Infiltration
Background: Nearly two weeks after our last episode Gold Shield security forces have long since wrapped up interrogations of our captured model thirteen with nothing useful to report (he simply doesn't know anything more about the other Cylons than we do). Physical examinations, however, have answered the question how he and the other model thirteens operated for so long in Ragnar's storm and in follow-up testing we've learned a lot about the Cylon's susceptibility to Ragnar's unique radiation output. Consequently scientists on the Rock have developed a rather jury-rigged device that will supposedly emit a powerful pulse of energy to which the Cylons are vulnerable. In theory this will disable or at least strongly effect all Cylons in range of the pulse for a short time.
We've also learned that the Rock itself provides a passing amount of protection for the radation of the storm to harbor regular Cylon humanoids within, even during our prolonged stay. This leads to a serious "stepping up" of the program Sun has instituted to develop a reliable Cylon detection system from the device Aella brought back from the Idyllia.
When we are told all of this in briefing we find out that Griffon is slated for a special mission along these lines. Admiral Drake has been planning to relocate the fleet to the asteroid belt where it is hoped she can avoid detection long enough to command a short series of system-wide resistance actions. Currently the basestar maintaining orbit around Ragnar, launching a steady supply of reconnaissance sorties to locate the fleet in the storm, makes our escape difficult to say the least. The Griffon is to make use of it's Sheep's Clothing system to get within capitol range of the basestar and launch the untested pulse missile center mass against the target, hopefully disabling it or at least knocking it's bevy of raiders out of commission for a time. Long enough, we expect, for the Rock and her fleet to slip out of the storm and jump away.
Scene one:
Having completed our briefing we head for the Griffon straightaway to prepare for our mission. There Aella sets Deke and Sun to work on the Griffon doing their standard maintenance check (as always, hoping to avoid any trouble later). She and Nike then set about securing body armor and weapons (just in case). Specifically, Aella makes a point of scrounging up armor piercing rounds for everyone as well as some grenades for herself. Better safe than sorry, she tells us.
Nike finds out from Aella, while they're away from the Griffon (and Deke and Sun) securing the gear, that Admiral Drake has given her special orders to carry out during the mission. Though she won't say what those orders are she relays to Nike that he is to back her up "when the time comes". She won't reveal anything further when Nike presses her on the issue but does intimate that it may have something to do with the Admiral's lingering distrust of Sun and, by extension Deke, as it's become clear to the Admiral that Deacon's loyalty is primarily to Sun.
Sun, meanwhile, gets an extraordinary success on her routine systems check and notices a new system installed somewhat covertly on the Griffon. Examining that in the turn she finds that the system is designed to emit a similar pulse as that from the missile, only directly powered by the Griffon's FTL engine. Though significantly more powerful than the missile's pulse it nevertheless risks damaging the Griffon's FTL if triggered.
Once everyone is outfitted, the Griffon is fully loaded and the untested pulse missile is readied we make our final preparations to launch from the Rock. This is when we suddenly find that Jarvis Carder is sending three of the marines along on the mission with us. Apparently Admiral Drake isn't trusting Nike and Aella to do whatever she's been ordered to do without some backup. Sun immediately questions Carder about the pulse system that's been haphazardly slapped onto the Griffon's FTL and is told that it's merely a "plan B" should anything go wrong with the missile itself. Naturally we aren't too happy to hear that but Carder simply advises Sun to double check the missile system itself and insure that a "plan B" doesn't become necessary in the first place. Sun does so and finds the missile apparently in good working order though it's still, notably, untested.
With that we depart and head straight out of the storm, our Cylon raider Sheep's Clothing signal active. We're clear of the storm threshold within the hour and looking for our basestar.
