1. KnightDisciple Justicia in nox noctis.

    Hm. Can I edit the action to remove the bit about the towers, then? I think clearing the dock, planning long-term for the pier, and putting in more defenses are all still very good things to do this time around.
  2. Thrax, would a Human Improvement Retrovirus given to everyone give us any kind of bonus?
  3. Forgothrax Healer of All

    Fluff bonus yes, mechanical bonus no.

    What I mean by fluff is, you'll do better in writeups for certain things. Like, take the assault on the cruiser. No mechanical bonii/disadvantages involved, so when you rolled successes you succeeding, but you took massive casualties despite having almost every advantage and rolling successes. If you had had, say, tech 3 weapons and armor instead of tech 1, your casualties would have been much more minimal.

    And now to try to go to bed (again).

    EDIT:
    Getting the southeastern pier in place would be a very good idea if you plan to start building a space navy in the future (which... might be wise.)
  4. SwiftRosenthal Former Lurker

    I don't want to go back and see if you've answered this already but here goes:

    Is Earth cut off just to be cut off or do you have any particular scenario in mind for how + why? If yes, can you tell us now or will it become public later in the game? If you can tell us now, what was it? Was it limited to Earth or did it affect the entire Milky Way?
  5. KnightDisciple Justicia in nox noctis.

    Ok, action list on Page 51 updated yet again.
  6. Forgothrax Healer of All

    I do have a scenario. From a meta-perspective, I wanted to preserve the feeling of the players being on their own and in charge under threat, and having easy access to the SGC and 304 backup breaks that feeling-- you can notice it in the difference between S1 of Atlantis and the following Seasons. The threat I'm slowly developing, and it's going to start ratcheting up until Phoenix hits and we move into the middle game.

    However, I'm not going to comment on the scenario itself at this time. The players' choices will determine what level of information they receive. I will go so far as to say that dialing the Milky Way (And Earth in particular) is risky bordering on suicidal and sending a ship... well... more effective to just execute the crew and nuke the ship.
  7. joe6168 Always Lurking

    What about the Asgard?
  8. PhoenixFTW Insert Witty One-Liner Here

    Either get rid of the 'talk about PR disaster' bit, or keep it very, extremely, extraordinarily vague. Also, I think you should clean up Tuna #4. The docks are our focus, not the rest. Perhaps more like this:
  9. KnightDisciple Justicia in nox noctis.

    I'll touch up the communication to state everything is very general and very vague, worded as more of a "what would you do if X" thing.
    And that reword looks good, I'll plug it in.
  10. KnightDisciple Justicia in nox noctis.

    Here's the Action List again.

    Also, I think our votes are still kind of split between Mind and will, we achieved a majority of "Yes" on Jahre assistance on Manufacturing 2 (this being done at Resolution Base), we're still debating nation name, and "New Avalon Star Ship (NASS)" is slightly winning that little contest.
    I think we had consensus on the action list itself, as well.
  11. PhoenixFTW Insert Witty One-Liner Here

    GM has declared Action Tuna voting closed, but won't post until we have consensus on this stuff:

    The nation name is obviously clear, but the other stuff is up for grabs.

    Edit: Warning: If you click the post number next to reply/like buttons, it gives you the address of that specific post so you can link to it, with bb code brackets around the address. If you just copy-paste it into the Rich Text Editor, you end up with a broken link. Make sure to copy-past only the address for the link. I wish I knew that bit several minutes ago...
  12. KnightDisciple Justicia in nox noctis.

    Alright guys, we have to make a decision on this stuff.

    Is there any way we can un-split the votes on the Strength choice?

    As for the ship names...I could be convinced to go to "NASV" (though my brain keeps thinking it's a Bible translation :p), but obviously there'd still be a split vote. So, again, what do you think, folks?
  13. PhoenixFTW Insert Witty One-Liner Here

    NASV, NASB... yeah, I can see that. You can't convince me to go with New Avalon Star Ship, because again, sounds like nasty, nor just Avalon Star Ship (for obvious reasons)... maybe just Avalon Space (or Star) Vehicle?
  14. SwiftRosenthal Former Lurker

    Ship would normally sound better, but Stargate has too much of an Air Force tradition for it to go through. If I had a vote I'd pick [New Avalon Space] Vehicle.
  15. PhoenixFTW Insert Witty One-Liner Here

    I'll flip over to will, to get rid of the deadlock there.
  16. KnightDisciple Justicia in nox noctis.

