The shower appears to use air currents, temperature, projected light, and vibrations to remove the dirt from your body. There is no water involved.
You sleep comfortably.
You arrive in engineering to find it empty, but running smoothly. After a few minutes, Toni arrives (I believe you've met her; she's Burly's wife, black, slender, maybe mid thirties but still pretty, poised and well-spoken).
"Good morning," she says. "I'm glad you're here. I'm going to run up to the galley and get some lunch; can I bring something back for you--coffee perhaps?"
--M. J. Young
The shower is AWESOME! heh, I'm such a techie.
"No thanks. I'm just going to get to work." I smile, and then get to work.
I'll take a break halfway through a 'shift' to eat, then return for the second half.
I believe Toni was the one that showed me around originally.
During the second half of your shift, an announcement comes through the speakers you never see but which seem to reach everywhere. Captain John's voice asks that everyone gather on the bridge in one hour.
Everyone gathers; it is, I think, the first time you have seen the entire crew at once.
"Ann has something," Captain Alexander says. "Ann?"
"In sector 39, FPM is building a new listening post. It's vulnerable."
Burly says, "We could sure use some QNL transponder probes; they'll have those, for certain. Not to mention parts for repairs to the sensor arrays."
"A successful raid would boost resistance morale in the sector," Marilyn suggests, "as well as helping our image."
George adds, "And it would be better that they not have an operational station, if we can cripple it well enough."
"Agreed," says the Captain.
"It could be a trap," Phil offers.
"That's true," the Captain say. "That's why I want every bit of information we can get on the project as quickly as we can get it. Gary, take us somewhere we can tap into the Federation Compnet. Phil, get ready to hack their information systems. Ann, keep on top of communications, looking particularly for military chatter.
"Meanwhile, let's get a shopping list together. Burly, you're in charge of that--figure out what you'd like to get out of this. Also, Ishara and George, try to get hold of standard specs for these and work out the best way to sabotage it. In forty hours I want everyone back here, and I want to hear ideas for how we do this. Any questions?"
--M. J. Young
"Who should I help, sir? Or should I just stick to maintenance?"
"You? Put your mind to how you would do this. We could use some fresh ideas. I'll be interested in your contribution to the plan."
--M. J. Young
Hmm...First I need to gather information. I'll ask the captain if he has time to answer a few questions, or if their is someone more appropriate to ask. Whoever he directs me to, I'll ask:
"What exactly is a listening post? A sensor that picks up communications?"
"What kind of defenses is it likely to have? Will they be expecting us?"
"What size station are we raiding?"
"What salvageable parts are likely to be present? Which are likely to be difficult to gather?"
"What supplies do we have available for use in sabotaging their station? Do we have any explosives?"
He suggests that Tom Titus can answer your questions. He didn't assign Tom any other task.
"What exactly is a listening post? A sensor that picks up communications?"
"Oh, right--I see. No, it's a space habitat, maybe a mile from top to bottom and half a mile across when its finished. They'll be installing hundreds of QNL receivers so they can send QNL probes out to spy all over the galaxy. It's part of their intelligence network."
"What kind of defenses is it likely to have? Will they be expecting us?"
"Well, there will probably be a couple of fighters there. Hopefully they won't be expecting us--if they knew we were coming, they would probably put in half the military to catch us. As long as they're not expecting us, we can bet that they won't have more than a few short-range fighters to protect against ordinary pirates and such. Once they're up and running, of course, they'll have defensive kinetics, blasters and shields, but that's the point, isn't it, to hit them before they've finished the job. Internally, they'll have cameras and standard sensors and such, but a lot of these won't be functional yet, and the place will be swarming with workmen of all types, so a few more people here and there won't be noticed."
I think standard crew is a thousand, and with families and such it houses twenty-five hundred, or something like that. Not really my field, but I've stolen a few things from one before. Might be more there during construction, but I really don't know.""What size station are we raiding?"
Well, just about everything, really. They have to install defenses, life support, computers, electronics, plumbing, air locks, escape pods, sensors, furnishings, lighting, pretty much everything. The QNL stuff is hard to get, so it's the most valuable for us. I would think getting nuclear fuel would be tough, but it's not something we particularly need right now. They'll have a fission reactor at the core--produces heat and electricity pretty cheaply in a containable way."What salvageable parts are likely to be present? Which are likely to be difficult to gather?"
