Leo: Pick up my gun then check the rest of the ship that has oxygen for any more intruders, Move carefully and shoot on sight.Rather than running around, you just access the camera system through the control room. The fire doesn't seem to have spread yet, and there are no other boarders on board. 2 rooms on fire, though, and of course there's the remaining damage to your Artemis launcher. You also take note of the damage the hull has taken - probably from the fires.
Werty: Send message to him, then try to dock with merchant for repairsYou only get halfway through your message when the merchant exlaims "By god! You're the ones who were preparing to fire on me! You chased me! Tauricus, help me fight off these pirates and I'll repair your ship for free!"
You decide some more diplomacy may be a good idea before you try to dock.
Captain Griffin DEAD (GlyphGryph)
Human.
Eckmanis DEAD (Flintus10, wolfchild)
Rock.
Slow - This player may only move one room per round.
Werty HP: 1/7 (Werty) - Location: Cockpit
Power Source - May choose to overcharge systems every turn, without risk of reactor failure and without increasing the risk of reactor failure for others. While in the reactor room, they may also attempt to overcharge every system on the entire ship at the same time, up to a maximum of plus three - in this situation, a roll of 1 can still cause reactor failure, and a roll of 1,2, or 3 will deal damage (3, 2, and 1, respectively) to the Zoltan using this ability.
Leon Lurnadis HP: 5/10 (mesor) - Location: Door System.
Mantis.
Natural Soldier - +2 damage in combat, +1 to hit, +1 to dodge. This has been changed for the better!
No Thumbs - 2 to Repair.
Speedy - May move 6 rooms in a round.
Lv1 Combat - +1 damage.
Tauricus HP: 10/10 (Tauricus) - Location: Door System.
Peaceful - -1 to damage, -1 to hit.
Mechanical Affinity - +2 to Repair.
Weapons: Artemis Launcher, Laser Mark II
Missiles: 6 Drones: 0 Fuel: 9
Hull: 16/25
B
O2 ,----,
,----.----, |----|----. DOOR
,--|----|---,'---| |MED |----,----,--,
|B |ENG |RCT|WEAP|----|----|----|CTRL|C:|
'--|----|---'.---| |SHLD|----'----'--'
'----'----' |----|----' SENS
'----'
B
Damage: !!Med systems offline!!, !!Door System Offline!!, Weapon systems damage (Artemis Launcher nonfunctional).
Addendum:
I've changed Werty's ability - I don't want to deal with power management. Instead, I'm introducing the opportunity to
Overcharge a system. Anyone in a system room may choose to overcharge a system - all relevant system effects will be boosted for that turn, as if it were 1d6-2 levels higher, at the risk of a reactor failure (A 1 will kill all reactor systems for 1d6 turns in addition to dealing a damage to the system, and a 2 will simply deal a point of damage to the system). Anyone in the reactor room may attempt to overcharge the system of their choice.
This can even be used on broken systems, to give them a turn of functioning - but failure risks causing major fires in this case (1 or 2), in addition to the normal risk of power failure.
Hopefully this will be a bit more interesting than power management.
Also, Tauricus, please post your official actions in bold so I know what to do with you for next time.