Captain's Log Episode "Whale & Wasp" Act 1
When I posted Act 1 over at the Solo Roleplaying sub I included a brief description of the 2d20 system, Momentum, and Threat and the differences between them in STA and CL. Here I will just state that part of what prompted me to post in the Solo forum was a remark by someone over there that they felt like the journaling for the game would be too much for them, and I was hopeful that my example demonstrated that you can play with very little narration.
The quick Act 1 summary is the Livermore scans the dead subspace whale, they attempt to dodge three Seltorian frigates with limited success, and then a live subspace whale makes telepathic contact with the chief of Cetacean Ops, and gives instructions on how to hide more effectively so that the Livermore can make repairs to their quantum slipstream drive.
Act 1, Scene 1
The scene opens with a shot of the Livermore and the lifeform in deep space, then shifts to the bridge of the Livermore.
Sensors + Science (15) to scan the lifeform.
· The result is (4,4), scan scores 2 successes.
· Momentum + 2 Advantages (from Science rating/Advanced Sensor Suites) generated.
· Momentum: Stored for the time being.
· Advantage 1: The scan is unusually informative.
· Advantage 2: No need to roll to detect the vessels emerging from subspace.
The lifeform is cetacean, approximately the size of a runabout, with a hybrid carbon-solanogen composition. The creature’s wounds were caused by disruptor fire of unknown origin, though it is most reminiscent of Tholian weaponry. The creature’s hybrid composition permits passage between normal space and subspace, and with enough study this passage might be duplicable with Federation technology. The creature dies during the Livermore’s scan.
After the creature dies, the scene cuts to three frigate-size vessels (Scale 3) emerging from subspace.
Act 1, Scene 2
The scene opens on the bridge of the Livermore.
Are the newcomers communicative? Improbable (Yes 1-5)
· The result is 11, the newcomers are not communicative.
The newcomers ignore any hails, but the lead vessel scans the Livermore.
Sensors + Security (13) threat assessment scan
· The result is (2, 15), scan scores 1 success.
· 1 Advantage (from Security rating/Advanced Sensor Suites) is generated.
· The advantage will allow removal of the first hit in ship-to-ship combat.
· Spend Momentum to remove the second hit in ship-to-ship combat.
· The lead ship is an assault vessel, similar to Defiant-class weapons capabilities.
· The second ship is a scout, similar to Iowa-class weapons capabilities.
· The third ship has some unknown capabilities.
Reason + Engineering (16) to theorize from the sensor data.
· The result is (5, 14), theorizing scores 2 successes.
· Momentum is generated, the Livermore is more maneuverable than the vessels they face.
· The theorization yields that the vessels may be able to track ships under phased cloak, and either match the phase shift or fire phase-adjusted weapons.
The vessels open fire, Engines + Conn (13) for Evasive Maneuvers.
· The result is (9, 12), Evasive Maneuvers scores 2 successes.
· Momentum is generated, used to negate a third hit during ship combat.
Reason + Command (15) to assess the vessels’ tactics.
· The result is (9, 18), the tactical assessment scores 1 success.
· The opponent’s tactics aren’t particularly imaginative, the assault vessel takes the lead, and predictably enough the Livermore can maneuver to reduce the effectiveness of their numerical advantage.
Act 1, Scene 3
The scene opens on the bridge of the Livermore.
Commander Mason orders the Livermore to cloak given their opponent’s superiority in firepower, the scene cuts to an external shot of the Livermore as it cloaks.
Weapons + Security (11) to successfully evade the attackers under cloak, requires 2 successes.
· The result is (12, 18), the cloaked evasion does not score any successes.
· The Livermore takes one hit, which knocks the QSD offline.
Another set of Evasive Maneuvers to avoid further damage, Engines + Conn (13)
· The result is (10, 11), Evasive Maneuvers scores 2 successes.
· Momentum is generated, spent on telepathic contact from the cetacean species.
· Lt. Veselka from Cetacean Ops relays instructions on how to enter subspace.
Control + Command (15) to execute the subspace entrance procedure.
· The result is (1, 13), Subspace Entry Procedure scores 2 successes.
· Momentum and an advantage (from Command/Starship Design focus) are generated.
· Momentum is spent to ensure that the subspace haven will allow repairs on the QSD to be finished without interruption.
· The advantage will be that the method might be adaptable to QSD technology.
Act 1, Scene 4
The scene opens in Cetacean Ops.
Commander Mason converses with a cetacean of the interdimensional Balinari species named Asuzura, who is in telepathic contact with LTJG Veselka in Cetacean Ops.
· Their opponents are called the Seltorians, an insectoid species originally from M81.
· They are hunting for a race that sounds an awful lot like the Tholians.
· The Seltorians hunt the Balinari because of their interdimensional capabilities.
· Based on the phased cloaking capabilities the Livermore exhibited, it is likely that the Seltorians will also hunt Federation vessels, should they come into contact again.
Presence + Command (13) to negotiate some sort of agreement.
· The result is (5, 11), the Negotiation scores 2 successes.
· The Federation will do what they can to form a defensive alliance.
· The Balinari will do what they can to unite their innate subspace abilities with the QSD.
· Momentum is generated, the Balinari can bring an envoy from a like-minded species called the Sukotru.
Act 1, Scene 5
The scene opens in Main Engineering.
Control + Command (15) to direct repairs on the QSD.
· The result is (2, 18), the Repairs score 1 success.
· 1 Advantage is generated through the Leading By Example focus.
· The repairs would normally take 3 hours to complete, but can be completed in 90 minutes.
Sensors + Conn (14) to locate themselves relative to their last position in real space.
· The result is (3, 5), the Sensor Reading scores 2 successes.
· Momentum and 1 advantage are generated.
· Momentum is stored for the time being.
· The Livermore is 100 parsecs closer to DS M-33 than where they started.
· Advantage allows some information to be learned about how to reproduce the jump.