"What supplies do we have available for use in sabotaging their station? Do we have any explosives?"
"Oh, sure, we've got timed grenades, plastic explosive, all kinds of stuff. You know how to use that kind of thing? Terrifies me. I won't touch it."
--M. J. Young
"OHHHH, it's a small station. That clears it up a little. I was thinking a small facility on a planet or something."
"How will we handle the civilians? Do we have any riot weapons, like tear gas? You know, non-lethal stuff to knock them out?"
"A couple of fighters, eh? What sort of weapons do we have to bring to bear on this ship? Should they be any trouble, do you think?"
"I know a bit about explosives, yeah. I wouldn't try to build any without supervision or some preparation time, though; my friend Chris is the real expert. he wanted to join the military as a demolition expert. He could turn a pen, a flimsy washer, and some household items into a bomb that can destroy a city block. I could use them all right if needed, but I'm sure you have someone who could do it better on board."
"Non-lethal weapons? I'm not sure what the point of those would be. After all, if we blow up the station, the civilians will have to be able to get off or they'll be dead anyway. Anyway, if anyone attacks, they're not a civilian, and if they flee they're not a problem."
"Our shielding is pretty good, and even with the size of this ship she's maneuverable enough that Gary can evade anything really powerful. If it looks like a tough battle, Ishara will launch the remote batteries--but he'll need someone to run each of them, so that's three people on weapons."
"George will probably do the explosives. The trick, really, is to use small bombs that will cause their systems to malfunction and turn their engines into the big bombs."
--M. J. Young
"Ah, I see I still misunderstood something. I thought we were disabling some systems along the way, but the objective was a snatch and grab. It sounds like you're saying it's a snatch and grab followed by utter destruction. Yeah, non-lethal weapons wouldn't help in the latter circumstance."
"Is there a blueprint available of similar stations? I want to know more about what the interior is likely to look like."
"Yeah, I get it. The point, though, is to make it so that they have to start over pretty much from scratch if they want a listening post there, so we want to do as much damage as we can.
"Phil and George are working on getting the latest blueprints. I've never been on one, so all I can tell you is that there will be living space, work areas, engineering--pretty much like this, only more of everything and geared to keep it in one place rather than to move it around. I know that they're really big; I think they have barracks and hangers to work as temporary stations for combat groups, but they won't have that kind of military presence now."
--M. J. Young
Hmm...I'll thank him and head to talk to George. When I find i'll ask if he has any more info on what the blueprints might look like. I would go to Phil, but think he was the grumpy one I heard about, the computer whiz.
George and Phil are together on the bridge. They haven't downloaded the specs yet because Gary is trying to bring the ship to a place where they can tap into the Federation computer network directly (rather than through broadcast transmissions that would give away both your location and your interest). He's picked a medical research station that trades with both Federation and rebel worlds, maintaining its independence from the Federation in order to do so but having a narrowcast feed to the network. It will be a few hours to get there, assuming there are no complications along the way.
As for general information, it will probably be ovoid in design to maximize energy retention, several miles tip to tip, defenses sufficient to repel space debris and minor asteroids, a fission core generator for its main power and heat, fusion-based oxygenation systems and water creation, hydroponics gardens, solar support panels, various detection systems including cameras and radar, crew housing scattered to be near the various work areas, recreational facilities to support long-term stay, separate military and civilian sectors, computerized analysis sections for the sensors, and more as previously described.
They're working on getting more exact specifications for this one.
--M. J. Young
I'll take my leave, go to my room, get my notebook, and write the following (in shorthand). Afterward, I'll return to the bridge.
Possible plan-requires ability to hack into their system enough to commandeer messaging system-possible? Also needs remote explosive with long range.
Try to dock equidistant from two target areas-reactor and supply area. Hack comm system and set a general alert centered on the opposite side of station, and try to make the system think our ship is supposed to be there. Creates mass panic; useful for taking down hostiles in small, splintered groups.
One small team heads to the fission reactor to sabotage, countdown which can be remotely activated, then return, taking any supplies found along the way, and start countdown once we detach ship to leave.
Small team holds ship. Everyone else-large team, gather the important supplies.
