NOTICE: This is the turn that I accidentally rolled for without having Dan's actions. Now that I have Dan's actions, the turn is officially up. I did tell you to ignore the accidental turn post, and wait, so please don't complain. I did try to tell you.Give Coolrune206 food.
If multiple actions are allowed, search map route for any inefficiencies.
Distract Elephant Parade so he doesn't give coolrune food. The recent Holy War that started when the slimes insulted the earth goddess must not be forgotten.
(Attempted Impediment. Commence roll off.)
(6) vs. (5) Elephanto Paradus manages to get the food to Rune, but distractions from GeOrGe prevents him from checking the maps.
While Elephant Parade is distracted, and Coolrune is passed out, hobble over to the engine and take off those %^*& "upgrades" so we can actually make it to our destination in one piece.
(5) You take off the upgrades, unfortunately...[See: Harry Baldman's turn]. However, the times two speed upgrade will give the company 1000 credits, and the times four will give the company 4000 credits, if sold.
The Patrol, part 3.
(3) You patrol into the empty Inorganic Synthesis Supplies storage tank.
If some one has a flamer you will cook in your ovenarmor Check the radar for any nearby ships warn the others if I spot any
(6) You check the radar, and barely manage to detect a pirate ambush squad 7 turns away, and a dragon-shaped object 4 turns away. You faint from exhaustion before you can relay the information. Five food synthesis supplies are needed to be used to prevent you from dying in two turns.
Assist Mark Sheperd in looking for nearby ships and possible obstacles.
(3) You do nothing that can help him out in his search. [If you had gotten a 1, it would have been -2 to his result, a 2 would be -1, a 3 or 4 has no effect, a 5 is +1, and a 6 is +2]
Feed our slime, Them CRank up the engine as hard as it goes
(3) You don't feed the slime, fortunately, it didn't need to be fed any more food.
(6) You crank the engines up to 3 times the speed, even without the attachments. Unfortunately, if the core isn't stabilized in the next 2 turns, then it will blow up. However, if it is stabilized, then you gain a 3 times speed option that uses 3.3 times the fuel.
Take cover
(6) You manage to take cover in the food synthesis supplies tank. When you get out, 200 units have to be dumped because of possible contamination issues, as per syndicate policy.
Find out how one replenishes their inorganic synthesis supplies.
(5) You ask one of the hired hands. In response, they tell you that the inorganic synthesis supplies are replenished at port, when the ship takes on a new batch of a specially made metal that reshapes itself into the form you need.
"I will not die today... I will live on... To.... Have a heroic end diving in front of someone... Urgh.... I have so much to do..."
Okay, final action- If I survive, work as hard as I can to keep the generator stable once we go full speed
(5) You stabilize the core. Congradulations, you gave the ship the ability to use it's times 3 speed safely. The Engine and Core are now worth 3500 credits.
Start gathering up useless things and breaking them into component parts.
Then make Sonic Screwdriver.
(3) When you look around, you cannot find items that you can break down into the components for a sonic screwdriver.
FLY THE GORRAM SHIP ALREADY, preferably during engine repairs.
(4) You fly the ship. Fortunately, any mistakes you made are corrected by Sara.
