Roll 20 - Anti Intrusion Countermeasure Countermeasures
Well i mis a turn.. nvm
Vex find aomething to clen the wound and cover it.
It seems that ((NPC)) Zaynab heard the commotion over the radio and came to help, assuming you'd be in the bridge. She immediately comes out with something quite unexpected--several clippings of flowers and herbal extracts. She applies some of the stuff over the infected wound and then wraps it up nicely, mentioning that she didn't want to give you antibiotics since that might result in all sorts of nasty side-effects during cryo.
She then leaves, heading back to the medical bay.
[5]
New miniquest: Immunity (Have injuries treated: 1/2) Suit up and go in cautiously.
The internal suit isn't quite designed to accommodate objects attached to your body, so you leave the weapon you improvised inside the empty locker with a strap tied around one of the hooks used to keep the suit in place.
You tighten the seal for the helmet, a reflective glass bulb hardly big enough to fit your head. Then, you wait for Philbert to finish, and go in along with him. Harry leaves for the bridge, or so he says. He mentions something about having your back.
...
[5] Floating out of the airlock door and into the cargo bay, you notice lights turning on reactively--presumably for the first time in a while--lighting the huge chamber from all sides. Suspended in the center of the cargo hold is a mass of rectangular containers and cylindrical tanks. There are also several packages tied to the surface of a container, wrapped in foil and tied to the corners of the container, but otherwise uneven in form. The containers can be disconnected from each other and from the suspension cables by disengaging the clips with a simple car-handle style system. Presumably, you can also open one of the containers by simply unfolding it, also using he same handle mechanism. The cylindrical tanks are another concern. They cannot be opened manually, requiring some sort of machine to open the seal.
New trait: Artistic Intent (+1 to identifying the purpose of objects. DYNAMIC TRAIT: Rolling a 5 increases the bonus.)Suit up, go in.
[5] You put on the suit, but keep your seax hidden between the life support backpack and the back of your suit. Any visible trace of it is engulfed by the puffy nature of the suit's outer material. In fact, you look quite huggable inside the suit, almost like a big snowman with a snowglobe for a head. Anyway, you wonder if it doubles as good armor.
Sophie's done most of the investigation into the cargo bay, so you simply look for opportunities to hide. You can hide inside a container, and they seem to be openable from the inside, as you learn from opening one as soon as Sophie determines how it works. The container itself is empty.
The airlock is also a sort of projection from the inner wall of the cargo bay. You can hide on the outer walls of the airlock, behind the door and out of view until someone decides to reenter the airlock.
+1 IntrigueGo after him again. Find my toolkit and then confront him about the situation going on right now.
You grab your toolkit from the floor and talk to Vex about the situation. Apparently, pirates are coming to check the cargo hold for valuables. They want to make sure you're not bluffing about being a colony ship, but their captain seems rather friendly and willing to let you go for free.
Stay out of the cargo bay and airlock, try to get a video feed of it from somewhere.
Return to the bridge and get a surveillance feed of the cargo bay.
[4] The systems panel gives you a constant feed of surveillance info from across the ship. You focus on the feeds from cameras in the launch bay and cryo rooms, spotting a single landing craft docked with one of the access tunnels. The tunnel seems to have automatically moved out of its rest position to accommodate the ship.
In the halls, two pirates in bulky armor/spacesuits are floating around, opening doors. they have pistols holstered on the outside of their suits..
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.)
Acrobat(+1 agility while airborne.)
Athletic(+1 agility.)
Rescue Operations (+2 to helping people from falls and accidents)
Inventory:Glasses
Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Miniquests:Fast Reflexes (Respond to danger: 2/3)
Immunity (Have injuries treated: 1/2)
Exterminator (Kill pests: 1/3)
Statuses: Attributes: 1
2
3
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.)
Decadence (+2 to all actions for 5 turns after drinking)
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.)
Artistic Intent (+1 to identifying the purpose of objects. DYNAMIC TRAIT: Rolling a 5 increases the bonus.)
Inventory:Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Glass Bottle Top
- With stealth holsterStored Items:Long Grabber
Miniquests: Craftsmanship (Create items
without 3d printer: 1/3)
Statuses:Dependence (-1 to all actions starting turn 24.)
Dedcadence (+2 to all actions until turn 24)
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.)
Existential Crisis(You can force people to consider the meaning of their existence for a turn, temporarily stunning them.)