Once everyone returns, start countdown over their comm system synced up with the explosives countdown. Allows civvies to escape, creates more panic, maximizes damage to local Federation morale possible while sparing civvies. Ensures some will escape in the pod's, and bring word of the rebel faction's actions.
Plan may be moot pending more info, especially rebel intentions and station's blueprints. Time factor may be too great for sabotage-never tried to sabotage fission reactor (hehe)
The blueprints are downloaded.
They show that the station is about one and a half miles in diameter, with the fission reactor in the center. With its support systems it spreads out over an area maybe a quarter of a mile across and is almost as tall. The ship is three miles tall.
Artificial gravity allows different areas to function with different "down" directions, leading to a very Escheresque Labyrinthine configuration in places. Thus there are no elevators--simply halls that run the height of the ship instead of the length, and odd spots where you have to change your gravitic orientation ninety degrees when you pass through the door by walking over a curved plate.
Most of the equipment you would be seeking is probably in the upper levels awaiting installation; that is also where the primary control systems are.
Live pods are in specific locations along the exterior near living quarters and primary work areas.
Do you have any other questions about the layout/blueprints?
--M. J. Young
I'll show my sketched out plans from my notebook to Phil and query about the viability of the plan, and whether it's even possible with our current resources.
Quoted from above:
Possible plan-requires ability to hack into their system enough to commandeer messaging system-possible? Also needs remote explosive with long range, easy to hide, or some other method of sabotaging their reactor for remote activation.
Try to dock equidistant from two target areas-reactor and supply area. Hack comm system and set a general alert centered on the opposite side of station, and try to make the system think our ship is supposed to be there. Creates mass panic; useful for taking down hostiles in small, splintered groups.
One small team heads to the fission reactor to sabotage, countdown which can be remotely activated, then return to hold the ship, taking any supplies found along the way, and start countdown once we detach ship to leave.
Small team holds ship. Everyone else-large team, gather the important supplies.
Once everyone returns, start countdown over their comm system synced up with the sabotage countdown. Allows civvies to escape, creates more panic, maximizes damage to local Federation morale possible while sparing civvies. Ensures some will escape in the pod's, and bring word of the rebel faction's actions.
Plan may be moot pending more info, especially rebel intentions and station's blueprints. Time factor may be too great for sabotage-never tried to sabotage reactor before.
Phil is not the best person to approach about this. He tends to act like whatever he is doing is more important than whatever anyone else wants him to do. He says that plans will be discussed and compared at the planning meeting, brushing you off without looking up from his work. However, George offers to go over your ideas with you.
requires ability to hack into their system enough to commandeer messaging system-possible?
"Phil could hack into anything if we can get him a connection. Probably, though, we would have to get him to an active terminal inside and give him fifteen minutes or so to do it. Since the place is under construction, it's a bit hit-and-miss as to where the terminals might be working--the obvious places would also be the highly populated places. We might be able to tap into a trunk line somewhere and install our own terminal, but that would take longer. Doing it remotely has its own problems, as getting through a Federation firewall on a narrowband signal is a hack in itself, and if it's discovered before we're ready, it's relatively easy for them to defeat. So yes, we can do that if we can find a working terminal and keep everything secret for that long."
Also needs remote explosive with long range, easy to hide, or some other method of sabotaging their reactor for remote activation.
"Remote detonation obviously has the advantage that we can make sure our teams are off before we blow it. On the other hand, if we trigger the abandon ship signal, they're going to know something is up, and the longer we wait after that the more likely it is that they'll raise a jammer that would block most of our good choices for triggering it. We could use a QNL trigger; they can't jam that, or at least, I don't know any way that they can. But QNL is expensive, and maybe more to the point I don't know what happens at this end if the other end of a QNL communicator is caught in a nuclear problem. Remember, for the QNL to work, part of the matter of which it is constructed exists simultaneously at both ends of the link, and whatever happens to the one end happens to the other."
Try to dock equidistant from two target areas-reactor and supply area.
"We could try to dock. Of course, if we dock, they'll know we've boarded them. If we use the transmat to board, they won't be sure, and they might not think of that--even though the Federation knows we have this transmat, it's so unusual that most Federation officers don't really realize that it means we can leave the ship and arrive somewhere else without being seen to leave the ship.