Sun makes good use of the Griffon's state of the art DRADIS to keep us away from Cylon patrols until we can get a little closer to the basestar. Though our Sheep's Clothing should keep us pinging like a Cylon raider until we get within skirmish range of something or someone we decide it's best not to take unnecessary chances. Before we can zero in on the location where the basestar is supposed to be we have a bit of trouble. While Nike and Sun are on the flight deck, Deke and Aella are back with the marines in the lounge, chatting with them (and trying to get what info they can out of them). Aella finds the marines are comfortable under her command and doesn't detect anything in her conversations with them that leads her to believe they have some other agenda. She is interested to find that one of the marines isn't a standard grunt, though, and is a trained tech of some sort. Though she tries to get as much information as she can about that she stops when it comes to the point where it will become obvious she's digging.
During all this conversation the marine tech excuses himself to go to the bathroom. As he's returning the sublight engines on the Griffon suddenly give out and we're drifting. A quick check from Sun's station shows warning indicators in the engineering department and everyone rushes to grab firefighting gear and tools to head there. Aella orders the marines to stay put in the lounge.
In engineering we're faced with a small fire that we manage to put out quickly before it can spread or cause any further damage. It only takes Deke a few moments to pinpoint the problem that caused it all. A fuel pump has ruptured with a small fuel leak spraying freely into the engineering room and igniting. Thankfully some standard safety systems kicked in and shut down the fuel pump before any chance of serious damage could take place but without the pump the backups are all the engine has to go on. Taking a look at those we can see they're too damaged to operate at all. Hence, no fuel is getting to the engines. Deke also notices almost immediately the original fuel pump didn't just rupture but was pierced with a sharp instrument of some sort and the backup pumps have had most of their wiring simply yanked loose.
We haven't really lost any fuel from the incident and according to Deke it's going to simply be a delay in fixing it so we set him and Nike to work while Aella and Sun go up to the lounge to deal with what looks like sabotage by one of our guest marines.
When confronted with evidence of sabotage in engineering the two marines accompanying the tech marine are quick to defend him, saying he's served in their unit for some time and that he can't be responsible. The marine in question vehemently denies any hand in the sabotage and becomes nearly insubordinate about it. Lacking any direct evidence Aella isn't willing to put them all in the airlock like we'd rather do but instead orders them confined to the lounge and to take an escort anywhere else they go. The marines are clearly pretty insulted at the accusation and we're surprised when they infer that Sun might be responsible, reminding us all that rumors about her have made the rounds recently. They do make the point that Sun and Deke checked the ship out alone before we took off and she could well have sabotaged the Griffon then. When consulted, though, Deke points out the damage and shows that it could only have been done immediately prior to the engine failure. That is, while the marine was supposedly in the restroom.
At that we decide we'd better take direct action before this gets out of hand. We decide first to eliminate the possibility that there's someone else on the ship causing the damage. While Deke wraps up his repairs (with some very nice rolls, thanks to his Mechanical Repair talent) Aella has Nike cover the marines while she and Sun make a quick search of the rest of the ship. Checking each area as thoroughly as they can (and staying within eyesight of one another) the two finish up their sweep having discovered nothing out of the ordinary. By this time Deke has managed to repair the wiring to the backup fuel pumps and replaced the original pump with our only spare. While they all return together to the lounge to make plain that someone on board sabotaged the ship and that we'll all be staying within eyesight of each from now on, Nike and Sun return to the flight deck to resume course. Sun also accesses the Griffon's operations system to start a log to monitor air pressure throughout the Griffon and thus keep track of movement through the ship.
After another hour we're still an hour out from the basestar and just starting to get anxious about our approach. We've already picked up the basestar at long-DRADIS range and zeroed in. We then drop a silent relay beacon so we can send a signal back to the Raptor lingering outside Ragnar's storm when we detonate the missile (who will then inform the fleet to take the opportunity to make a run for it).
Sun then detects movement on the lower deck and yells back to Aella. All the marines are at hand, as well as Deke, while Sun and Nike are both on the flight deck, so we know there's someone else on board after all. Aella sends Deke up to the flight deck while she and three marines dash down to the galley to take the ladder down and intercept the intruder. Once they hit the lower deck they rush to take positions in the hallway while Aella coordinates with Sun upstairs as to the intruder's location. She guesses from what she's reading that they've entered the cargo area but can't be sure. Aella then leaves one of the marines to cover their back while she and the second one enter the cargo area. Inside they find no intruder immediately evident and so spread out to the start combing the room more thoroughly.
