Act 4: Upper Level of the Jindarian Asteroid Ship
The PCs are in the upper level of a Jindarain asteroid ship. They are either sneaking about--probably with Shindar, the original Jindarian owner; being entertained by some Orions, the new owners; or fighting for their lives.
This ship was intended to be used in zero-G by four-handed Jindarians. The "hallways" in this ship are actually tubes. Rooms are spherical or cylindrical. The pressure locks open/close via multiple overlapping plates. The "doors" are just flexible translucent membranes. Control surfaces were designed to be used by a four-handed operator who was help in place by a small tether. The Orions have added floors to the rooms as best the could, and there are now chairs in front of the control surfaces, but the hallways are still tubes that one much crouch through.
There is enough evidence here to indict these Orion pirates: bio-mimetic gel in Rainhavi's room.
Lounge: Entertainment Center
Setting: 5 diameter spherical room with one 1.5 diameter pressure lock. The floor is covered with brightly colored pillows and such. One wall is actually a huge view-port/pressure door with a safety force-field. From the outside, the ECM makes it look just like part of the asteroid. There is a replicator in this room.
Activities:
- Search
- 0: There are 1d6 Spicaen flame gems lost and forgotten beneath a sea of pillows.
- 5: There is a stinker bug pearl lost and forgotten beneath a sea of pillows.
- E Op (Security)
- No security systems to be found in here.
Success: The stinker bug pearl may potentially tie into the Sinbad story arc.
Failure: They leave the room empty-handed.
Pressure Lock: Tubes Bounded by Bulkheads
Setting: There are several of these throughout the asteroid ship. One must crouch to walk through them. The bulkheads are made of multiple overlapping plates. A mere touch opens them. Jindarians aren't too worried about losing pressure.
The pressure door in the floor of the Stateroom's Hallway leads to the lower level's Cargo room, which is also Shindar's room.
Activities:
- Geology
- 0: The walls are the asteroid.
- Engineering (Spacecraft)
- 0: These pressure doors do not seem very beefy. It's a mystery how they work.
- Spacer
- 0: There is no obvious manual override for these pressure doors. If there's a problem the Jindarians just equalize pressure, then the plates are trivial to adjust.
Success: They don't bump their head.
Failure: -2 to melee attacks; ⅔ movement rate.
Bridge: An obvious control center
Setting: 8 diameter spherical room with an obvious massive display covering one "side". There are four high chairs with short step ladders that allow access to rather large consoles. They're large because Jindarians also use their hand-feet. There are three pressure locks: two on one "wall" (one with a vacc suit hanging next to it), one in the floor, and a "door" on the opposite "wall". They're up high because Jindarians are usually floating in zero-G at about the center of the room. Ladders have been installed by the Orions so these pressure locks and door can be easily accessed.
The door leads to the computer room. The pressure doors lead to the Lounge, the Tractor/Repulser Gunner Turret (which won't open until the Bridge is depressurized, hence the vacc suit hanging nearby), and the lower level's Drive Room.
Activities:
- Mechanic (High-Performance Spacecraft)
- 0: The floor and chairs are "after market" additions.
- Shiphandling
- 0: This must be the bridge.
Success: They don't bump their head.
Failure: -2 to melee attacks; ⅔ movement rate.
Navigation with Orion translationTo lay in a course.
Piloting (High-Performance Spacecraft) with Orion translationTo pilot the asteroid ship.
E Op (Communications) with Orion translationTo send/receive a message: subspace, gravity rippler, neutrino.
E Op (Sensors) with Orion translationTo find out what's going on outside the ship.
E Op (Security) with Orion translationTo make adjustments to life support.
E Op (Electonic Warfare) with Orion translationTo make adjustments to ECM.
Turret_Access: Tractor/Repulser Turret
Setting: 1.5 diameter tube that leads to the asteroid ships only weapon: a tractor/repulser beam. To use it you must exposer yourself to the vacuum of space which was not a problem for Jindarians.
The door leads to the computer room. The pressure doors lead to the Lounge, the Tractor/Repulser Gunner Turret, and the Lower Level.
Activities:
- Spacer
- 0: To realize the pressure door won't open because the other side is exposed to vacuum.
Success: They know how to access the Tractor/Repulser Turret.
Failure: They don't know what's behind this pressure door.
Computer: Primary Ship's Computer
Setting: 1.5 diameter tube that leads to the asteroid ships only weapon: a tractor/repulser beam. To use it you must exposer yourself to the vacuum of space which was not a problem for Jindarians.
The door leads to the computer room. The pressure doors lead to the Lounge, the Tractor/Repulser Gunner Turret, and the Lower Level.
Activities:
- Computer Op with Orion Language Translation Program (or Shindar) vs E Op (Security)
- 0: To access records. Allows a Research follow-up.
