Roll 118
Agree with russano on course.
Attempt to soulbind particle gun during flight.
[4] Despite the increased gravity, you are able to focus quite easily on the weapon, and it binds quite easily.
Unlike what happened with the scalpel, where it took crumpling the thing in your hands for it to morph, the particle gun morphs right away, perhaps because it was defective when it was sold to you.
It turns into a
Tongues of Onyx.
While on board, the knight made sure to support and maintain the integrity of the ship by being at her post alongside the others, though she did lack knowledge of interstellar authority in this context. She awaited the others' decision on what to respond, though she wondered if being direct was the best course of action in future encounters.
[4] Well, quite fortunately the ship's crew has most of the positions handled. You are still able to perform inspection roles, however. Since the heightened gravity makes walking hazardous, the crew moves around the ship in chairs similar to those electric carts found in supermarkets, typically reserved for the elderly. You inspect the power conduits, containing narrow streams of plasma and carrying huge currents across the ship's length, to make sure containment hasn't failed anywhere. You also inspect cryogenics, occasionally removing a gat or several roach bodies from the.
In fact, the roaches are rather aggravating, although Herman Jackson, one of the custodial workers, assures you they are a natural part of the ship's ecosystem. Rather than mites and fleas, the ship maintains a population of roaches in order to clean up after the crew. Without them, the ship's inner surfaces would become coated in skin flakes and bacterial colonies. The gats are there to keep the roach population at bay.
Named after the Old Spanish word for cat, gato, gats are a genetically engineered specimen that originated on a greenhouse world orbiting an A-class star in Polarian space. They are roughly head-sized, six-legged, hairy creatures that feed on bugs and climb on walls, and are completely harmless to humans. They are known for their slow digestion of foods and complete lack of solid waste, instead adding their solid waste to their hairy-carapace (referred to as a hairapace), where it flakes off and gets consumed by roaches. It is a cycle tha keeps the ship rather clean, and thanks to bug repellents in the halls they are almost never seen except by maintenance crews. The repellents are disabled during the simulated nights on the ship, allowing the bugs to do their work.
((Yes yes, extra armor plating.))
Russano sighs before replying to the Ross vessel. "We intend to make a quick stop at Dione before continuing on our way towards our destination."
Try to make sure we'll avoid the path of the squabbling vessels and if necessary to get to Dione then at least warn them beforehand. We aren't a combat vessel, so they surely wouldn't want to butt heads with us, right? What we want from Dione is mostly up-to-date information about any problems we may face while making our way towards the Arcas cluster.
Since we haven't been able to stand, Russano's been reading and experimenting with his luck with dice throws and cards in an attempt to discern any deepest meaning within it all. And add a point to "I Like These Odds". I want to see what happens when a gambling warlock diplomat dances the tango with Lady Luck.
A simple application of quantum mechanics suggests that probabilities are a superposition of states. now, this by no means suggests those superimposed states are equally real, but as a Warlock you are certainly capable of bringing them all into reality. It takes a bit of work and physical knowledge, however, which explains why the most capable mages also tend to be physicists or engineers. But first and foremost, it takes
experience, such that you actually know the difference between what is real and what is not. The very thing that makes something real as opposed to not real eludes your grasp for now, but you've come closer to being able to make possibilities a reality.
Roger, you are cleared. Requesting you stay out of conflict this system.
The
Borealis halts in port over Dione. The vista here is quite impressive. The planet's equatorial lake flows across a meandering path, formed through an unfamiliar geological process still being studied. The entire body of water sloshes in one direction during half of the moon's orbit, then in the other as it completes an eccentric loop around its host planet. Intense geological activity renders most of the surface inhospitable, but the lake has an effect on plate tectonics which tends to keep the surface in one piece. Most of the planet's population--several millions of souls--resides in communal complexes along the banks of the lake. Launches are primarily done via space-plane.
The spaceport has a gravity ring with a population of about 80,000 permanent residents. Its services are sparse, although the quaint nature of the establishment means that a lot of commodities get off being sold without naval intervention. Generally, whenever a side tries to assert its laws over Dione, the other side politically intervenes.
Your next stops are... not too favorable:
Invictus: An independent system consisting of one superterran planet orbiting a dim red dwarf. The planet has a mildly comfortable temperature and atmosphere, although native lifeforms are nonexistant. The star is undergoing a flaring period, which means that radiation levels in the system are at an all-time high, sterilizing said planet. Pirates roam the system, having a secret base hidden inside the circumstellar disk.
