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Stealth

Can you tell I'm prepping for my game this week? Questions, questions, questions.

I try to look at the major possibilities when I prep, so that I'll be as ready as I can when the players throw that idea at me that I haven't even thought of.

But, I digress...on to the subject of this post: Stealth.

Traveller really doesn't have a "Stealth" skill. Yeah, I know I could make one, but I haven't. In any case, the character I'm looking at wouldn't have it anyway.

Here's the situation:

A desperate fight has just concluded aboard the PC's ship, the ADROIT PURSUIT. They've successfully fought off Vemene agents who've tried to take the ship from within.

Now, a pilot and the ship's Navigator are on the bridge. The Marquis Terran Tukera is there as well. He's keeping an eye on operations as the ship accelerates away from a Vemene vessel that is firing at them.

The ship's gunner has been knocked unconscious when the turret was hit in the fight. The PURSUIT's Captain, Dexter Bryte, pulled the incapacitated crewman from the gunner's station and dragged him across the corridor into the closest stateroom. Bryte's an MD (Medical-4), so he's tending to the gunner's wounds.

During the Vemene take-over attempt, most of the crew were shackled with magnetic binders and lined up in the cargo hold.

We ended last game (the session where the crew dispatched the four Vemene interlopers) with those crew members mentioned above in the places I just described. The rest of the crew--the ship's medic, the Marquis' bodyguard, and the ship's steward--are all still in the hold, still cuffed with the binders.

The players haven't found a way yet to open the cuffs easily, so they've taken the diamond-tooth saw from the tools in the hold and began cutting them off. This takes time, though, and those three characters haven't yet been freed.

There were four Vemene who attempted to take the ship internally. Two were out-right killed in the fighting last game session. But, the other two, were only knocked out...

You see, the players think the other two Vemene are dead. They're not. The players never checked the bodies (they haven't had time--as soon as the internal Vemene were dealt with, necessary crew members were cut out of their bonds, taking 15 minutes a pop, and rushed to their stations. The ship is still engaged with the Vemene craft that is firing on the PC's vessel.).

So, I, as a GM, know that I've got two NPCs within the PC's ship...that the PCs think are dead!

One of the Vemene (who is weak, having just come-to from being knocked out in the fight, has his physical stats now at 343) is located in the lounge directly behind the bridge.

The hatch to the bridge is not an iris valve. It's one of those older, sturdy, manual hatches with a "wheel" in the middle of it. This hatch is open.

Our Vemene (his name is "Brooks"), will awaken at the start of the next game session.

Now, Brooks knows that the Vemene stashed the crew's weapons in a pile up in the passenger lounge on the dorsal deck (the PCs haven't found this stash yet as no one has been up there since re-taking the ship). He wants to creep up there and get a weapon (Brooks' shotgun floated away during the zero-G fighting when he was hit and knocked unconscious last game session).

The problem, of course is that, from the crew's lounge, just aft of the bridge, there are only two ways up to the dorsal deck. One is to use the passenger lift, but Brooks is hesitant that using the lift will throw up a blinking light up on the bridge.

The only other way up to the passenger lounge is via the ladder and deck hatch. This deck hatch is some 3 feet from the open bridge hatch.

The pilot and navigator are sitting deep in their high-backed acceleration couches, so Brooks is not worried as much about those two. They're deep in concentration with their instruments, doing battle with the Vemene ship.

The Marquis, though, is standing, one hand on the back of each acceleration couch, bracing himself to the shocks that come when the ship is hit, and he's studying the holotank plot.

The Marquis' back is to the door, but it's less than 10 feet to the hatch and ladder just outside the bridge.

The task is this...

Brooks wants to creep up the ladder without being seen or heard, grab a weapon from the pile in the passenger lounge, then creep back down the ladder again.

This is a TL 13 vessel. As soon as Brooks looses surprise, he's done for. The ship's sensors can easily detect him, no matter where he hides. So, when the PCs realize that he's not dead, they'll isolate him and drain the compartment of O2 and gravity and all that. Brooks will be a sitting duck.

His only chance is to sneak up the ladder, get a weapon, and then attempt to take the bridge (and the three characters in the bridge).

All this, and his stats are lowered considerably due to his wound.

Since there really is no "official" Stealth rule in CT, I pulled something out of the air.

