[X] White Sea Wreck. The Russians have wrought great and terrible wonders with their power of electricity, which remains poorly understood by the Republic. This sunken vessel could contain valuable salvage - if it can be reached and brought back without the local powers shooting you down first. Estimated Travel: 14 days.
Let's go for the big one.
The options all feel flavorful and interesting, but it might be best to familiarise ourselves with crew and ship before we start taking on the big fish. Especially curious to see what officer Broody McBroodface is capable of in a tussle, and whether he's good for more than just his folder.
We can explore later, but definitely one we want to keep on the back burner. Any chance any of these missions can be reached on the way back? [] Celtic Sea Fissure. The Great Ascent has changed the seas in ways no-one truly understands. The sea floor should not suddenly collapse five hundred feet without any apparent cause. There are answers in the deep - you must find them. Estimated Travel: 5 days.
[X] North Atlantic Station.
A reliable introduction for our first voyage. The other destinations have their disadvantages:
- Celtic Sea Fissure: Limited diving capabilities, we only have 4 suits and not all our Officers are trained to use them. The Marinezeppelin itself cannot reach the fissure.
- White Sea Wreck: High-risk salvage operation against two nations on high-alert, potentially a political disaster waiting to happen.
- Gulf of Cadiz Treasure: Gains the animosity of a senior Explorer-Captain, also a jerk move mainly for simple profit.
- Colonies: Long travel time, unexplored area may hold dangers we're unprepared for our first trip.
- Spijker's folder: There's no rush to find out his secret location, we need more experience & training if it seems to be as mysterious as it sounds.
[X] North Atlantic Station.
A reliable introduction for our first voyage. The other destinations have their disadvantages:
- Celtic Sea Fissure: Limited diving capabilities, we only have 4 suits and not all our Officers are trained to use them. The Marinezeppelin itself cannot reach the fissure.
- White Sea Wreck: High-risk salvage operation against two nations on high-alert, potentially a political disaster waiting to happen.
- Gulf of Cadiz Treasure: Gains the animosity of a senior Explorer-Captain, also a jerk move mainly for simple profit.
- Colonies: Long travel time, unexplored area may hold dangers we're unprepared for our first trip.
- Spijker's folder: There's no rush to find out his secret location, we need more experience & training if it seems to be as mysterious as it sounds.
And this has little to gain, and every bit as much risk if we run into the wrong bunch of pirates or they turn out to be privateers.
Fissure is interesting and counting ourselves we have as many officers who can use them as we have suits. It's definitely still a good idea to increase training, we will need it at some point. It's also not going anywhere.
White Sea is risky but has an opportunity to acquire technology that's experimental even for a nation notable for it's technology.
I wouldn't feel bad about taking the treasure considering he seems content to boast about it until the end of time but it's also not that interesting.
The Colonies mostly don't hint at anything of particular interest or value and mostly seems like an excuse to visit family without getting called on it. Character development is good but we're still learning our crew.
The folder I simply see no gain in breaking the trust of someone who obviously has trust issues. It can wait.
Once a backwater second-rate power humiliated repeatedly by the powers of Europa, Russia has revolutionized itself in the last few decades like no state ever before it. This enormous agrarian nation with its countless peoples and vast frontiers has come into its own thanks to their pioneering of the strange power of electricity. The Russia of today crackles with lightning in its skies and casts the lights of its growing cities out into the clouds. Massive factories and power stations feed the ever-hungry spark. Strange automata and aerial dreadnoughts appear from their depths with increasing pace, forming the core of a terrifying new armada.
I'm sure it's not completely beyond the reach of the rest of the world, but it is called out as a notable advantage to the point they're called the "Electric Empire" and it doesn't sound like anyone has managed it so far.
[x] Celtic Sea Fissure. The Great Ascent has changed the seas in ways no-one truly understands. The sea floor should not suddenly collapse five hundred feet without any apparent cause. There are answers in the deep - you must find them. Estimated Travel: 5 days.
