Category: Game Sessions

ITV Session 54: A Train Ride

mag lev train concept by Dan Parsons

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SAFCO begins where they left off, in Scuurie’s Tavern. Flint and Barney sit down at the table with a woman who introduces herself as Syla. She and the three men she is with recognize Barney and Flint as part of the group who saved their rebel SLA unit on Uetonah, where Barney repaired and powered the laser turret on the wrecked freighter they were using as a base.

Back at the table, Lucky, Caliban, Roger, and Fardt continue to enjoy some beverages. Flint waves them over, and Caliban and Roger move over to the rebels’ table. Cautious, Lucky gets up and moves over nearer the bar to keep an eye on things. He sees Fardt and Jinx talking. Jinx gets up and moves over to a gambling table.

Barney and Flint introduce their friends to the rebels and find out they are heading to Prometheus to work on Syla’s family’s business, as they have grown disillustioned with the efforts to gain rights for the Pachyderms.

Fardt moves over to Lucky. He says that Jinx wanted to gamble. They agree that it is probably OK. This is Jinx’s home tavern. (Fardt succeeds in a streetwise roll). Fardt asks Lucky if he has noticed the guy in the black overcoat who is watching Jinx. Lucky had not. Lucky gives Fardt some instructions, then moves being the overcoated man to keep an eye on him. Fardt speaks to Jinx, and then let’s Lucky know that Jinx things the man is simply a tavern employee trying to make sure he’s not cheating. Lucky has observed the man speaking into a small communicator.

All the group but Lucky reconvene at their table, including Jinx. Lucky notes that the trenchcoat man is still stealthily watching Jinx.

Jinx suggests that the group go to a different club to hear some music. He gets up and leaves the bar, with the group trailing behind. Lucky still stays back. He sees the man in the trenchcoat use his radio as the group leaves.

Seeing that the MagLev train is about to leave the station in front of the tavern, the very excited Jinx dashes forward to hold the door open for the group. Roger is close behind him. Flint makes a surprise roll and sees what is happening, but has no knife and it is too crowded to throw one or shoot anyway.

As Jinx gets to the door of the train 3 large men surround him, push him onboard, and the doors slam shut as the train leaves. Roger leaps (makes a Dex roll) and manages to hang on with one hand on trim around the door, and a foot wedged into a gap in the metal plating!

Barney quickly has Caliban buy a grav bike from a biker just outside the tavern, gets on it, and takes off after the train. Flint considers using his sword to try to short circuit the rail or otherwise de-power the system, but Lucky realizes he’s about to electrocute himself and stops him (the Ref makes a roll to see it it is possible and safe — it is not). They look that the map and schedule. No other train for 5 minutes.

The train leaves the central skyway and begins to cross over to the inside wall of the asteroid with Roger dangling on the side. He looks in the window and sees Jinx surrounded by 3 kidnappers. He slams an “Open Door” button with his free hand but it doesn’t work.

A new train pulls up and the rest of SAFCO boards it.

Barney catches the train on the grav bikes. He pulls up by the window of the cockpit and signals to the driver, who makes an INT roll, uses some cameras, and sees Roger. The stops the train (which is one big car with six doors) and opens the doors. Roger swings in, with Jinx and the kidnappers about 10 feet from him. Barney is happy to see the door is large enough and flies the grav bikes in, landing inside.

Barney evaluates the situation, pulls his auto pistol, and shoots the closest of the kidnappers. The shot knocks the kidnapper out. Roger attacks one of the others bar handed and lands a blow, taking a cudgel blow himself. The other shoots Barney, knocking him out! With the kidnappers distracted, Jinx pulls his dagger out of his boot and stabs the one who shot Barney. More combat. Roger shoots the one who just hit him, knocking him out. The other shoots at Roger but misses, as Jinx stabs him again, rendering him unconscious!

The other train car arrives, and both cars move to the next stop, in an industrial area on the inside surface of Listo. Roger makes a Med-1 roll and makes sure Barney is OK. The group drags the scumbags out of the train, ties them up, and searches them. They find a radio on one of them. Caliban finds a small clear cylinder with a bunch of 4″ long leach-like creatures in it. The Scouts recognize them as Grav Leaches – annoying but potentially problematic creatures that fly using biological anti-gravity and suck blood.