Here's what I came up with:

The Stealth roll is a 2D check for DEX or less. Brooks will make his roll once when he goes up the ladder and once when he comes back down (remember, we're talking about a wounded DEX-4, here).

If Brooks' check fails (he rolls 5+), then the Marquis gets a check to notice Brooks climbing on the ladder behind him (maybe Brooks made a noise).

The Marquis' check will be: Roll 2D for the Stealth number or less.

(So, if Brooks rolls a 7 on his Stealth roll, the Marquis has to roll 7- to notice Brooks).

On the other hand, if Brooks makes his roll, the Marquis gets the same check except that the check will automatically fail if the Marquis' roll is higher than his INT score (so, if Brooks passes his Stealth check with a roll of 4, and the Marquis ahs a INT-3, then the Marquis has to roll 3- on 2D to notice Brooks rather than the usual 4-).

Anyway, that's the roll I came up with. The INT part will make more sense for a non-wounded character (as in a Character with DEX-10 rolling 9 and passing his Stealth check, but trying to be detected by a guard with INT-5...the guard would have to roll 5- instead of 9- to notice the Stealth person).

Any thoughts on this?

How do you handle "sneaking by and being stealthy" in your games?

I'm open to ideas. I kinda like this roll I came up with, but I wanted to see what others would do in this situation.
 
Can you tell I'm prepping for my game this week? Questions, questions, questions.

I try to look at the major possibilities when I prep, so that I'll be as ready as I can when the players throw that idea at me that I haven't even thought of.

But, I digress...on to the subject of this post: Stealth.

Traveller really doesn't have a "Stealth" skill. Yeah, I know I could make one, but I haven't. In any case, the character I'm looking at wouldn't have it anyway.

Here's the situation:

A desperate fight has just concluded aboard the PC's ship, the ADROIT PURSUIT. They've successfully fought off Vemene agents who've tried to take the ship from within.

Now, a pilot and the ship's Navigator are on the bridge. The Marquis Terran Tukera is there as well. He's keeping an eye on operations as the ship accelerates away from a Vemene vessel that is firing at them.

The ship's gunner has been knocked unconscious when the turret was hit in the fight. The PURSUIT's Captain, Dexter Bryte, pulled the incapacitated crewman from the gunner's station and dragged him across the corridor into the closest stateroom. Bryte's an MD (Medical-4), so he's tending to the gunner's wounds.

During the Vemene take-over attempt, most of the crew were shackled with magnetic binders and lined up in the cargo hold.

We ended last game (the session where the crew dispatched the four Vemene interlopers) with those crew members mentioned above in the places I just described. The rest of the crew--the ship's medic, the Marquis' bodyguard, and the ship's steward--are all still in the hold, still cuffed with the binders.

The players haven't found a way yet to open the cuffs easily, so they've taken the diamond-tooth saw from the tools in the hold and began cutting them off. This takes time, though, and those three characters haven't yet been freed.

There were four Vemene who attempted to take the ship internally. Two were out-right killed in the fighting last game session. But, the other two, were only knocked out...

You see, the players think the other two Vemene are dead. They're not. The players never checked the bodies (they haven't had time--as soon as the internal Vemene were dealt with, necessary crew members were cut out of their bonds, taking 15 minutes a pop, and rushed to their stations. The ship is still engaged with the Vemene craft that is firing on the PC's vessel.).

So, I, as a GM, know that I've got two NPCs within the PC's ship...that the PCs think are dead!

One of the Vemene (who is weak, having just come-to from being knocked out in the fight, has his physical stats now at 343) is located in the lounge directly behind the bridge.

The hatch to the bridge is not an iris valve. It's one of those older, sturdy, manual hatches with a "wheel" in the middle of it. This hatch is open.

Our Vemene (his name is "Brooks"), will awaken at the start of the next game session.

Now, Brooks knows that the Vemene stashed the crew's weapons in a pile up in the passenger lounge on the dorsal deck (the PCs haven't found this stash yet as no one has been up there since re-taking the ship). He wants to creep up there and get a weapon (Brooks' shotgun floated away during the zero-G fighting when he was hit and knocked unconscious last game session).

The problem, of course is that, from the crew's lounge, just aft of the bridge, there are only two ways up to the dorsal deck. One is to use the passenger lift, but Brooks is hesitant that using the lift will throw up a blinking light up on the bridge.