Icarus: A system infested by Von Neumann replicators from an old Centauri military project. The only thing that kept the sector from being overrun is the fact that the wormholes to and from this system are all located in the radiation belts of the system's gas giants. Unable to survive doses of ionizing radiation from approaching the wormhole, the replicators have halted their spread. Probe reconnaissance indicates that the plague has mostly starved itself out, having converted a sizeable portion of surface material into more machines on whichever planets they inhabit. The most habitable world left is a ball of water orbiting the gas giant you will enter orbit of when visiting the system. Said planet is relatively clear of machines due to its composition being unsuitable for replication.
Note: The machines are mostly incapable of ship-to-ship combat. Or at least, they weren't designed to be able to. They did rob the system of any economic significance, however.
Brandenburg: A Ross system which is the seat of politicians from the local Ross administrative district. You receive rumors that an assassination is in the works against a controversial politician, whose free-market policies have led to imported Centauri goods driving local producers out of business. A hefty feat, given the costs and risks of interstellar transport. Should this happen, the system will surely be locked down as Ross authorities clamp down on outward traffic.
Port Dione, Dione Orbit, Planet RaNote: Weapon classes are a cap on the class of the weapon able to be equipped in that slot. A class 2 mount can use a class 1 weapon, for example.Equipment Available: Ray Cannon (class 1) - A ship-scale particle beam suitable for mounting on turret hardpoints. These pack more punch than your vanilla coilguns against starships, but are less suitable for point defense roles. They also irradiate the enemy crew due to Bremsstrahlung effects.
Swarm Missiles (class 2) - A versatile weapon, capable of performing both point-defense and anti-ship roles, excelling at both. They can only be used once per engagement, however, unless reloaded (which comes with its own risks).
Commodity Supply/Demand: ((This is cargo, which you can buy or supply. Its pricing will depend on how well you can negotiate.))
In Supply:Iron Ore
Terraforming Gases
Industrial Chemicals
Electronic Components
In Demand: Carbon Polymers
Personal Weaponry
Seafood Products
Meat Products
Ship Upgrade Points: 89
Equipment Stored: Heavy Railgun (class 5)
Equipment Mounted: WeaponsClass 1 Turret - Aldrosian Light Coilgun (class 1)
Class 1 Turret - Aldrosian Light Coilgun (class 1)
Class 1 Turret - Aldrosian Light Coilgun (class 1)
Class 1 Turret - Aldrosian Light Coilgun (class 1)
Class 2 Turret - Aldrosian Heavy Coilgun (class 2)
Class 2 Turret - Aldrosian Heavy Coilgun (class 2)
Class 2 Turret - Aldrosian Heavy Coilgun (class 2)
Class 5 Spinal Mount - Distortion Projector (Class 5) (Replacing a ship's main weapon, this device creates a cone-shaped spatial distortion that makes outgoing projectiles faster, while effectively nullifying incoming fire)
DefenseArmor Slot - Steel Plating (1/6th roll to absorb incoming fire without damage)
Armor Slot - Steel Plating (1/6th roll to absorb incoming fire without damage)
Armor Slot - Steel Plating (1/6th roll to absorb incoming fire without damage)
Shield: Plasma Net (Stops radiation)
When combat occurs, both attacker and defender roll a dice.
If the attacker rolls higher than the defender, the difference between the rolls determines the amount of damage dealt in terms of injuries. Higher values are better, but even a roll of 4 vs 3 (example) will result in some damage.
If the defender rolls higher than the attacker, the defender might deal a counterattack if he/she is capable and rolls well enough, using the difference as a d6 result.
CHARISMA: Increases all social actions by +1 while equipped. Each point stacks with other sources of charisma.
DEFENSE: Increases your own defense roll when you are hit with an enemy weapon, mitigating your own injuries. Defense does not stack and only your highest defense value will be taken into account.
Deflect Chance: 1 in 6th chance that a light attack (bullets, sword slashes, glancing hits from an axe, punches, sweeping beam, etc) will simply be ignored. Stacks linearly, so 6 deflect chance means that you are immune to conventional attacks.
Parry Chance: Same as deflect chance, but it's a second calculation. If you have two one-handed weapons, both will stack linearly with each other.
DMG: Damage type. Some armors defend against different types better than others.
CRIT: The kind of injury this weapon will do if you roll a base 5, regardless of enemy defense.
CLUMSINESS: When carried, decreases social actions and actions requiring precision, such as long distance weaponry use. Stacks linearly with different items.
STRENGH: Adds to strength-related actions such as moving heavy objects or punching people. Stacks linearly.
WEIGHT: These items incur a -1 penalty per point of weight when used unless your equipped strength is greater than the item's weight.
Bleh, I hit the character limit. I'll post sheets in a separate post from now on.
Character Sheets Here