    Hm. Since Will is swinging to the most, I'll toss in with it. I prefer the idea of Mind, but Will sounds like it has potential. I'll also put my support behind NASV (my slight joke aside), it's a solid name.


    Choice:
    [x] Mind: Hawke
    [x] Will: Hapberry, Drasteed, PFTW, KD
    [x] Arm: WV

    Nation Name:
    [x] New Avalon: KD, EB, PFTW
    [x] Avalon: WV

    Starship Acronym:
    [x] USS (United Star Ship): drasteed,
    [x] NASS (New Avalon Star Ship): WV, EB
    [x] NASV (New Avalon Space Vehicle): PFTW, Hawke, KD
  17. Why did everyone skipped over me and Happerys vote? Posted twice about switching over to mind and NASS here and here. Anyhow, since most people changed already lets go with Will and NASV as they have consensus at the moment.

    Choice:
    [x] Mind: Hawke
    [x] Will: Hapberry, Drasteed, PFTW, KD
    [x] Arm: WV

    Nation Name:
    [x] New Avalon: KD, EB, PFTW
    [x] Avalon: WV

    Starship Acronym:
    [x] USS (United Star Ship):
    [x] NASS (New Avalon Star Ship): WV, EB
    [x] NASV (New Avalon Space Vehicle): PFTW, Hawke, KD, drasteed
  18. Choice:
    [x] Mind:Hapberry
    [x] Will: , Drasteed, PFTW, KD, Hawke
    [x] Arm: WV

    Nation Name:
    [x] New Avalon: KD, EB, PFTW, Hawke
    [x] Avalon: WV

    Starship Acronym:
    [x] USS (United Star Ship):
    [x] NASS (New Avalon Star Ship): WV, EB, Hapberry
    [x] NASV (New Avalon Space Vehicle): PFTW, Hawke, KD, drasteed,
  19. Happerry Scion of the last Winter

    People, I switched my vote to Mind and NASS awhile ago...
  20. KnightDisciple Justicia in nox noctis.

    The thread's been chaotic of late. That's why using the little "chart" with the votes on it is much much handier than just saying "I vote for this", because it catches the eyes much much better.
  21. fixed, you happy?
  22. WatcherVoid Working on mutiverse theory

    Well on the whole making a improvement retrovirus, Am pretty sure if we did my character would get a request from Sheppard ( Since by now i think we've practically agreed my character is basically stuck with ALL the administrative duty's of running this place. ) that if we make one that improves someones intelligence if we could also find a way to use it to also reduce how annoying someone is.:p
  23. True....

    Question of the council: Should it Reduce fear responce?
  24. Forgothrax Healer of All

    Turn #10

    1.)Continue work with the Tanians. Goal is to help them get their government to a sort of constitutional monarchy of some sort (perhaps modeled on either real-life UK, or something sort of like the Star Kingdom of Manticore). Try to subtly emphasize our long-term goal is to have them as a partner and ally, but for now they're something of a protectorate. Education is a top priority, alongside increasing their health. Perhaps engage the Denavians a bit (adults, that is) to help us help the Tanians in improving agricultural efficiency without just plopping giant chugging machines in their grain fields. Goal here is to ease them into a more modern life, instead of shoving them there. Also put effort into construction of gate defense; making it constantly inoperative is a bad idea, but giving it a quick and easy system to "plug the Gate" (perhaps a sort of large hinge to fold downward, or a track to roll it back onto a plug on the wall). Once they start expanding their infrastructure, encourage building down, not up.

    73 (Success). The Taian government you’ve set up is already a monarchy in nature, with different terms (“governor” replacing “king”). The concept of a constitution and democracy in general is rather foreign to them, but once the concepts are clearly explained, the vast majority of the population becomes supporters thereof overnight. There’s some muttering in the ranks of the nobility, but most of it is subdued due to remembering what happened to the last people that pissed off the Expedition. There’s quite a bit more muttering at the concept of being a “protectorate” but they also remember all the demonstrations you’ve made of your technology and are reasonable enough to conclude that they aren’t your technical equals.. yet.