The only other way up to the passenger lounge is via the ladder and deck hatch. This deck hatch is some 3 feet from the open bridge hatch.

The pilot and navigator are sitting deep in their high-backed acceleration couches, so Brooks is not worried as much about those two. They're deep in concentration with their instruments, doing battle with the Vemene ship.

The Marquis, though, is standing, one hand on the back of each acceleration couch, bracing himself to the shocks that come when the ship is hit, and he's studying the holotank plot.

The Marquis' back is to the door, but it's less than 10 feet to the hatch and ladder just outside the bridge.

The task is this...

Brooks wants to creep up the ladder without being seen or heard, grab a weapon from the pile in the passenger lounge, then creep back down the ladder again.

This is a TL 13 vessel. As soon as Brooks looses surprise, he's done for. The ship's sensors can easily detect him, no matter where he hides. So, when the PCs realize that he's not dead, they'll isolate him and drain the compartment of O2 and gravity and all that. Brooks will be a sitting duck.

His only chance is to sneak up the ladder, get a weapon, and then attempt to take the bridge (and the three characters in the bridge).

All this, and his stats are lowered considerably due to his wound.

Since there really is no "official" Stealth rule in CT, I pulled something out of the air.

Here's what I came up with:

The Stealth roll is a 2D check for DEX or less. Brooks will make his roll once when he goes up the ladder and once when he comes back down (remember, we're talking about a wounded DEX-4, here).

If Brooks' check fails (he rolls 5+), then the Marquis gets a check to notice Brooks climbing on the ladder behind him (maybe Brooks made a noise).

The Marquis' check will be: Roll 2D for the Stealth number or less.

(So, if Brooks rolls a 7 on his Stealth roll, the Marquis has to roll 7- to notice Brooks).

On the other hand, if Brooks makes his roll, the Marquis gets the same check except that the check will automatically fail if the Marquis' roll is higher than his INT score (so, if Brooks passes his Stealth check with a roll of 4, and the Marquis ahs a INT-3, then the Marquis has to roll 3- on 2D to notice Brooks rather than the usual 4-).

Anyway, that's the roll I came up with. The INT part will make more sense for a non-wounded character (as in a Character with DEX-10 rolling 9 and passing his Stealth check, but trying to be detected by a guard with INT-5...the guard would have to roll 5- instead of 9- to notice the Stealth person).

Any thoughts on this?

How do you handle "sneaking by and being stealthy" in your games?

I'm open to ideas. I kinda like this roll I came up with, but I wanted to see what others would do in this situation.
 
Originally posted by Supplement Four:
Can you tell I'm prepping for my game this week? Questions, questions, questions.

I try to look at the major possibilities when I prep, so that I'll be as ready as I can when the players throw that idea at me that I haven't even thought of.

But, I digress...on to the subject of this post: Stealth.

Traveller really doesn't have a "Stealth" skill.
Yes it does.

Classic Traveller had the Stealth skill since 1982. It's just a matter of you owning the Scouts and Assassins supplement, by Paranoia Press. :D Stealth skill is there. And so are other skills that should not be limited to just Assassins. Disguise skill is there too. And so is Poisons & Antidotes skill. Most of these are excellent additional skills for CT, and I already house-ruled them that they must be accessible for Rogue career, SolSec career and similar CT classes too.

We should never underestimate the usefulness of 3rd Party Classic Traveller products. Especially when they have that mark of approval that says "This product is officially licensed for use with Traveller."

stealthskill.jpg
 
Originally posted by Supplement Four:
Can you tell I'm prepping for my game this week? Questions, questions, questions.

I try to look at the major possibilities when I prep, so that I'll be as ready as I can when the players throw that idea at me that I haven't even thought of.

But, I digress...on to the subject of this post: Stealth.

Traveller really doesn't have a "Stealth" skill.
Yes it does.

Classic Traveller had the Stealth skill since 1982. It's just a matter of you owning the Scouts and Assassins supplement, by Paranoia Press. :D Stealth skill is there. And so are other skills that should not be limited to just Assassins. Disguise skill is there too. And so is Poisons & Antidotes skill. Most of these are excellent additional skills for CT, and I already house-ruled them that they must be accessible for Rogue career, SolSec career and similar CT classes too.

