Kit finds that most of the cabinets are locked. She doesn't have any tools she could use, but the cabinets are mostly plastic alloy so she tries forcing them. [STR15+0] She snaps the cover off of one. [INT9+0] She's not sure if this is the right cabinet but she searches it anyway. [INT7+0] She finds a single pamphlet and begins to read it.
That's not it. Kit, confused, looks around the room. [INT4+0]
How can you tell? There's no time for me to explain everything you must keep looking! There are two more cabinets in the room aside from the one you tore open.
You move over to the med bed. You can see John writhing beneath the glass. The medical bed is automated and can take care of his injuries. Anything you could possibly do it can do far better. You try comforting him instead, figuring that its the only way you can help from here. [CHA16+0] You press your hand against the glass and talk to him, trying to get John to focus on your voice. It seems to take his mind off the pain and John's struggling lessens a bit.
John's injuries will not worsen this turn.Alek takes his hands from the object he was feeling and shakes his head a bit to see if his cyber will start working again. [STR8+1] His vision remains dark, despite his efforts. Alek hasn't had this
particular problem before, but he's a bit experienced in being blind. For example, during the months while he was recovering from his operation, and whenever he has regular maintenance or an upgrade. As such he's also practiced in fiddling with his cyber without needing to see it.
If he could somehow figure out what was wrong, he might be able to fix it. He could crack open the cyber himself, but he'd need someone else who at the very least knew what they were looking at.
John does his best to lie still to prevent worsening his injuries, which he is now sure are internal. [AutoSuccess] Isabel's presence helps him calm down, and John finally manages to collect his thoughts. His wounds were definitely sustained during the teleportation procedure. Teleporting has always been quite risky, which is why the devices have always been located no more than ten feet from automatic medical instruments. Today John is feeling decidedly unlucky. Everyone always gets a piece taken out of them during a teleport, but its rare that its ever more serious than a bit of flesh or some easily replaced bone. No one has said anything just yet, but its patently obvious that John has taken at the very least some minor organ damage. Pain lances through his abdomen and his thoughts abandon his mind like a frightened bird taking wing.
ZAP!! Xy'thy was teleported into the Lab! [CON15+0] The
alien clearly hooman male is 'ported onto one of the metal tables in the Lab. He's bleeding a bit from one of his lower arms. He stirs and begins to wake.
ZAP!! Kyle was teleported into the Lab! [CON20+0] Kyle appears completely unharmed and perfectly awake inside one of the medical cabinets. He gropes around until he finds the handle on the inside and unlocks it, falling out and onto the floor along with most of the contents of the cabinet.
SCOUTSJonathanGray.Male.AngryEngineer.
[Background] >Professional ship engineer
>Convicted for a single count of murder and sentenced to life without parole
>His valuable experience has earned him a temporary pardon which will be made permanent depending on his performance
>Prone to emotional outbursts
[Cyber]
BioEye [H] - The right eye and parts of the temple is replaced with an optical augment that allows ranged scanning for the presence of biomass.
[Traits]
Ship Engineer - +1 to general mechanics, +1 to shipboard systems
Furious Fixits - when you activate this ability roll STR; any success or failure is an automatic natural (critical) roll
RAEG - make a WIL roll to induce or end this state; +2 to STR and CON, -1 to DEX, INT and CHA become 0
[Character]
HP 7/7 +1
STR1 DEX1 CON1 INT2 CHA1 WIL0
}Null Belt +1 INV
>Bodysuit +1 HP
=Hands
+
IsabelRamirez.Female.CyberDoc.
[Background] >Crippled in an accident that left her bedridden but after receiving post-operative augments she was able to continue living a normal life
>Had enjoyed swimming since she was young and was devastated to learn that it was no longer possible for her to safely submerge herself
>A specially built mod to her respiratory augment led to her becoming an expert diver; she still couldn't float, but she learned to love walking along seabeds without the need of protective gear
>Her primary passion would always remain cyber implants
>Her research has led to many of the advances in implant miniaturization that provide levels of physical and social comfort that weren't available to her at the time of her accident
[Cyber]
ZerGTorso [H] - The entire upper chest and throat is replace with complex yet robust respirating and filtrating apparatus that offers a small range of functions. Allows for breathing in toxic environments and is also resistant to sudden changes in pressure. Maintains a backup oxygen supply that can last up to 10 minutes.
[Traits]
Cyber Doc - +1 to administering basic aid, performing surgery; can install cyber implants, can upgrade implants to [G] class
Zero-G Experience - +1 to actions while in low-g environs
[Character]
HP 7/7 +1
STR1 DEX3 CON1 INT0 CHA0 WIL1
}Null Belt +1 INV
>Bodysuit +1 HP
=Hands
+
AlekStarsurge.Male.BattleScout.
[Background] >Has minor credit at university level in astronomy as well as in starguiding
>Later had his eyes replaced with Cybers so that he could look up and gaze at the stars without the aid of a telescope
>Was intensely interested in his weapons classes during the brief stint of combat training all scouts endure
>Neglected the technical side of his education both inside and outside of the Scout corps
>The exception to this was his studies in xeno language theory for while no other intelligent species had ever been encountered the Scouts could not ignore the possibility and so those interested underwent training in interpretation
>All Scouts have some training in this area though Alek was particularly apt
[Cyber]
LensHed [H] - A sensitive visual suite protected by a drop-down glass shield replaces both the eyes as well as the lower brow. Includes telescopic as well as electronic ranging periphery for effective scouting.
