[Day 8 - Late Morning] Agenda Event: Meteor Mining
Posted: Sun Oct 03, 2021 5:38 am
Meteor mining is a rather experimental venture undertaken by Jemison Astronautics and Gagarin Deep Space, both of who happen to be subsidiaries of the Weyland Consortium. It has seen some success in Mars, given its proximity to the asteroid belt, which provides the red planet with some resources such as water, ammonia and valuable minerals. Over the long term, it is the megacorporation's hope that this will further contribute to the planet's continued terraforming process to make it more liveable.
To the least, meteor mining is extremely dangerous. Both subsidiaries often take on several contractors who are willing to brave the asteroid belt to survey and find prospects. When a candidate is found, these 'comet jockeys' would equip crews to strap propulsion systems to them to give them enough of a push towards Mars, where they typically crash onto designated sites. The Weyland Consortium is willing to experiment with this venture but closer to Earth. Earth is fully equipped with defence systems in space to ensure that the worst won't be possible. The designated site will also be on Luna but it is the hope that they will maintain the meteor's orbit around Luna so that it won't fragment to lesser meteorites on impact.
This has been a venture over a year in the making, accounting for several potential errors. Now that the meteor nears closer to the Luna, it will be up to Heinlein to ensure that it fulfills its calculated promise. The trajectories are a bit off but a confident corporate estimate still ensures that the meteor should pose no threat to Heinlein.
Roles
Each participating committee member may either take part in this venture as part of mission control, located in the safety of the New Angeles Plaza, or join one of the 'Comet Jockey' crews on one of their ships to meet the meteor head-on. Some further thruster boosters will need to be installed onto the incoming meteor, which will ultimately determine the result of this venture.
Any number of committee members may participate in either side, although may only roll each of the listed skills once, per group. In each participating group, committee members may only roll once all committee members in the corresponding group have already rolled. For example, if there are 5 members on the Comet Jockey group, others in that group may choose another skill to roll once all 5 have rolled at least once.
Impact Management
When making skill checks in this portion, the first five rolls are made at Average Difficulty (◆◆), the next two rolls are made at Hard Difficulty (◆◆◆), and finally the last two rolls are made at Hard Difficulty with one upgrade (◆◆⬟). This applies to individual groups, rather than as a whole of the event. Despair results here upgrades the difficulty of the next roller.
Advantage and Threat affect the next roller at 2-1 as usual. Depairs will upgrade the difficulty of the next check.
Mission Control
The role of mission control is to help coordinate and aid the crews meeting the meteor making its way towards Luna. While they won't be able to help directly, their role provides crucial support to the mission. Mission control is in the New Angeles Plaza, found in Lunacent.
Skills used:
Cool (Presence)
Leadership (Presence)
Operating (Intelligence)
Computer (Sysops) (Intelligence)
Perception (Cunning)
Science (Intelligence)
Each successful rolls here grants two Boosts dice (+■ ■) to one roll done by Comet Jockey group, considered a 'Mission Control Assist'. Any successful Triumphs rolled here will grant the Comet Jocket group two Boost dice to all rolls instead.
Comet Jockey
Comet Jockeys will ride out on various ships to meet the meteor. This will be dangerous, especially seeing the expediency involved in the difficult task. Thankfully, the loonie roughnecks are well-trained in similar operations and have run numerous simulations in preparation. Several precautions will be taken that no committee members will be lost on this mission, although this can't be said for everyone involved.
Any Triumphs rolled here will make any failed roll a success and for any successful roll, will upgrade the next roll in favour of the committee. Members of this crew may take a Critical Injury to prevent the effects of a Despair from transferring to the next check.
Skills used:
Athletics (Brawn)
Coordination (Agility)
Operating (Intelligence)
Piloting (Agility)
Gunnery (Agility)
Vigilance (Willpower)
Discipline (Willpower)
Resilience (Brawn)
Mechanics (Intelligence)
Each successful roll here will grant the committee 1 Meteor Point. Any Triumphs rolled on success with the 9th roll here will grant an additional 1 Meteor Point.
Results
After the Comet Jockeys have done all they can, they will withdraw from the meteor and allow it to continue to its intended course. The local SXC is keeping a close eye on this operation to ensure that no harm will befall on Heinlein. They are wary and will take all necessary precautions, including flying much of their craft in orbit around Luna.
• 0-1 Meteor Point: -Redacted-
• 2-3 Meteor Points: The meteor is unfortunately shot down by the local SXC defence force on Heinlein, before it has a chance to do any damage to the colony. The prospect is lost and the trial is deemed a failure.
• 4-5 Meteor Points: The meteor crashes on the surface as planned but the impact is too great that all value in the meteor is lost. The prospect is lost.
• 6-7 Meteor Points: The path of the meteor is controlled and the trajectory brings it to a barren and unstaked part of the lunar surface. The project is considered a success! The committee gains one Agenda Point.
