Leo: Bring the weapons online and open fire on the enemy command center and attempt to destroy it. If it works request that we dont jump away and that the pilot get us into a blind spot then target the enemies weapons and shields.Roll: 5You disregard the order, rationalizing that new circumstances require a new course of action, and open fire with all your weapons. Which, currently, applies only to your laser. As the burst of energized plasma is flung from the ships weapon, the captain comes on the intercom to yell about boarders. And then the world is pulled inside out, and you stagger for a moment after reality returns, the captain continuing with "-pare to ugh, well, I guess that doesn't -" before he is cut off - the sizzle of plasma, a few grunts, and then complete silence. Though the silence may have been a side effect of the door opening, dragging a good chunk of the oxygen out of the already thin atmosphere in the weapons room.
Werty: Run to medbay!Roll: 3You run. Or quickly stagger, anyways. Rather than hold your breath, it's now taking the bulk of your concentration simply to hold your body together. Wisps of green energy leak into the air, and you know your outline has grown fuzzy. You're barely hanging on. Just... the end of this hallway, now. And then you're there. The weapons room. A bit of air... but the trek across it seems to be taking forever. Finally, finally, you reach for the door... and the worlds turns inside out. You collapse into the room, your body leaking badly, but at least there's a cool gasp, however momentary, of oxygen as it rushes past you.
Werty takes 1 damage from suffocation.Werty is no longer suffocatingEckmanis: JumpRoll: 4You flick the switch, the coordinates and details already set, and kick the jump sequence into action. Suddenly, the loudspeaker bursts to life, Griffin's voice sounding harried. "Boarder's, incoming! I repeat, pre"- and then the world turns inside out, and infinity stretches out before you. For a moment, you feel the caress of a blazing inferno and the chill of infinite void, and the gods touch upon your soul, and then the moment is passed. "-pare to ugh, well, I guess that doesn't -" and then there's a grunt and a sizzle and the intercom goes dead. But you're here... outside hangs a medium sized vessel, with the markings of a merchant. And then the sensors go dead, and the ship is blind.
Captain Griffin HP: 10 (GlyphGryph) - Location: Sensor Room
Human.
Eckmanis HP: 15 (Flintus) - Location: Pilots seat.
Rock.
Slow - This player may only move one room per round.
Werty HP: 1/7 (Werty) - Location: weapons room.
Power Source - Provides 1 power to systems, doubled when in the Reactor station.
Leon Lurnadis HP: 10 (mesor) - Location: weapons room.
Mantis.
Natural Soldier - Double damage in combat.
No Thumbs - 2 to Repair.
Speedy - May move 6 rooms in a round.
Weapons: Artemis Launcher, Laser Mark II
Missiles: 6 Drones: 0 Fuel: 9
Hull: 18/25
B
O2 ,----,
,----.----, |----|----. DOOR
,--|----|---,'---| |MED |----,----,--,
|B |ENG |RCT|WEAP|----|----|----|CTRL|C:|
'--|----|---'.---| |SHLD|----'----'--'
'----'----' |----|----' SENS
'----'
B
Damage: Med systems offline. Oxygen systems offline. Weapon systems damage (Artemis Launcher nonfunctional). Aft Bay, Engine Room, Aft-1(Oxygen) and Aft-2(The room directly forward of Oxygen) have no atmosphere.