Aftermath bis: Taking over the ship.

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Lars Porsenna
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Aftermath bis: Taking over the ship.

Post by Lars Porsenna »

NukeHavoc wrote:So to sum up I suggest we do the following:
1) search Captain Jack's cabin for useful information, loot his computer, etc.
This is going to require a Use COmputer check, and a Perception check. Are you looking for anything specific beyond "useful information?"
2) meet with the crew and explain the share situation and new command structure
We'll handle this later
3) depart for our starport of choice on Galatea. Once there, Lenny can use Gather Information to find out what the word is on the street about our liberation of the Bun-Bun, and start looking for a buyer for the Ostscout.
We'll handle this after #2.

Damon.
"Qui desiderat pacem, praeparet bellum"
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EvilGenius
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Re: Aftermath bis: Taking over the ship.

Post by EvilGenius »

Well, Walker's not skilled in Computer Use so he'll search Jack's cabin.

Perception Roll: 10 + 12 modifier =22
I could use a little help here, guys. :)
Another daring escape for the intrepid Spaceman Spiff!

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NukeHavoc
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Re: Aftermath bis: Taking over the ship.

Post by NukeHavoc »

I don't think any of us are good at Use Computer. Nigel will give it a try though:

Modifiers: 1/2 level (+1), Int +1
Die roll: 8 + 2 = 10
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange

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NukeHavoc
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Re: Aftermath bis: Taking over the ship.

Post by NukeHavoc »

I forgot I have Fool's Luck, so I'd like to burn a force point to get a +5 luck bonus to my checks for this encounter. Assuming Damon is ok with that, that makes my Use Computer check 15.

ken
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange

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erilar
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Re: Aftermath bis: Taking over the ship.

Post by erilar »

I think Lenny has Computer Use, but my char sheet is at work.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer

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erilar
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Re: Aftermath bis: Taking over the ship.

Post by erilar »

Scratch that - found his statblock in the forum.

Computer use +8, and I just rolled a physical die at my desk - and got a 20! So, that's a 28 for Lenny, plus any assists.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer

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Re: Aftermath bis: Taking over the ship.

Post by NukeHavoc »

FYI: http://griffcrier.com/battletech/charac ... nny-drogo/

I missed that Lenny has Use Computer -- that helps considerably. :) I'll change my roll to a simple assist (and take back that Force point, thank you very much).

My check hits DC 10, so that's +2 to Lenny's check.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange

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Lars Porsenna
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Re: Aftermath bis: Taking over the ship.

Post by Lars Porsenna »

Lenny taps a few buttons on Jack's computer, rapidly navigating menus and file structures expertly, Nigel supplying a timely password guess. Although Jack had a basic security protocol on his personal computer, it is no match for Lenny's skills, nor Nigel's insight (you are not surprised to discover the password is "beer").

Inside, the only significant things you find is a bank account and expense report (the bank currently has 3,462,759 C-bills), as well as a list of contacts in the underworld for both the Lyran Commonwealth as well as the Free Worlds League.

Meanwhile Walker rummages through Jack's personal affects, and finds:

One (1) Laspistol
One (1) slightly used Flakvest
Two (2) cases Makaroff vodka (in plastic bottles, 1 gal sized)
One (1) bottle of cherries (in juice)
One (1) Little Black Book (looking through, it looks like the names and addresses of prostitutes on a number of planets)
Owner's deed to the Bun-bun

The rest of the contents of his room are old clothes, magazines, papers, empty bottles, and half-eaten food.
"Qui desiderat pacem, praeparet bellum"
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NukeHavoc
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Re: Aftermath bis: Taking over the ship.

Post by NukeHavoc »

OOC: Who's name is on the bank account in?

Regarding this:
a list of contacts in the underworld for both the Lyran Commonwealth as well as the Free Worlds League
When we get back home, I think we should look up our own potential buyers for the Ostscout, but if it proves difficult, we can fall back to using this list.

I suggest we move on to the return to our homeport. Sound like a plan Damon?
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange

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Lars Porsenna
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Re: Aftermath bis: Taking over the ship.

Post by Lars Porsenna »

OOC: Bank Account is in the name of D&B GmBH.

After several days travel you dock with the jumpship that had been waiting for you. The captain is rather surprised to see that Jack is no longer accompanying you. "But he payed in advance, so I don't care where you go..."

It takes several jumps and a corresponding amount of time to get back to Galatea. You travel along well populated trade routes, so there is usually little waiting for another jumpship as they ply their circuit. But eventually you get back to Galatea, and it is much as it was when you first visited: dusty, raucous, and filled with mercs looking for work.

You know from your last visit there is a mech market on-planet where mechs are bought, sold, or traded my mercs. Most are used; a few are new, offered by the Lyran Commonwealth's many mech manufacturers. Despite the fact that at least some of these mercenaries might take a contract with the Commonwealth's many enemies, the renowned capitalist/mercantilist reputation of the Lyrans to make a Kroner any way they can is evident. It doesn't take long to find a broker to help you sell the Ostscout, though he constantly asks "if you're sure you want to do this?"
"Qui desiderat pacem, praeparet bellum"
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NukeHavoc
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Re: Aftermath bis: Taking over the ship.

Post by NukeHavoc »

OOC: I think we still want to sell it. The bank account is nice, but it would barely cover buying a new Jenner, let alone repairs, re-arming and bonuses for the crew.

"yep, she's a good mech, but we've got bills to pay, we've got mechs to arm, and ain't nothing in this world for free..."
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange

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Lars Porsenna
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Re: Aftermath bis: Taking over the ship.

Post by Lars Porsenna »

Using a local broker, you manage to sell the Ostscout. You were expecting getting some $10,250,280 for the mech, but the broker managed to only get $10,000,000. "We had a recent glut of Ostscouts on the market," he explains as way of apology. "There was one sold 5 years ago, so demand is down I guess..." You decide this isn't such a good explanation, but with 10mil C-bills, you could buy pretty much whatever mech(s) you want, you don't argue with him.

So your bank balance currently stands at 13,462,759 C-bills. This is less transportation costs (you were covered for the first jump, but subsequent jumps were not covered -- I'll figure this out later).

Also it has been a bit since you all took over, and the crew are itching to be attended to...
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
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EvilGenius
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Re: Aftermath bis: Taking over the ship.

Post by EvilGenius »

OOC: I think we should take some if the money and distribute it to the crew. We can call it profit sharing, whch will hopefully encourage then to be loyal AND hardworking. I also think we should invest some of the money in upgrading the crew quarters, galley, sanitary facilities and entertainment options. A happy crew is a nice thing to limp our battered mechs back to....
Another daring escape for the intrepid Spaceman Spiff!

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