Flint formulates a plan…

End of sesssion
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Elapsed time: 476 game days (1 year 101 days)

ITV Session 53: In Listo

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SAFCO has arrived at Listo. The starliner moves inside the giant hollowed-out asteroid through a huge entrance. They have 2 full days there before the liner continues on for their destination, Prometheus. Jinx is excited to be home, and anxious to go see his grandmother, to give her some of the money he’s made.

As the group exits the ship the are immediately impressed by the disorienting nature of the environment. Walking on the street on the interior surface of the asteroid, if they look up they can see the tops of buildings on the other side. There are grav vehicles going every which way. Flint and Roger realize (make an INT roll) that piloting any sort of ship or grav vehicles in this place, for a non-native, would be challenging and reduce their effectiveness as pilot.

The group follows Jinx to his grandma’s house/store, which is located in the ultra-chaotic Central Market. Listo, being fairly low law-level, has become a destination for merchants of all sorts. The market is on a massive skyway that crosses the interior of the asteroid and has it’s own artificial gravity. They enter, and find a shop of various curiosities and oddities. Jinx introduces them. Caliban buys a fine made from the silk of Pelucidarian spiders. Lucky, Roger, and Flint each by nice leather belts with fancy silver buckles. Grandma demonstrates that the buckles open up, concealing a cutting blade.

Being flush with cash now, the group roams the market. Lucky manages to buy doses of Fast, Slow, Combat, and Medical Slow drugs. They also find a weapons dealer and each purchase a targeting attachment and ocular overlay that can be fitted to any gun. Effectively giving a +1 to hit. NOT a laser sight.  Barney visits a books store, and buys the owner’s robot companion, a 2″ long metal robot bird that flies via anti-grav and responds to whistle commands. He makes an engineering roll realizes it is more than the toy the store owner thinks it is — it is at least a TL12 device. He will have to explore it’s abilities. The bird hovers in front of his face, “bonds” with him, and he leaves with it on his shoulder.

Jinx suggests that they go to a tavern called Spuurie’s. It’s a larger tavern, right in front of a Mag-Lev train station. There are a lot of grav bikes parked in front. Inside they enjoy some drinks. A woman walks by their table. Flint and Barney make their INT rolls and each recognize her. She continues through the crowd, out of site. They both realize she was on of the rebels they fought with on their first trip to Uetonah. They find her sitting at a table with 3 men – also rebels. What are they doing here? As they approach, she make her INT roll and recognizes them as the people who got their laser turret working and helped them defeat the Samson security forces. She waves them over to have a seat.

End of Session
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Elapsed time: 476game days (1 year 101 days)

 

ITV Session 52: High Passage

asteroid base

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SAFCO and associates are still at the post-race party. All eyes are on Flint, who has just knocked out local sleezebag Cruncher Block with one punch. Caliban hears people talking about it and casually sidles up to eavesdrop. He talks to them, finding out that Block is potentially a dangerous person. Flint drags the unconscious dirtbag over to the door where security takes him, followed by his goons.

The party ends. The baroness joins SAFCO aboard the Fortunate Son to talk privately about their recent activities. Barney tells her about the Pachyderms of Uetonah and their mission to get proof of their sentience the Office of Sophont Relations, on Prometheus. She inquires about simply sending the information package, but Caliban explains that apparently someone is blocking the information, so they are going in-person. The baroness is delighted with their stories. Barney in particular regales her with tales of engineering wizardry. Before leaving, the baroness tells them to not leave before they have seen her again.

Following her departure the team has a long discussion. It is decided they will take the Jumpliner (Jump=4) directly to Listo and then Prometheus, cutting at least two weeks off their travel time. In order to not screw over Silvonius, they will find him some excellent cargo, with Caliban negotiating a price for it virtually insuring a huge profit when he sells it. They also hire a good temporary crew for him. They will travel to Prometheus. By the time he gets to Listo, they will have finished their business on Prometheus and will meet him on Listo. Silvonius is happy with the arrangement when they tell him the next morning.

The next day they get Sil a cargo of mechanical and computer parts. Before they leave the Fortunate Son, the baroness returns. She hands a message capsule to Roger, telling the group it contains her digital seal and a message that may help them in their mission and possibly in future endeavors. They are to use it if needed on Prometheus, but are to retain it! Don’t leave it behind. They thank her.

The group goes to buy high-passage on the Jump Liner. Barney is wearing his First Place medallion from the race, and let’s it be seen. The ticket agent talks to the manager, who talks to the captain of the liner, and then informs SAFCO that the captain wishes to comp their high-passage all the way to Prometheus, as they are now celebrities aboard the ship of rich race fans and gamblers.