    The medical portion of the Expedition is rather... underwhelmed by the prospect of providing decent medical care to several thousand people, but they gamely set up a program to improve public health and begin running the synthesizers at max capacity to produce sufficient Ancient pharmaceuticals to treat the population. With a month’s worth of free clinics, they’ve managed to address most of the immediate concerns and anticipate catching up with the medium to long term concerns in a few months, with their public health programs coming online fully within that time. As always, training the Taians to do it themselves is the rub; a few months is just not enough time to transfer that information. They request that the R&D labs work on projects likely to yield technologies that would shorten or eliminate training time. The Taians, however, think the medical staff are the closest thing to angels they’ve ever seen. Dr. Beckett has a hard time walking down the street without getting enough claps on the back and kisses on the cheek (a significant percentage of the time on or past the lips) to put him in the infirmary. Dr. Keller has taken to brandishing a rather sizeable diamond ring (synthesized, with much grumbling after lemons were shaken under his nose, by McKay) after receiving enough wedding proposals (and other proposals) to choke a horse.

    Agriculture improvements take off like a house afire. The fabbers are quite capable of knocking out McCormick reapers and similar low-tech farming technology at a high rate of speed, and the agriculture courses the farmers the Expedition brought with them have been attended to overflow capacity (and when you’re holding courses outdoors, on several acres of land, that’s impressive). The Denavian adults have been working with the agriculturalists to build the programs, and their teachers have informed the Expedition that the majority of them are ready for university-level agriculture courses. Simple provisions of basic theory and some relatively simple farming technologies are calculated to improve yields a few times over. Of course, there will soon be a massive economic problem as you have more people working to produce food then you need, but... can’t make an omelette without breaking eggs, eh?

    The fabber you brought to Taia knocked out basic gate defenses without a problem at a small mountain approximately a hundred and thirty-seven klicks from the main Taian city, Krung. Using the same model as Resolution Base, the Gate has been buried two hundred meters in solid rock within a gateroom filled with weapons and precautions against being stormed. See the Resolution Base specs for details.

    2.) Work on getting the Frigate Normandy up and running to our specs.

    42 (Neutral). The fabbers labor away mightily, producing the various components necessary for the final refit of the normandy. Engines and weapons systems have been produced; the techs struggle with emplacing both but find a shortcut-- the ADFs mounted in the engines can project a mass-neutralizing field and limited antigrav. Using this shortcut, mounting weapons and engines becomes a lot easier, though not as much as a dedicated dock and shipyard would make it. Sensors have also been produced to give the ship her eyes and the remaining systems have been built or repaired as needed.

    The remaining techs refit the interior in a spartan fashion, packing the entire ship with systems and leaving minimal space for the occupants. On the last day of the month, Major Shepard (frocked to Commander) takes the helm of the NASS Normandy and flies her up into space. Drive tests have been successful, jumping a lightyear in just about 20 minutes, and the Normandy blows up a few Oort Cloud asteroids to test her weapons. Sensors have picked out no anomalies in the system, and shields are in fine working order as evidenced by the Normandy not being crushed by water pressure when lifting off. Upon landing, Commander Shephard emerges into a literal flash mob as the entire Expedition flocks to cheer the Expedition's first capital ship and tool to striking back against the Wraith.

    Achievement unlocked: The Normandy Reborn (researching the Starship Design 1 technology will be easier due your experiences with the Normandy)

    3.)Continue work on Hydroponics, with an emphasis on setting up the long-term infrastructure moreso than immediate food production. Try to find a balance with what our current supplies are, maybe funnel a bit of excess to the Tanians if they need it. Goal is for Arcadia, Atlantis, and Tania to all be independent with food, maybe with room to expand if one of them has a disaster of some sort.
    Also, work with Denavians, Tanians, and volunteers from the Expedition to set up an official (and thus safe and controlled) brewery/distillery. Goal is to provide a variety of drinks for our people, and make sure they're produced in safe and sanitary conditions. These drinks will be rationed, and anyone discovered to be drinking in excess to "drown their sorrows" will have those rations removed and be disciplined. We make it clear that we don't mind people drinking, but we won't tolerate excessive and irresponsible behavior.

