[pbp] Star Trek: The Adventure Game - In progress!

Explore 8 please.

I’m going to have to do something about the Enterprise.

The Swift Victory moves into orbit of Sarpeidon - a planet with a reasonably advanced civilization, albeit incapable of warp drive. For some time, the sun has been moving towards Supernova - scientists conclude it could blow any time. We have been asked to see what assistance, if any, we will give to the population of this expiring world.

Coming upon the planet, it seems that it has already been abandoned. There have been no records of any evacuations, however, so we know the people must have gone somewhere here. We send a landing party towards the one active power source.

Assemble a landing party

Same as before every character and security to bump it to 6.

We should probably tell system 7 that system 8 is going supernova.

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You arrive at a large building, which was empty except for a man named Dr. Atoz. He refused to talk, and left through a portal; since you needed answers, you followed him. You arrive in a medieval street, and were interrogated by the City Watch due to your outlandish costumes.

Apparently the people of Sarpeidon have gone to the past to escape the coming doom. Probably going to overpopulation issues if they keep doing that, but that their problem; your problem is that you haven’t actually seen any portal to get back to the present. You really should get back before the sun actually does go supernova…

You may:

  • Split up to search the city for a portal back
  • Try to find Atoz, and enlist his aid in returning
  • Find other people from the future, and enlist their aid

Find Atoz please.

You find him easily enough; he hasn’t had long to run. He wasn’t interested in talking of return to the present, saying that it would be virtually suicidal, but Koloth had a solution for that. Having performed some traditional Klingon persuasion techniques, he rendered Atoz more reasonable; Atoz gave us the portal equipment, and was brought along as a valuable source of time travel information for the Empire.

Reputation +1, Political +2, Permanently Neutral

The one hex of distance between systems 7 and 8 is equal to that between Earth and Alpha Centauri, so I think they should be okay?

That brings us to Political Phase:

You know the schtick. You can try to influence, or blow things up.

Hmm not sure I can influence anything this turn, can I?

Wiki: " Recent estimates predict that a type II supernova would have to be closer than eight parsecs (26 light-years) to destroy half of the Earth’s ozone layer".

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We should really start looking after Alpha Centauri then. If only for the mindworms.

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@GabrielH I don’t think I can influence anything this turn, so will pass on that phase.

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Righty oh, we just need to verify whether Agent Smith or Agent Klirjnov would like to engage in any ~politics~.

Nope! Happy to sit here…

Question. Can I revisit planets with different ships and beam down?

You can’t re-explore planets; you could use them as a galactic bus stop, though. :relieved: :bus:

That brings us to the start of Turn 4:

Klingon Reputation: 1
Federation Reputation: 3
Political Track: 1 (Federation)

Federation will maintain initiative, and may move ships. (Beijing, currently undergoing repair, will not move)

@GabrielH asked for a die roll:
d6: 2
d6: 4

Enterprise to system 11.
Ares to whatever system the enterprise is on now.
Beijing is repairing.
Surak to continue to the same star base as the Beijing.

@GabrielH asked for a die roll:
Enterprise (5): 2d6: 5 + 5 = 10 +2
Ares (6): 2d6: 1 + 2 = 3
Beijing: No movement
Surak (1): Impulse

Another ship bites the dust. Nil-fecking-desperandum.

At least there is that super-convenient Klingon Base to change crystals at :kissing_cat:

@RossM for Klingon Movement