The group boards the liner.  The mercenaries and battle dress are also on board, but the mercs are in mid-passage. Each PC enters the raffle to guess the Breakout Time – the number of hours they’ll be in Jump Space before break out in the Listo system. They spend a week in Jump Space, eating at the captains table, being adored by race fans, and enjoying the good life. Caliban seeks to make some good connections while on board. With his Social Standin of 9, the Ref has him roll against it. He succeeds, and makes at least one good connection that might benefit him in the future. Barney gets a tour of the Engineering section, and plays a little joke on Caliban. One evening he bribes a steward to bring Caliban a plate of much-hated Garblag Haggis from the ship’s emergency rations supply. Even a Steward-4 cook can’t make it taste good (needs an 11, rolls a 3). Caliban puts on a brave face, but is unable to stomach it. Barney gets him a plate of proper food.

After a week the ship breaks out of Jump Space, but none of SAFCO guessed the right time.

The screens in the High Passage lounge show a short video about Listo. The world is actually a massive hollowed-out asteroid. No one know who hollowed it out. It was discovered by the initial Scout surveys of the system. Listo Commercial Consortium keeps everything working and life support up.  The video shows the topsy-turvey interior of the asteroid. Habitation covers the interior walls. While there is artificial gravity there is no obvious up or down. Transportation tubes run along the sides and criss-cross the interior, which is also fully built-out with what appears to be no plan at all.  Law Level is a low 3. Listo has a reputation of being a wild place. Jinx is home, and excited to show the team around in the two days they’ll have here.

End of Session
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Elapsed time: 476game days (1 year 101 days)

ITV Session 51: Party Time!

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Barney, Lucky, and Roger have just won the Overon Grand Prix asteroid belt race. On Overon, the casino at the Mooch Mine reacts to the win. Caliban wins a lot of money on the race. Flint wins even more. Silvonius, Fardt, and Jinx all come out well, as does SAFCO friend Mergatroyd.

The race crews are shuttled back in from the asteroid belt. SAFCO meets up back onboard the Fortunate Son for a brief meeting. They’ve won a lot of money. They are on a mission to take important data on the Pachyderms of Uetonah to the Imperial Office of Sophont Relations 6 parsecs away on Prometheus. They are also concerned about the mercenaries, now here on Overon and delayed, but who will eventually end up on Uetonah to wipe out the rebels there. They have the option of boarding the Jump-4 starliner in orbit and taking it to Prometheus via Listo, thus cutting several weeks of the time required to get there. Or they can stay as the crew on the Favorite Son and take the long way. They feel some obligation to Silvonius.

Flint also mentions that he is splitting his race winnings – about 1.2 million credits – 6 ways. One for each member of SAFCO.

They discuss the option of hiring a new crew for Silvonius, as there must be people now on Overon who’d like a new gig. They also discuss various options for dealing with the mercenaries. The paperwork delays caused by Barney and Caliban will only hold the mercenaries on Overon for so long. They discuss simply hiring the mercs away. Caliban overheard the merc leader discussing his concerns that his group will fall apart if he can’t continue paying them, which appears to be a problem. He must also pay the ship that is transporting them. He seems to be in a bind.

The next day, Barney goes researches nearly worlds that might need some hired muscle. He finds none. He also looks into the difficulty of returning to Mylor from Prometheus if they don’t have their own ship, but realizes it will be easy, but time consuming.

Caliban and Flint meet with Admin Tilton of the RCMP. Tilton is in a great mood, having won by betting on the team in the race, and many of the RCMP employees did well. Flint and Caliban ask him about hiring the mercs away from their Uetonah gig. Tilton feels he owes SAFCO a favor, and tells them to sent the merc leader to talk.

They find the merc leader at the troop transport ship, at the spaceport. They approach him. Flint does a nice soft-sell. Caliban makes his recruiting roll. The leader realizes that by signing on with RCMP on contract, his problems are solved. He meets with Tilton and they come to an agreement. They’ll travel about the starliner, along with the battle dress armor and fusion guns that RCMP has bought from SAFCO, and go to Listo to fight the pirates who’ve been making things tough on the company.

