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Post by Art Teach on Apr 25, 2014 21:32:08 GMT -6
Engineering: Abandon All Hope Ye Who Enter
Location: Engineering
Lofyyrhn has been working on the FarStar for months before New Republic procured it. Has a good understanding of what needs to be done. The problem is he does not have enough hands to get it done "pretty". Engineering has become a mess of open panels and equipment. They do not have time to install the heat regulators to make the engineering section a comfortable place until well after the shakedown run is complete.
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Post by kyquell on May 7, 2014 21:55:02 GMT -6
Sivu walks in, his face covered with a breath mask, goggles, and a black hooded cloak. He would be unidentifiable if it were not for the fact that Sivu always dresses that way, although nobody seems to know why he always covers himself up so much. He is glad to see that there does not seem to be anyone in his general vicinity, and he begins to make additional repairs to ensure that the structural integrity of the ship is sound, and will then proceed to clean up the mess that the other Engineers have made. He takes pride in his work, after all, and an unclean repair job simply will not do. Interestingly enough, getting the area clean does seem like a greater priority to him than actually installing the heat regulators, since he seems to like the temperature as it is now.
Mechanics: I'm not sure if there's really any roll required here. If there's a particular trouble spot, he'll make an Engineering check to fix it. Otherwise, he's just performing standard Engineering maintenance.
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Post by Art Teach on May 7, 2014 23:56:56 GMT -6
Engineering Crewmen Present- Crewman Lukbil is in the ion engines maintenance tubes. Deck 1- Power Distribution and power access- Chief Terir Shir, Crewman Moxhorn, LtJG Hydan, Cpl Gavon, Ensign Tormel Deck 2- Hyperdrive and Sublight systems Chief Arkish, Crewman Torill, Sgt Rinii, Cpl Charmir, Ensign Targon, LtJG Darci Deck 3- Main engineering, heat distribution, and Auxillary bridge- Chief Lowfryyhn,Cpl Serte Deck 4- Auxillary Systems, Machine Shop- Crewman Sabingring, Telli
Beginning to clean the empty Deck 4 Engineering Sivu noticed that not only has the heat regulators not been installed, half are damaged and a quick check of inventory on his datapad shows no replacements. Moving through the engine core he can hear the Wookie chief and an Ortolan giving instruction over the engineering coms. Looking at the auxiliary systems he can tell from the layer of grime that no one has used the systems for probably months. It seems in the rush to get main systems online no one has even checked auxiliary systems. He begins to run through his mind the anount of time it will take for a full auxiliary systems check. Multi metallic clangs awaken him from his ponderings. In a side room the crashing sound came from he hears a grunting and a young voice,"Careful Piggy that is all the tubing we have." The snorting continues," Well I know I can't it. That doesn't mean you don't need to be careful."
Mechanics: Sivu's basic check shows he does not the parts to solve the heat regulation problem. He knows it will take 4 hours to run the Auxiliary systems check (Mechanics vs. 2D with each advantage removing 1/2 hour from the time). This would let you know the systems are functional if the mains go out.
Level 1 is working on a compound skill check (checks that are added together over time) with a need for 30 success(vs. 3D) to complete reworking of the power distribution. Without the rework the new comm and sensor systems will not function beyond the basic levels. Level 2 is working on the repulsarlift (12 success vs. 2D checks) and Hyperdrive (40 success vs. 2D and 2C) failure in a hyperdrive with despair could cause a hazardous accident during the repair. Level 3 is testing the Ion Drives and found a catalyst leak in number 5 drive. (6 success vs. 1D and 1C)Despair would cause a hazard to Crewman Lukbil.
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Post by kyquell on May 8, 2014 10:46:55 GMT -6
Sivu is completely uninterested in talking to people right now, so he sets out to repair the Auxiliary Systems on his own. While the rest of the Engineers may be concerned with the big picture, Sivu knows that all systems have their purpose, and any being nonfunctional will be harmful in the long run. He finishes it in 2 hours, a new personal record.
Mechanics: Sivu goes for the 2D Mechanics check with his 2P and 2A. He rolls a triumph, 3 hits, and an advantage against 2 threats, for a total of 1 triumph, 3 hits, and 1 threat. If I recall, a triumph translates into 5 advantages, minus the threat makes 4, which would mean that he finishes the job in 2 hours instead of 4. I'm not sure if the 3 hits plus 1 triumph hit do anything extra.