• 8-9 Meteor Points: The meteor is managed more than successfully and the meteor is maintained in an orbit around Luna. This ensures the meteor is mostly intact, which allows the locals to extract water and minerals from the rock. Everyone involved gains 500 credits and 1 Funding Point. This will become relevant near the end of the game.
To the least, meteor mining is extremely dangerous. Both subsidiaries often take on several contractors who are willing to brave the asteroid belt to survey and find prospects. When a candidate is found, these 'comet jockeys' would equip crews to strap propulsion systems to them to give them enough of a push towards Mars, where they typically crash onto designated sites. The Weyland Consortium is willing to experiment with this venture but closer to Earth. Earth is fully equipped with defence systems in space to ensure that the worst won't be possible. The designated site will also be on Luna but it is the hope that they will maintain the meteor's orbit around Luna so that it won't fragment to lesser meteorites on impact.
This has been a venture over a year in the making, accounting for several potential errors. Now that the meteor nears closer to the Luna, it will be up to Heinlein to ensure that it fulfills its calculated promise. The trajectories are a bit off but a confident corporate estimate still ensures that the meteor should pose no threat to Heinlein.
Roles
Each participating committee member may either take part in this venture as part of mission control, located in the safety of the New Angeles Plaza, or join one of the 'Comet Jockey' crews on one of their ships to meet the meteor head-on. Some further thruster boosters will need to be installed onto the incoming meteor, which will ultimately determine the result of this venture.
Any number of committee members may participate in either side, although may only roll each of the listed skills once, per group. In each participating group, committee members may only roll once all committee members in the corresponding group have already rolled. For example, if there are 5 members on the Comet Jockey group, others in that group may choose another skill to roll once all 5 have rolled at least once.
Impact Management
When making skill checks in this portion, the first five rolls are made at Average Difficulty (◆◆), the next two rolls are made at Hard Difficulty (◆◆◆), and finally the last two rolls are made at Hard Difficulty with one upgrade (◆◆⬟). This applies to individual groups, rather than as a whole of the event. Despair results here upgrades the difficulty of the next roller.
Advantage and Threat affect the next roller at 2-1 as usual. Depairs will upgrade the difficulty of the next check.
Mission Control
The role of mission control is to help coordinate and aid the crews meeting the meteor making its way towards Luna. While they won't be able to help directly, their role provides crucial support to the mission. Mission control is in the New Angeles Plaza, found in Lunacent.
Skills used:
Cool (Presence)
Leadership (Presence)
Operating (Intelligence)
Computer (Sysops) (Intelligence)
Perception (Cunning)
Science (Intelligence)
Each successful rolls here grants two Boosts dice (+■ ■) to one roll done by Comet Jockey group, considered a 'Mission Control Assist'. Any successful Triumphs rolled here will grant the Comet Jocket group two Boost dice to all rolls instead.
Comet Jockey
Comet Jockeys will ride out on various ships to meet the meteor. This will be dangerous, especially seeing the expediency involved in the difficult task. Thankfully, the loonie roughnecks are well-trained in similar operations and have run numerous simulations in preparation. Several precautions will be taken that no committee members will be lost on this mission, although this can't be said for everyone involved.
Any Triumphs rolled here will make any failed roll a success and for any successful roll, will upgrade the next roll in favour of the committee. Members of this crew may take a Critical Injury to prevent the effects of a Despair from transferring to the next check.
Skills used:
Athletics (Brawn)
Coordination (Agility)
Operating (Intelligence)
Piloting (Agility)
Gunnery (Agility)
Vigilance (Willpower)
Discipline (Willpower)
Resilience (Brawn)
Mechanics (Intelligence)
Each successful roll here will grant the committee 1 Meteor Point. Any Triumphs rolled on success with the 9th roll here will grant an additional 1 Meteor Point.
Results
After the Comet Jockeys have done all they can, they will withdraw from the meteor and allow it to continue to its intended course. The local SXC is keeping a close eye on this operation to ensure that no harm will befall on Heinlein. They are wary and will take all necessary precautions, including flying much of their craft in orbit around Luna.
• 0-1 Meteor Point: -Redacted-
• 2-3 Meteor Points: The meteor is unfortunately shot down by the local SXC defence force on Heinlein, before it has a chance to do any damage to the colony. The prospect is lost and the trial is deemed a failure.
• 4-5 Meteor Points: The meteor crashes on the surface as planned but the impact is too great that all value in the meteor is lost. The prospect is lost.
• 6-7 Meteor Points: The path of the meteor is controlled and the trajectory brings it to a barren and unstaked part of the lunar surface. The project is considered a success! The committee gains one Agenda Point.
• 8-9 Meteor Points: The meteor is managed more than successfully and the meteor is maintained in an orbit around Luna. This ensures the meteor is mostly intact, which allows the locals to extract water and minerals from the rock. Everyone involved gains 500 credits and 1 Funding Point. This will become relevant near the end of the game.


