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None other than Regina Cauler herself (or one of her copies?) pops up from behind a cargo crate to fire on the nearest marine. Since Aella and both of the marines with her are actively searching the room and none of them are covering the area Regina gets to fire off a few shots and do some serious damage before they can open up on her. She fires twice on the marine closest to her, scoring both hits and knocking him unconscious (he's wearing body armor). One of the two shots on the other marine lands, stunning him a bit and a last shot at Aella herself hits causing her a few stun points as well.
1)
Taking the initiative with her Split Second Timing asset, Aella opens up a round of autofire on Regina but misses due to her cover behind the steel crate. Aella immediate ducks behind cover herself. The unconscious marine had taken initiative next but he's out and Regina opens up again on the only clear target, the second marine. Leveling five more shots at him, she drops him before he can return fire. The third marine, the tech from before who's in the hallway watching their rear, takes cover in the doorway and opens fire on Regina with two bursts, neither of which hit.
2)
Already dealing with a +8 Difficulty from Regina's cover, Aella opts for two called shots to the head for total +12 Difficulty and drops two Plot Points on each. The first shot simply misses but Regina shocks the hell out of Aella by dodging the last shot completely (she scored an extraordinary success, despite Regina's cover and the called shot). As it's clear this Cylon humanoid is going to be tough to take down (having already dropped two of her marines) she snatches a grenade from her webbing and overhands it toward Regina's cover, then ducks down for full cover herself. Regina naturally snatches the grenade up to toss it right back but botches her throw(!) and the grenade detonates right in her hand. She's synthetic hamburger and Aella manages not to take any fragmentation this time.
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Aella and the third marine each snatch up a wounded comrade and hump them over to the lift in order to get them into Sun's care as quickly as possible. Having called Sun over her comm she's there to meet them upstairs and gets to work immediately on the two men. Both are in relatively good shape (though the second marine took a lot of shock points) and Sun manages to revive both of them but they're not going to be any good for a while. Aella hauls them both to a bed, orders Sun back to sensors and then she and the last marine head to the lounge to hunker down. Aella decides she's still going to keep this technically proficient marine close at hand, saboteur or no. She also takes her Second Wind for the day to shake off the stun damage from the gunfight.
[Everyone gets 1 Plot Point for getting through the scene without the Griffon being seriously damaged from sabotage. Sun gets 1 Plot Point for devising a method of tracking movement on the lower deck. Aella gets 1 Plot Point for successfully taking down a determined Cylon humanoid. Deke gets 1 Plot Point for repairing the damage to the Griffon's engines in record time.]
Scene two:
Sun soon detects a phantom radio transmission on the Griffon's sensors and after a moment she determines that it's coming from somewhere below decks. With a patrol of Cylon raiders approaching at short-DRADIS range and the basestar nearly at short-DRADIS range itself everyone hustles for the ladder to seek it out. While Sun works hard to try to pinpoint the location more precisely Aella, Deke and the marine tech scour the lower deck looking desperately for the transmitter. Nike brings the Griffon to a halt but the Cylon raiders will be within Capitol range in a few minutes. Sun checks and guesses there's a fifty/fifty chance the raiders can detect the transmission at that range, though she's unsure of how sensitive the Cylon raiders communication systems are. While the others search for the transmitter she attempts to crack the transmission itself but it soon proves too difficult.
After a couple of turns without any luck finding anything the team below splits up to cover more area. Still they find nothing and we face the fact that finding a small, probably hidden transmitter before the raiders pick up on the transmission likely just isn't going to happen. Nike then changes course, trying to find a hole between patrols somewhere that they can park and root out the transmitter safely.