"The reactor is smack in the center of the design and below, so wherever we docked we'd have to travel some distance to get to it. Storage areas for the stuff we want are mostly near the the top, where it's going to be installed. I'm not sure which docking ports are functional, or which ones will be available when we arrive."
Hack comm system and set a general alert centered on the opposite side of station, and try to make the system think our ship is supposed to be there. Creates mass panic; useful for taking down hostiles in small, splintered groups.
So the point really is to get their security teams moving away from us. The part about making the system think our ship is supposed to be there is a bit more difficult--they'll already know that we're there when we're within a few light minutes, and they'll probably have identified us before they can see Destiny through the portholes. You're really asking that we hack them remotely and keep their detection grid from recognizing us. That might work, if we can do a remote hack. I don't think I'd ask Phil, because he'll always say that he can do it given enough time, and that he can't really say how much is enough time. I don't know whether the notion that there's anything he can't do with computers really doesn't occur to him or whether he simply refuses to admit it, but for him the answer to 'can you do this' is always 'of course', and that's not particularly helpful. It's an interesting idea, and we might be able to delay the alert--but remember, Destiny is a fairly large and distinctive vessel, and it's really just a matter of time until someone happens to notice us and alerts the station."
One small team heads to the fission reactor to sabotage, countdown which can be remotely activated, then return to hold the ship, taking any supplies found along the way, and start countdown once we detach ship to leave.
Small team holds ship. Everyone else-large team, gather the important supplies.
Once everyone returns, start countdown over their comm system synced up with the sabotage countdown. Allows civvies to escape, creates more panic, maximizes damage to local Federation morale possible while sparing civvies. Ensures some will escape in the pod's, and bring word of the rebel faction's actions.
"Most of this is probably very similar to what everyone else is thinking. I'd be interested in your ideas about who is in which group, though. One of the problems we sometimes have is that sometimes the best person for a job is also the best person for another job--I would love to have Ishara on the ground to kill Federation security forces, but John will probably want him aboard at the weapons console to defend the ship if it's attacked."
--M. J. Young
My comments, in chronological order.
"OK, some terminology would help here. Transmat (I assume the teleporter)? QNL?"
"I don't really know the crew very well, so I can't really say who can do what. Then again, there should be some time left before the planning meeting. I think I'll spend some time meeting the crew. What about you? What are your specialties and skills?" I'll take my notebook back and write what he tells me in shorthand. A nice survey of who can do what seems to be in order."
"Anyway, thanks for the help. Oh, and I've never seen the outside of the ship. I'm only vaguely aware of how distinct this ship is."
"Transmat. Matter transmitter. It's that thing that the Federation really wants so badly that we've got, the ability to cause material to disintegrate in one location and reintegrate in another. With the targeted equipment, we'll slap cargo harnesses on the stuff we want and transmat it to the transmat room and then to the hold, in two steps because we've never figured out how to transmat from one place to another other than by stopping on the platform in the matter transmitter room."
"QNL stands for Quantum Non-Locality. It's a principle of quantum physics that makes it possible for a tiny bit of matter to exist in two places at once. Put into a circuit, it means that whatever happens to the matter at either end happens to it at both ends, because it exists in both places at once. We use it for closed-channel instant communications, because the distance between the two points doesn't matter and the effect is instantaneous. But actually making and using duplicate matter is very tricky, so we have to get it from those that can make it."
George laughs when you ask what he does. "You've probably started with the worst possible member of the crew for this. I'm the old guy who's done everything at some time in his life. I'm the guy they call to do whatever someone else does better who is not available--a bit of engineering but not in the same class as Burly and Toni, pretty good with a gun but nothing like Ishara, can fly the ship but nowhere near the skill Gary has, can do the computer stuff but embarrassingly poorly compared to Phil, can pick locks and override security systems and pilfer but Tom is the expert there, can handle communications gear but nowhere near what Ann does, experienced in negotiations but not like Marilyn who's a trained natural, some tactical training and experience but wouldn't dare compare myself with John. I assist Marilyn with the medical stuff and just try to make myself useful any way I can. I don't really have a specialization or expertise."
--M. J. Young
posted it twice on accident.
