4: The Only Tar Who Ever Jumped Ship From Vanderveken’s Crew
The USS Carter is at Hope III when it discovers a stellar anomaly in the nearby Type D Star: it has a ring that is only occasionally visible. Investigation reveals that this is not an actual stellar occurrence but a lost Terran slowboat, trapped in the star's gravity and perpetually accelerating in it's hydrogen atmosphere - it is now orbiting at .9999c! The crew must find some way of freeing the ship from this predicament, but when they get on board they learn that the combination of radiation and time dilation sickness has driven the crew a off-kilter, and they will react violently to the presence of outsiders, posing a whole new problem.
Hook
"We're concluding our analysis of Hope III and it's colonies records for any of Dr.
Knox's missing Terrans. No luck here, but Governor Tyree is gratefully
accepting the results of Carter's scans of the empty southern continent, and
there is an approaching astrological display of some significance that I intend
to investigate before we leave."
Initial investigation of the planet/exposition reveals (Hope
III) has a Human colony is under 25 years old, and is only on the northern
continent. While there is a southern continent, it is closer to the equator and
much of it becomes very hot during the summer. Hope is a binary system - Red
Giant and a secondary White Dwarf. Hope III's elliptical orbit gives the planet
hot summers as it approaches the primary. The secondary has regular annual
sunspot activity that produces a unique EM display. This is only visible for 22
hours every year. Coincidentally, that
Orbital display coincides with the Gregorian New Year, which is why New Hope
still uses a terran planetary calendar. Funny that, eh? There's no evidence of
pre-colony terran life, any sentience for that matter. This was a 'probably'
systems (the Hope system might have registered to the terran mathematicians in
the 80's).
Plot Turn 1
One the Carter breaks orbit and approaches Hope Secondary (A
type D8 VI) they can see the beginning of the sunspot activity, and the
predicted orbital effect - something akin to an aurora borealis that circles
the star once every 13 minutes (and accelerating). Give them a few seconds to
rhapsodize about the beauty of it before they detect a metallic object inside
the Borealis. It's a ship!
More precisely, it's the Dyufken, one of the slowboats from
Earth that got thrown off course by the ion storm and caught in the gravitation
pull of the star. The ship has been in an accelerating orbit ever since.
Scanners, once some re-calibration has been done, show life signs on the ship:
while their ramship field is hindering scans there could easily be several
hundred people alive in stasis on there.
Pinch 1
No matter what order the Carter decides to do things,
everything points to the ship not having any living people: scanners are
muddled but don't show any clear indications; plans of the ship type show that
it should have the potential to break free on its own but hasn’t; it's been
there a long time. While the Carter might come up with some clever plan for
altering the star's gravitation field, using a precise tractor burst or
vaporizing the hydrogen in front of it to nudge the Dyufken out of orbit, that
still leaves them with a ship moving at near lightspeed not in a warp bubble
that will never slow down unless someone on it pulls the breaks or another ship
matches its non-warp speed and applies a tractor beam. Nether seems likely, so
the Carter has to get someone over there to turn initiate a breaking turn. That
will require some risky pinpoint transport: there's a split second between warp
and normal space when the Carter matches the Dyufken's velocity.
Midpoint
Once Carter crewmembers are on board the Dyufken, they'll be
near the engine room and where they need to be to initiate the breaking
maneuver. Instead, they'll find that the controls have been damaged (or
tampered with!) and worse, they can't contact the Carter! The high degree of
relativistic difference between the Dyufken and the Carter is fouling up
communication - in fact, one minute is passing for the away team for every 30
minutes in normal space! As they make these discoveries (though, too be fair,
they might be prepared for the time dilation - they're not idiots) they'll be
being closed in upon by crewmembers of the Dyufken.
Pinch 2
That's right, the crew is alive and kicking, and with 10
years at 1.2G, they can kick pretty hard. The crew will be shocked to find
outsiders and will respond with nigh fanatical violence in that shock, leading
to our first fight.
Of course, it's phasers against airpistols and tools, but
the Dyufken crew has a 2 to 1 numerical advantage, and one of the redshirts
gets seriously wounded in the opening seconds
Plot Turn 2
The Away Team has either won itself some space or been
captured and thrown in a cell, but they have an opportunity to explore their
surroundings, read a journal and/or talk to one of the crew. This means they'll
have a shot at figuring out what happened. Apparently the Dyufken crew were
fleeing what they prophesized to be the destruction of Earth in hopes of
building a proper religious colony. Alas, when they hit the subspace
anomaly/Ion Storm at near lightspeed they felt an enormous shock-wave and
suffered some damage. By the time they woke up, they were in orbit around Hope
Secondary with no immediate way out. They though the shockwave was the end of
the universe and that God had trapped them there for hubris, much like he had
trapped Vanderveken centuries ago (if you don’t know the name, he’s captain of
the Flying Dutchman). With no long range sensors, no means of relativistic
communication and an incorrect starting point they literally think they're all
that's left of the Earth (if not the world). As such they never repaired the
not-overly-damaged maneuvering controls because their religious leader/captain
told them not to.
Resolution
Armed with this information, the Away team has a means to
salvage the situation: they just need to get to their Dyufken's captain and
convince him that there is a world out there. How they got to the captain
depends on their circumstances: if they're captives they'll just get dragged
along. If they're not, they need to make their way to him by stealth (yes,
there are Jefferies tubes equivalents) or conflict.
In any case, once there someone will have to make some impressive
social tests to resolve the situation. Once they have that, a matter of minutes
to make the repairs and (Hmmmm, should they instead if victorious in the fight
have to deal with the captain coming to them armed to the teeth?) by shutting
down the first ramscoop and engaging the breaking on the other side of the
ship. It turns out that the Carter will have been prepared for this when the
breaks didn't come on easily, and they’ve been coming close to matching speed
to try a tractor beam maneuver. The Combination of the two brings the Dyufken
back to a sane speed relatively quickly. The crew and colonists are saved.
Denouement
This is the Carter making its final good-byes to the crew of
the Dyufken, whom the citizens of Hope III have given the southern continent.
The Dyufken's computer systems have yielded their secrets, providing Knox a
wealth of information on the eugenics Wars time period, the other Disapora ships
heading in this direction and other things they might find useful. Two members
of the Dyufkin’s crew - Rey
and Vandermar- will request to travel along and see something of the
broader universe. The adventure awaits!
No comments:
Post a Comment