As we dash away from the patrol in the Griffon Nike sees that the group of five raiders has changed course as well and coming after them. Sun, meanwhile, has returned to trying to pinpoint the transmitter with the Griffon's sensors and scores an extraordinary success, narrowing the search down to somewhere amidst the vehicle bay. Aella finally finds the transmitter after several more turns squirreled away in the Vixen's trunk (the Vixen being the APC we started carrying in our vehicle bay after having to hoof it across Typhoeus). She also finds signs that this may be where Regina was hiding. Still, the raiders are closing in as Aella deactivates the signal by simply ripping the battery out of the transmitter.
With the raiders closing in at Capitol range we all decide to avoid a dogfight if at all possible. As things are bound to get dicey once we fire on the basestar we figure it's best to avoid damage until then. Since we already have the basestar on DRADIS we set Sun to work whipping up some jump coordinates and Nike fires up the FTL. The Cylon raiders naturally detect this, in addition to suddenly losing the transmission they were responding to, and increase speed to intercept us. We have two turns to make our jump and Sun gets to work on it with Nike's help. Sun scores another extraordinary success and Nike has us jumped away, appearing at skirmish range with the basestar an instant later.
Having appeared out of nowhere, still pinging as a Cylon raider but with a real likelihood that the basestar's sensors may be able to see through our visual signature at this range, we get to work quickly on another jump back to our "bug out" spot near Ragnar's storm. The moment Sun has the jump plotted and our FTL already spinning and ready, Nike fires the pulse missile toward the basestar's center.
As the missile flies toward it's target we can already see scores of Cylon raiders detaching from the basestar wings and it's pretty obvious we've been detected. We're dismayed to see a trio of missiles heading our way as well and, just before we make our jump, one of them arches toward the pulse missile, impacts and destroys it. With only a split second to decide what to do Nike makes the decision that the mission is a bust and that we need to be the hell gone from here. Aella's Split Second Timing asset helps her snatch Nike's hand away from the controls and she cancels the jump before he can stop her. She then orders him to open fire on the two incoming missiles before they can impact.
Everyone is a bit furious with Aella, naturally, and it's clear that whatever secret mission she's on is about to rear it's ugly head (and we all figured it had to do with the pulse system installed on the Griffon). Lacking any other option as we haven't time for another jump preparation, Nike turns to fire the Griffon's autocannons on the two inbound missiles.
----------
1)
As dozens of Cylon raiders fall away from the basestar and orient to us, Nike turns and opens fire on the two incoming missiles. With only one round to act before the missiles impact, he knocks the first missile out easily but the second takes a couple of shots before it's destroyed.
Sun meanwhile deploys the Signal Cloud to avoid more missile locks and activates Signal Silence Mode, hoping to force the basestar and the raiders to lose track of us. Our Sheep's Clothing system is knocked offline in Signal Silence Mode but it hardly matters since we've been spotted anyway. Still, dozens of Cylon raiders close into skirmish range and we can't tell if they still have us on their radar or not.
Sun also wants to activate the Griffon's pulse system in our next turn but Aella belays that and orders Nike to take cover in the relatively nearby basestar docking bay. She intends to set off the Griffon's pulse system there, as it still remains to be seen whether it will damage our FTL engine.
2)
We're glad to see no more missiles launch from the basestar looming over us (due, we assume, to our Signal Cloud) but we aren't willing to take chances with the raiders that are practically all over us. Nike, in keeping with horoscope, has put aside all personal concerns and is going strictly by the book today, so he follows Aella's orders without question and guns it for the basestar's nearest wing and the docking bay there. Dropping four Plot Points on the attempt I manage to score an extraordinary success to disengage from several raiders closing in on us and leap out to capitol range of the raiders coming after us while simultaneously ducking right into the basestar's docking bay.
With that the GM calls an end to combat with the raiders having never fired a shot (which makes us all a bit nervous).
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[Everyone gets 1 Plot Point for reaching the basestar in one piece. Nike gets 1 Plot Point for some truly awesome piloting and shooting (if I do say so myself). Aella gets 1 Plot Point for obeying her secret orders (and her Duty complication), though they still remain to be revealed.]
