Jun. 20th, 2014

The Ship

Jun. 20th, 2014 12:17 am
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Whatever the heck this thing was all about, you can't deny that it's huge. Completely stupid, but huge. Faded and damaged plaques and panels identify the huge ship as Outbound Flight, and the computers have some bits and pieces of news articles about Outbound Flight and its ambitious mission to explore beyond the reaches of the galaxy. It's pretty easy to discover that the mission was exceptionally huge, that there was some controversy about the funding, and that it was sponsored by an organization called the Jedi Order.. but not much more than that.

It's pretty bloody obvious that the mission also failed, but that's neither here nor there.

Your ship, if you can call it that, is an arrangement of six massive dreadnoughts (each about 600 meters long and capable of holding a crew of up to 16,000) attached to an even bigger cargo and supply core. This thing is big enough that you can ride your motorcycle through it no problem. There's easily enough square footage here for a small city if you take all the corridors into account. The supply core has enough stuff in it to comfortably provision a small city for the next decade, which means that your group of boon companions will probably not be wanting for their basic survival needs.. unless something else goes wrong.

That said, your ship is also in really shitty shape. It looks like it went through a few massive space battles in a former life-- most of the weapons embankments on all six of the component ships are wrecked, and the handful of them that still work were obviously jury-rigged at some point and will likely fail at the worst time possible. There's evidence of the hull being breached at some point in the form of all sorts of ugly patches everywhere, and the metal of the corridors in a lot of places has this weird rainbow sheen like something damaged the material on a fundamental level. There isn't really much in terms of a way out-- a couple of short-range shuttles that can seat a couple pilots and ten passengers and what might be a longer range craft that only seats two are the only tickets off this ship, and that's assuming they even work.



To add to the fun, there's not much in the way of creature comforts. It's a little monastic even for someone used to military decorating, and the climate control and lights are constantly on the fritz. Most of the default living quarters are about the size of a college dorm-- two to four tiny bedrooms off a small area for socializing and a teeny bathroom. It's livable, but if there was a full crew on-board you'd be hitting each others' elbows constantly. There's not much more than a minifridge and a microwave equivalent in the individual cabins-- eating is for the communal mess halls in each of the six ships. The robots in charge aren't too great at cooking, but there's always ration bars too... which taste about as well as any other nutritionally balanced ration bar because this is the future and nobody has nice things. There are some other conference rooms and cargo bays as well that could be converted into communal spaces, and a fully stocked and unfortunately automated medical bay in each ship-- but, uh, don't look in the freezers if you like to sleep at night.

Climate control almost never swings the temperature and oxygen levels dangerously, but it's like all the problems with institutional HVAC with the added bonus that you can't go outside. Some days you might want to wear a jacket, some days you might want a personal fan, and some days you just might be able to crowd into the handful of areas that actually managed to hold a decent 72 degrees without stuff leaking everywhere. Assuming the lights are on. Space is kinda dark without lights, you know.

Oh yeah, and to top it all off, there are zombies running around.

Oh, not your usual zombies-- these guys don't eat anything but the yucky bland ration bars you can find in the core and mess hall. And they don't want your brain or anything like that. They help the robots maintain the ship and run the systems... and don't do anything else. No talking. No laughing. No expressions of emotion whatever. So they might as well be zombies. Just saying. There aren't a whole ton of them-- maybe a couple thousand spread thin between all six of the ships, but you're pretty much guaranteed to run into them on the regular. At least as far as they're concerned, you might as well not even be there.

The robots are a bit better... but it seems the more advanced ones all got busted, so you're stuck with the kind that just beep and go about keeping this flying deathtrap in barely workable repair. At least they act normal. Well. Normal for maintenance robots.

And then there's that asshole who gets on the communications array sometimes...

Important Locations

For reference, use this schematic of typical dreadnought layout if you need some help visualizing things.

D1

D1 Command Module

The bridge of D1 is the de facto bridge for the entire ship. It's also locked. All the time. Good luck getting in there. It's got some kind of DNA lock on it that seems almost.. supernaturally unhackable.

Locked Areas

At the moment, the reactor/engine assembly on D1 is locked down. There are also several chunks of crew quarters equally locked down. Signs of fighting (blaster marks, makeshift barricades) can be seen in the areas outside the locked bulkheads.

D2

Medical Bay

D2's medical bay isn't extraordinary in the sense that there's anything unusual about the bots or medical supplies. It's more the macabre decoration in there.

A large bacta tank in D2 medical holds a perfectly preserved, injury-free human female. The medical readouts next to her indicate that she's either brain dead or in a really, really deep vegetative state. The tube is rigged to electrocute anyone who isn't a medical robot that tries to touch it, and the bots will get violently upset with anyone who tries to do anything but look.