CompanyCompany Name: MannCo Rail
Route: Earth-Hiro
Money: 0
Gain per survivor: 200 credits
Assets:
The Uranium Rocket
50-passenger derelict
745 food/drink synthesis supplies
0 inorganic synthesis supplies
No data usage left
Improved Engines
Living Passengers: 50
5 Slimes
5 Androids
5 Bloodkin
5 Sychosians
10 Insectoids
10 Humans
10 Catfolk
Crew RosterName: Sara
Gender: Female
Race:Catfolk
`-Traits: Dextrious (+1 to rolls utilizing hands)
Small Figure (-25 HP)
Unstable Genetic code (every 5 non-combat turns, there is one random mutation from a book I have)
HP: 75
Profession: Pilot
Wage: 20
Money: 150
Items: Pilots Clothing, Cheap Ray Pistol
Name:Dan
Gender: Androgynous
Race: Android
-Traits: Robot( immune to biological status effects)
Unperson (-50% wages)
Mechanically Experienced (+1 to rolls in Engineering 1d4 of the time)
Scar from Humans (-1 to interactions with Humans)
HP:100
Profession: Co-pilot
Wages: 8 credits (w/ traits)
Money: 150
Has: Co-pilot uniform, Cheap Raygun
Name: Elephanto Paradus
Gender: Male
Race: Catfolk
Traits:
-Dextrious (+1 to rolls utilizing hands)
-Small Figure (-25 HP)
-Unstable Genetic code (every 5 non-combat turns, there is one random mutation from a book I have)
HP: 75
Profession: Navigator
Wage: 20 credits
Money: 250
Items: Poor Map, Profession's Clothing
Name: Jason Garden
Gender: Male
Race: Human
-Traits:
Better Wages (+10 credits to wages)
Xenophobic (-1 to conversation rolls against non-humans)
Focused (+1 to repeated actions)
Scar from Insectoids (-1 to interactions with Insectoids)
HP: 100
Profession: Navigator
Wage: 30 credits (w/ bonus)
Money: 250
Items: Poor Map, Profession's Clothing
Name: Skritchy
Gender: Male
Race: Bipedal Insectoid
Traits:
Hive Mind (Can speak to any other Insectoids on the train at any time)
Freaky Appearance (-1 to conversation rolls of non Insectoids to Insectoids)
Regenerative (+5 HP per round 1d3 of the time)
Poorly Healed Leg (-1 to rolls using Legs)
HP: 100
Profession: Engineer
Wage: 10
Money: 250
Items: Engineer clothes, Space Wrench
Name: Engineer gamma
Gender: Male
Race: Bipedal Insectoid
Traits:
Hive Mind (Can speak to any other Insectoids on the train at any time)
Freaky Appearance (-1 to conversation rolls of non Insectoids to Insectoids)
Unstable Genetic code (every 5 non-combat turns, there is one random mutation from a book I have)
HP: 100
Profession: Engineer
Wage: 10
Money: 250
Items: Engineer clothes, Space Wrench
Name: Cromwell Jackson
Gender: Male
Race: Human
`-Traits:
Better Wages (+10 credits to wages)
Xenophobic (-1 to conversation rolls against non-humans)
Focused (+1 to repeated actions)
Poorly Healed Leg (-1 to rolls using Legs)
HP: 100
Profession: Engineer
Wage: 20 (w/ bonuses)
Money: 0
Items: Cheap ray pistol, Profession's Clothing, Space Wrench, makeshift cane
Name: Rune
Gender: Either
Race: Slimes
`-Traits:
Strong against Physical Weapons (50% damage from physical weapons)
Weakness to temperature (200% damage from temperature)
Unstable Genetic code (every 5 non-combat turns, there is one random mutation from a book I have)
HP: 100
Profession: Engineer
Wage: 10
Money: 250
Items: Profession's Clothing, Space Wrench
Name: Genghis Chan.
Gender: Male.
Race: BloodKin
`-Traits:
Steady Hand (No penalties for Dual-wielding)
Freaky Appearance (-1 to conversation rolls of non Bloodkins to Bloodkins)
Unstable Genetic code (every 5 non-combat turns, there is one random mutation from a book I have)
HP: 100
Profession: Guard.
Wage: 15 credits.
Money: 50
Items: Cheap armor, Cheap ray pistol.
Name:Mark Sheperd
Gender: Male
Race: Human
`-Traits:
better wages(+10 wages)
Xenophobic (-1 to dealing with non humans)
Ex-military (+1 to combat rolls)
Scar from Insectoids (-1 to interactions with Insectoids)
HP: 100
Profession: Guard
Wage:25
Money: 50
Items:Cheap ray pistol Cheap armor
Name: William J. Northcott the Second
Gender: Male
Race: Human
Traits:
Better Wages (+10 credits to wages)
Xenophobic (-1 to conversation rolls against non-humans)
Unstable Genetic code (every 5 non-combat turns, there is one random mutation from a book I have)
HP: 100
Profession: Hired Hand
Wage: 15
Money: 150
Items: Profession's Clothing, Cheap ray pistol.
Name: GeOrGe
Gender: (Male)
Race: Sychosian
`-Traits:
Strong Head (Head cannot take damage)
Brains in his legs (If his legs get more than slightly injured, he's dead)
Ex-military (+1 to combat rolls)
Scar from Slimes (-1 to interactions with Slimes)
HP: 100
Profession: Hired Hand
Wage: 5 credits
Money: 400 credits
Items: Profession's CLothing