"Hey, thanks again, that's about all I need for now. I'm going to go develop this plan some more."
write down in my notes for me-
Primary onjective-retrieval-Tom is a shoe in for the primary objective group, security override is pretty much a necessity. Need some protection obviously; the main objective is most important. Nothing but the best, send Ishara. Need some people to do the actual transport; do we have some sort of hover cart in this timeframe? Make the job much easier, simplify transport.
Secondary objective-sabotage-Need a combat specialist who can get us in and out fast. Need a demolitions man-who?
Hacking-need Phil most likely, talk over with captain the possibility of that part of the plan being possible quickly and efficiently.
Ship defense-not as necessary due to transmat, skeleton crew should be sufficient, but leave Gary specifically (pilot). Leave Ann (communications). Leave some engineers for quick repairs in case we are damaged. Leave someone to operate ship guns-does the pilot do that too? Doubt it.
My next action depends on how much time is left before debriefing, and whether or not I need to sleep again in that time. What time frame am I looking at here?
The pilot does not operate the ship's weapons. Ishara is the one who uses them most, practicing during down time, but since the system can support three separate batteries most of the crew has at least adequate skill there.
I believe you will have to sleep once more before the meeting; that also gives you a bit of time to work on details or ask a couple more questions. You will be able to get a few minutes with the captain (John Alexander) or with pretty much any member of the crew, although Phil Banson seems to be very busy and does not want to be bothered.
--M. J. Young
All right. I'll see if I can get as minute of the Captain's time, pitch my plan to him. He would be well aware that my knowledge of what we are really capable of is limited to sci-fi books, so he can probably explain how difficult (or impossible) each aspect of the plan might be. Of most concern is the hacking (especially if we board with the transmitter, remote hacking at that distance would take forever I think), and the chance of successfully sabotaging the entire station (with the reactor as per my plan, or with anything else that can get the job done).
The captain agrees that sabotaging the reactor is the best way to destroy the ship; it would either melt down or explode, and either way it's going to do serious damage to the structure. As to hacking the system, he's sure Phil could do it, but he would have to be at a priority terminal somewhere on the station, and most of those are in either high security or high traffic areas, and the maps aren't really all that good for some of those. For example, there would be such a terminal in the commander's office, but it might not be installed yet, and anyway there are at least six rooms on the floorplan that might be the commander's office, depending on where the commander wanted it to be. The main bridge and the backup bridge would both have such terminals, but getting control and securing either of those locations would not be simple, particularly if you want to do it without anyone sounding an alarm.
--M. J. Young
I'm out fo fresh ideas for the nonce, so I'll head to the lounge, looking for someone else to talk to. I'd like to see what kind of ideas the other crew members are coming up with, as a jumping off point for my own ideas.. Is anyone there when I arrive?
You find Tom Titus and Toni Benson engaged in a game something like air hockey.
--M. J. Young
I'll set my notebook down nearby and watch for awhile, join them for a game or two if they're willing. Then, I'll ask:
"So, anyone got any good ideas in regards to the upcoming coup? I've got a few, here." I tap the notebook.
They'll trade off playing.
Toni says, "Coup? Oh, you mean the raid. I'm not much of a strategist, but they'll want Burly to go over with the team to help identify what should come back, so I'll be left holding the fort in engineering, in case something goes wrong. Tom?"
"Oh, you know my idea. We should look for a place to hide, and get to it."
"Be serious, Tom."
"You don't think I'm serious?" He gives her a very serious look. "Well, I'm the best we've got on locks and stealing, so I should be part of the team that does the thieving, shouldn't I? Burly finds it, I steal it."
"Well, sure--but stealing things in this case means attaching cargo markers to them and letting someone back here transport them aboard and drop them in our cargo bay. It hardly calls for your talents. And anyway, isn't that part likely to be the part where the security guards are plentiful?"
"Hadn't thought of that. You're right. I should stay here and operate the transmat. That seems to be the safe job."
"So you don't think you should be part of the sabotage team?"
"George can handle that. He's good at that."
"Not as good as you at getting into restricted sectors."
"I'll grant that."
"And he'll want someone to watch his back."
"And who'll watch my back? George is pretty good with the doors; he can manage it."
Toni sighs.