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Post by Art Teach on May 8, 2014 11:27:23 GMT -6
As he is working a young human comes from the smaller room. Inside the room the grunts and clangs seem to become more organized and soon he hears the sounds of a grinder and blowtorch.
The blonde boy watches his work without a word for the next 2 hours. When he sees Sivu needs a tool or a part he hands it to him instinctively. In between he begins to clean the auxiliary area.
As the auxiliary systems come online your large furry Chief Engineer slides down an access ladder and walks over. He gives the closest thing a wookie can to a laugh and nearly flips you over with his slap to your back. He asks in shirwook if you can do the same to the main repulsorlift drive.
The boy answers, "Sure we can!"
The Chief looks from the boy to Sivu for conformation.
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Post by kyquell on May 8, 2014 12:18:53 GMT -6
Sivu nods "As you wish, sir." and he moves into the repulsorlift area. He repairs a substantial amount of the repulsorlift on his own, and he also gives the boy (I'm assuming it's Telli) instructions on the fixes he can make. Shockingly, Sivu actually seems to tolerate the boy, something most crewmembers cannot claim.
Mechanics: Sivu makes an Engineering check against the 2D repulsorlift check. Using the same dice as before, Sivu rolls 5 hits, 2 advantages, a failure, and a threat for a net total of 4 hits and 1 advantage. That puts the team a third of the way to the compound check, and on Telli's Engineering roll he'll get the bonus die.
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Post by Art Teach on May 8, 2014 17:33:49 GMT -6
Telli turns out to be great aid the Sivu increasing his work output by 50%. Along the way he questions Sivu about his mask, goggles, race, hair, skin, home world, favorite smash ball team, and who would win in a gunfight between Han Solo, Boba Fett, and Alta "The Face" Dyson. He does mention Dyson is on board at least 6 times an hour. 6 hours into working you hear an alarm from Deck 3. The Chief is bellowing to shut it down as the Ortolan Corporal was manipulating the controls. Engineers from all decks begin to race to the access ladders down the central core and deck 3. Looking through the grating you can the ion engine access tub is clouded with catalyst. Crewman Lukbil's form is floating in the cloud. She is not responding to the Corporal's call through the comm. Telli's voice becomes small as he whispers,"Reshicia."
Mechanics: Hour 47 to 41 before lift off. Deck 1- Power Distribution to comm/sensor upgrades- 6 hours work- 9 success out of 30 needed. (3D) Deck 2- Hyperdrive- 6 hours- 9 success out of 40 needed (2D and 2C). Repulsarlift- 4 hours (2 in Aux Systems) 6 success out of 12 needed (2D) Deck 3- Ion Drive number 5- 6 hours- 5 success of the 6 needed (1D and 1C)and a despair! Deck 4- Piggy working on fabrication of heat distribution tubing is not working. He has failed to create any workable tubing.
Engineering Crewmen Present- Crewman Lukbil is in the ion engines maintenance tubes. Deck 1- Power Distribution and power access- Chief Terir Shir, Crewman Moxhorn, LtJG Hydan, Cpl Gavon, Ensign Tormel Deck 2- Hyperdrive and Sublight systems Chief Arkish, Crewman Torill, Sgt Rinii, Cpl Charmir, Ensign Targon, LtJG Darci Deck 3- Main engineering, heat distribution, and Auxillary bridge- Chief Lowfryyhn,Cpl Serte Deck 4- Auxillary Systems, Machine Shop- Crewman Sabingring, Telli
Level 1 is working on a compound skill check (checks that are added together over time) with a need for 30 success(vs. 3D) to complete reworking of the power distribution. Without the rework the new comm and sensor systems will not function beyond the basic levels. Level 2 is working on the repulsarlift (12 success vs. 2D checks) and Hyperdrive (40 success vs. 2D and 2C) failure in a hyperdrive with despair could cause a hazardous accident during the repair. Level 3 is testing the Ion Drives and found a catalyst leak in number 5 drive. (6 success vs. 1D and 1C)Despair would cause a hazard to Crewman Lukbil.
