mojo_billbo wrote:Captain Jack sighs out loud while listening.... "Hex 1907... I've seen some stuff I can't explain there..."
after a few seconds, he speaks up: "any interesting leads on some Fed worlds that might be of archaeological interest? I may be familiar with them, or at least, a nice spot to start looking."
[GM Note -- It's your character background... and space is huge... so... YOU give me a list of interdicted worlds that Captain Jack is familiar with. Give me the F&E hex, world name, an ultra-brief description of the indigenous species, and maybe a potential Old Kings hook and I'll tell you if any of that overlaps with what Muankaal knows. If this is too mind blowing, I'll nail down the list and extend it... but feel free to take a stab at it if this sort of thing floats your boat. The canon is fairly quiet on this... so we have free reign to develop our Star Fleet Universe as we please.]
[GM Update -- I have some more ideas for this it'll take me some time to throw it together.]
[OOC] Ok. I'm more hung up on the Hex 1907 anomalies... I'll give you details on that nightmares that many spacers have found over the decades if you want... as far as Old King worlds in Fed space, I'm fairly confident that even if Captain Jack was on any of those worlds, he wasn't interested in / looking for trinkets back then... So I assume he wouldn't know that.[/OOC]
Marcus follows the group around but doesn't say much. His dislike for all things Klingon is apparent but he does his best to cope. During the dinner he says," You've been square with us and paid what you promised. I don't know this area of space that well so I'll the decision of where we go to Capt Zack and you."
Muankaal brings up schematics for Mu VII. Not much is known due to the restricted nature of the information.
The Federation claims to have interdicted the world in order to protect the unique civilization of the Vasi V'Sooma. The planet's most striking feature is the gigantic plateau that takes up most of the main continent.
Class H: This is an "early Earth" planet with a developing biosphere (mostly bacteria, some low-grade plants). The atmosphere will be unbreathable to humans.
Size: 6 (Diameter 6,000 miles)
Atmosphere: 4 (Thin tainted atmosphere, requres the use of filter masks.)
Hydrographics: 4 (40% Water)
Last edited by Jeffr0 on Thu Aug 23, 2012 4:16 pm, edited 1 time in total.
OOC: if we are open, maybe Skexis' home planet can be in the play area so he can have some useful knowledge.
It might be easiest to stay away from fed space a little longer if we have other stuff we can explore. OTOH, if the price is right, and you think fed planets might be more promising, I'm all for the fed planets.
Skexis wrote:OOC: if we are open, maybe Skexis' home planet can be in the play area so he can have some useful knowledge.
[How about... a mining colony that used to belong to the Kzin. With all the neutral zone hijinks, it wasn't profitable and later got sold to the Federation. Some of the Kzintis went back to Kzinti space, but Skexis's family moved to Donjebruche with several other cats. Skexis was almost respectable before he became a no good alley cat...! Something like that...?]
Marcus says,"Yeah having to wear respirators is not ideal. If it gets damaged it's bye bye. But yeah...No worse tan getting a hull breach in a starship....I'm game. what are we looking for artifacts or just whatever peaks your interest...Zack?"
Captain Jack mentions: "Let's stop at this smugglers base and then we can pick a near by planet to check out. It seems like a good idea to start close to the neutral zone."
Muankaal points out that if you are heading to Mu VII, you better keep a really low profile. Nothing personal... just that if you aren't going to explore Hex 1907 or go to Mad Jack's Hole, then it would be best if you stayed in your staterooms while you're in port for the next while-- it's just too soon since everything went down in Donjebruche and his legal contacts need time to smooth things out without you guys being sighted by Federation informers.
GM Ruling: You can go to Mu VII if you wish. There may be legal trouble if you do. Trouble is far more likely if you are seen in even in these shady ports in the neutral zone that are near Federation space. The smuggler's base will not be a hassle to you if you are sure you'll be outside of Fed space for a good while.
[GM Note: That is some convoluted logic! But this is not me trying to meta-game you one way or the other... it is what Muankaal's advice "actually" is in this situation. If you want to risk a trip to Mu VII, then we will fast forward to that point. If you think it is better to keep moving further away from Federation space for a while, then I will draw up a "Points of Interest " map of Hex 1907 and you can do that... while you probably end up moving more or less closer to Mad Jack's Hole or Kzinti space in the process.]
[Ok... I had time to sketch this up. It's rough and may require some changes or additions, but this may be enough info to help you decide if you want to hang out in this region for a while or not. I propose 0601 as being Skexis's birth-world. I'm not sure which nebula Captain Jack had his encounters in previously yet.]
This is a "points of interest" map and as such it is far from complete. There could easily be a dozen neutral worlds that are relatively insignificant... not to mention worlds that are interesting but that are practically unknown and/or a few unusual stellar phenomena. So... this map just covers the high spots.
One hex is 83 and 1/3 parsecs across... and takes four and a half days to cross at Warp 7.