The closest location, no political headaches for our first journey, and we need to train the divers.
This is short and has a set time of return and dangers. I want to try this out first, especially if it gives us first dibs (not like we could afford it), and a relatively easy first mission.
For the 2nd go around though, if nothing changes overmuch I would probably vote for the African one. It's unmapped seas, along with the chance to build our own network in Africa.
We took the LZ Marinezeppelin because we wanted to Uncover the Mysteries. Escort runs and pirate hunting would be more suited for the negaverse questers that chose the NG Patrol Ship for either Duty or Career Advancement.
We're still basically doing the tutorial so let's take it easy for now.
Side note: is it good or bad luck for the quest that I got accepted into a school whose mascot is the Flying Dutchman? And yes I checked and it's not in reference to the ghost ship but rather the fact it's in Pennsylvania Dutch country.
[] White Sea Wreck. The Russians have wrought great and terrible wonders with their power of electricity, which remains poorly understood by the Republic. This sunken vessel could contain valuable salvage - if it can be reached and brought back without the local powers shooting you down first. Estimated Travel: 14 days.
[X] North Atlantic Station. Escort duty and pirate-hunting are not the most profitable ventures, but this research station requires assistance. You are also curious what this precious cargo they are to bring to the Provinces actually is. Estimated Travel: 8 days to, 8 days return.
[X] White Sea Wreck. The Russians have wrought great and terrible wonders with their power of electricity, which remains poorly understood by the Republic. This sunken vessel could contain valuable salvage - if it can be reached and brought back without the local powers shooting you down first. Estimated Travel: 14 days.
[x] Celtic Sea Fissure. The Great Ascent has changed the seas in ways no-one truly understands. The sea floor should not suddenly collapse five hundred feet without any apparent cause. There are answers in the deep - you must find them. Estimated Travel: 5 days.
You hear out the arguments and discuss the alternatives, but the choice is soon clear and favored by all. For your first flight, you shall be headed north. You expect the trip to take roughly eight days, with another eight days back to the Republic should they require an escort. It'll be high flying over the North Sea, navigating a path that avoids any overzealous British and Scandinavian patrols. The Netherlands are very much neutral and face no overt animosity from their neighbors, but that does not mean they would greet you as friends. There are historical grievances on both sides - that is unavoidable on the European continent that you share.
Preparations for lift-off take the rest of the day. The crew seems eager and content with the task before them, though you note the way the automata are given a wide berth and shot wary looks every now and then. Mr Hennepin assures you he is keeping an eye on the matter. You find yourself liking the affable older man a good deal - the ship appears to be in safe hands.
There's a great deal of work to be done. Gas is pumped; lines checked; decks scrubbed; guns cleaned; mechanisms oiled; cargo strapped in tight and the hold doors locked; crew counted and ship cats shut under the deck so they cannot wander off before you take flight. The last item perhaps sounds unimportant, but you have served on a ship that waited landborne two whole days for its cats to return. In the end the captain had you find a new litter. The felines are not only vital against the vermin that always finds its way aboard ships, they are also considered excellent luck, especially on maiden voyages. You're not going to shun sailor superstitions unnecessarily.
You consult briefly with the quartermaster and have the Hadewijch rolled out to sea. She inches from the Service hangar out onto the water, her massive bulk driving the waters before it in great crashing waves. She floats, of course. A Service ship that could not do that simple feat would be an absurd vessel indeed. Weighted mooring lines keep it steady and down in the water. The Van Rijn, down on her belly, is sealed and pulled up to protect it from being submerged.
Anticipation grows as you wait. It takes on a palpable air, like an electric feeling in the air. The Hadewijch may have flown before you obtained her, but as far as you're concerned, she could be straight off the lines. She has been rechristened and remodeled - she is new, untested, a maiden ship waiting to be taken up aloft for the first time. Your first command. The pride you feel keeps tugging at the corners of your mouth in a most unprofessional fashion.