That night at the casino SAFCO and associates attend the party. Upon entering, the 3 race crew members are cheered, and then interviewed by the media. Flint makes contact with the Baroness, who is having a table set up for them. Flint encounters the monk he and Caliban have met before. As they mingle, a businessman strikes up a conversation with Barney, eventually giving him a business card that says “Samson Lux – Samson Mining Company”.

They all sit down at the table. They are joined by Mergatroyd and Tilton. The Baroness inquires about their recent adventures. Eventually the awards ceremony happens. The crew gets its BIG CHECK.  Applause and cheers. As the rest of the gang watches this, a stocky man approaches Tilton. The man is drunk on mooch, and accuses Tilton of cheating at the race! He is drunk and raging. Flint punches him out – one punch – unconscious. The man’s fellow goons drag him away. All eyes are on the altercation.

End of Session
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Elapsed time: 468 game days (1 year 93 days)

ITV Session 50: Asteroid Race!

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SAFCO begins where we left off, with Lucky, Barney, and Roger aboard their race ship out in the system’s asteroid belt, 2 rounds into the race. Caliban, Flint, Fardt, and Jinx are in the casino watching the simulated (and delayed) race displays.

Out in the asteroid belt, the ships are piloted skillfully around the rocks, pilots seeking advantageous positions in relation to each other while moving toward the next beacon. Note: a lot happened. I’m not going to try to remember every single move.

In the Casino, Caliban notices the leader of the mercenaries having a drink. He sees another merc come up, whisper something to him. The leader looks upset. Caliban gets up and starts moving the bar to a refill, conveniently very close to the merc’s table.

Flint has been keeping an eye on Jinx and Fardt. He notices an entourage coming through the casino. 4 serious-looking people in nice black suits, and in the middle of them Baroness Galaxia Hood-Raxon, of Zapata. He keeps on eye on her, as she is an ally of the team and also prone to getting into trouble.

Meanwhile, the ships have made it to Beacon #3. Roger’s pilot skill is proving pivotal, as SAFCO manages to almost always gain advantage on the other 3 nearby ships. Combined with evasive maneuvers, Barney redlining the engines when in-transit to the next beacon, and Lucky’s level 3 Gunnery skill, SAFCO is doing well.

At beacon #4, all four ships miss their sensor roll, so none are able to immediately pinpoint the beacon and fire a shot. So they shoot at each other. In the next round, all but one ship find the beacon and hit it, and begin moving to beacon 5.

In the casino, Caliban eavesdrops on the mercenaries. Apparently the spaceport authorities have discovered their ship’s horrible maintenance records (planted in the last game by Caliban), and it looks like they will be delayed by quite a while before they can leave for Uetonah. The leader is worried that he’ll not be able to pay the troops, and will lose them to other ventures. Caliban is pleased to hear this.

Caliban sees the Baroness and her group. He makes a Social Standing roll and picks a nice, sophisticated drink to bring to her. He does not know her — he just wants to meet the noble. Her guards stop Caliban. Flint comes up behind him. The Baroness lets them through. Introductions are made. They find out that after their last parting, Professor Zal Twist continued on to Zapata, but the Baroness decided to see what other excitement the frontier offered, and lagged behind. She’s spend the last 3 months enjoying herself rather then returning to her boring noble life.

At beacon #5, SAFCO and the yellow ship find the beacon and hit it, moving on. The red ship is still trying to find beacon #4, and green is unable to find #5. In transit to #6, Lucky fires on the yellow ship, scoring a hit. When they both arrive at #6, yellow’s sensor are out — they have no way to find the beacon. Barney scores a massive success in finding the beacon, and Lucky fires the deciding shot, hitting the final beacon and winning the race!

Back on Overon the casino erupts in excitement. Caliban calculates that he’s won – GASP – 600,000 credits. Flint has won over 100,000! The Baroness, not winning but having been made aware of the crew of the winning ship, congratulates them and says she is looking forward to being reunited with the rest of the team! Mergatroyd is also quite happy.

End of Session
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Elapsed time: 467 game days (1 year 92 days)

 

 

ITV Session 49: Get Set, GO!

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SAFCO is still on Overon, getting ready for the race.

The team goes to the Mooch Mine’s casino and places bets. Barney, Lucky, and Roger get details of the race ship and spend the evening prepping for the race.

