=>Go on.

=== (1d2) <[E 1]> (M+3)


[`just an upTab anchor place holder ]

+^+ /4\ (O 1) /M+2\ []E 1[] /\C 1/\

DK'd - a futuristic, homeworld roleplaying episode in a programmed- text web browser technic developed for playtesting at Archon 44 10/1/21; here utilizing Dark City Games' free "Legends Of Time & Space" condensed (8 pages: solitaire compatible) sci-fi ruleset.

You are standing by as your G- Launch "Ferrymon", which you've refitted for shuttling between earth and her lunar outposts, is being wheeled out on the hangar deck, and totting up expenses for the month in your head, when you are determinedly approached by Marchion ("Marki") Hanes, executrix of Sol Searching investment brokers. She proposes to hire your ship to transport herself with only her personal luggage up to the SkyHook (High Orbit Office Complex) spaceport as soon as you're ready; and offering a suitably exorbitant recompense.

How can you refuse? (Initially, that's not a rhetorical question.)


Directly, by mentioning that the grapevine has lately been warning off most of the other tugs against accepting any custom from her.

Obliquely, by objecting that obligations toward your regular client base make it inadvisable to accept new business at this time.

Evasively, by wondering what this tabloid world's coming to when a working stiff can't get on with a job in peace.

She folds her arms and scoffs out a "Really." Silently pondering: and has that scared you off, too?


Maybe so; though more because of the bad news that seems to dog her. From what you've heard, she doesn't shy from courting trouble.

Not scared, just wary of added liabilities this trip, having plenty on your plate now as it were - a bulk load of comestibles for moonshine's Waybread commissary.

Hands on hips, she challenges with a what if offer about turning this trip into a company sponsored excursion, on her say- so.


Be tricky booking, what with a client pact already: carrying resupplies in bulk for ration processisng at the moonmen's Waybread commissary.

Little late for underwriting at this point. Might've come in handy during prep maintenance at walkup. But, not a bad thought.

Snagging your arm, she says she's on the level; and besides, it's a serious enough matter or she wouldn't be here, all right?


Better off she'd be catching the more comfortable first class accomodations of shuttle transit. Ship's hold's filled up with bulk packs of moonbound staples for Waybread commissary's seaface surface plant.

Got your end to keep up. Slated payloads are supposed to lift as planned. Not in the business of footing the bill for any hotshots.


Try taking it away as a preventive safeguard.

Lecture her on the inadvisability of such headstrong ideas.


Check it over for readiness.

Stash it figuring it ought to be in working condition.

She distractedly rummages in her handbag, then gives a resigned sigh and turns to go look elsewhere.


Call her back.

Offer a raincheck.

Your character's full player stats are:

Attempting to retake some initiative, she starts to insist upon what she calls prioritizing the flight's rerouting through the tower scheduling linkup.


Tell her off, asking yourself what in thunder can be so urgent.

Look around, casting about in an effort to keep control of yourself.

A B C D E F G / \ / \ / 2\ / \ a\ / \ / 1\ / \ / / \ / \ / \ / \ b\ / \ / \ / \ / / \ / \ / \ / \ c\ / \ / \ / \ / / \ / R\ / \ / #\ d\ / \ / \ / #\# / / \ / \ / #\# / e\ / \ / #\# / / \ / \# /# \ f\ / Y\ / \ #/# \ / \ / M\ / \ #/# \ g\ / \ / \ / \CB/ / \ / \ / \ / \ h\ / \ / \ / \ /
1, 2: crewmen (?)   R: robot redcap
M: Marki Y: yourself
#: ship's hull CB: cargo bay hatch

In the course of these negotiations, as a robotic redcap lugger moves past your field of vision heading for the terminal, your gaze focuses on a couple of men approaching across the hardpan: seemingly part of the ubiquitous ground crew. However, you've noticed that the second crewman's toolbelt holsters what looks more like the butt of a sidearm than the grip of a handsaw.


Duck for cover, pulling Ms Hanes with you toward the cargo hold.

Step out casually as though to catch up with the redcap, while keeping an eye on what the pair of crewmen do.

Wave off the approaching crewmen, showing yourself disagreeably aware of their presence.

You make the reaction SV and can get set for the encounter. Maybe to pitch a bottle at them from the cooler with your lunch in a Throw action, or use some other object readily to hand.


Aim to strike at them.

Attempt to scatter them somehow.

It seems they can't be held up for long, and their continuing to press forward forces the both of you to now head into the ship on the run.


Pile in and work your way up to the ship's cabin.

Looks like the best way to deal with them is going to be to make some kind of threatening demonstration that'll dissuade them from closer pursuit, before beating a retreat to the ship.


SV 3D:ST to lead out for the ship avoiding resistance.

You secure the bay doors and work around the stacks of cargo to make it up to the ship's pilot console with Marki in tow, where you check over the onboard computer and ship status readouts. As she settles herself in, you find that her additional luggage had previously been brought aboard.