Locked Areas

Aside from the medical bay, the engine/reactor area and the vehicle bays are locked down. The vehicle bays are currently exposed to hard vacuum, so opening the door is probably not a good idea.

D3

Shuttle Hangar

Each ship has a shuttle bay holding Outbound Flight's meager supply of shuttles. They're smaller than the average, holding only 10 people instead of the 20 standard, but that means each bay can cram in two shuttles. (Shuttles are about 20 meters long, and they do have hyperdrive capability.) Problem is, most of them are broken down, having taken a heavy beating from weapons fire. The only working shuttle at the moment is in D3's hangar. It needs a little fuel and TLC, but it could be put in working order quickly. (The others could be repaired with time and patience, as well, or jettisoned if players were to find working craft elsewhere.)

The second shuttle dock in D3 is home to an aethersprite-- a two-person fighter-- and the ring attachment that gives the little ship hyperdrive. The ship-ring system is disassembled and the fighter needs fuel and powering up, but it's in good condition.

Also in the bay is a pilot training simulator, so if you could find a working shuttle, you could learn how to fly it. Well, assuming the computer is working right that day. There isn't a simulation program present for the fighter.

Locked Areas

The mess hall and crew quarters are generally locked down-- a little observation explains why. Most of the zombies live in this section, and the doors open briefly every eight hours as the zombies change shifts. If you want to get stuck in a crew compartment full of zombified people for eight hours... you could get in.

D4

The Mess Hall

This is the only non-sterile mess hall in the whole of the ship-- it looks sort of like your typical sleezy bar/casino place, and it's the only mess hall that actually has (limited) access to alcohol. The robots in the other areas will just hide it somewhere in the Core if they find it, but the ones in this hall will actually bartend (badly). There's also a karaoke machine!

The only other anomaly to report is that the bar will never ever have brandy in supply. If you happen to find a bottle, you might not want to leave it there because it will walk.

Locked Areas

This ship has the fewest locked down areas.. but unfortunately, medical is the big one. There is also an obstruction in the lifts between D4 and the Core, meaning someone in search of supplies would have to cross to one of the other ships to gain access.

D5

Brig

Looks like there was trouble in paradise. One section of crew quarters in D5 was converted into a makeshift brig, with barred and barricaded security checkpoints leading into a block of crew quarters outfitted with extra-awesome locks. It looks like there was some violence here, like the violence in the D1 crew area, and it may have gotten a little squishy given the faint smell that's ground into the carpet here.

Locked Areas

Engines, reactor, and bridge are locked down here. D5 features several locked down weapons blisters that might be brought on-line, but they're locked because several are still exposed to hard vacuum.

D6

Hydroponics

Somebody turned a good chunk of D6 into an experiment in hydroponic farming. Pipes and pumps of all sorts gurgle and splash through the corridors, leading to areas given over to overgrown plantings. Most of the garden has been taken over by what looks for all intents and purposes like space-kudzu and other assorted weeds, but there are a couple of carefully-kept pipes with actual vegetable plants. The harvest is taken in religiously, but sometimes a green tomato or two gets left behind.

Locked Areas

Most of D6 except for the gardens and the medical bay are locked out. This is the one area that is kept clear of zombies... but then again there's the gardener to think about...

Core

The Room of Requirement

There's a little module in the middle of the Core that's a wee bit different. The doors in this section actually have functioning locks, and it's all set up as some weird combination living space and conference area, designed to support about a dozen people. It's also about the safest place on the ship, with its own independent (Well, it'll run for a few days independently anyway) environmental controls and very heavy physical and energy shielding. The lock is a little fritzy-- sometimes it works and sometimes the whole space is locked up tight. The lock system always seems to be open to someone who really needs to hide out in here, though...

The Circle

There's another area of the cargo hold that is almost constantly locked down, though the occasional very lucky(?) individual can sneak in for a few minutes. The inside of the cargo bay still full of crates, though fewer than in other sections, and most of them are shut tight with security locks. The most arresting feature of the room, though, is the collection of glyphs and circles on just about every surface. They are generally inert, looking like they were scrawled with magic marker, but every so often they'll start glowing, the light rising and falling like a heartbeat.

Linger too long, and your character will find themselves slammed into the walls by a wave of pressure, pinned in place with choking force until they pass out if the potential concussion didn't do it first. They'll wake up again in another part of the Core, their previous location once again locked up tight. The doors here, like the ones in the D1 bridge, seem to be kept locked with something other than just really good deadbolts.
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The Master

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