This is a continuation of my game summaries, the previous one can be found at In the Garden of the Blue Lady.
I woke up to I believe a slight kicking. I looked around and found myself in a small steel room with six men (well, humanoid people at least) all shackled with steel manacles held together with what looked like magnetics. They were:
Greeny, a green guy with tentacles for a mouth.
Hands, who had an extra thumb on each hand.
Teeth, a short guy with red eyes and filed teeth.
Large, who was very very large.
Hair, who was quiet and had long hair.
Oh, and there was Bob.
After Greeny relinquished my knife, I used it to pop out Hands' restraints and allowed him to free the rest. I came to the understanding that I was on a prison ship, and that they were being transported to some planet to be tried and executed. They decided (and I went along) to take control of the ship via force. At this point, the door opens. Large attempts to deal with the guard, but his "stun baton" (which they called a jeeper) hurled him back and slammed him into me, causing us to both take damage. He slipped away and as we poured out into the hallway, another guard or two showed up. I launched into combat, but one guard showed up with what looked like a giant spotlight and fired it. I believe that it was some kind of high concentrate water vaporizer, because nothing happened but everyone including the guard looked tense about it. I tossed him against the wall and Teeth jumped out and held him using the jeeper. Negotiations (if you can call them that) were started with the guard, basically, tell us the codes to open the doors or we'll kill you. This included the large blast doors separating the bridge from the rest of the ship. Turns out they were finger-print doors (Greeny probed his mind with his tentacles), so we got the guard to unlock the doors to the weapon lockers.
At this point, we had basic control of this part of the ship. The blast doors would not open. The ship was proceeding steadily towards the prison planet. The five were busy debating what to do (Hair was staying out of it all). I poked around in the maintenance section of the ship and found the engine, which I suggested we cut to stall time. Teeth, Hands, and Large go back to the engine to get it to stop working. It's at this point that the guards came back and a firefight ensued. I went around the maintenance tunnel and dove into the bridge, since the blast doors were open. I gave a speech about how we'd taken over the ship, when the bridge door opens to reveal a guard with a kinetic blaster. Teeth was there and attempted to take him down, but I took one too many shots from the blaster and went down.
This takes us to the most current, unnamed world. I'm thinking about calling it The Lies of the Moon.
Why not just Phase Doubt?
[my contributions to come later]
First, and this is probably just a typing error, the name of the world as we wrote in on the world list is Seven's Better than Six - the idea being that the verser arrives in the cell of a small prison transport and (probably) throws in his lot with the six convicts present. If an escape attempt is to be made, seven's better than six.
The nickname of the prisoner with four thumbs was Fingers. Incidentally, I owe Paul credit for co-authoring the character. He was used with permission.
Greeny had the knife because it versed in a little ways away from Graham. In the previous world, Vlad had possession of both Grahams luggage and his knife, but the knife was on Vlad's person and the bag was elsewhere, so the willpower contests for each were separate. Graham succeeding in retaining possession of the knife, but lost the bag; since Vlad was within a few feet of Graham when he killed him, the knife materialized in the corner of the cell.
I was a little proud of the jeepers. They were Gravitic Pulse Imparting Rods (GPIRs), and had several functions relating to close-range gravity manipulation. Not that Graham necessarily knew that, or that it will matter given that he didn't take any with him.
The very large device Graham describes as a giant spotlight was my take on the Pyronics 9000 from the Mary Piper Beta scenario. Those who have played or run that world will know what it does.
Graham's narrative is mostly accurate, save that no code could possibly have opened the blast doors from their side of the bridge; no controls were even accessible. This was a feature, not a bug. The purpose of the blast doors is to protect the bridge in the even of a jailbreak, containing the prisoners and allowing the crew to retain control of the ship until special forces reinforcements can arrive to restore order.
The return of the guards - all two of them - was an attempt to rescue the third guard from prisoner custody, depriving our heroes of their hostage should it come to that. The attempt backfired, but not badly enough to keep Graham alive.
Few skills were learned and no equipment was gained or lost. I'd post the skills (which include a B0@3 Sneak like a Thief), but I'm afraid of the forum giving me the evil eye again.
Nothing to do with gaming. I just really like the title of this thread. When I used to be in a Star Trek fan club, my character was a reacclimated Borg drone, named Six of Nine. Right next to Seven of Nine..... I would have it no other way.
Serendipitously amusing, then.
Oh, and I really ought to include the link to Graham's continuing adventures in The Moon is a Cruel Mistress, his tenth world.