The next day. The team notes that the spaceport is not well staffed, as everyone is preoccupied by the race. Caliban finds an insecure computer terminal and plants some incriminating information about the mercenary ship’s maintenance records.  Flint and Caliban, along with Fardt and Jinx, go back to the casino to watch the race. They see their old associates Mergatroyd, from Mylar, and Persius Pringle, the salvage dealer from Overon. Flint chats with them, and confides that SAFCO has replaced the RCMP team, but to keep it quiet. Mergatroyd place a bet on SAFCO to win. Fardt keeps Jinx from getting his ass kicked after he starts winning a bit too much at roulette. Caliban places a bet on SAFCO’s ship, playing the rube.

The race teams are taken out to the asteroid field, where the 16 identical 4G race ships are docked and ready,  and have an hour in their ships before time to start. The team prepares for some antics. Barney preps the ship to divert power to the sensors if needed for a +1 to their sensor roll, and gets the engines prepped for redlining as well.

The race starts. SAFCO is one of the 4 ships with a chance to win.

Action goes back and forth between the race and the PCs in the Casino.

In the casino, holographic displays render the ships positions and progress, though with time lag due to the distance. The idle interplanetary rich of the subsector mingle with loud mercenaries and gamblers. Ships must find and hit with data-stream laser turret beacons placed on 6 asteroid surfaces. Only with a successful hit may they move to the next beacon. They can target each other, hits resulting in simulated temporary damage, such as sensors down, reduction in the normal 4G thrust, etc. The beacon must be located with a sensor (Computer) roll of 8+, and then can be targeted.

All ships make it to Beacon 1. SAFCO and one ship miss the sensor roll. Ships fire at each other and begin moving to next beacon if they can. We leave the session moving into Round 3.

More to come.

End of Session:
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Elapsed time: 467 game days (1 year 92 days)

ITV Session 48: SAFCO to the Rescue!

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SAFCO is still on Overon. They’ve been back less than a day. They notice that the city is crowded with tourists. They talk around, and find out that they have returned just a few days before the Overon Gran Prix, a space ship race through the asteroid field in the system. While at the starport they see what appears to be a troop transport.

Barney and Caliban seek out some information and business. Caliban manages to get a great price (50% of base price) on 48 tons of industrial polymers, which he thinks they can turn a profit on at their next stop. The crew has found out there’s a Jump-4 starliner in orbit. Barney sees the landers at the starport. He inquires about job openings on the ship, as it is going to return to Prometheus via Listo after the race. That would cut at least two weeks off their projected transit time to Prometheus. At the union hall he finds that yes, they are looking for a better pilot, gunner, steward, and engineer. He tells the lady he’ll be back regarding the jobs. She says “don’t wait too long, sweetie.”

The rest of the crew has gone to the Mooch Mine to chat people up about the race and relax. As they approach the tavern they see three men being tended by medics on the sidewalk, and four burly-looking guys in custody of the local authorities.  Roger sees a pilots pin on one of the hurt guy’s collar. Flint gets a good look at the other guys, and decides they are mercenaries. He’s seen plenty like this before.  Roger speaks to the injured pilot, and finds out he and his two friends were to be the crew of RCMP-Overon’s ship in the Gin Prix. Roger asks if he thinks they might want to hire a new crew, and the guy says sure, he should speak to RCMP administrator Robert Tilton. Roger, Flint, Lucky, Fardt, and Jinx enter the tavern and see a bunch more of the mercenaries. They chat with locals and learn a bit more about the race.

Barney and Caliban, at the starport, make some inquiries about the troop transport ship. They find out it has come, after a couple of jumps, from Pelucidar, a notorious tough and criminal planet that is interdicted (poorly). They also find out it has filed a flight plan for Uetonah. Not surprising.

Flint and Roger go to RCMP headquarters to find Admin. Tilton yelling about the injury of his race team! Flint says he may have a solution. Tilton’s jaw drops when he finds out that Roger is rated as Pilot level 4. With Barney ranked at Engineering 3 and Computer 2, and Lucky at Gunner-3 (the ships shoot “data streams” as mock combat), Tilton agrees to split any prize money they might win — the purse for the winner is 200,000 cr.  They make the deal.

Back at the ship, they inform Silvonius of the great cargo deal they have made for the ship, discuss the race, and begin discussing possible ways to delay the mercenaries who, after they see the race and gamble their last paychecks away, will be heading to Uetonah to cause problems.