Pressed for an explanation of the apparent assault outside, she says that her firm has been told to back off from an investigation into the trafficking of siliceous moon rocks, and her hiring of you might have given some adversary the impression that she's intending a visit to the moon.

As soon as you raise Flight on the comm.s for launch clearance, you're notified that the ship's immediate destination has already been updated for you to put in at Skyhook station.


Strap in for launch prep.

Wait to debate the revised travel plan.

With a pleading look, Marki resumes her ongoing argument that there'd be no extra customs passthrough on a jaunt out of earth to her Skyhook sister station. And, it's an easy trip to rendezvous in orbit there; as the spaceport would be passing through earth's protective shadow on the far side.

Ground control comes on again to ask what's holding things up?


Let it go and agree with the itinerary change.

Try to modify the flight instructions somehow.

You propose that the ship should follow a tracking trajectory to make contact with the space station when it's on the sunward side of earth, where the moon is similarly positioned at present. Yet, you're advisedly reminded that the magnetosphere and solar wind turbulence are more unreliable at points in that region.

You'll have to try to convince them you're capable and can manage to cover such a route.


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The ship lifts off and soars out to clear earth's atmospheric coccoon. Only a slight shifting of the baggage stowed in the forward compartment is recorded.


Keep Watch on the instruments while floating free in the cabin.

Enable Guidance and inspect the rest of the ship.

Space encounter: Upon your ascent into the orbital path of an ordinarily passive Space Surveillance Network monitor satellite, it surprisingly detaches a weaponized Vampire drone ship that blasts off in your direction.


Begin combat's turn sequence, to fight it off. You'd go directly into dogfighting mode as you abruptly wheel to engage.

Make a bid to deter or escape from it. If your IQ check with any initiative bonus fails to get the ship out of its field of vision and then come up behind it, it can try for a hit on making one opening Firing Run.

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(This dogfighting top subsection references the relative position of the ships. It asks for an option choice from the player or the opponent whose turn it is or who's won a maneuvering pilot check. The choice to attack is only available to a pursuing ship whose turn it is. For this game, the Flee flight option is treated the same as the Turn option when ships are engaged, instead of putting the opponent in pursuit. In order to escape from the battle by disengaging, the player has to manage to Flee or Turn from engagement, then Flee from there to long range disengagement, and lastly Flee to escape from disengagement; whereas the drone on its part will be trying to overtake to reengage and nullify these efforts.)


Action option

Execute option - mid turn subsection.

(This dogfighting middle subsection processes the acting side's choice of option and works out the results if a roll is called for. Then when the link is activated it either goes back to get the specific flight choice if there's a winner in a maneuvering pilot check, or else goes on to any status revision for the ships (ie taking damage or disengaging), followed by end- of- the- turn accounting.)


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Status update - end turn subsection.

(This dogfighting end subsection monitors ship conditions and shows the player when anything significant happens. The drone would get an automatic attempt to counterattack following a ram by the player, even if destroyed; and gets a 4- dice roll to hit with a Final Firing Run should the player manage to escape from the battle by disengaging.)


Proceed to next turn

Your damaged ship has flamed out and gets blasted into an orbital degradation of accelerated decay. If not effectively repaired before reentry is unavoidable, you'd spiral into a splashdown back on earth.

You have the choice of trying to angle the ship and use the retros to gain some altitude to give you more time, or to apply your knowledge of the ship for discovering the most likely fix and taking the requisite steps to a solution.


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Effect repairs

Try to alleviate tumbling and gravitational pull over momentum to remain in a slightly higher decaying orbital path by a SV 3D: DX with no ship's Maneuverabilty bonus. Failure causes a decrement in level, and each attempt reduces your eff DX for the next attempt by -1.



You have a shot at making repairs by a SV 3D: IQ with a penalty of -1 for each of the ship's current orbital levels below level 4 (+1 at level 5, which is the highest you can get). A successful roll result restores one ship's section, and if Operations is first to be restored, you'll further need to try to get Engineering up and running in order to lam out of here.


Restarting engines

Potential drop in an orbital level on repassage through the Middle to Low Earth Orbit (MEOw & LEO) debris field (? possibly without shields).


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The ship is irretrievably grabbed by earth's gravity and plummets into a reentry & splashdown; hopefully toward a landing somewhere not too rocky. Once it's lifeboat functions are instituted there's no recourse but to ride it out.

You can count on being located by area rescue elements alerted to the ship's emergency transponder signal, and recovered without personal physical harm to either of you, but the ship will be a loss. Marki might be instrumental in getting you some compensation, since she's on hand as an eyewitness, but you know how these counter- accusation of negligence suits will drag on ever since the earliest days of ships lost at sea.

Your XP awards for the game total= 

== Game end ==

Heading out again after this desperate mixup, you're inclined to thank your lucky stars for a narrow escape from a near thing. You may opt to check over the ship for worsening damages, or to make a sweep of the proximate area and communicator traffic for indications of what might be going on.

