether they're grounded or in orbit or stranded, drifting in the middle of nowhere.

Matt, content with what he's learned from the cylinder room, proceeds up the ladder and rendezvous with the rest of the group. He checks out a few of the machines, but isn't really able to figure out what they do. The ones fed by pipes might process coolant or fuel, but much of the other equipment doesn't seem to serve any immediate purpose.

Tactius climbs up the ladder and immediately sets about figuring out what the sphere-thing is. It's in the middle of the room so it's probably pretty important. He crosses the bridge and examines it closely. Thick wiring runs into the sphere from every angle. He knocks on it with his fist a few times and figures, from the sound it gives off, that it's probably at least somewhat hollow. Attention drawn to the valve on top, he decides he might as well give it a twist. Wrenching it clockwise, the entire sphere bisects, separating in half horizontally. The top half raises up slightly and Tactius backs away. Even after he stops twisting the valve, it continues to separate. Eventually the sphere ceases its movement and Tactius approaches once more, still cautious. It opened far enough for a person to stick his head in the middle, or an arm. Giving the sphere a confident shake to make sure it wouldn't suddenly collapse on his neck and decapitate him, Tactius decides, "What the hell," and takes a peek inside. At the center of the sphere is a strange colorless crystal of some kind. He reaches his hand in to grab it, and it comes free easily. Just as he brings it closer to his face for examination, he accidentally shatters it from the strength of his grip. The voice from the intercom booms once more:
"Fuel cell removed. Power reserves low. At present rate of power consumption, estimated seven hours remaining. Recommend immediate refueling or evacuation."

Angel searches the room for another exit. She just wants to find a way out of this place. She rounds the catwalk again and again, but the only exits she spots are the hangar doors, the escape shuttle, and the vent through which she came. She's fairly certain there are no other exits in this room.

Onfa, still slightly bewildered by her lack of memories, cautiously returns to the rest of the group. She heads over to one of the machines in the maintenance room and struggles to remember something -- anything. Staring at it intently, she realizes she's definitely seen something like this before. She recognizes the piece of equipment as a gas compressor, albeit quite a bit larger than the ones she remembers. The thin pipes on the left are likely feeding in some kind of unpressurized gas and the thicker pipes on the right carry a pressurized gas or fluid elsewhere. Without knowing what the fluid is, where it's coming, or where it's going, it's impossible to ascertain exactly what purpose it all serves. She does feel somewhat reassured with the knowledge that her memory isn't completely gone.

Spoiler: Bert Rogers (Pancaek) (click to show/hide)
Spoiler: Matt Ross (dewboy) (click to show/hide)

Spoiler: Location (click to show/hide)
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Re: Argos - Turn 3. Escape shuttle: unlocked (2d6 Sci-fi RtD)
« Reply #29 on: March 02, 2014, 10:28:42 am »

"Hmm, a gas compressor... but what's in it?"
Attempt to follow the pressurized pipes.
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