- Research
- 0: Old subspace records of Federation ship movement from Nin'Yend communicationsrelay
- 0: Navigation records show many trips to Terilek Prime.
- 0: Orions "fingerprints" start about 5 months ago.
- 0: Jindarian-English translation program.
Success: They know how to access the Tractor/Repulser Turret.
Failure: They don't know what's behind this pressure door.
Rainhavi: Sci/Med Orion's Stateroom
Setting: 3 diameter cylinder stateroom with one "door" to the stateroom's "hallway". There is a bed and small lab in this room. Depending on the situation, Rainhavi will be asleep in here, or gone (in Pebble).
Activities:
- Per based E Op (Security)
- to avoid triggering security when entering the room
- Traps vs Smuggling
- There is an ECM protected secret vault that contains a 1 yard tall cylindrical tank of something (bio-mimetic gel) and an Old King artifact. see Handout. Analysis of this artifact could lead to the safe-house on Terilek Prime.
Success: They find the bio-mimetic gel.
Failure: They miss the bio-mimetic gel.
Mushet: Combat Orion's Stateroom
Setting: 3 diameter cylinder stateroom with one "door" to the stateroom's "hallway". There is and bed and fitness station in this room. Depending on the situation, Mushet will be asleep in here, manning the Tractor/Repulser Turret, or gone (in Pebble).
Activities:
- Per based E Op (Security)
- to avoid triggering security when entering the room
- Search vs Smuggling
- A bizarre two-handed flail might be in the room if Mushet doesn't have it with him.
Success: They find the bizarre two-handed flail--a teaser for ???.
Failure: They miss the bizarre two-handed flail.
Thumi: Captain Orion's Stateroom
Setting: 3 diameter cylinder stateroom with one "door" to the stateroom's "hallway". There is a large bed and wardrobe in this room. Depending on the situation, Thumi and/or Rumla will be asleep in here, or in the Lounge entertaining the PCs, or Rumla might be manning the Tractor/Repulser Turret.
Activities:
- Per based E Op (Security)
- to avoid triggering security when entering the room
- Traps vs Smuggling
- The is a safe hidden in the wall. It may or may not contain a slave collar and remote depending on if Shindar has tipped his hand yet.
Success: They find the slave collar.
Failure: They miss the slave callar.
Tomean: Covert Orion's Stateroom
Setting: 3 diameter cylinder stateroom with one "door" to the stateroom's "hallway". There is a bed and small security console. Depending on the situation, Tomean will be asleep in here, manning the Tractor/Repulser Turret, or in the Lounge entertaining the PCs.
Activities:
- Per based E Op (Security)
- to avoid triggering security when entering the room
- E Op (Security) with Orion Language Translation Program (or Shindar) vs E Op (Security)
- <0: A security alarm has been activated.
- 0: Security protocols governing the warp drive have been removed.
- 0: Security protocols governing the self destruct sequence are non-exsistent.
- 0: Life Support wants to default to zero-G.
- 0: Additional Surveillance has been set up on the Lower Deck.
- Comp Op with Orion Language Translation Program (or Shindar) vs E Op (Security)
- 0: Old Federation sub-space flight logs.
- E Op (Surveillance)
- 0: Complete coverage of the Lower Deck
- 5: Someone (Shindar) has compromised the system
Success: They gain access to Rock's security systems.
Failure: They do not gain access to Rock's security systems.
Makal: Engineer/Tech Klingon's Stateroom
Setting: 3 diameter cylinder stateroom with one "door" to the stateroom's "hallway". There is a large bed and small work station. Depending on the situation, Makal will be asleep in here, or gone (in Pebble).
Activities:
- Per based E Op (Security)
- to avoid triggering security when entering the room
- Vision
- Lots of short brown hairs.
- Search vs Smuggling
- any attempt to Search will that Makal is working on something (Jindarian gravity suit).
- 0: a Jindarian-Orion translation program.
- 0: an Orion-Klingon translation program.
- 0: an Orion-English translation program.
- Engineering (Robotics) (or Engineer (any other)-4)
- It's some kind of encounter suit. Shindar knows it's a Jindarian gravity suit.
Success: They learn about Jindarian gravity suits.
Failure: They do not learn about Jindarian gravity suits.
Boat_Well: Pebble's Bay
Setting: 4.5 diameter cylinder bay which barely houses the Pebble. It can be accessed by two Pressure Lock, one on each level. There is only one door into the Pebble; a panel adjusts the location of the Pebble to grant access. The Pebble will be gone (ready to scrub the safe-house on Terilek Prime) if the PCs leave the shuttlecraft at Thumi's invite.
Activities:
- Vision
- The Pebble looks like a proper ship--not made out of an asteroid.
Success: They have an alternate escape vehicle.
Failure: They have an alternate way to be spaced.