You receive a further award of +1 XP in the overcoming of this challenge: your total XP now= 


Damage control

Sector scan

You'd been concerned that the violence of the recent encounter might be having some progressive underminig effects on your ship's pilot- handy spaceworthiness. But, your process of weightlessly floating through a going over of the control lines and a slight redistribution of stores ensures that it still retains its Maneuverability bonus of M+2.


Get back

In the process of your examination, you see a warning light that causes you to make your way along weightlessly to an access booth where you discover Marki at the airlock preparing to jettison a cosmetics case- size container adrift into space. When you start to prevent her in these ungainly conditions, an overgrown starship's cat akin to a golden- eyed bobcat or lynx launches itself into a pounce at you.


Set the scene
A B C D E / \ / \ / \ a\AL/ M\ / \ / / \ / \ / \ b\ / \ / \ / / \ / Y\ / \ c\ / \ / \ / / \ / \ / W\ d\ / \ / \ / / \ / \ / \ e\ / \ / \ /
AL: Airlock M: Marki
Y: yourself   W: Wildcat

Zero- G mapping orientation is more of a shipwise- vertical spatial crossection than a horizontal surface plane representation.

Combat in these cases consists primarily in trying to disentangle from grappling or disengage from an adjacent hex opponent witout getting rebuffed.


Tackle Marki

Dodge the wildcat

Your movement option outcome: As you turn toward Marki 


Wrestle them down.

Pull away free.

Your action attempt outcome: 


Take a breather

Marki apologizes for her cat's aggressiveness. She'll claim that what she was caught in the act of doing was just deploying a company experiment to check on varying levels of radiation in the Van Allen belt. The device is housed in a secure and hardened lockbox somewhat bigger than a breadbox.


Driving on into an orbital rendezvous attitude.

The outlines of the Skyhook spaceport cluster become more discernible as you approach on a stabilizing orbit. You'll be passing the shipyard's megaform construct prior to gaining the commercial garage traffic lanes, and need to decide whether you have more interest in evaluating your ship's condition or a priority for checking in at the core station's courtyard to get shed of your passengers first.


Pull in to berth at spacedock.


Offload a bit farther on at main station receiving/ arrivals.

In making for the hookup, you get a docking SV to mate with the appropriate coupling, avoiding any significant deviation. This DX SV gets a penalty of half of any wounds you may still have, with a bonus of the ship's present Maneuverability rating iat spacedock, or a penalty instead if the ship's Cargo section is destroyed at the more delicate station transfer.


Here we go!

You ease into spacedock. As you're getting familiar with the personnel and waiting for a maintenance slot, Marki assembles her remaining gear and shuttles off to her conference venue. After a while a service team runs through some diagnostics and lets you know that the ship appears to be in satisfactory operating condition.


Look around for yourself.

You make a rough entrance into spacedock before you can cut the engines in a timely manner. Seeing that your ship looks to have been through the mill, the on- site exminers swarm aboard for an assessment, holding up both you and Marki for the time being.

With them busy around you, one sidles up to issue a low- voiced warning that an arrest order for Marki has been circulated at the principal station offices: at which she'll turn to you and ask to continue to accompany you on your futher travels, rather than being let off here.


Declare your manifest.

Your approach to the station is smooth and competent enough that you can execute docking while keeping an eye on Marki. As a result, you're both aboard and settling up when a delegation from the administration's council comes by to greet you.


Explain yourself

The ship makes the station at an adverse angle that jars you almost out of your seat. You hear an alarm claxon from somewhere in the interior and have to scramble to get the ship back on the right rail. By the time you've resolved the problem, a concerned denizen of the station pokes his head through a hatchway that's been recently left open to advise you that some police are coming. Marki meanwhile appears to have absconded and dissolved into the labyrinth of the station's passageways.


Down time

The inspectors find suspicious spillage from a damaged container in the cargo section, with smuggled materials hidden under the goods inside. They'll move to detain you when it turns out that any knowledge of your run gets denied by Waybread's officials.

Whereupon you may try to use your connections to allow you leave to take off again looking to find out more about these charges for yourself before answering to the prosecution. 


Cop a plea.

The ship is boarded with an armed escort and you get charged with complicity in the misappropriation of sensitive material relating to industrial espionage. They intend you to be placed in custody until the legalities can be worked out.


Find a way out.

All seems to have turned out well. The adventure wraps up with you signing off on your way into space, bound for the moon. 

Your XP awards include +1 for getting out of the jam here, for a game total of 

== Game end ==

You're remanded to the holding tank for a medical examination along with an interrogation, and your ship is impounded until further investigation can clear you of wrongdoing. It's a pity to wrap up the adventure in this way, but use this opportunity to take it easy and you'll likely be out and about again in no time at all.

Your XP awards for the game total= 

== Game end ==