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 Post Posted: Wed Jun 29, 2016 9:32 pm 
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All the other food is gone because it's rotted away. The hyper preserved food rations are all stains and the canned goods only have fetid sludge inside them.

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 Post Posted: Wed Jun 29, 2016 9:38 pm 
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Ah...careless me. Edit time...

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 Post Posted: Thu Jun 30, 2016 7:19 am 
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Yeah, sorry, that was ambiguous. Except for the candy, you're pretty sure you know what happened to the food, and what's left of it is simply no longer edible.

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 Post Posted: Sun Jul 03, 2016 2:19 pm 
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Dunno how many trees are in the way, exactly. I think it's more than two, but unsure.

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 Post Posted: Sun Jul 03, 2016 4:38 pm 
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Let's say five, altogether; two to let the ramp down, and three more to clear the path to the road.

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 Post Posted: Mon Jul 04, 2016 1:43 am 
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Horses are not motorbikes. You can't just park them and forget them.

You can just tie the reins to a handy branch to stop them wandering away, but the Baron is expecting a servant to come out and care for them.

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 Post Posted: Mon Jul 04, 2016 1:45 am 
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Wasn't my intention to lead them away right this second. Was trying to figure out if I could distract them a long time that way. If my character has a route in mind that they think will work, I'll go ahead and get someone to look after the horses then take them on the tour, assuming Captain Argent approves of the plan.

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 Post Posted: Mon Jul 04, 2016 1:51 am 
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Oh. Yeah. You can definitely plot out a long, distracting route that shows them little of import. (As long as, of course, they stick to the route and don't just go wandering off elsewhere).

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 Post Posted: Mon Jul 04, 2016 2:19 am 
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Easy enough; make sure they can't make a fire, then turn off the lights where the shouldn't be.

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 Post Posted: Mon Jul 04, 2016 2:26 am 
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It's my hope to distract them until nightfall using Felix's Engineering knowledge of the ship as well as Rapport skill and Blather stunt. If we can then confine them to a bedroom Felix will then head to the vehicle bay and pull an all nighter helping the colony get a headstart getting as much work done on as many different projects as possible. Then have him nap in the truck during the long sections of driving where we're not doing anything.

CCC said that's unlikely, though.

Ah well. If Arkady can work on the engine change out after he's done with the trees, that'd be awesome. Felix will most likely be spending his time resisting the urge to hit the Baron with a stun rod.

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 Post Posted: Thu Jul 07, 2016 6:20 pm 
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To be fair, Sir Bevier shouldn't have been quite as surprised as the horses. Arkady couldn't very well have shooed everyone out of the danger zone without giving him some kind of hint what was about to happen.

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 Post Posted: Thu Jul 07, 2016 8:17 pm 
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Y'know, the still Arkady set up for the fuel cell in the hydroponic lab would provide more methanol than two sets of fuel cells are likely to need; especially with the currently downed trees to provide wood. Unless it's going to become the colony go-to liquid fuel, Felix really wouldn't need to set up another.

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 Post Posted: Thu Jul 07, 2016 8:54 pm 
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We're in desperate need of power as it stands. The more fuel we make the more power we can generate, and we sort of need that power to get larger sections of hydroponics up and running at any given time.

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 Post Posted: Thu Jul 07, 2016 8:59 pm 
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I'd say it's better to have a stock of fuel in reserve incase the windmills go down, or we have need of a large fleet of vehicles.

That said, the gasifiers on the trucks can also be used to produce more methanol as well....

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 Post Posted: Thu Jul 07, 2016 9:07 pm 
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Yeah. Once we get a good perimeter setup and several destinations we can go to we can set up a small fleet of vehicles with gasifiers that produce fuel in their spare time. Though that would likely be a major nightmare for CCC, trying to deal with all of those individual factors >.>

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