[Traits]
Prodigal Battle Scout - +1 to using Scout weapons
Theoretical Linguist - +2 to communicating with nonhumans
Exhausting Focus - +3 to all actions this round, -1 to all actions for the rest of the combat; can activate once per combat
[Character]
HP 7/7 +1
STR1 DEX3 CON1 INT0 CHA0 WIL1
}Null Belt +1 INV
>Bodysuit +1 HP
=Hands
+
Kit.Female.ROLE.
[Background] >ACCESS DENIED
>OVERRIDING
>Eight kittens all sisters grown from seed data archived at [DATA EXPUNGED]
>Mimetically disguised as a young woman with cyber that give her catlike appearance and abilities
>Trained in human mimicry and other espionage tactics in order to prevent discovery
[Cyber]
HIVE - [CYBER ARCHIVE] [UNAUTHORIZED ACCESS DETE-yber with an organic brain artificially grown around it, then implanted into the subjects. The device amplifies the psychic potential of the subjects and then forcibly and irreversibly tethers their minds to one another, merging their consciousness. Their former identities are obliterated and a new one has to be programmed. Experiments with humans have been unsuccessful but projects with most sentient organisms continue as this technology is further develo-[DATA EXPUNGED] [A LIQUIDATION TEAM HAS BEEN DISPATCHED TO YOUR LOCATION] [PLEASE STANDBY]
[Traits]
Uncanny Mimic - +2 to imitating actions you've recently seen
[Character]
HP 6/6 +1
STR0 DEX4 CON0 INT0 CHA2 WIL0
}Null Belt +1 INV
>Bodysuit +1 HP
=Paws
+
KyleJohnson.Male.Lover.
[Background] >Kyle laid some hot officer babe
>Then he woke up on a ship
>Just another day in the life of a Johnson
[Cyber]
Pheremitter [H] - A series of microfactories sewn into the skin cells that produce and emit airborne chemicals that increase an individual's susceptibility to suggestion. The user has to be in extreme proximity to ensure effectiveness, and the microfactories take over a full cycle to generate enough chemical to be effective again.
[Traits]
Love Machine - +2 to love
Adaptable - +1 to dealing with unexpected situations
Dead Gorgeous - +4 to dealing with the opposite sex
[Character]
HP 6/6 +1
STR1 DEX1 CON0 INT1 CHA3 WIL0
}Null Belt +1 INV
>Bodysuit +1 HP
=Hands
+
Xy'thy.Male.Allium.
[Background] >[PLEASE ENTER LOGIN KEY]
>[LOGIN ACCEPTED]
>[ACCESSING PERSONNEL FILES]
>[NEW ENTRY]
>"A pitch-black, four-armed humanoid with hard, scale-patterned skin. Does not have lips, revealing a mouth full of fangs. People always seem to think he's grinning. Geometric patterns have been dyed into the skin with red dye, covering much of it's chest and back. Has an otherwise humanoid body except for the lack digitigrade feet. Exclusively carnivore, and not very fussy. Would, for instance, eat cat chow without an issue. The lower two arms are sloppily painted grey, and are declared to be his "robo-arms". Has two robotic limbs attached below the others. Honest, fellow human! Has two solid, faintly glowing red eyes, typically covered with polarised sunglasses. His blood is green. His flesh, below the skin, is a light blue colour for the most part. Has a forged doctor's note, declaring his humanity. "His appearance is merely a genetic anomaly. Please ignore anything suspicious that your puny human minds might detect. Signed 'Dr Alium'."
>[ENTRY LOGGED]
[Cyber]
PsyAmp [H] - A strange alien device implanted in the skull. Stimulates growth of certain areas of the brain, amplifying psychic activity and allowing the recipient to perform basic telekinetic feats. Influence should be limited to smaller objects to avoid strain, which can be .
[Traits]
Four-Arms - grants a second equip slot
Pest Species - +2 to surviving in extreme environments
Armored Skin - +1 HP
[Character]
HP 7/7 +1 +1
STR2 DEX2 CON0 INT2 CHA0 WIL0
}Null Belt +1 INV
>Bodysuit +1 HP
=Hands
=Hands
+
-
Inventory Key:
} Utility Slot
> Armor Slot
= Weapon Slot
- STR Item Slot (1 for every 2 STR)
+ Utility Item Slot
OtherWhen your health hits zero you go unconscious and you lose 1 HP per round. If it hits -5 you die.
SHIP>Dorms. Cryo pods double as bunks to save space. Food making/eating area is seperated by a good amount of space.
>Lab isn't extensive. Limited to secure containment for various organic and inorganic specimens in the form of special containers located in a storage area. There is also a teleporter. More on that later. Specimen storage is a secure room separate from the lab proper, which is the medical bay.
>Command and Control (CnC) is the observation room. The Ops console manages things like sensors and external cameras, as well as comms. There is a Pilot's Cradle for manual flight. There is a systems terminal here for diagnosing problems with the ship.
>Holds. This is where cargo and most other kit goes. This is also where the main airlock is for landing and embarking. If you need a mental image imagine the hangar in the Deathstar, except not so freaking tall and much wider. You guys have a pair of shuttles that are entry capable. There aren't any escape pods.
>Preparation. This is where your null suits are, as well as exoskeletons and maneuvering gear. Weapons are also here. If you need to make repairs outside the ship there are also cutters and other tools.
>Engineering. This is where the TriCore is. You've got three separate cores linked by corridors and a large cooling system. Core1 is the Fusion Reactor, used to engage FTL and also as the primary means of propulsion and maneuvering. Core2 is the reserve Nuclear Reactor which powers most of the ship and can be used to provide extra propulsion in an emergency, should Core1 malfunction or the vessel requires a burst of speed. Core3 is where the AI is housed. There is a systems terminal here for diagnosing problems with the ship. There are assorted tools here for general maintenance.