End of session
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Elapsed time: 466 game days (1 year 91 days)

ITV Sessions 46 and 47: Space Chase

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The Fortunate Son clears that atmosphere of Uetonah and Caliban detects a System Defense Boat at the very edge of their sensor range — about 150,000 km. Knowing that they are going to be nearly impossible for that ship to observe while they are in low orbit, they move to the other side of the planet and start for the 100 planetary diameter jump point.

They monitor Samson Mining ground control instructing the SDB to come in and pursue the Far Trader Fortunate Son.

Roger uses his pilot skill to keep the planet between the two ships but with 6G acceleration the SDB is able to reach Uetonah and get the FS in sight after two rounds. SAFCO begins trying various getaway strategies. Flint uses his tactics and leadership skill to help with flight tactics and rev up the crew.

Roger takes evasive action, using his Pilot-4 skill to make up for the Fortunate Son’s slow speed relative to the SDB. Caliban moves to the cargo deck and starts removing the battle dress from the crate. It is very heavy and he needs help.  He informs the crew that each suit is accompanied by a big rifle. He describes the guns and Flint identifies them as highly illegal for private ownership PGMP-13 plasma guns. Fardt and Jinx join Caliban to help unloading the gear. Barney redlines the engines for a round, gaining an extra 1G of speed. Flint and Lucky man the sand caster and laser turrets.  Lucky fires the sandcaster to give them some cover.

The SDB hails them, telling them to decelerate and return to the spaceport with the stolen gear. It fires warning shots.

System Defense Boat

Barney attempts to prep the strained Maneuver Drive for another redline but it is simply not safe.

Roger decides to head for the small moon slightly off their vector to attempt too use it to shield them. He makes a difficult Pilot roll and is able to make the vector change. The SDB is traveling much faster, and the pilot misses his roll. The SDB overshoots the turn, giving the FS temporary safety.

As the FS continues out they are again vulnerable. Lucky fires the sandcaster again. Flint heads to the cargo deck and preps the now empty battle dress crate with a transponder, and positions it to be jettisoned.

A panicky Silvonius Janx takes over at the sensors and notices they are acting weird. Barney takes a look and see that they have been scrambled by the SDB.

Flint and Caliban take advantage of the connection Flint’s tablet still has with the Samson Mining computer network. They compose a message telling the SDB to stand down, that there has been an error. Having no computer kill, Caliban uses Jack of All Trades -1 to try to route the message through the system properly to make it look legit. He fails his roll. The SDB captain is not fooled by the message, and again threatens the FS with warning shots and instructions to return to the star port. Barney sees that the SDB is attempting to use its sensors to target a specific system on the FS, probably the Jump drive.

Roger continues evasive manuvers.

Flint jettisons the now empty crate. Barney hails the SDB, telling them to let them go or they will destroy the gear with their laser if they are not allowed to leave.

Round 6 arrives. The FS reaches 100 diameters. Roger activates the previously plotted course for Overon and hits the big red JUMP button. The Fortunate Son transitions to Jump Space, escaping with no damage.

Silvonius is furious! Barney explains that they had to take the powerful weapons due to the genocide Samson was planning. He’s still furious. Roger mentions they might make a massive profit from selling the gear and Silvonius suddenly gets a new attitude.

The crew has a talk with Silvonius about his share of the profit from selling the gear. Caliban tries selling him on the idea of each member of SAFCO and him getting an equal share. Sil is rock solid that for the danger they put him and his ship in that SAFCO as a whole gets 50% and HE personally gets the other 50% . Lucky feels that they really did him wrong with their actions and they owe him. Sil reminds them that they need him and his ship to complete their trip to Prometheus. They agree, to his terms, subtracting any SAFCO resources used. Caliban already had side deal with Sil for a percentage of any of his profits, which Sil agrees to.

They get to Overon.

Barney begins maintenance on the ship, nursing the maneuver drive back to health after abusing it so badly! Lucky relaxes. Caliban uses his Admin-4 skill to sell the 10 grav bikes, 10 tons of machine tools, and 5 tons of booze for a huge profit. Sil will be VERY happy.

Then Caliban, Flint, and Roger meet with Samson Mining admin Robert Tilton, a friend from Flint’s previous career with RCMP. Flint levels with him about the origin of the gear. Tilton tells them that the consortium has been having trouble with pirates, and that the Battle Dress and plasma guns would be useful. With skillful negotiation with a friendly admin, SAFCO gets over 2 million credits for the gear. After deducting Caliban’s 5% from Sil’s share, Silvonius will get over 900,000 credits from the deal.