At last, the preparations are complete. Everyone finds their assigned place. You take up your station at the bridge and take a deep breath. Dozens of eyes and ears wait for your command. Mr Hennepin and Mr van Assen stand at readiness at your side, the latter eager to take the helm himself.
'Mr Hennepin,' you say at last, your voice sounding harshly loud in the absolute silence, 'let us be on our way. Untether and ascend. Mr van Assen, you have the wheel.'
'Aye-aye, sir. Untether and ascend,' Hennepin says with a grin. He leans forward to the mouth of the ship's megaphone and raises his voice. 'All crew, prepare for ascension! Untether and ascend! All crew, ascension!'
The ship begins to shudder as the mooring lines are shaken loose and pulled up to deck. The vast Marinezeppelin pushes off the sea surface with a splash of salt water. You hear a muted cheer and note a sizeable crowd on a nearby pier. Even in an age of airships, seeing great vessels such as yours is a pleasant little spectacle for the common people.
The sky is a rich blue and inviting, wisps of cloud drifting past above under the gaze of a vibrant sun. The envelope shines in bright springtime light. The wind is gentle, promising an easy ascent. Your good cheer grows until there is no way to suppress the happy smile making its way onto your lips. Hennepin and van Assen appear to echo your sentiments.
The Hadewijch rises. The Service hangar is left below, then the entire base. Rotterdam Port spreads out behind you. It is a fascinating sight with its union of old world splendor and new world engineering - narrow, neat houses competing with steel-wrought airship spires, churches in centuries-old style in a stand-off with industrial hangars and smoke-belching manufactories. It is a city well aware of its own importance, past or present. You make out people going about their day and feel a pang in your chest at the prospect of leaving. It is home, of a sort.
The details dwindle until they are a distant tapestry of shape and color. The land beyond Rotterdam comes into view in rich green and brown, fields and farmsteads as far as the eye can see. In the distance, you make out Den Haag and specks of other cities like shining pearls running across the coast of your fine nation. The wind picks up as you gain altitude, the ship rocking and shaking in its grip. The crew keeps their footing with no extra effort. You believe to have made good choices for her.
The Provinces fall away. In the north lies the great expanse of the North Sea, a shimmering blue haze stretching across the breadth of the horizon. Behind you, Europe - painted with God's own brush in greens and browns, field and forest broken only by serpentine rivers and streams. High above, you cannot say where the borders run. The Republic appears much alike to France or Germany from the air.
'Approaching the Mile, sir,' van Assen notes.
'Very good, lieutenant. Mr Hennepin, kindly give the order to vent the main envelope. Prepare to raise the deck.'
The winds grow in intensity as you approach the Montgolfier Mile between the 'old sky' and the wondrous realm now above your heads. The world-sky beckons, happy to take you to its bosom and hold you high. The crew attend to your orders with satisfactory alacrity. In time, you intend to make a well-oiled machine of them.
'Passing the Mile now, sir.'
There is always a moment of resistance at the final moment, a stretching of space and being. For a second, you feel weightless and suspended, detached from everything bodily and material. The moment passes, but the usual burden of gravity that passes so unnoticed down on the ground is considerably lightened. The buoyant forces that reign in the world-sky take hold of the Hadewijch, pressing her upwards and threatening to throw her into an uncontrolled ascent. You do not fear. Van Assen is steady at the helm and the main envelope emptying fast. Within a minute, the ship returns to a steady cruising movement.
'Mr Hennepin, raise the deck and collapse the main envelope, if you please. Mr van Assen, a north-eastern course for now. We shall give England a wide berth.'
'Aye-aye, sir.'
From there, things transition quickly towards the usual routine. The vulnerable main envelope is pulled clear and the deck raised up for active use. The ship adopts an appropriate cruising altitude and engages its propellers. Soon you are advancing northwards at a leisurely pace. You give the bridge to Mr Hennepin and take a round around the ship, making sure your crew and officers are doing what they should. No problems appear to hinder your good mood.