We should never underestimate the usefulness of 3rd Party Classic Traveller products. Especially when they have that mark of approval that says "This product is officially licensed for use with Traveller."

stealthskill.jpg
 
Greetings and salutations,

Stealth is actually a Feat. The description can be found on page 109 of The Travellers Handbook. There are also the skills Move Silently and Hide.
 
Greetings and salutations,

Stealth is actually a Feat. The description can be found on page 109 of The Travellers Handbook. There are also the skills Move Silently and Hide.
 
Originally posted by Maladominus:
Yes it does.

Classic Traveller had the Stealth skill since 1982.
Oooo, thanks for posting. I do have that somewhere--just haven't looked at in any detail (acquired it recently, but haven't looked through it).

That's cool beans. I'll move it up on the reading list.

Thanks!
 
Originally posted by Maladominus:
Yes it does.

Classic Traveller had the Stealth skill since 1982.
Oooo, thanks for posting. I do have that somewhere--just haven't looked at in any detail (acquired it recently, but haven't looked through it).

That's cool beans. I'll move it up on the reading list.

Thanks!
 
Originally posted by Marquis-General Deadlock:
Greetings and salutations,

Stealth is actually a Feat. The description can be found on page 109 of The Travellers Handbook. There are also the skills Move Silently and Hide.
Yo, Deadlock, howdy.

You're referring to T20, which I know little about and own non of, because it's not compatible with CT. Thanks for the info, though.
 
Originally posted by Marquis-General Deadlock:
Greetings and salutations,

Stealth is actually a Feat. The description can be found on page 109 of The Travellers Handbook. There are also the skills Move Silently and Hide.
Yo, Deadlock, howdy.

You're referring to T20, which I know little about and own non of, because it's not compatible with CT. Thanks for the info, though.
 
MT definition of Stealth Skill

Stealth. The individual is skilled at covert activity. The individual remains unobserved bt moving quietly and by taking maximum advantage of available cover. Stealth is of no benefit against electronic surveillance devices or robots.

To move down a starship corridor unobserved; Difficult, Stealth, Dex, 30sec.
And MT is backwards compatible with CT in most respects. Also IIRC Recon skill gives benefits will moving undetected in wilderness/rural environments.
 
MT definition of Stealth Skill

Stealth. The individual is skilled at covert activity. The individual remains unobserved bt moving quietly and by taking maximum advantage of available cover. Stealth is of no benefit against electronic surveillance devices or robots.

To move down a starship corridor unobserved; Difficult, Stealth, Dex, 30sec.
And MT is backwards compatible with CT in most respects. Also IIRC Recon skill gives benefits will moving undetected in wilderness/rural environments.
 
Do the PCs have anything to tell them that someone is near the bridge? If so, then that would make Brooks' attempt harder, especially if it is a very noticeable warning.
 
Do the PCs have anything to tell them that someone is near the bridge? If so, then that would make Brooks' attempt harder, especially if it is a very noticeable warning.
 
Originally posted by Kaale Dasar:
Do the PCs have anything to tell them that someone is near the bridge? If so, then that would make Brooks' attempt harder, especially if it is a very noticeable warning.
Nope, not right now. The ship is engaged in starship combat. They're outrunning the Vemene ship.

The pilot, navigator, and Marquis are on the bridge.

The gunner is hurt, having been in the turret when it was hit. The Captain has him in a stateroom, fixin' 'im up.

The other three people aboard the craft are still in the hold, cuffed with magnetic binders.

So, nobody is around to see Brooks--it's all a matter if the Marquis catches a glimpse of him reflected in the bridge ports...or Brooks making a sound...or something like that.
 
Originally posted by Kaale Dasar:
Do the PCs have anything to tell them that someone is near the bridge? If so, then that would make Brooks' attempt harder, especially if it is a very noticeable warning.
Nope, not right now. The ship is engaged in starship combat. They're outrunning the Vemene ship.

The pilot, navigator, and Marquis are on the bridge.

The gunner is hurt, having been in the turret when it was hit. The Captain has him in a stateroom, fixin' 'im up.

The other three people aboard the craft are still in the hold, cuffed with magnetic binders.