Scene three:
Once we're inside the basestar's wing Nike guns it down the weird, biomechanical tunnel to the basestar's core. There he nearly crash lands the Griffon on the first flat surface he can find and Aella slaps the button on the pulse system. With a soft "bamf" the FTL on the Griffon shorts out (as we figured it would) and a pulse of energy blasts through the basestar. How far it extends and what effect it has we can't say.
Nike immediately pulls up to hover again, as it seems only our FTL was effected, and orients back down the tunnel to take Cover against any raiders that might have pursued us. After spending a few turns waiting we decide nothing is coming down the tunnel after us (hopefully because the pulse reached out that far and knocked out the raiders). We set down again and we all rush down the engineering to work together on getting the FTL back online as quickly as possible, still hoping we can fix it and get clear to jump before the Cylons recover.
Sun lingers on the flight deck to send a radio signal back to our beacon to relay our report that the pulse system has been detonated in proximity to the basestar. While doing so she makes an Alertness + Perception rolls, which she drops 3 Plot Points on but still fails. Not noticing whatever it was she sprints back down to engineering to join the rest of us. We're all very happy to find that the pulse simply fried a few relays and it's nothing that can't be easily fixed by simply replacing them. Working together we have it done within minutes and we're ready for a mad dash back to the flight deck to get the hell out of there and jump away. At which point we turn and find Aella training her GMAR on all of us.
Aella orders everyone to disarm and instructs Nike to take up position beside her in covering the rest of the team, including the marine tech. Nike does hesitate for a minute but again his horoscope has made it clear to stay clear of emotional attachments and he's all about his Duty today. He shoulders his GMAR and moves next to Aella to cover everyone. Deke and Sun refuse to disarm until Aella explains herself and she then tells us all that she received orders directly from Admiral Drake to detonate the pulse system from within the basestar's docking bay (apparently whether the pulse missile worked or not) and to then leave Sun behind on the basestar before they depart. Why these orders were given she doesn't know but the Admiral was very explicit. Aella then orders Sun out the airlock, threatening to shoot her if necessary.
Deke balks at the order, naturally, and even Nike is hesitant to go through with something like that, questioning Aella's orders. She reminds him the orders came directly from Admiral Drake and he's now facing something of a quandary. Deke, meanwhile, isn't having any of it and snatches out his pistol to fire on Aella. No initiative is rolled as Deke quickly finds that, though his weapon fires, nothing impacts Aella at all and she's doesn't bother to return fire. Aella informs Sun and Deke that she replaced their ammo with blank rounds before we left. To make the whole thing even worse, the marine carefully shoulders his GMAR as well, moving to back up Aella.
With that we call a bio-break and spend a few moments bitching at Mary and Melissa, since they're looking rather too damned smug at having skunked us so badly. Over pizza we discuss what the hell we're going to do now and decide that Deke and Sun are going to have to try to take Aella unarmed. Nike, though, is going to have to go along with his Duty and Superstition complications, so he's going to be one of the "bad guys" for this scene.
When we return Initiative is rolled so Sun and Deke can make a mad dash at Aella.
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1)
As Aella is Threatening Sun and Deke, she gets a free shot at them when they jump for her. She takes called shots to both Sun and Deke's legs, intending to disable them without killing them. She also gets a +2 skill step for having Threatened them both for two turns before they acted.
Aella is forced to take three shots at Deke as he dodges every shot and drops Plot Points on his dodges as well. In the end her last shot, with 2 Plot Points of her own dropped on it, hits and knocks out his leg (the GM ruling that half the weapon's wound damage from the round converted to stun to reduce the damage). Deke is barely conscious and his leg is out of commission. He falls to the floor several feet away from Aella. Sun, however, is still coming and Aella has only one shot left before her skill step is reduced to zero. Sun drops 2 Plot Points on the dodge anyway, just to be sure, and Aella misses by a mile.
With that much resolved, Sun and Deke still have yet to reach their Initiative point and take any other direct action. The marine, however, took the Initiative this turn and he acts before anyone else. To our surprise he turns and Threatens Aella with his weapon, demanding she disarm(!). When Aella's Initiative point comes around immediately after she's already used her actions this turn and can't take any more.