"Well, I guess we're not really putting that much thought into it. The Captain and Phil and George are the real strategists, and maybe Ishara, if it's about killing someone."
--M. J. Young
I smile at their banter, finish the game, thank them and say goodbye, and go about business as usual from this point until the briefing. Work, sleep, read one of my books when I have free time. I head to the briefing immediately when it's time, bringing my notebook and my staff (which would look a little odd, I know. I bring it anyway. I intend to volunteer to be in one of the teams that board the base, and that's my only weapon not attached to me).
In that case, we'll move to the meeting.
Everyone is present; it might be the first time you've seen everyone on the bridge at once. Ann Parker is the only one at station, connected to the communications grid; apparently the computer is running everything else.
"O.K.," Captain John Alexander begins, "Let's start with what we know. Phil, what have we got?"
Phil Banson speaks. "It's a fairly standard listening post design. If we can get it, I'd like to steal the latest cipher machine, as it will enable us to decode some of the newer communications. That will be in the control room, though, and so it should be last on the list. There will be construction teams throughout the station, but they won't pay any attention to anyone moving through the station as they aren't informed on those points. It's only the few security people who matter, and unless there's an alert they probably won't give us much trouble in the upper levels until we attempt to reach the control center or the bridge. We should be able to place cargo markers pretty easily. The team should be big enough to make a reasonable defense until teleported out if there's trouble, but I don't think we would need more than four. Burly should be part of it, though, because he can identify the stuff we need better than anyone.
"We'll also need a team to sabotage the systems. Melting the reactor seems the simplest solution; it will result in structural damage in the core and secondary explosions in the cooling systems. It will happen quickly enough that they won't be able to prevent it, but slowly enough that the civilian personnel can be evacuated via life pods. George is probably our man for that, but he'll need someone to watch his back, and I'm thinking that Tom is the best choice, because if there's a security problem with accessing one of the areas to be mined, Tom is the best chance to get through."
John turns to Burly. "So, Burt, what do we need?"
The large engineer lists quite a few things that don't mean much to you. Mention of sensors using QNL rings a bell, and he names a lot of other technical items, ending up with, "Oh, and we'll add that cipher to the list, if we can get to control."
John nods. Gary speaks up.
"I'd like to stay at the helm; we don't know that the ship won't be attacked while we're waiting. I'd also like to have Ishara on weapons, for that reason, if you can spare him from the strike teams, and if you're taking Burly please leave Toni in engineering to hold things together."
"Right," John says. "We'll also leave Ann on communications, and between the four of you someone can cover the transmat. So we've agreed that Burly is part of the upper team and George and Tom are on the lower team, and that leaves me, Marilyn, Phil, and Brock to fill in the two teams.
"What other ideas do we have on this?"
--M. J. Young
"I have a question. How close to the objectives can the transmat get us (as in, how accurately can we target it)? If we materialize pretty much on top of the objective, then this will be much easier than I was thinking it would be."
"I volunteer to act as a vanguard security for either team. If I can get close enough, this staff will make sure any foes won't be moving for some time. Wouldn't be the first time, and that was just in training. I'm pretty good with just my hands and feet, too."
Toni answers the transmat question. "The two problems with targeting are first that we have to be certain we are landing in an open area. We've never materialized anyone overlapping solid matter, but we've always been careful about it. Second, we don't know where the stuff is that we want--it will be in storerooms, lying in hallways, waiting to be installed hopefully still in crates. So we have to wander around visually inspecting the area until we find what we need specifically."
To your volunteering, John says, "Good. We'll put you with George and Tom, and you can keep watch while they open the locks and sabotage the systems. Marilyn and Phil, you will join me with Burly, as more eyes and more hands will make the searching quicker.
"Any questions? Any more thoughts or ideas?"
Assuming the answer is no (and it does not have to be if you've got questions or thoughts), he concludes, "All right, everyone should be ready and well enough rested for their jobs thirty-six hours from now; Torbin will bring us to the target by then. Thank you all for coming."
He leaves the bridge.
--M. J. Young
I address the captain with the following: "I was wondering if there could be a way to set off an alarm or something in a part of the facility far from where our operation takes place, or some other method to make security move AWAY from our position. I'd already discussed hacking the system with a few people, but it sounds like it would take too long. Thoughts?"