So, nobody is around to see Brooks--it's all a matter if the Marquis catches a glimpse of him reflected in the bridge ports...or Brooks making a sound...or something like that.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by Kaale Dasar:
Do the PCs have anything to tell them that someone is near the bridge? If so, then that would make Brooks' attempt harder, especially if it is a very noticeable warning.
Nope, not right now. The ship is engaged in starship combat. They're outrunning the Vemene ship.

So, nobody is around to see Brooks--it's all a matter if the Marquis catches a glimpse of him reflected in the bridge ports...or Brooks making a sound...or something like that. </font>[/QUOTE]I think Kaale Dasar meant some sort of automated anti-hijack device, even a simple camera mounted outside the bridge hatch or a PIR sensor to alert bridge crew of unauthorized approach to the bridge would make Brooks' task much harder.

Incidentally I prefer your stealth rule to the 'official' offerings listed here. I'm not a slave to canon; consider it 'borrowed'.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by Kaale Dasar:
Do the PCs have anything to tell them that someone is near the bridge? If so, then that would make Brooks' attempt harder, especially if it is a very noticeable warning.
Nope, not right now. The ship is engaged in starship combat. They're outrunning the Vemene ship.

So, nobody is around to see Brooks--it's all a matter if the Marquis catches a glimpse of him reflected in the bridge ports...or Brooks making a sound...or something like that. </font>[/QUOTE]I think Kaale Dasar meant some sort of automated anti-hijack device, even a simple camera mounted outside the bridge hatch or a PIR sensor to alert bridge crew of unauthorized approach to the bridge would make Brooks' task much harder.

Incidentally I prefer your stealth rule to the 'official' offerings listed here. I'm not a slave to canon; consider it 'borrowed'.
 
Originally posted by Icosahedron:
I think Kaale Dasar meant some sort of automated anti-hijack device, even a simple camera mounted outside the bridge hatch or a PIR sensor to alert bridge crew of unauthorized approach to the bridge would make Brooks' task much harder.
Ah, I see, grasshopper.

The answer to that is, "yes". The ship doesn't have an Anti-Highjack program. It's a simple trader, and when me and the player playing the ship's owner created the ship, we were first made the ship we wanted--and then we looked at the price. There was no way for the ship's captain to make a profit, even if only half the ship's cost were financed.

So, we started stripping the ship. The triple turret was stripped down to a double beam laser, and finally ended up as a single pulse laser. Expensive programs were thrown out (even Generate...I had to come up with a less expensive version that could be used on the ship's mail 4-planet mail route only).

Anti-Highjack was an expense that just couldn't be afforded. The player playing the ship's owner figured he'd find a way to upgrade the ship during the campaign.

He's upgraded somethings (got a nice, new, shiny, illegal military transponder that can be turned "off"), but there are still many more things to fix on the old girl (the ADROIT PURSUIT is turning into this player's M. FALCON ... and as a GM, I gotta tell you, worse things could happen. It's a true blessing to have a player "into" his ship and "feel it" every time the vessel takes damage in combat ... makes for a great game).

Nope, no Anti-Highjack system. When this incredible opportunity of the Marquis of Aramis chartering his vessel fell out of the sky only the PC captain, it was like he'd just won the lottery, though. The ship's not built for charters. It's a vessel grinding out a mail run for four planets. This was an opportunity to make some real cash and get off the mail route for a month or two (with the Marquis guarranteeing the mail route will be serviced while he's gone by Tukera vessels and waiting for him when he gets back ... the Marquis has reasons for picking this particular ship for the charter which has not yet become known to the players yet).

On the other hand, the ADROIT PURSUIT is a TL13 vessel. That means, even without AntiHighjack, hathes open automatically to those crew members its keyed to recognize. From the bridge, all aspects of the ship's environment can be accesses (cameras with various visual modes, gravity control, hatch control, atmosphere control).

This is the problem Brooks is having. As soon as anyone on the bridge knows Brooks is not dead, he'll be dead...or caught...because the dudes on the bridge will isolate him: cut the lights off, lock the hatches, place him in Zero-G, and watch him with the IR internal sensors. If they want, they can even kill him in there by turning off the O2, or maybe even blast him out into open space by opening and closing hatches.

Brooks definitely doens't want to get caught.

The reason the hatches will open for him is that Brooks (and his three other compatriots) were originally the Marquis' bodyguard detachment. The players looked at them as cannon-fodder NPC's. The Marquis wanted Tukera Vemene to guard him (which he's found out was a mistake), and as the bodyguard, Brooks was keyed into the ship's systems at the beginning of the campaign so he'll be recognized when accessing different sections of the ship.

