Roll 1 - On the Case
((We'll assume nobody can see bridge modules unless they are on the bridge.))
Vex head straight for the bridge to boot up nav comp and get the map of the area. During this he boot up his radio and says
[Find the bridge: 1+3/9 = ~3] The bridge would be a great place to start things off! Yes... the bridge... it would be great to get to the bridge... where is the bridge? The halls lack signage, and what felt like decades of cryo-sleep has dulled your senses and made you forget. You recall that it was in your training, somewhere.
Of course, after a cursory look at the facilities around you, it is concluded that the bridge is not inside this section of the ship. You float your into one of the elevators and become the first one to leave the cryo-bay. As centrifugal force begins to tug on your feet, you strengthen your grip on the handlebar. Most humans would become nauseous at the gradual change in gravity, but you've learned to cope with much worse.
You find yourself inside one of the habitat ring segments, labelled 'C' on the wall in big, blocky print. Is it 'C' for 'command' or 'C' as in 'ABC?' Since there are only two directions you can move, you enter the door to your left and find a hallway lined with windows on one side. Through the windows you see rows of plants on stands, floating in water, and illuminated by blazing lights from above.
Philbert checks the cryo rooms and any nearby rooms for the crew member, and wanders around looking if he is not found. Eventually, search for a kitchen.
[Look for 7th crewmember: 5 + 1 (assisted by Zaynab)/7 = ~5] You head in and out of the halls, finding nothing but random civilians still in deep-sleep. Noticing that most of the pods are of a design radically different from your own, standing upright instead of leaning horizontally and ready for long-term use. A supply chain of containers bringing needed supplies to the dormant crew moves steadily across on a conveyor, being fitted into their sockets by simple robotic loading arms.
New Miniquest: On the Case (Find missing persons: 0/1)[Find kitchen: 3+1/7 = ~3] You don't find a kitchen, although among the rows of deep-sleep cryopods you do find storage rooms filled with cylindrical containers of a sticky tan substance labelled 'NUTRIENT MIX 4C.' It must be close, if there is one. You hope there is.
A woman named Zaynab comes to your side and announces that she found something.
Zaynab will help Philbert in finding the seventh crew member.
[Find 7th crewmember: 6] As Philbert searches the pod halls, you look for rooms similar to the ones you woke up in. Each of the permanent crew seems to have gotten a room for him/herself, so the seventh one should be there somewhere. In fact, the first room you check is not a supply closet as you expected, but another room with a cryo-pod like your own, opened and already dry. The closet contains nine uniforms--yours contained ten--each labelled 'Cpt. Adrian Walther.'
Explore the ship and make sure everything is structurally sound. Look for any leaks, damages, or inconsistencies. Also, keep a lookout for that missing crew member.
This 'Vex' fellow at least seems experienced with organizational matters among crews of various races and backgrounds, considering how quick he was to take charge despite obviously not being from anywhere close to your own stellar neighborhood.
[Inspect ship: 6] You float down a hall of cryo-pods, taking note of the fact that each one is kept supplied by a chain of nutrient canisters on a conveyor, each being loaded by a robotic arm. Each step down the line is a possible point of failure, which will certainly require constant inspection to keep the crew from dying in-sleep if there's a problem. Perhaps you could thaw some of them out regularly, not just for their labor, but also to figure out which ones have backgrounds in maintenance and construction. The ship regrettably doesn't have much of an automated repair network.
As part of your exploration, you decide to take the elevator to the grav deck. Not expecting the speed of the elevator, you pull yourself close the bench. As the elevator starts moving, you are caught off-guard by the sudden application of physics and bump your head lightly against the wall as Coriolis effects kick in and gravity rises to the standard 1 G.
Look for the custodial closet. If found, take inventory.
Our hero finds himself in a new situation, unsure of what to do. Falling back on his instincts, he looks around for vague fragments of his past.Considering that getting out of the pod was quite a mess indeed, you look for a custodial closet in order to clean up after the bits of gelatinous goo strewn about all over the room, floating around and attached to the walls--err, ceilings--err, floors.
[Find closet: 4] It seems that you had skipped right over the cleaning equipment inside your own room! Armed with a cordless air vacuum, you turn it on and--oh it seems the battery is dead. You don't seem to have any spares, but you do have a variety of other types of cordless equipment, including UV lamps, spring-operated grabbers, and disinfectant wipes. None of the usual floor-cleaning tools, however, most likely because there are no floors in space.
While the others disperse, you suddenly get a massive hangover. If only the cryo-sleep had preserved your drunkenness.
Characters
Attributes: 1
0
1
3
Traits:Nearsighted (No bonuses from attributes, traits, styles, and statuses when not wearing glasses.)
Fragile (-1 to injury recovery rolls.)