Hmm...36 hours. After the above question is answered, I'll continue on as before, working and sleeping and such, until it's time to go on the mission.
"That's a good idea," John says. "Best way I can think to do it is to send someone over to a spot where an alarm could be tripped, then bring them back, then send our teams over in the confusion. Phil? Burly? Figure out where we can divert security. After all, if it's too far from the places we're going they won't respond, but we also need to be able to move in our own areas some distance."
I think next I need to ask what you are taking with you on this trip to the space station, as that will be the next significant event.
--M. J. Young
I will need to consult the character generation thread to see what I have again. If you are reading this, I didn't get around to it yet. I'll edit this post with my real response once I've taken a look at it.
This is your equipment as I have it listed; if there have been changes since you arrived, I might have missed them.:
- Backpack, 60 liter, divided into two main sections and a small frontal section
4 t-shirts with witty slogans like "by reading this you have given me temporary control of your mind" (black, white, and blue) in backpack
Black t-shirt in backpack
Blue t-shirt in backpack
3 pairs Black sweat pants in backpack
Package of socks (11 left, open) in backpack
4 pair boxer shorts in blue in backpack
1-liter canteen, full
Pocket Book entitled Star Wars: Darth Bane: Path of Destruction: A novel of the Old Republic
Carved mahogany staff, polished and lacquered, 5'10" length.
Steel and plastic harmonica made in Germany made by Marine Band (M. Hohner), was stepped on and the highest not won't play, pocket
Marine Biology fourth edition textbook by Peter Castro and Michael E. Huber
Baseball card box 2 foot by 6 inch by 6 inch full of Magic the Gathering cards, about 6 lbs
Paperback set of the Sword of Truth series by Terry Goodkind, up to Chainfire (total of nine books in the set owned). Books are pocket sized, with roughly 600-800 pages each, in backpack
4 gigabyte pin drive containing a large amount of roleplaying game material .pdf files, and some assorted novels in .lit format, which are exceptionally small and are read by Microsoft Reader. 3.87 GB occupied, pocket
Assorted roleplaying materials, including a couple maps I took from a BattleMech kit and a bunch of characters I have been asked to hold, as well as the unforgettable characters with fully fleshed out stories that I made, like Kimichiko Otoro for Shadowrun. In a 3-ring binder notebook that can easily hold 1000 pages. about 15 lbs
Journal-type notebook with various notes on a RP system I was making, a book I have been writing, random thoughts, and reminders to do things
Plastic bag containing about 800 assorted Pokemon cards.
Plastic bag containing about 600 Lord of the Rings cards.
3-ring binder notebook holding about 1500 Harry Potter cards
Pocketbook: Elminster: the making of a mage by Ed Greenwood (I think)
Pocketbook: The Source of Magic by Piers Anthony
2 pictures of my little half-brother William, one where he first walked and one where he was drawing
Wallet, contains a nickel, two dimes, and three pennies, state ID card (printed vertically to show I am a minor, even though I am now 18, it's a bit old), high school ID showing my student number and school related info, a June 09 bus pass for Pierce Transit for unlimited free rides during June of 09, and a money tree card allowing me to cash checks at Money Tree made out to me without my ID (that might be useful in Earth similar worlds!), in pocket
Pair of black boxer shorts on person
Pair of navy blue shorts reading Air Force J.R.O.T.C. (junior ROTC), on person
Bag of dice in my equipment. 5 D20s, 3 D12s, 3 D10s and their match for d100s, 3 d8s, 26 d6s, and 5 d4s. 3 of each type are matched color sets in clear w/blue flecks, opaque aqua, and transparent jade green
Swiss Army Knife, knife, nail clippers, scissors, file, and other tools
Pair black shoes that fit adequately, size 13, leather-like
Fork
Spoon
Butter knife
Steak Knife
Black ceramic plate
Blue Plastic Bowl 6" diameter 4" depth ~<2c. Capacity
Pot, 8"r 6"h
Paper bag containing ~80 plastic grocery store bags
Can-opener old fashioned army type
2 cans corn
2 cans green beans
Red blanket with quilt pattern on one side
Pillow
They will also offer you a weapon, in a routine way, from the weapons locker. It is described as a kinetic blaster.
--M. J. Young
That works. I was about to post it myself just now.
