Turn 2 - BassoonMission: Find out what you're doing here!
Location: The Ship
Violently hum Bach's Fifth Bassoon Sonata whilst checking out the storage cabinet for interesting items. Take some of them, if there are any. Then see who else is here.
[6] Your rendition of Bach floats out beautifully. When you open the cabinet, it almost seems bigger on the inside! You find four life-support suits made for the rigors of deep space, a rack of stubby beam rifles the size of your average SMG, and... oh your god. Is that a bassoon?
In your enthusiasm, you take everything. And then realize that you've trapped yourself under a mound of loot. Hm.
With the power of positive thinking, take a look outside the room. Are there killer robots to dispatch with one of the many martial arts styles Cosmo knows? Perhaps something to fix with his almighty engineering knowledge? Maybe even a person who is having a bad day and needs a motivational speech about positive thinking to get them going?
[3] The door slides open for you as you approach, revealing the ship's control panel. Lots of blinky lights, pretty switches, and a windshield showing nothing but a blank grey wall outside. You are disappointed by the lack of days needing saving.
He remembers that he is the Master of Keys.
He tries to open the door with the keys
[6+1=7] The door is already open, but your door-opening frenzy goes on unabated! You rush into the control room and look around. To your left you see yet another open door, beyond which there is a CLOSED DOOR! You rush over to it and try to wrench it open. [3] You get it open a crack, but then powerful suction pulls it closed again. You should
really be more careful with the airlock.
Sneer at the surroundings. See if they sneer back.
Listen to the machinery. Try to determine what it does, because that's clearly how science works.
[4] You favor the walls with a witheringly spiteful look. Though they lack the physical features required to sneer, you feel a distinct sense of disdain directed at you for a moment. Curious. [1] You listen for a moment and come to the conclusion that the machinery all around is pumping in deadly neurotoxins! You shout a warning and run into the control room, frantically swatting at the controls. I'm sure that won't cause anything bad to happen.
Character: Dan Twenty
Puppetmaster: lawastooshort
Health: Fine.
Inventory: Jumpsuit, bassoon, spacesuits[4], beam rifles[4]
Currently: Being an Elder Scrolls character
Abilities:
Genetiscience: Your most-honorable PhD allows you to analyze a target's hereditary strengths and weaknesses. That's how that works, right? +1 to roll involving organic target, 3 turn cooldown.
Claustrophobia: Being from Idaho, you're used to open space. Lots and lots of open space. -1 to rolls when in cramped conditions.
In My Element: Exposure to soothing classical music (including your own) makes you feel more at home in the heartless depths of space and gives you +1 to your next roll.
Character: Carl Wrenky
Puppetmaster: McMagma
Health: Fine.
Inventory: Jumpsuit
Currently: Definitely not trying to vent the airlock
Abilities:
Master of Keys: Nobody knows where they all came from, but boy do you have a lot of keys. Surely you've got the right one here somewhere... +1 to locking/unlocking rolls
Simple Man: You've been doin' your job and doin' it well for longer than you can remember, but you'll be hanged if you can understand half o' this newfangled nonsense. -1 to use robotics and other such needlessly complicated things.
Near-Dwarven: You like the booze and the booze likes you. Drink some and get +1 on attack and strength rolls on your next turn. Unfortunately, you also get -1 to dodge rolls. Enjoy responsibly, kids!
Character: Laszlo P. Zakharov
Puppetmaster: Errol
Health: Fine.
Inventory: Jumpsuit
Currently: Screaming, pushing buttons
Abilities:
Doomsday Device: They told you you were mad! They said it couldn't be done! +1 to *science* things together to create new, more useful things... living or not.
Really More Of A Thinker: Why perform such menial tasks when you can simply create a minion to do it for you? -1 to melee combat and strength-related rolls.
Just As Planned: Unveil your Xanatos Gambit for +2 to your action this turn! However, you also get -2 to your next action, as you'll be rather distracted rounding out your obligatory maniacal laugh.
Character: Cosmo Powers
Puppetmaster: Harry Baldman
Health: Fine.
Inventory: Jumpsuit
Currently: Gazing into the infinite depths of that one grey wall
Abilities:
The Power of Positive Thinking: You believe you can do it, and therefore you can. Rolling a 6+ gives you such a boost of confidence that you get +1 to your next roll.
BUT MY THERAPIST SAID-: A roll of 1 or less gives you flashbacks to your Zedadias days as you feel incompetence closing in. -1 to your next roll.
Marty Stu: You are endlessly fueled by praise. A thorough and heartfelt complement gives +1 to your next roll, but biting criticism and insults will give you a -1.