    48 (Neutral). Thanks to trade with the Satedans, you now have enough food in storage at both Atlantis and Resolution Base to sustain the population of both for a further 18 months with support of Atlantis' hydroponics. The farmers at Resolution Base ran a fabber cycle to produce the remaining reactors and farming equipment and have begun planting of the fields as the mining bots finish bringing in enough soil. Using Satedan seeds, harvest will occur every 4 months and will provide sufficient food to feed your entire current population and then some, minus the Tanians (whose population outstrips yours by an order of magnitude). Work on constructing massive food-storage bays at both Resolution Base and the Lantean Harbor is underway. Your fabber teams don't succeed as well with Atlantis' hydroponics; you now have sufficient in place to feed a fifth of your non-Tanian population.

    The brewery and distillation facility, on the other hand, is a minor success. Producing the equipment is easy, but it'll take another month or two to begin production of decent alcohol. Volunteers from the Expedition, as well as some from the Denavians and Tanians, have come forward and are producing a wide variety of beverages, ranging from beers to hard liquors and everything in between. While their first efforts are not wonderful, the preliminary batches that will make up the second run are quite decent. An expanded facility might yield enough to produce a trade good. Unfortunately, the test batches are MIA... security systems indicate that Rastor and Major Sheppard swiped the several gallons of alcohol making up said test batches and challenged the Council to a drinking game. Strangely enough, nobody remember the game...

    4.)Redirect construction teams to work more on Atlantis repairs; short-term, goal is to get all piers still present fully repaired, intact, sealed, functional, etc, and to "cap off" the totally missing pier segment. Also start working on plans to replace the pier, including determining what, if any, technology we'd need to research. Produce more defensive emplacements and distribute them around the city. Work on clearing off the Southeast Pier entirely, to fully clear the dock area. As much material as possible will be salvaged, and the rest set aside somewhere to perhaps be reprocessed later.

    79 (Success). Construction teams have returned to work on Atlantis. Their first priority has been capping off the Southwest Pier stump, which they’ve done with a (massive) Naquadah Alloy patch that provides a tough and watertight seal but has also taken most of your available resources for the month not already required for the Normandy. They’ve also written a plan to replace the pier, but it’s not exactly cheerful.

    The good news is that the Southwest Pier was the least important to the functioning of Atlantis. True, it was a residential pier and provided housing for tens of thousands of Lanteans, but the rest of Atlantis is (was) filled with residential towers and as the Expedition has demonstrated you can live in Atlantis without living in the SW Pier.

    The bad news is that replacing the pier basically requires replacing the pier with technology equivalent to that which makes up the rest of Atlantis, if you ever plan to move the city. Sure, your engineers are confident they can replace the entire pier using current materials (though it would be a massive job requiring dedication of most of your fabbers for months on end) but the naquadah alloys you currently have access to aren’t a patch on the materials that compose the rest of Atlantis. They haven’t been able to even take a sample out of the materials; even force blades are just absorbed and explosives don’t leave a mark. Further study has indicated that the alloys actually actively absorb energy and spread it throughout Atlantis’ entire hull as well as dumping excess energy into energy sinks. Full-power weapons test don’t even leave marks, and at the high end Commander Shephard fired Normandy’s spinal plasma cannon at the hull... which raised Atlantis’ hull temperature a whole half degree for a few seconds. It is the engineer’s estimate that using naquadah alloys in place of this wonder material would result in a pier that would literally snap off if significant acceleration was applied to the rest of the city or the ship was damaged. ADFs are wonderful things but they don’t dampen everything, and they can be overwhelmed by external conditions. That’s not even touching the energy field generators they’ve dubbed “structural integrity fields” that reinforce Atlantis’ hull to make it even tougher, and which you can’t duplicate. You also can’t build shield generators like those that cover the rest of Atlantis, so the shield would be (at best) weakened in an attempt to cover the new pier, or wouldn’t cover the new pier at all. Finally, as you can’t replicate Atlantis’ stardrive, the remaining stardrive sections would be forced to compensate for the weight of the pier.