Inventory:Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Disinfectant Wipes (x30)
SpacePen™
Scotch
Miniquests: Resourceful (Perform actions unconventionally: 1/3)
Plot Shielding (1/3 5's rolled)
Statuses:Ominous Butterfly [2] (Gives a -1 to a random action)
Attributes: 1
2
1
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.)
Detective (+1 to finding missing things.)
Connoisseur (Gain +1 to all actions for three turns after tasting a new food.)Inventory:Radio Communicator
Whacking Stick
2x Sulfuric Acid Can
1x Hydrochloric Acid Can
Lead Dioxide
3D-Printed Seax
Miniquests: Attributes: 0
0
2
2
Traits:Eagle Eye (+1 perception. Effect is lost while not wearing glasses.)
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:Basic Toolkit (Can be used to repair electronics and piping)
Square-Framed Glasses
Short-circuited Radio Communicator
Extended Hook
Miniquests:Scrupulous (Find small/hidden objects: 1/3)
Direct Approach (Forcibly acquire items: 1/2)
Statuses:Exhausted (-1 to physical activity)
Vision [7/6]
Bridge Modules Installed:-Dashboard
-Systems Panel
-Navigation Board
-Sensor Control
-Damage Report
Current Transponder Setting:
Anaxagoras
Independent Colonial Vessel
Primary Systems
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
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
Current Warning Status: Status Quo
Bulkhead Controls: OPERATIONAL
Atmosphere Pumps: OPERATIONAL
Surveillance: OPERATIONAL
Airlocks: OPERATIONAL
Power Controls: OPERATIONAL
Weapons Systems: PARTIALLY ARMED
Armament:
-Dinyo Gauss Rifle [Type: Kinetic] (Online) (Setting: Point Defense)
-Dinyo Gauss Rifle [Type: Kinetic] (Online) (Setting: Point Defense)
-Dinyo Gauss Rifle [Type: Kinetic] (Online) (Setting: Point Defense)
-Hamaar Industries Railgun [Type: Kinetic] (Offline)
-Anthropos Militarum M-1A Casaba Howitzer [Type: Nuclear Shaped Charge] (Locked--Enter Credentials)
Current Location: Ares IV (desynchronized with moon)
Destinations: Travel DeltaV Cost in m/s (+amount needed to land) [+Travel time (months)]
-Ares I: 4,000 (+2,300) [5m]
-Ares II: 2,700 (+1,700) [5m]
-Ares III: 1,200 (+1,700) [7m]
-Ares IV: n/a
-Low Ares Orbit: 27,500 [4m] <Can save 24,000 m/s by aerobraking>
Current Sensor Power: 20
+20 from base
Curent Available Tasks:
-Take visual readings of the planet's moons (0/3) +1
-Take atmospheric readings of the planet's moons (0/3) +1
-Scan Omicron Illiad 676 a (0/15) (required for travel to target) +5
-Scan Omicron Illiad 676 b (0/12) (required for travel to target) +4
-Scan Omicron Illiad 676 c (0/9) (required for travel to target) +3
-Scan Omicron Illiad 676 d (0/6) (required for travel to target) +2
-Proximity Scanners(-/-) (detects nearby objects in the same gravity well) +2
-Long-Range Scanners (-/-) (detects objects in the outer system) +2
Damage Report:
Primary Sensor Boom - Healthy
Impact Shield - Healthy
GravRing A - Healthy
- Crew Cabin - Healthy
- Hydroponics - Healthy
- Sensors - Healthy
- Elevator - Healthy
- Life Systems Radiator - Healthy
GravRing B - Healthy
- Crew Cabin - Healthy
- Manufacturing - Healthy
- Equipment Storage - Healthy
- Laboratory - Healthy
- Sensors - Healthy
- Elevator - Healthy
- Life Systems Radiator - Healthy
GravRing C - Healthy
- Crew Cabin - Healthy
- Bridge - Healthy
- Sensors - Healthy
- Elevator - Healthy
- Life Systems Radiator - Healthy
Life Support Bay - Healthy
- Cryonics Bay - Healthy
- Water Treatment - Healthy
- Atmosphere Control - Healthy
- Life Systems Radiator - Healthy
Cargo - Healthy
Hangars - Healthy
Power Conduit - Healthy
Main Structural Pylon - Healthy
Power Conduit - Healthy
Radiation Shield - Healthy
Hazardous Materials Storage - Healthy
Propellant Tanks - Healthy
Reactor Core - Healthy
Drive Radiator Assembly - Healthy
- Radiator Fin A - Healthy
- Radiator Fin B - Healthy
- Radiator Fin C - Healthy
- Radiator Fin D - Healthy
Drive - Healthy
[/quote]