A realm of blue skies and mountainous clouds embraces you. The world-sky welcomes the Hadewijch like a long-lost friend come back at last.
***
Eight days of flight provides you plenty of time to see to business. An idle captain is a poor captain, and an idle crew is one that soon develops bad habits. You have a new crew to familiarize yourself with and six new officers to win over to your side. You consider how to spend the week to come...
Every 7 days of uninterrupted Flight allows you to undertake 1 Ship Action. Choose 1.
Crew
[] Socialize with an Officer. You share a ship with six strangers. Perhaps you should attempt to form some manner of relationship with them. -[] Maarten van Assen. The young Service analyst should be easy enough to converse with. -[] Eleonora Vroomen. The reckless Service engineer could benefit from your personal attention. -[] Georges Hennepin. The old adventurer is thoroughly enjoyable company and an interesting fellow. -[] Jan Spijker. The disgraced diver is a tough nut to crack, but you could get him to open up. -[] Antonia Luna Traversi. The esoteric scientist seems a fascinating person who you could learn much from. -[] Anneke Dhien Saragih. The studious young woman must have her ambitions and ideas for you to learn.
[] Drill the crew. An idle crew is a troubled crew. A good week of drilling should sharpen them up for what's to come. -[] [Spar] Gunnery drill. If there's going to be battle, gunnery will be key. Gain additional +2 bonus to attack rolls for this Flight. -[] [Spar] Boarding drill. If there's going to be battle, deck fighting and boarding will be key. Gain additional +2 bonus to boarding rolls for this Flight. -[] [Saw] Repair drill. You are going to suffer damage, there's no way around it. The crew should be trained in repairs. Gain additional +2 bonus to Repair and Restore rolls for this Flight. -[] [Saw] Treatment drill. You are going to suffer casualties, there's no way around it. The crew should be trained in basic first aid. Gain additional +2 bonus to Bolster, Rally and Revive rolls for this Flight. -[] [Sky] Evasion drill. The best way to fight a sky battle is to not get hit at all. The crew should be drilled in combat flying. Gain additional +2 bonus to Evasion for this Flight. -[] [Sky] Manouver drill. The best way to fight a sky battle is through manouver and trickery. The crew should be drilled in combat flying. Gain additional +2 bonus to non-Board Steer rolls for this Flight.
[] Tend to yourself. Take a break from command. Pen letters, practice an instrument, meditate, sleep, pet a ship cat - it's a chance to center yourself once more. Clears 1 level of Harm and grants +1 to Soul for this Flight.
Starting a project (below): Projects are extended attempts to understand something strange or build something new and innovative. Every Ship Action used on a project adds d20+Stat towards the Project Target. Once this Target is reached, the Project is complete. Roll totals below 10 add towards a Complication Gauge, which can cause negative Qualities or outright failure. You can benefit from the assistance of any relevant Officers in a Project.
Projects
[-] [Strange] Experiment in the Laboratory. You are eager to see what your new laboratory is capable of. Nothing to experiment upon!
[] [Sharp] Begin an engineering Project. You know that invention and progress never cease. To be on the forefront of this age, you must push the envelope however you can. -[] [Sharp] Work on armaments. There are certain upgrades you could make to one of your weapons, a few light modifications... Begins a Project to modify an Armament. You will be able to increase Damage and grant additional Qualities to the weapon. The weapon is inoperable during the Project. Choose an Armament. -[] [Sharp] Work on flight systems. There are certain upgrades you could make to your engine and systems, a few light modifications... Begins a Project to modify the Flight system. You will be able to increase Evasion and grant additional Qualities to your Flight systems. Your Flight system is considered Damaged during the Project. Choose a Flight system. -[] [Sharp] Work on auxiliaries. There are certain upgrades you could make to your auxiliary equipment, a few light modifications... Begins a Project to modify an Auxiliary. Effects depend on the specific Auxiliary chosen. The Auxiliary is inoperable during the Project. Choose an Auxiliary. -[] [Sharp] Study automata. You have a fair amount of automata on board. You could take a few apart and see what makes them tick. Max Crew is reduced by 1 for the duration of this Project.