    After that dismal report, the rest seems rather cheery. Each pier as well as the central region now sports its own massive plasma emplacement with complementary Broadsword launchers and has been backed up with multiple fast-tracking laser emplacements and RIM-166ADF(F) tubes for dart and point defense. The West pier (the one closest to the entrance to the Harbor, as they’re calling the cave) has been reinforced with double the defenses of any other pier and said defenses have been covered by forcefield generators. The first 12 Broadswords in its tubes have also been loaded with your Mark VIII warheads.

    Clearing of the Southeast pier has also gone smoothly. Instead of trying to haul away all the debris, the engineers simply scouted the hulks for any usable technology, then turned the mining bots on what was left. The end result was a decent amount of salvage and a significant amount of resources, including naquadah. Salvage includes: 3 Spinal guns (two plasma and one laser), 1 engine of unknown type that appears to have suffered internal explosion damage, and one Hyperdrive in desperate need of full rebuild (which you cannot provide without further research).

    You’re left with a wrecked southeast pier that has a sturdy underlying structure but whose surface has been pounded flat. The engineers have drawn up a plan for rebuilding the pier, but the prospect of rebuilding the facilities of what’s basically an aircraft carrier pier thirteen times longer than a Nimitz and innumerably more massive will require significant effort. They’ve begun by starting closest to the keel and rebuilding structural members as best they can, making provision to make replacements as soon as better materials are available. So far, most of the rebuilding has focused on cargo and storage areas, as well as the overall infrastructure of the pier (power, water, lights, plumbing, transit, etc). Infrastructure has been completed, but filling in all the holes on the plan will take at least a few months. Much more could have been accomplished, but a lot of the naquadah and other rare materials necessary have been diverted to the Jahre to pay for their tech team.

    5.)Continue mining existing deposits on Arcadia. Also try to start mining on Tania, but do so in a minimally invasive way; if we think we might damage their buildings or aquifers or whatnot, we stop ASAP. Try to build up some stockpiles and reserves of minerals. Cease actual mining on Lantea due to poor mineral deposits located there.

    85 (Success).

    Mining on Arcadia has continued to explode. You’ve produced five more mining bots in situ and focused them on the mines with the majority of Atlantis’ being shifted to Arcadia; production has only risen in volume. Mines continue to open in all directions. Your miners estimate that Arcadia’s reserves will be more than sufficient for all your needs for at least a year of breakneck mining. Tania has relatively modest reserves (except for those detected under the capital city, Krung) and exploitation has begun at a much slower pace as the miners scout out their digsites with great care. So far, no damage has been done.

    Stockpiling, however, has not gone well. The Jahre’s fee has drained your stocks to 15% of their previous levels, and estimates indicate that (1d2=1) more month of production will be required to satisfy their fee before you can begin stockpiling once more. In the meantime, production has dipped significantly.

    6.)Continue Stargate exploration, caution emphasized (all Exploration teams have priority for stealth coating on Nighthawks). The "Omega Site" (my preferred name for Emergency Evacuation site" should be a habitable planet that's environmentally stable, and one that has a good solid mountain range we could try building into. Goal is to find a world suitable to make a sort of "fallback fortress".

    47 (Neutral). With these new protocols in mind, the exploration teams go back and explore previous worlds in further depth. They finally settle on two worlds as good choices for your Omega Site. A94G3 is located approximately 1300ly spinward of Lantea, but the same approximate distance from the core (and about 2100ly from Arcadia). It’s a bleak world that didn’t take too well to its terraforming, apparently. Its advantages include massive mountain systems honeycombed with a variety of ores that would interfere with sensor scans from space, and it’s barely survivable without hardsuits during its local winter (which extends for over half the year due to its distance from the sun). A62R7, on the other hand, is located on literally the other side of the galaxy, almost seventy thousand lightyears from Lantea and Arcadia. Its mountains are large, though not quite as opaque to sensors as those of A94G3, but it’s very Terra-like and inhabits a system with a G0 sun that is quite similar to Sol. Either one (or both) would be suitable to Omega Site colonization. The survey teams are available for further questions if necessary. (OOC: Whichever you pick, also choose a name, please).

    7.)Design Action. Designs here; Vulture VTOL UAV, Workhorse wheeled UGV, Slyph Flying Powered Armor, Force Weapons.

    55 (Neutral). The VTOLs, armor, and force weapons are all designed. Engineers have run into difficulties with the UGVs and haven't been able to turn out a working design this month, though (buggy) prototypes have been built. Due to the Jahre resource drain, only a couple examples of each design have been built for use.

