Act 5: Lower Level of the Jindarian Asteroid Ship
The PCs are in the lower level of a Jindarain asteroid ship which reeks of Jindarian (rotten fish, -2 reaction) and will trigger another HT check not to vomit from any nauseated characters. They are either sneaking about--probably with Shindar, the original Jindarian owner; 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. The rooms are spherical. The pressure locks open/close via multiple overlapping plates. The "doors" 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.
Drive Room: Engineering
Setting: 8 diameter spherical room with dominated by the asteroid ships drive systems. This room opens into two other rooms: ECM and Life Support. The other two "well" contain pressure locks. There is a nasty stench of rotten fish in this room due to Shindar's frequent occupation of it--Jindarians stink. There is a ladder hanging from a pressure door in the ceiling that leads to the upper level's bridge. In zero-G, this latter folds up into the ceiling.
Activities:
- Climbing and not zero-G
- Required to access ¾ of the consoles.
- E Op (Security) with Jindarian translation vs E Op (Security) which might only be 5 if Shindar's overrides are in place
- To make any adjustments to any systems from this location without triggering a security alert.
- Prof Skill (Reactor Operator) (or Mechanic (Antimatter Reactor)-5 or IQ-5) with Jindarian translation
- Ships power (antimatter) can be safely cut off or reinitialized.
- 5: There is a stinker bug pearl lost and forgotten beneath a sea of pillows.
Success: They have some measure of control over the ship.
Failure: They have no control over ships power, or their monkeying around with it has triggered a security alert.
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.
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.
ECM: Electronic Warfare and Camouflage
Setting: 4 diameter spherical room attached to the main Drive Room. It is dominated by the ECM system which is designed primarily to make this ship appear like a normal asteroid. As this room is open to the Drive Room, it smells in here too (-2 reaction).
Activities:
- Climbing and not zero-G
- Required to access ¼ of the consoles.
- E Op (Security) with Jindarian translation vs E Op (Security) which might only be 5 if Shindar's overrides are in place
- To make any adjustments to any systems from this location without triggering a security alert.
- E Op (Electronic Warfare) with Jindarian translation vs E Op (Security) which might only be 5 if Shindar's overrides are in place
- To adjust ECM.
- E Op (Communications)-4 with Jindarian translation vs E Op (Security) which might only be 5 if Shindar's overrides are in place
- To to send a message from this location.
Success: They have some measure of control over the ship.
Failure: They have no control over ships power, or their monkeying around with it has triggered a security alert.
Life Support: Gravity and Atmospheric Controls
Setting: 1.5 diameter 4.5 long tube attached length-wise to the Drive Room. It is dominated by the Life Support system. As this room is open to the Drive Room, it smells in here too (-2 reaction).
Activities:
- Climbing and not zero-G
- Required to access any of these consoles.
- E Op (Security) with Jindarian translation vs E Op (Security) which might only be 5 if Shindar's overrides are in place
- To make any adjustments to any systems from this location without triggering a security alert.
- E Op (Security)-4 with Jindarian translation vs E Op (Security) which might only be 5 if Shindar's overrides are in place
- To make adjustments to life support: gravity, atmosphere; and to alter security protocols.
Success: They have some measure of control over the ship.
Failure: They have no control over ships power, or their monkeying around with it has triggered a security alert.
Cargo: and Shindar's Ersatz Room.
Setting: 3 diameter room with two pressure doors, one to Drive Room, one to the Boat Well. There is a hammock in this room. The stench of rotten fish is strongest in here, because Shindar spends most of his time in here. The pirates won't let him in the Upper Level because of his stench. There is a ladder hanging from a pressure door in the ceiling that leads to the upper level's stateroom's hallway. In zero-G, this latter folds up into the ceiling.
There may or may not be cargo in this room. If the Orions have had time to prepare, all the contraband will have been loaded onto Pebble. If not, then there is plenty of contraband to be found.
Activities:
- Search as an E Op (Science) followup vs House Cleaning
- While the cargo seems to contain mostly Kresian Taliate, a perfectly legal spice, there are trace--detectible with a tricorder--amounts of Kirian Redbloom (illegal), Estallian Fireweed (illegal on Rigel) which could be identified as such with a follow-up roll.
- Pharmacy, Poisons, Botany-4, IQ-6
- The Kirian Redbloom is an illegal mind-altering drug
- The Estallian Fireweed is an illegal on Rigel
- Current Affairs (Pop Culture, Headling News)
- Rigel wants to know where the Estallian Fireweed is coming from.
- Traps vs Smuggling
- The 3 diameter room is just a bubble on the side of a larger 4.5 diameter room. Unless it's been transferred to the Pebble, there is all kinds of Kirian Redbloom (illegal), Estallian Fireweed (illegal on Rigel) in here, as well as a stash of stinker pearls, and Federation issue type 3 phasers.
Success: They find an incriminating stash of contraband.
Failure: They miss an incriminating stash of contraband.
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.