Space Engineer (+1 to ship/station maintainence and construction.)
Starship Pilot (+1 starship agility.)
Inventory:Glasses
Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Attributes: 3
0
0
2
Traits:Crooked Arm (-1 to lifting.)
Born with a Silver Spoon (-1 all actions when in poor health.)
Psychiatrist (Psychiatry-related actions are minor actions.)
Soothing (+1 Diplomacy while while interacting with someone that is injured.)
Inventory:Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Attributes: 1
2
2
1
Traits:PTSD (When surrounded by 3 or more enemies, roll a dice. If the result is 1, gain a -1 penalty for a number of turns equal to the number of attackers.)
Alcoholic (Gain a stacking penalty without alcohol, starting at -1 at 5 turns and increasing to -3 at 15 turns. Drinking is a major action.)
Kleptomaniac (+1 to stealing small objects. -1 to all other actions if you are able to.)
Vegetarian (-1 to eating meat. +1 to eating vegetables.)
Inventory:Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Statuses:Dependence (-1 to all actions. Increases to -2 in 5 turns.)
Attributes: 1
1
3
0
Traits:Ignorant (-1 to actions requring extensive training.)
Butterfly of DOOM! (Getting a 2, 3, or 4 gives you a -1 penalty for a random roll in the future.)
Almighty Janitor (Gain access to secret info about people, specifically the blackmailable kind.)
Hitchhiker (Your life seems to be narrated.)
Inventory:Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Statuses:Ominous Butterfly [1] (Gives a -1 to a random action)
Attributes: 1
2
0
1
Traits:Jumpy (After being startled, gain a -1 penalty for your next action.)
Fat (-1 agility.)
Cook (+1 to preparing food and identifying common spices.)
Security Guard (+1 to counter-agression and capturing opponents in flight.)
Inventory:Miniquests:On the Case (Find missing persons: 0/1)
Attributes: 0
0
2
2
Traits:Weak (-1 Force during physical actions)
Structural/Mechanical Engineer (+1 to structure/machine maintainence and construction.)
Visionary (Each time you roll below a 4, gain one point. At 6 points, you may spend all points to roll an automatic 5 (regardless of modifiers) on your next Wisdom-related action.)
Inventory:Square-Framed Glasses
Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Bridge Modules Installed:-Dashboard (basic)
-Navigation Board (damaged)
Current Transponder Setting:
Anaxagoras
Independent Colonial Vessel
Primary Systems
Radiator Temperature: 45°C
FuelFuel Supply: -Hydrogen: 90,000 tonnes
-Hex: 3,000 kg
DrivePropellant Usage: 50 tonne/sec
Hex Usage: 1.5 kg/sec
Current Mass/Dry Mass: 150,000 / 60,000 tonnes
DeltaV Capacity: 45800 m/s
ReactorOutput (min/current/max): 1MW /
1MW / 1GW
Current Fuel Usage: 25 kg/yr
Fuel Time Remaining: 120 yr
Damage Report: Primary Sensor Boom -
HealthyImpact Shield -
HealthyGravRing A -
Healthy - Crew Cabin -
Healthy - Hydroponics -
Healthy - Sensors -
Healthy - Elevator -
HealthyGravRing B -
Healthy - Crew Cabin -
Healthy - Manufacturing -
Healthy - Equipment Storage -
Healthy - Sensors -
Healthy - Elevator -
HealthyGravRing C -
Healthy - Crew Cabin -
Healthy - Bridge -
Healthy - Sensors -
Healthy - Elevator -
HealthyLife Support Bay -
Healthy - Cryonics Bay -
Healthy - Water Treatment -
Healthy - Atmosphere Control -
HealthyCargo -
HealthyHangars -
HealthyPower Conduit -
HealthyMain Structural Pylon -
HealthyPower Conduit -
HealthyRadiation Shield -
HealthyHazardous Materials Storage -
HealthyPropellant Tanks -
HealthyReactor Core -
HealthyRadiator Assembly -
Healthy - Radiator Fin A -
Healthy - Radiator Fin B -
Healthy - Radiator Fin C -
Healthy - Radiator Fin D -
HealthyDrive -
Healthy
Secondary Systems
Habitability:Oxygen Pressure: 21 kPa (SAFE)
Cabin Temperature: 21°C
CrewCurrent Reserve: 10,000 crew (250 supplies/yr)
Currently Active: 7 crew (7 supplies/yr)
SuppliesTotal Supplies: 8,900 tonnes
Recycling Pool: 100 tonnes
Total Spare Parts: 1,000 tonnes
Supply Use: + 170 tonne/yr (hydroponics)
- 257 tonne/yr (crew)
y Use: - 1 tonne/yr (maintenance)
Supply Time Remaining: ~102.3 yr