any terminals nearby?
Ship status, ect?
any terminals nearby?
Ship status, ect?
Just now, RuusMarev said:any terminals nearby?
Ship status, ect?
Yes, there are terminals nearby.
You're looking for the ship's status? Easy Computers check with a Setback.
Kebiin Computers: 2eA+2eP+1eD+1eS 7 successes




Just now, RuusMarev said:Kebiin Computers: 2eA+2eP+1eD+1eS 7 successes
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NICE. That's a lot of success.
The computer urgently tells you that the entire aft end of the ship is gone. It is very insistent. Two of the reactors are down, the other is running low on fuel.
Power is online throughout most of the section surrounding you, but is sporadic in the rest of the ship. The exception to this is the bridge and the quarters for organics, which are prioritized. Those areas have fairly consistent power.
Life support in those sections is operational, and the atmosphere is breathable (though probably a bit stale). There are dangerous levels of radiation in some of the engineering sections below the reactors, as that is where much of the coolant drained. There are a few turbolifts online.
Do you want a list of operational weapon systems?
Is there anything I missed?
Sure, let's get a weapon status ![]()
Can we get an update on "organic crew"?
also .. possibly an inventory of droids on the ship, or on the hull that might be intact? (or if the droids could be turned on? After they make some adjustments to their programming..)
Please make an Easy Vigilance check. (I'm going to give you pretty much all that information, this is for seeing if you noticed something tangentially related)
Kebiin Vigilance: 2eA+1eD 1 success

oh thank god..
Hull Integrity:
The command deck is intact, but most of the forward sections are at least somewhat exposed. The shell on the opposite side from where you came in took quite a beating, and is penetrated in multiple locations. The lower decks of the central section are also significantly damaged and many are exposed.
Organic Crew:
All organic crew abandoned ship or went down with it. No survivors, and no remaining escape pods.
Weapons:
Almost all weapons are offline, only a few point-defense cannons are still operational. Given their position in and below the prow, the heavy turbolasers are currently strew across the rut the Recusant dug when it fell, all irreparably damaged, most completely unrecognizable. Many of the laser cannons are still (mostly, at least) intact, but the gunnery deck is rather wrecked as a result of concentrated fire during the battle and asteroid strikes since.
Shielding:
The shields are inoperable, but some of the generators are still intact.
Droids:
The automated droid brain is offline and largely destroyed. The ship carried two squadrons of Vultures, but most of them were confirmed destroyed in the battle. Four are marked as not having launched. The ship records a complement of several thousand B-1s and a few thousand B-2s. Resulting from the Vigilance check: You have noticed a surprisingly low number of droids scattered about on your way through the ship (most quite badly damaged as to be more trouble than they'd be worth to repair), and while it is not too surprising to learn that the ship did not carry a full complement of droids as that would be quite expensive, the number of droids listed is still quite large and you are surprised to not have come across any yet.
Points of interest:
Bridge, organic crew quarters, central droid garrison.
Any possibility of working tractor arrays? (ones that would be realistically be mounted on the Wayfarer, or inside of the container doorway?)
Tam and Kebiin will try to visit each, if there is a way to visit them on the way to the bridge...
No, no tractor beams on the Recusant.
Organic crew quarters are on the way to the bridge, the central droid garrison is not, but isn't too far away. It is more-or-less below you.
Whichever way you go, you'll need to use a turbolift. Please roll a force die. Light pip=it'll work, dark pip=it won't, double-light pips=it'll keep working, double-dark pip=😈. If you get a single dark pip, you can keep rolling until you get light pips or a double-dark. (please post them all)
20 minutes ago, P-47 Thunderbolt said:No, no tractor beams on the Recusant.
Organic crew quarters are on the way to the bridge, the central droid garrison is not, but isn't too far away. It is more-or-less below you.
Whichever way you go, you'll need to use a turbolift. Please roll a force die. Light pip=it'll work, dark pip=it won't, double-light pips=it'll keep working, double-dark pip=😈. If you get a single dark pip, you can keep rolling until you get light pips or a double-dark. (please post them all)
First lift you come to doesn't work. Second works fine and should continue working.
Please go ahead and post IC, starting all the way back at accessing the terminal.
Going to the Droid Garrison first. Then Organic quarters, then Bridge....
Things to look for:
Droid Garrison: Vultures (parts/brains/whole units), Other units: parts/brains, ect..
Organic Quarters: Personal effects, weapons, intel.. ect...
Bridge: intel, (computer core, nav computer) schematics, base locations, factories...
(now that I think of it... could Naz and Arde rig up a grapple? (snowspeeders/ handheld device Luke used on the AT-AT?) we could use that to haul in some of the fighter wreckage..)
2 minutes ago, RuusMarev said:(now that I think of it... could Naz and Arde rig up a grapple? (snowspeeders/ handheld device Luke used on the AT-AT?) we could use that to haul in some of the fighter wreckage..)
The vehicle-scale version would be better suited to the task and is an actual vehicle attachment. As for the handheld version, @ShockHelix flip a DP and spend 500 credits (can come out of the Wayfarer's 5k of parts, or from Arde/Naz as a piece of their gear) to state that you have one on board. You can use the handheld version to pull stuff in, but it'll be much more difficult.
9 minutes ago, P-47 Thunderbolt said:The vehicle-scale version would be better suited to the task and is an actual vehicle attachment. As for the handheld version, @ShockHelix flip a DP and spend 500 credits (can come out of the Wayfarer's 5k of parts, or from Arde/Naz as a piece of their gear) to state that you have one on board. You can use the handheld version to pull stuff in, but it'll be much more difficult.
I figure the hand held would at least be good enough to haul something from space.. maybe if the grave plates in the deck were turned off, we could maneuver the wrecks into the container and into a staging area.. grab what we want, tie them down, and turn the gravity back on when we're finished.
1 minute ago, RuusMarev said:I figure the hand held would at least be good enough to haul something from space.. maybe if the grave plates in the deck were turned off, we could maneuver the wrecks into the container and into a staging area.. grab what we want, tie them down, and turn the gravity back on when we're finished.
That's possible.
Please make an Average Perception check with Tam or Kebiin (or a group check).
Kebiin perception: 2eA+2eD 1 success


VT-1 Perception: Perception: 2eA+1eD+2eS 3 successes, 4 threat



are the tools worth grabbing?
It'd be a regular tool kit.
Yes, Tam can track VT-1. You can get down to the level of VT-1's last transmission easily enough, but you need to make an Average Vigilance check for each of the PCs.
Tam vigilance: 3eA+2eD 0 successes, 2 advantage



ugh...
Kebiin Vigilance: 2eA+2eD 3 successes, 3 threat


seriously??
The floor caves in and Tam falls (no damage, blocked by Soak and Advantage), but Kebiin doesn't. Kebiin, however, knocks another part of the floors down as she scrambles back, and it lands on top of Tam, who takes 3 Strain. Average Athletics for Tam to climb out, Kebiin can assist to add a Boost.
oof... (looking at Tam's sheet.. ummm her wounds should be healed by now, right?)
Tam climbing, Kebiin helping: 2eA+1eB+2eD 1 failure, 2 advantage



ugh.. come on...