Since the Vemene bodyguards have turned on the person they were guarding, in their attempt to take over the ship and take the Marquis captive, the players have been busy with the internal take over attempt and the external ship-to-ship combat with the Vemene vessel.

They've forgotten (so far) to take Brooks' bio-type out of the ship's recognition system.

Besides, they think Brooks is dead--no longer a threat.

If Brooks can be sneaky, moving around undetected, he just might put himself into a situation where he'll have the advantage.

Only the actual game session will tell.

Brooks does have one Ace up his sleeve, though.

The Marquis specifically asked for Battledress for his Vemene bodyguard detachment for the trip. A large standard cargo module was loaded aboard the ship--in fact, it's the only thing in the hold right now.

During the take over attempt, when it looked like the Vemene had taken the ship internally, it was revealed that this cargo module was really a multi-cold berth unit (4 berths to a side, for 8 total units).

The Vemene attempted to get the Marquis into the cold berth, but this was when other characters made their resistance attempt and won. They re-took the bridge, and through the bridge controls, basically rendered the Vemene in the cargo hold powerless.

The PCs now think the large cargo container is only 8 empty berths--the berths that the crew were going to be placed into if the Vemene attempt to take over the ship had been successful.

What they don't know is...

...and I plan on letting them know the hard way during tonight's game...

...is that 6 of those berths are occupied with Vemene Commandos.

The berths are of the type used for a Frozen Watch. It's takes a long time to prepare and "freeze" the Frozen Watch, but these soldiers can be "warmed up" and alert within five minutes.

Brooks has brought these 6 commandos to consciousness via voice activation, whispering into his handcom. The 6 troops are awake, alert, and waiting to pop out of the box.

I haven't brought them out yet because, again, if the bridge finds out about them, they're done for. The bridge crew will simply throw them into zero-g, lock the hold accessways, and maybe open the airlock, sucking them all into space.

Brooks knows he needs a diversion. He's got to stop the bridge crew long enough for the cargo hold commandos to make it to the bridge.

As a back-up plan, I've got two of the commandos who are going to try to make it to the starboard maintenance accessway where the fuel processor is located. There, they'll manuall open the fuel cocks, dumping the ship's fuel out into space ... and they'll need to physically lock it open, otherwise the bridge crew, again, will simple close it via computer control.

All this, and the ship is still engaged in combat with the Vemene vessel.

It's going to be a hairy game session tonight.

We'll see how it goes.


Incidentally I prefer your stealth rule to the 'official' offerings listed here. I'm not a slave to canon; consider it 'borrowed'.
[/QB]
Glad you find some use for it. That's why I post things like that here. I wish others would do more posts like that (I like to read what others do too). It's like a few GMs getting together and sharing a beer. "Yeah, well, this is how I handled this one...."
 
Originally posted by Icosahedron:
I think Kaale Dasar meant some sort of automated anti-hijack device, even a simple camera mounted outside the bridge hatch or a PIR sensor to alert bridge crew of unauthorized approach to the bridge would make Brooks' task much harder.
Ah, I see, grasshopper.

The answer to that is, "yes". The ship doesn't have an Anti-Highjack program. It's a simple trader, and when me and the player playing the ship's owner created the ship, we were first made the ship we wanted--and then we looked at the price. There was no way for the ship's captain to make a profit, even if only half the ship's cost were financed.

So, we started stripping the ship. The triple turret was stripped down to a double beam laser, and finally ended up as a single pulse laser. Expensive programs were thrown out (even Generate...I had to come up with a less expensive version that could be used on the ship's mail 4-planet mail route only).

Anti-Highjack was an expense that just couldn't be afforded. The player playing the ship's owner figured he'd find a way to upgrade the ship during the campaign.

He's upgraded somethings (got a nice, new, shiny, illegal military transponder that can be turned "off"), but there are still many more things to fix on the old girl (the ADROIT PURSUIT is turning into this player's M. FALCON ... and as a GM, I gotta tell you, worse things could happen. It's a true blessing to have a player "into" his ship and "feel it" every time the vessel takes damage in combat ... makes for a great game).