Nike, however, reaches his Initiative point immediately after Aella and turns to fire on the marine, since he's only Threatening Aella. Nike fires off two bursts but I find, to my dismay, that the dastardly Aella has filled Nike's GMAR with blanks as well. Nike drops his GMAR and leaps to tackle the marine. Having taken two actions with his two bursts of fire he can't attempt a disarm so he attempts a grapple instead. The marine easily avoids both attempts and Nike has burned up all possible actions for the turn, though he did manage to break the marine's Threat on Aella.
Sun finally gets her Initiative point and slams into Aella anyway, hoping the marine is on her side somehow. She attempts to Disarm Aella and succeeds in hitting. Aella makes the Hard Agility + Guns/Assault Rifle check and holds onto the weapon, however.
Deke is down on the floor with a badly wounded leg but he's not one to give up easily. He spends his movement crawling for Aella, placing him in range to reach and attack next turn if she doesn't move away.
2)
The marine has the Initiative so he steps back and starts dropping bursts into Nike, hoping to stun him unconscious before he can reach him. Nike dodges the first burst but is hit with the second, laying on some harsh stun damage.
Aella's Initiative comes around and she opts to attempt a grapple on Sun, using her Defensive Martial Arts specialty to knock her prone. She succeeds against Sun and throws her to the floor, then wields her GMAR again for a shot at Sun's leg. She hits, with weapon damage split between basic and stun as it was with Deke. Sun's leg is disabled and she's prone.
Nike reaches the marine but can't attempt to disarm him after three dodges. He attempt to grapple him again instead and, since the marine took three shots at Nike, he can't effectively resist. Nike has him locked down for now.
Sun, now down and wounded, can't reach Aella so she simply gives up, encouraging Deke to do the same.
Deke is still pretty pissed and not about to give up, so he crabs his way toward Aella again, despite her having stepped back out of range of him again.
3)
The marine breaks Nike's grapple on him and turns to slam him with his GMAR. Nike dodges but takes a light hit for one more stun point. Nike dodges a second strike attempt by the marine as well.
Aella decides Deke just isn't going to stop, despite being shot in the leg, so she bravely steps within range of his insane brawling skills and stomps on his head. The GM rules that Deke can block, however, and he does so effectively. Aella gets only one strike through his defenses for a single stun point and she's pretty sure she's screwed when his Initiative point comes around. Still, Deke is one damage point away from possible unconsciousness.
Nike has dodged a lot this turn and is able only to level a single blow against the marine, which he attempts to dodge. He manages to clip the guy a bit but barely hurts him.
Sun is still down and out, trying to talk Deke into giving up before Aella shoots him in the head.
Deke has just one action left in him after Aella stomped on him, so he levels a single unarmed attack at Aella while prone. Aella dodges badly and is hit pretty hard (with Deke's Brawling talent and his Brawling asset kicking in), presumably in the knee or some such, though she's not quite out of the fight because of it.
4)
The marine fighting with Nike goes all out with his attacks, hoping to get Nike off of him. He slams Nike four times, with Nike dodging the first two strike (spending 1 Plot Point on each dodge) and relying on innate dodge for the other two. Still the marine gives him enough stun damage to risk knocking him out, so Nike uses his Second Wind for the day to bring his total stun damage back under his life point total.
Aella, realizing that putting herself in range of Deke's unarmed attacks even when he's prone was a bad idea, dashes over to defend Nike instead. Naturally she needs him to pilot the Griffon out of there and can't have him knocked out, not to mention wanting to get some distance on Deke. Once she gets close she decides just shooting the marine would be the easiest way to defend Nike and does so, though she risks hitting Nike with the "Crowds" rule. She fires two bursts at him, hitting with both and knocking him into a coma.
Nike turns to help Aella subdue Deke but isn't willing to place himself within range of his attacks just yet. He tries to reason with Deke instead but Deke isn't listening. He'd apparently rather be rendered unconscious than let Sun be tossed out the airlock. Sun is still prone, surrendering, but Deke scrambles over trailing blood from his gunshot wounds to get at somebody.