    8.)Councilman Knight issues public apology for his ill-timed "performance" (won't make assumption of WatcherVoid here); extend offer for constructive suggestions on how to demonstrate apology. Continue to try and find more subtle ways to improve morale (that is, not gaudy performances). Officially authorize the memorial hall, and make sure it's clear they can expand the memorial area as needed, as well as offering a small amount of fabber time if people wish to produce something besides photos. Do not in any circumstance order taking down the more negative displays (stabbed symbol/picture); if those go down, has to be choice of the people who put them up, and make that explicitly clear. All Council members are allowed (and indeed encouraged) to find one or more ways to assist in raising morale.

    51 (Neutral).

    Councilman Knight’s public apology is received with a minimum of fuss (as is Councilman Void’s, if he makes one). You do notice that, while the knife-in-Batman/Joker exhibits haven’t been removed, no more have been put up in the (now official) memorial hall. Now that it’s been sanctioned, sculptures, “live” exhibits (using computers) and memorials have been produced. Rastor has been seen using ExpeditionPedia data to recreate the 7 Wonders of Terra in miniature along with a team of RNs from the medical department, while a crew of physicists have been printing and hanging classical paintings all over the memorial hall and a group of linguists has been making public broadcasts of music ranging from Bach to The Black-Eyed Peas.

    The various Councilmen have busied themselves on morale projects (OOC: Specify any if you want). They have been received moderately well. Normandy’s launch, however, has raised morale significantly, and the production of liquor even more. However, the hydroponics crew has located C. sativa plants growing within their installations. Internal sensor monitoring and forensics has traced their origin to Dr. Zelenka. Major Shepphard has requested (admittedly, with much humor) punitive measures. Dr. McKay, on the other hand, has closeted himself in a chemistry lab for the past week during all his free periods. This would not be remarkable, except for the fact that he has been remarkably closed-mouth about his pet project. Rumors range from nukes to an improved Tang.

    R&D

    1.)Mining 2

    41 (Neutral).

    The resource stripper is a complicated little beastie, and as most of the researchers have been focusing on manufacturing, mining doesn’t get worked on as much as its cousin. As a result, while a prototype has been created, it doesn’t exactly work right-- it disintegrates matter rather well, but forms it properly only about half the time and creates a dangerous radiation burst the other half. Major Sheppard, on the other hand, has requested that all scientists read a short essay he has prepared on the “Kzinti Lesson.” The scientists have refused, and have sent strongly worded memos to the effect that time spent reading essays by militaristic idiots could better be spent finishing work on something to build said militaristic idiots better guns. (Tech 5/6 completed).

    2.)Sensors 2

    66 (Success)

    After a month hard at work, your scientists have slimmed down their hyperspatial sensors into a form much more suited to portability. You can now use hyperspatial senses to detect not only ships in hyperspace but also certain exotic particles that have predictable effects on hyperspace.

    Tech: Hyperspatial Sensors
    Pre-requisites: Computer 2, Power 2, Sensors 1
    Description: Hyperspace itself is a very energetic dimension, and the passage of starships and other objects through it causes very visible disturbances that can be seen from very long distances. Your scientists have developed sensors that can track ships through hyperspace over long distances, just like Atlantis’ long-ranged sensors.
    May Now Build: Hyperspatial Sensors
    Unlocks: Sensors 3

    3.)Manufacturing 2

    92 + 10 (Critical Success). The aid of the Jahre tech team seems to unlock a massive boost of productivity in your researchers. Working without sleep for days on end, they successfully integrate the theory behind the fabbers and produce two prototypes that, when tested, turn out to have full functionality the simulations had promised. The Jahre are stunned by the speed at which you’ve assimilated the theory and practical portions of this technology, and eye your researchers with something resembling awe (and speculation) as they depart Resolution Base.