On person equipment: my wallet, with all it's contents, in pocket. Swiss army knife, in pocket. My B-E-A-U-tiful (hehe) staff, in right hand. Kinetic blaster, if they give me a holster it'll be in that on my right side, otherwise left hand. Wearing black t-shirt and black sweatpants.
OK, ready to go and quite nervous!
You all meet in the matter transmitter room. You have seen this before. There is a very complex console with more switches and dials than you could imagine being functional, and across from it is what appears to be a small room akin to what television sets must resemble, as it has three walls, ceiling, and floor, but is completely open to this side, identifiable as a separate room only because it is shorter and narrower than the room in which you are currently standing--perhaps twelve feet wide and eight feet high, maybe nine feet deep. The walls are metallic, silvery or gray; they glow slightly.
Toni is sitting at the console here.
On your way here you passed through the bridge, where you saw on the main screen a view of what must be the target: a large cylindrical hundred-story skyscraper adrift in space, slowly rotating gyroscopically on its central axis. It has the proportions of a soda can.
Harnesses are passed out. It is fairly evident how it fits, strapped over shoulders to your chest. The only controls on it are a single push-button which apparently activates voice communications with the ship. Burly has something like a duffel in which you gather are similar harnesses designed for cargo. It is explained that you must be wearing this harness for the transmat to identify you as a target and move you from point to point.
"George is our point man," John says. "He's going to materialize in the galley and trigger fire and intruder alarms, and then come back here. Once he's back, the collection team will go next, and then the sabotage team. As soon as the sabotage team is finished, contact the ship and return. The collection team will stay as long as it seems safe to continue marking cargo or we run out of markers, and then we'll also return. Once the crew is aboard, we can start collecting the cargo; since it will probably survive the blast, we can collect it from open space if necessary. If anything goes wrong, use the life pods, and we'll find you by sweeping for harnesses. Any questions?"
Toni begins a litany-like recitation of steps as she takes them, and George steps into the metal room: Synchronizing to target rotation...
"Yes," Marilyn says.
...identifying galley target zone...
"Who is going to sound the abandon ship alarm?"
...setting spatial coordinates horizontal...
"Good question," John answers.
...vertical...
"Answer?"
...distance...
"We will," George says.
...testing for open space...
"We're the one's who will know that the bombs are set, and we're the ones on a schedule. Besides, it will give you the chance to...."
...activating.
George's voice dissolves with him in a ghostly echo.
It returns somewhat metallically through a speaker perhaps ten to fifteen seconds later.
"Arrived safe."
"Any other questions?" John asks.
--M. J. Young
I sigh in relief when he checks in, then stand quietly while I wait for my team's turn.
The next five minutes is quiet, with people fidgeting nervously. Tom Titus looks even more timid than usual. Phil Banson looks distracted.
The seeming eternity is broken by George's voice on the radio.
"Mission accomplished, bring me back."
"Roger" Toni answers, and hits a few controls on the panel.
George resolves--the only word for it, as it is very much the opposite process from the dissolution you saw a moment before.
"You're alright?" Marilyn asks him, and he pauses a moment then nods, as if he were momentarily disoriented. He feels his torso with his hands, and then, as if just remembering what he was supposed to be doing, steps out of the smaller room.
"O.K.,", John says, "collection team, let's move!" He, Phil, Burly, and Marilyn, armed with those blasters from the weapons locker, scramble into the space. Each is wearing a harness, and Burly has the duffel with the cargo markers.
Toni has again started the litany, going through the steps for teleport as if it were a preflight checklist. "As soon as we're safe, the sabotage team has to go. Don't wait for us; get everything in place and come back here. We're ready."
This last is apparently to Toni, and in another moment she hits the button and the foursome in the transmat space dissolves as George did.
"Arrived safe," comes back a moment later; it's John's voice.
"Well," George says, "are we ready to go?"
"If I say no, do I get out of it?" Tom replies.
"No, you don't; but if you forgot something you're likely to need, we'll wait a moment while you get it."
"Need?"
"You know--lock picks?"
"Oh. Well, I always have those on me, don't I?"
"Yes, you do. I see you've got a gun. Don't drop it this time."
George steps back into the matter transmitter. Tom looks at you.
--M. J. Young