5)
Aella closes with Deke again and stomps on him some more, relying on Nike to take over if Deke gets hold of her. She lands all three kicks and dumps a hell of a lot of stun damage on him. He fails his Endurance check and passes out cold.
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[Everyone gets 2 Plot Points for abiding my their specific Duty complications and characters during the conflict, especially to such difficult ends. Everyone gets another 1 Plot Point for resolving the conflict without quite killing anyone as well.]
Scene four:
With the fight over and everyone sporting lots of bruising and/or bullet wounds Deke and the marine are down and out, Sun is wounded and still surrendering and Aella and Nike are limping. Before we can take hold of Sun to toss her out of the airlock, however, Nike notices something has fallen out of the marine's jacket. When the GM calls for an Alertness + Perception (+ Sixth Sense) check and he passes it, Nike knows the device means serious trouble. When he snatches it up he realizes it's a transmitter of some kind but not a comm. Rather, it's the kind of transmitter normally used to detonate an explosive or other such remote device...and it's been activated.
When he informs Aella of this and they realize they can't use to device to track down whatever it's signaled they attempt to rouse the marine to interrogate him. Unfortunately the marine has taken far too many shock points from Aella's gunfire to rouse anytime soon, even with medical intervention. With that we turn to Sun, who's still lying on the floor treating her own bullet wound. When she's been informed that the marine likely triggered something by remote she agrees to try to track it down with the Griffon's sensors before we toss her out the airlock.
Nike offers his shoulder to help her get to the flight deck while Aella covers them both with her GMAR. Once at her station Sun attempts to track down any more phantom radio signatures from within the Griffon but can find nothing. During the course of this Sun begins suffering Attribute penalties and Endurance checks, presumably from her wound (though that doesn't make any sense at first). Then, when we attempt to drag Sun to the airlock to toss her out and take our chances escaping, Aella and Nike find they're toting some serious Attribute penalties as well from some secret Endurance checks the GM has been rolling for us.
Sun and Nike succumb first, passing out at the same time after failing Hard Endurance checks. Aella follows suit soon after having guessed we're being gassed or somehow poisoned. She attempts to seal the flight deck off and override environmental controls to pump in fresh air but falls to the floor before she can pull it off.
As she lies on the floor, vision blurring and consciousness waning, the flight deck door slides open (despite being locked) and three Cylon humanoids step onto the deck wearing some kind of filtration masks over their lower faces. The third one steps forward and, though masked, Aella instantly recognizes she looks just like her before passing out completely.
Yup, Aella's apparently a Cylon.
[Nike receives 1 Plot Point for determining that the marine triggered something and another 2 Plot Points for his Duty and Superstition complications in attempting to help Aella throw Sun off the ship. Aella receives 2 Plot Points for her Duty and Toes the Line complications in attempting to throw Sun off the ship. Sun receives 2 Plot Points for attempting to aid Aella and Nike to determine what the marine triggered, despite the fact that they're about to abandon her on the basestar. Deke gets 2 Plot Points for being out of action for the scene, especially considering his brave self-sacrifice for Sun in keeping with his character's persona.]
Advancement:
Nike spends two Skill Points to increase his Guns/Pistols from d8 to d10
Sun spends two Skill Point to gain the specialty skill Guns/Pistols at d8 and another four Skill Points to increase her Unarmed skill to d6
Deke spends two Skill Points to gain the specialty skill Guns/Assault Rifles at d8.
* Nike's horoscope for the day: Withdrawing from emotional social contact is favored now, for even when you are with others you are likely to feel separate and alone. Sadness and disappointments in your personal life are also probable now. Inadequacies and flaws in your friends or lovers are particularly bothersome to you now, and you may feel that you have nearly exhausted your patience for dealing with these problems. It is a time to be quiet and to look objectively at how your relationships are going. Though not a pleasurable time, this can be a fruitful period in which to learn more about love and what you truly value.
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