Solo StarWarsD6 pt02: Rupture
System: Star Wars D6 by West End Games.
Setting: Star Wars Era of the Rebellion.
Character: Royxand Handscul ‘Roy’, Corporate scout
Solo Tools: MUNE , donjon
Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: ScoutsQ: Is the rupture sealable? (Unlikely)
A: No
Q: Are the ships comms working?
A: Yes
Q: Is the cockpit damaged?
A: No, and all sensors and diagnostics are operational
Roy slowly headed to the cockpit. Everything was intact here. He ran the ships diagnostics. Full engine failure. All power was coming from emergency power cells. ‘Time to see the damage with my own eyes’ Roy thought and walked to the engine room.
A huge gaping hole in the hull lay where the engine used to be. The scout ship was no longer spaceworthy. It was time to abandon ship.
Q:Are there any planets?
A: No, and he is in an asteroid belt, the ship could be hit again any time
Back to the cockpit. Sensors were still working, scanning all around showed no planetary bodies, but a lot of small asteroids in a collision course to the ship. ‘Crap, I’m on limited time’ he thought.
Q: Is there a lot of time until the asteroids reach the ship?
A: No, and the nearest asteroids are not big enough to land safely.
I also rolled 1D6x15 minutes for ETA with a result of 2=30 minutes
Roy hit the distress signal button and an emergency beacon was activated and jettisoned into space.
Then he calculated the collision ETA to at least 30 minutes with the first smaller asteroids.
Here I thought of using donjon system generator which by luck showed an asteroid belt!.
Astrogation data show that he is in the Anan Belt system. Probably at the far end as sensors did not detect any of the known planets.
Roy doesn’t know whether to thank or curse his luck. Anan Belt is populated, and it even has an Imperial Class Starport. But it is home to the Viltro Syndicate. A rival to his employer, Karflo Corp, eager to get profit in any manner of ways possible.
Q: Is the escape pod damaged?
A: Yes, but repairable
I rolled a successful easy Starship Repair to perform diagnostics, A failed moderate Starship repair for 15 minutes, and a successful retrial. That was cutting it close!
‘Back to the task at hand’ he thought, gathering his gear to the escape pod. An orange warning light flashes in the pod. The label states Power. Some fuses and power circuits must be fried.
Using the repair tools, 15 minutes later he has only managed to replace the burnt fuses. Working with the vac suit isn’t easy.
Roy spends another quarter of an hour to repair the power circuit board. Power is rerouted and the escape pod is finally operational. He shuts the door closed, pulls the lever and breathes out a sigh of relief as the pod heads safely for the belt with its automated thrusters.
Session Background: After a rough start for Roy (he rolled a 12 in astrogation mishap! In part 1) this play was quite uneventful. Mostly had to do with gathering info of the surrounding system and ensuring survivability.
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