Back on the ship, having gotten the news, Silvonius is grinning from ear to ear. All is well aboard the Fortunate Son, as SAFCO, Silvonius, and Jinx begin to plan the next leg of the journey.

End of session
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Elapsed time: 466 game days (1 year 91 days)

ITV Session 45: Escape from Uetonah II, part 1.

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SAFCO, aboard Silvonius Janks’s ship the Fortunate Son, with travelling youth urchin Jinx on board is lifting off from the Uetonah spaceport. Flint sees from a his window the cargo controller freaking out about the missing crate of Battle Dress armor.

Barney, Flint, and Caliban know about the theft. Flint, apparently not wanting Silvonius to be upset, turns down the speakers from the comm system.

Jinx makes a Streetwise roll, approaches Barney, and says “OK, what did you guys do? Something’s up.” His instincts are good. Barney gives him a very reasonable story without too many details, and tells him he might want to strap in. Which he does.

As the ship climbs, Caliban takes the Sensor Ops position. He scans for any ships following them, and indeed a ship has launched is gaining on them. He quietly informs the rest of the crew.

Lucky makes up a reason to go check out the laser turret.

The crew, expecting trouble, takes positions. Roger – pilot. Caliban -SensOps. Lucky – dual laser turret. Flint – sandcaster turret. Barney – Engineering. Fardt stays on the bridge.

Roger begins evasive manuevers.

The pursuing ship hails the Fortunate Son. “Far Trader. This is Samson Mining Security. You are in possession of stolen property. Return to starport immediately or we will open fire.”

Caliban returns the message with his own line of fast talk. The pursuing ship answers with a warning shot from its laser.

Another shot comes in, this one barely missing. Not a warning shot.

A battle follows. Barney redlines the engines to gain enough speed to keep ahead of the pursuer. Roger easily rolls and gets Advantage of the other craft. Lucky uses the turret targeting array to get a good look at their pursuer. It is a small craft — essentially a laser turret with a cockpit and engines.

At SensOps, Caliban makes a “target systems” roll, giving Lucky the ability to pick a system on the other ship to aim for. He picks the laser. Both ships fire. The security speeder, at disadvantage misses the Fortunate Son. Lucky, on the other hand, has advantage and Gunner-3. He fires and disables the enemy’s weapon.

As the crew begins to breathe a sigh of relief, and Silvonious starts losing his mind, Caliban makes another Sensor roll and detects two additional security speeders coming at them from opposite sides and above. The right’s not over yet.

Barney determines he can probably redline the engines for a total of four rounds before getting into really dangerous territory. He makes his roll again and succeed in maintaining the power.

Roger continues spinning and weaving the ship, easily getting advantage with his Pilot-4 skill and succeeding with evasive actions. Flint uses the computers at the sandcaster turret to time his sand bursts, helping them be effective, and increasing the ship’s defense. Caliban and Lucky use the same tactics, making every roll for “target system” and to-hit. Lucky disables a second pursuer.

Barney hails the remaining ship. “Break off pursuit or we’ll blow you out of the sky.”

The two disabled craft having already disengaged, the remaining pilot peels off and stops the attack.

Cheers in the Fortunate Son. Jinx is impressed! Silvonius is angry! “What have you idiots done?”

Caliban talks him down. For now.

As the ship clears the atmosphere, Caliban makes another sensor roll and detects what is probably a system defense boat at the very limits of sensor range.

The fight – is – not – over.

End of Session
IY6026.350
Elapsed time: 458 game days (1 year 83 days)

ITV Session 44: How To Ruin a Mercenary Attack

IY6026.349

SAFCO is onboard the Fortunate Sun, in the Samson Mining Spaceport on Uetonah.

Barney and Silvonius Janks introduce their new passenger (Jinx) to the rest of the crew. The youngster is impressed by the crew. They cautiously welcome him onboard. Lucky and Fardt recognize him from the Tavern earlier that evening.

The crew continues working on various plans before their planned departure in the morning.

Still having remote access to the Samson network, Caliban and Barney use Caliban’s tablet to plant information in the system – information they hope the incoming mercenaries will find. Caliban is easily able to get it in there. He makes an Admin-4 roll to insert the data in such a way that it is sure to be found by the mercs, but for it to seem like they just happened upon it. Caliban makes the roll easily.