-[] [Sharp] Write-in. Work on something else in your possessions or in the cargo hold.
Captain Johannes de Vries Condition: Fine. Finances: 0£ Personal Skills:
+4 Sense (perception, awareness, insight) +2 Strange (esoteric knowledge, unearthly matters) +2 Sharp (innovation, engineering, technology) Aero Skills:
+0 Sky
+0 Spar
+1 Saw
Possessions:
-Service Standard-Issue Sidearm (This compact sidearm fires a kind of miniature harpoon and can operate even in high pressure underwater environments.)
Parts:
-Flight: LZ Trifold Envelope System
-Arm: VMD Mk. 1848 Deck LMGs (Damage 1/Inaccurate 1, Anti-Crew, Battery 3, Defensive)
-Arm: Thyssen-Bahr K11 Cannons (Damage 5/Crippling, Battery 1)
-Arm: Van Rijn Scuttle Guns (Damage 4/Anti-Ship, Reliable 1, Battery 2)
-Arm: VMD Mk. 1839 Heavy Long Gun (Damage 12/Accurate 2)
-Aux: OS Mk. 1841 Water Sealing (A comprehensive system of water- and pressure-proofing to allow for underwater operations.)
-Aux: Vapor Nets [0/10] (A system for gathering valuable aether vapor residue while sailing. +1 Residue/day.)
-Aux: Experimental Laboratory (An esoteric laboratory and study for the mysteries of the cosmos. +5 to Strange actions aboard ship.) Cargo:
-Diving Suits, x4 (Standard-grade Service diving suits and operational equipment, fit for dives down to 1,500 ft)
-Food Supplies, 50 days worth
-Munitions, 10 combats worth
First Mate: Georges Hennepin
-Stalwart: Whenever the ship would suffer a Crew Check, roll a 1d6. On a 3-6, the ship returns to 1 Current Crew with no further effect.
Chief Engineer: Anneke Dhien Saragih
-Studious: Choose one enemy to study in each combat, gaining +2 Evasion and +2 Attack against them for its duration.
Gunnery Officer: Eleonora Vroomen
-Overclock: Activate during combat to gain +5 Evasion and Advantage on Sky checks, but suffer additional dice in your Structure Checks based on number of turns active. 1-4: +1d6. 5-7: +2d6. 8-11: +3d6. 12+: +4d6.
Captain of Marines: Jan Spijker
-Jaded: Ship gains immunity to the Terrifying weapon quality.
Flight Master: Maarten van Assen
-Vanguard: The first attack made against the ship is always made at Disadvantage.
Ship's Surgeon: Antonia Luna Traversi
-Mother of Invention: Once per combat, take an additional free Full Action.
[X] Socialize with an Officer.
-[X] Eleonora Vroomen.
A nice little chat to start the voyage off. Also might help us in the future if we end up reassigning her.
[X] Drill the crew. An idle crew is a troubled crew. A good week of drilling should sharpen them up for what's to come. -[X] [Spar] Gunnery drill. If there's going to be battle, gunnery will be key. Gain additional +2 bonus to attack rolls for this Flight.
We're going to be fighting pirates (or privateers), let's make sure our crew is familiar with our guns before we go into battle. Mechanically, almost every weapon we have has battery, the bonus should help all our attacks hit, ending the fight early.
[X] Drill the crew. An idle crew is a troubled crew. A good week of drilling should sharpen them up for what's to come. -[X] [Spar] Gunnery drill. If there's going to be battle, gunnery will be key. Gain additional +2 bonus to attack rolls for this Flight.