    Tech: Molecular Assemblers
    Pre-Requisites: Computers 3, Power 2, Materials Tech 2, Mining 1
    Description: Breaking and forming molecular bonds in a controlled matter is not easy for Terran science. The Ancients, however, did it all the time to ensure that items they produced were perfect literally down to the molecular level. Your scientists have learned how to replicate such technology to create molecular assemblers, machines that can vacuum up a stock of raw materials and spit out perfectly identical items out the other end.
    May Now Build: Molecular Assemblers
    Unlocks: Manufacturing 3

    4.)Starship Design 1

    53+bonus (Success). Based on your practical knowledge gained from working on the Normandy, your engineers have made great strides in understanding how Ancient ships may be built, and have even prototyped a few designs. Unfortunately, in simulations most of their designs have turned out to have massive flaws. Continued study will be required. (Tech 1/2 completed)

    Special Event (from last turn)

    Halfway through the month, the hyperspace contact enters the Lantea system, and Atlantis battens down her hatches. Power consumption is minimized and every effort is made to minimize an energy signature. A single Jumper is lofted into orbit and hangs there with passive sensors taking in data greedily. A hyperspace portal opens and something like this (with the weird spaces in the middle filled in) comes through...

    [IMG]

    It prowls through the system, rattling every corner with subspace sensors at full gain and several squadrons of fighters at surrounding it in a Combat Space Patrol. It gives the planet a wide berth. Subspace sensors pass over the jumper... (opposed check: PASSED!) and the ship continues onward. After an adrenaline-filled day, the ship jumps out of the system.

    With the ship gone, the Jumper returns to Atlantis. There, information from the Jumper’s sensors is downloaded and correlated with Atlantis’ warbook, which identifies the vessel as a heavily modified Wraith destroyer, considered by the Lanteans to be a terribly designed vessel. Like most Wraith ships, it’s at once a generation ship (carrying a sub-tribe of Wraith within its hull) and a warship. Unfortunately, with most of its 1.5km hull taken up by its tribe of Wraith and its support systems, it didn’t have a lot of space to dedicate to combat and wasted that space by simultaneously trying to act as a carrier and as a battle-line combatant that could also haul supplies or serve as a repair vessel. The result was a ship with a truly pathetic dart wing and minimal capital armament that couldn’t haul much or repair anything bigger than a few wings of darts. This ship, however, appears to be a redesign that dropped most of the darts and cargo space for a much heavier armament, leaving only 60-100 darts aboard (63 were launched, but there was space for at least 25-50% more). There is a new spinal weapon that does not conform to any known Wraith weapon, along with port and starboard energy batteries but minimal PD (probably handled by the Darts). The modifications changed the hyperdrive signature enough Atlantis’ warbook didn’t recognize the vessels. With the signature positively identified as a Wraith vessel, many of the yellow (for unknown) signatures on the hyperspatial sensor display go the bright red of a positively identified enemy combatant. Disaster averted, but the sheer number of crawling red on the display is not a comfort to anyone observing it.

    Special Bonus: Will!

    In spending time with the Taians, you learn of a monastic group that has closeted themselves at the fringes of Taian society. They are rumored to be possessed of strange powers and abilities. Your scientists investigate, led by one who also holds a doctorate in philosophy. After a day closeted with the monks, they emerge with some very... interesting news, and an even more interesting group of subjects.

    It seems that the subjects in question are the descendant of a long line whose origins have since been lost. Whatever their origin, they demonstrate some interesting psychic abilities. One can bend spoons; another can sense emotional states of others while meditating; one can close small cuts. Analysis indicates similar brain development as that of SGC Subject Cassandra “Cassie” Frasier, albeit at a much more minimal and primitive level. Genetic analysis indicates no meaningful difference from the currently understood Pegasus baseline (Satedan, Taian, Denavian samples available; Jahre samples not available at this time, apparently the armor’s more than decorative). Nor do they possess the Ancient gene.

    While the subjects’ psychic powers are, at best, circus sideshow material, what is much more interesting is a mental discipline they’ve developed that allows them to use these powers. Called the Flow, this discipline focuses on allowing the world and external distractions to flow by the practitioner, leaving him focused and undisturbed. Said mental discipline is claimed to be somewhat effective against Wraith psychic assault even when performed by a non-psychic. Further research will be necessary to develop the appropriate training program.

    One-time research project: Know The Flow unlocked.
  25. EagleBlue Kill! Kill! Kill the BETA!

    ...
    What.

    Ok, all good and decent rolls today.

    EDIT:

    Can the GM tell us, what would we have gotten with Strength and Mind?

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