Examples of the false info:

== Memorandum == Date: IY6026.285 To: Sergeant G. Gottfried From: R. Deckels, CFO Subject: Expected mercenary casualty statistics Your 26% estimate of mercenary casualties during the rebel elimination operation have been determined to be too low. Due to financial budget limitations, please take steps to ensure the casualty rate is no less than 78%. A performance bonus will be issued if the rate is 86% or higher. Suggested strategies: Place trusted personnel in charge of artillery assets to maximize friendly fire incidents once primary objectives have been achieved. Use regions known to have high natural predator populations for mercenary excursion and reconnaissance. Issue any and all items that have marked for disposal due to failed inspection, or items which are currently due for repair before return to service. Thank you for your understanding and cooperation during this time. Richard Deckels CFO
== Memorandum == Date: IY6026.293 To: R. Deckels, CFO From: Mitch McDonna, LLP Subject: Mercenary Insurance Policies
Hello Richard, In response to your inquiry, yes, there are no legal issues regarding independently insuring contracted workers without their consent, and being the recipient of any beneficiary funds. Attached is a form which is pre-filled out where all you should need to do is simply fill in relevant employee/contractor information, and beneficiary information for each one. Sincerely, Mitch McDonna, LLP

They plant several more horrible things in the system then log out.

While they do that, the rest of the crew looks over the star map and discusses next steps. They need to get to Prometheus. Silvonius has agreed to take Jinx to Listo, which is on the way. With a max of Jump-2, their only possible initial destinations are a return to Overon (a friendly and well known world) or AT-201, a Red Zone world interdicted for unknown reasons (not a good choice). The choice is easy, but what from there?

They consult the computer’s library program to supplement their own knowledge. From Overon they can get on the main Jump-2 trade route to Ridley, or a Jump-2 to Antebaron (which will still allow them to make the next jump). Ridley, according to Flint, is the garden world home of Ridley Consortium of Mining Planets (RCMP), and is known to be unwelcoming to random visits, it being the home/retreat for company execs. Antebaron is an industrial world and home planet of the Crabs, crustacean-like sophonts adapted to the planet’s corrosive atmosphere. There is a sizeable underground human habitat there. A good place to go for trade.

Next Day…

The crew wakes to find Fardt preparing breakfast with an enthusiastic Jinx helping him. Fardt is training him as a steward! Jinx is impressed to find out that Fardt is a qualified pilot as well!

During breakfast the crew chats. Lucky diplomatically inquires about Jinx’s apparent psionic ability, demonstrated at the dice table the night before in the Tavern. Jinx is unaware of any powers. He says he’s just lucky – always has been! Like when he ran from the big guy last night and a broomstick luckily fell and tripped his pursuer, allowing him to escape a beating!

The crew finds more cargo to purchase. 5 tons of machine tools. Caliban negotiates an insanely low price for them – hey are almost sure to make a killing by selling them elsewhere. Silvonius is out of money, but SAFCO has plenty. He agrees to transport their cargo for 15% of the profits on those goods. They purchase the parts and they load up.

Caliban takes one more chance to interview and record dock workers about the Pachyderms. As he’s doing this, Barney notices some cargo that looks quite different than the rest in the dock. It looks military. Calling Flint over, he inquires. The packing boxes do indeed look like they are for military gear, with military markings. He looks at some numbers on the outside of the crate, makes an Education roll, and realizes the crate contains Battle Dress! Obviously in preparation for the mercenaries attacking the Sophont Liberation Front. A few guys in Battle Dress with heavy weapons would wipe them out!

As the rest of the crew takes notice, a worker walks up to the box, taps some numbers or text into his tablet, and leaves. Another person driving a cargo mover picks up the crate. Caliban logs into the network on his tablet, finds that particular crate in recent arrivals. Barney has him change the storage location from wherever  the controller had entered to the spot their crates of machine tools had been.

The cargo mover driver stops, takes second look at his screen, scratches his head and shrugs, and puts the battle dress crate where they want — near the Favorite Son’s cargo ramp. Caliban give a pachyderm a granola bar, makes a liaison roll, and the creature pushes the crate onboard. The creature lumbers off.

NOW it is time to get the hell off this planet. Roger fires up the maneuver drive and the ship rises into the air. From his seat, Flint sees the cargo controller looking frantically for that box as the ship leaves the spaceport…

End of Session
IY6026.350
Elapsed time: 458 game days (1 year 83 days)