Nope, no Anti-Highjack system. When this incredible opportunity of the Marquis of Aramis chartering his vessel fell out of the sky only the PC captain, it was like he'd just won the lottery, though. The ship's not built for charters. It's a vessel grinding out a mail run for four planets. This was an opportunity to make some real cash and get off the mail route for a month or two (with the Marquis guarranteeing the mail route will be serviced while he's gone by Tukera vessels and waiting for him when he gets back ... the Marquis has reasons for picking this particular ship for the charter which has not yet become known to the players yet).

On the other hand, the ADROIT PURSUIT is a TL13 vessel. That means, even without AntiHighjack, hathes open automatically to those crew members its keyed to recognize. From the bridge, all aspects of the ship's environment can be accesses (cameras with various visual modes, gravity control, hatch control, atmosphere control).

This is the problem Brooks is having. As soon as anyone on the bridge knows Brooks is not dead, he'll be dead...or caught...because the dudes on the bridge will isolate him: cut the lights off, lock the hatches, place him in Zero-G, and watch him with the IR internal sensors. If they want, they can even kill him in there by turning off the O2, or maybe even blast him out into open space by opening and closing hatches.

Brooks definitely doens't want to get caught.

The reason the hatches will open for him is that Brooks (and his three other compatriots) were originally the Marquis' bodyguard detachment. The players looked at them as cannon-fodder NPC's. The Marquis wanted Tukera Vemene to guard him (which he's found out was a mistake), and as the bodyguard, Brooks was keyed into the ship's systems at the beginning of the campaign so he'll be recognized when accessing different sections of the ship.

Since the Vemene bodyguards have turned on the person they were guarding, in their attempt to take over the ship and take the Marquis captive, the players have been busy with the internal take over attempt and the external ship-to-ship combat with the Vemene vessel.

They've forgotten (so far) to take Brooks' bio-type out of the ship's recognition system.

Besides, they think Brooks is dead--no longer a threat.

If Brooks can be sneaky, moving around undetected, he just might put himself into a situation where he'll have the advantage.

Only the actual game session will tell.

Brooks does have one Ace up his sleeve, though.

The Marquis specifically asked for Battledress for his Vemene bodyguard detachment for the trip. A large standard cargo module was loaded aboard the ship--in fact, it's the only thing in the hold right now.

During the take over attempt, when it looked like the Vemene had taken the ship internally, it was revealed that this cargo module was really a multi-cold berth unit (4 berths to a side, for 8 total units).

The Vemene attempted to get the Marquis into the cold berth, but this was when other characters made their resistance attempt and won. They re-took the bridge, and through the bridge controls, basically rendered the Vemene in the cargo hold powerless.

The PCs now think the large cargo container is only 8 empty berths--the berths that the crew were going to be placed into if the Vemene attempt to take over the ship had been successful.

What they don't know is...

...and I plan on letting them know the hard way during tonight's game...

...is that 6 of those berths are occupied with Vemene Commandos.

The berths are of the type used for a Frozen Watch. It's takes a long time to prepare and "freeze" the Frozen Watch, but these soldiers can be "warmed up" and alert within five minutes.

Brooks has brought these 6 commandos to consciousness via voice activation, whispering into his handcom. The 6 troops are awake, alert, and waiting to pop out of the box.

I haven't brought them out yet because, again, if the bridge finds out about them, they're done for. The bridge crew will simply throw them into zero-g, lock the hold accessways, and maybe open the airlock, sucking them all into space.

Brooks knows he needs a diversion. He's got to stop the bridge crew long enough for the cargo hold commandos to make it to the bridge.

As a back-up plan, I've got two of the commandos who are going to try to make it to the starboard maintenance accessway where the fuel processor is located. There, they'll manuall open the fuel cocks, dumping the ship's fuel out into space ... and they'll need to physically lock it open, otherwise the bridge crew, again, will simple close it via computer control.

All this, and the ship is still engaged in combat with the Vemene vessel.

It's going to be a hairy game session tonight.

We'll see how it goes.


Incidentally I prefer your stealth rule to the 'official' offerings listed here. I'm not a slave to canon; consider it 'borrowed'.
[/QB]
Glad you find some use for it. That's why I post things like that here. I wish others would do more posts like that (I like to read what others do too). It's like a few GMs getting together and sharing a beer. "Yeah, well, this is how I handled this one...."
 
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