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Post by kyquell on May 8, 2014 21:29:54 GMT -6
The universe slows down as Sivu assesses the situation in his mind. "Crewman Lukbil is not moving. Likely knocked unconscious by the error in the Ion Drive. Likely not wearing proper protective gear like I always am. Others are distracted and cannot hear me. With my protected eyes, lungs, and skin, I am the most logical choice for rescue. Must tell Telli to get someone large enough to carry both of us to put on a radiation suit, just in case. Chief Lowfryyhn would be most reliable method of rescue."
Time resumes its normal pace. "Telli, I'm going for Lukbil. Alert Chief Lowfryyhn and get him to put on a radiation suit and help me get her to the medbay." Sivu speeds to Deck 3 and dashes to assist Crewman Lukbil.
Mechanics: I'm assuming that he'll need to do an Athletics check to get her out and a Resilience check to avoid being harmed himself, but I don't know the difficulty of either. I'll be rolling 2A for both, but with a boost added to the Resilience thanks to my safety gear.
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Post by Art Teach on May 8, 2014 22:11:02 GMT -6
The access tunnels lead between the ion engines. The tunnels are zero-G and without atmosphere. The area with the catalyst leak is going to be the resilience check. Every wall in the engineering section has emergency repair patches as does every hall near the other hull. Even making the check Sivu will need a decontamination after. Athletic check will be 1D with a 3D resilience check when reaching the leak (failure means damage, threat means strain). Quick repair is easy. Moving with Lukbil will be triple the difficulty (3D). Each turn in leak must make resilience check. Lukbil is making the check each round until rescued.
Sivu rushes to the access hatch grabbing a patch on the way. He dives feeling the shift to weightlessness.
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Post by kyquell on May 8, 2014 22:26:31 GMT -6
Round 1: Sivu throws a hefty kick off of the side of the tunnel and flies towards Lukbil. He makes it to her, but he can already feel the gas seeping onto his body. His vision and breathing are fine, but everything else begins to throb in pain. OOC: What part of the tunnel does he need to fix with the emergency patch? Can he do that now and then move away his next turn, or does he need to spend a turn getting everything set?
Mechanics: Athletic check-Net score is 2 hits and 1 threat. He got where he needed, but he strained himself a little on the way. His strain threshold's 12, so he's fine. Resilience check-Net score is 2 hits and 3 threats. He's at 4 strain now, so life isn't great, but he could be far worse.
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Post by Art Teach on May 8, 2014 22:41:19 GMT -6
He will need a turn to evaluate where the leaks are (Perception 1D). Then a turn to patch it(mechanics 1D). He could guide the unconscious out of the leak area pushing her down the tunnel (1C) don't smack her off the tunnel.
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Post by kyquell on May 8, 2014 22:46:23 GMT -6
Round 2: Since the time for all of the actions will be the same for him no matter what order, he will reduce total crew damage by pushing Lukbil out first. He safely pushed her out of the tube, and even managed to shake a bit of gas off while he did it.
Mechanics: Athletics check-Net score is 1 hit and 2 advantages, a lucky roll! He'll use one to keep her rolling safely, and another to reduce his strain to 3. Resilience check-Net score is 3 hits. Nothing happens to him.
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Post by kyquell on May 8, 2014 22:50:02 GMT -6
Round 3: Sivu looks for the damaged area. He locates the source of the leak, but he's burned by the gas since he's so close to the point of origin.
Mechanics: Perception check- His 1P and 2A go against the 1D for a net score of 2 hits. Resilience check-Net score is a failure, so he takes 1 Wound damage. His total damage is 1 Wound and 3 Strain and his thresholds are 12 for both.
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Post by kyquell on May 8, 2014 22:55:33 GMT -6
Round 4: Sivu patches the damage, but he's grazed by another blast of ion gas. His next step is to get out of there as quickly as possible. OOC: Is there anything else I need to do, or do I just make the same Athletics check to get out of there? Also, is Lukbil in the clear, or will I need to help her on the way out?
Mechanics: Mechanics check-His 2P and 2A go against 1D for a net score of 2 hits and an advantage that he'll use to bolster his Resilience check. Resilience check-Net score is 1 failure and 3 advantages. He'll spend one to recover a point of strain and turn the other two into a bonus die for next round. He is now at 2 Wounds and 2 Strain.
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Post by Art Teach on May 9, 2014 6:16:20 GMT -6
He just needs to get out of the leaked gas, then push Lukbil out with him. Engineers are waiting to assist and decontaminate (like spraying you with a fire extinguisher) at the end of the tube. Medical is on it's way.
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