Roll 22 - Last Resort
Hide and enjoy! Look them over for anything I can steal easily.
((My style will be Silent but Deadly. Priority is on staying unseen and unheard, secondary objective is quick kills.))
Stealth Roll: [5+1(due to space)]
(+1 mastery to Silent, but Deadly)Since you don't quite have to worry about masking your sound, you are free to shuffle around in the darkness and keep hidden.
The invaders each have a pistol attached to an external holster. It seems fairly easy to undo the fastener keeping the weapon inside, but getting there requires speed--something which is difficult inside these suits.
Zapotec: I can't figure out how to open these. Makes you think there's something special in there, no?
The other figure reaches over to the crate and opens it single-handedly to reveal the next container. And the next one. And so on.
Eventually, they find a box. Unwrapping it, it seems to be a box of plain white teacups.
Navajo: Cap, we found some chinaware kept inside ten boxes. It doesn't look like something worth trading... but this is weird.
They replace each of the containers and set things back to what they used to be. After hours of painstaking container-unpacking and repacking, the pirates settle on the conclusion that this is a really inefficient storage method, but that there isn't anything to indicate that this is a trading ship.
Navajo: Alright, we're coming up--
At this point, the pirate turns around and sees Philbert.
Watch them, get out from behind the airlock if they turn around.
Whack n' Slash
You float out and wave hello, not expecting your radio to let you talk to them directly. You try to make no hint that there is a large knife wedged between your lifesupport backpack and your suit, [3] but it pokes out slightly. (1) The pirates don't seem to notice it.
Navajo: What's this guy doing?
Zapotec: Attacking us?
Navajo: Naw... do they even hear us? Maybe we're falling into a trap.
Both pirates look at each other and nod to each other, then grab you as they come within reach (not using their thrusters--you were within reach as they floated back toward the airlock). They toss you backward in a display of equal and opposite reaction--the pirates zoom toward the airlock, while you plunge into the sea of containers, bouncing off and floating helplessly away from the cargo bay wall (which has handles, it seems) and anything else you can hold on to.
Try to search around the ship for some Engineering supplies and see if that will contain any materials. I'm not jumping across that gap, unless my life depends on it.
[1+1/7 = ~2] You remember the metal shop. Backtracking, you find a fresh supply of grates exactly like the floor material. However, you have a difficult time lifting some sheets off the stack after undoing the buckle--owing primarily due to the fact that steel is really heavy.
You also find some diagrams of the various ship systems and how to repair them. The floor grates have special clips which keep them attached to the wall, but they can be moved along a slot in order to accommodate for the ship's thrust, changing the contour of the floor from curved to level. You find a fresh supply of clips and power tools, but the power tools lack batteries.
((Any style?))
"Vex, he's the captain of the pirates. I've managed to convince him not to attack directly, don't ruin it."
The Narrator has a field day as we both realize I just now learned a combat style that wasn't there before. Get a mop or a similar pole from somewhere, preferably without straying too far away from the bridge.
Our hero sets out to find a weapon worthy of his presence. A mop shall do. Or some other cleaning utensil. Gotta stick to your roots.You acquire a mop from a nearby closet and keep it with you. You wonder if you can make a sling for it later, since there is a workshop and all.
The two invading pirates seem to be snickering at something. They seem to be leaving, and you watch them head back to the launch bay and enter their ship.
Navajo: Permission to launch? We need the clamps undone.
Harry has no idea where the launch controls are. Perhaps the other gentlemen can help with that?Vex get on the radio and start talking with the other ship
R:-" Hey you who the hell are you and what do you want. Better leave us alone as i dont want to ram this thing into you to get you to leave!"
He also figure out a way to tuen the railgun online
The railgun is already arming. Its capacitors are currently at 60% charge. They can fire, but at reduced effectiveness.
Through the targeting apparatus on the Systems panel, you get visual contact with the enemy ship. It looks like a small bulb separated from its engine bloc by five large, spherical tanks. It appears to have weapons mounted on the rim of the bulb, although you're not sure what type or caliber they are. The whole thing is much smaller than yours, and it appears the ship has already determined the mass and acceleration capability of their ship: 1500t and 12 m/s˛ respectively.
The launch controls are in a different room that is next to the bridge. You haven't checked it out yourself--that's just what the room's tag implies.
Jim climbs out of his tank, and looks for some sort of intercom or something, calling out to the ship.
"Anyone else awake out there?"
*This is how you got out*
[1] There doesn't seem to be a way out of the chamber. You don't have any sort of communication, so you decide the best way to make sure you're still alive at the end is to break out instead of waiting. You pull one of the cables from your nostril and don't notice any adverse effects--your lungs are saturated with the gel stuff anyway. The nozzle has a thin rim which may have a small enough surface area to punch through the glass...
[3] Hoping for the best, you slam the nozzle against the glass. Your hand goes through, and the entire tank's contents slowly start spilling out into the hall. You force yourself out of the glass bottle, sustaining some minor cuts from the sharp edges of the glass, and spit out as much of the gel from your lungs as you can when you reach fresh air. It's good to breath again.
Inside a locker beside your broken chamber you find a small radio and a uniform, which you put on.
*This is after you speak*
You hear some thudding noises reverberating through the hull. Sounds like large doors opening and closing. Each noise comes from progressively farther and farther until it stops, at which point you start looking around and assessing your surroundings. The level you are on has no gravity, and is designed with tubular halls. The cryopods are lined up across from each other, so they make up the 'sides.' The entire level you are on appears to be round, with three large halls designed for cargo movement and much smaller halls with intermittent supply closets for the cryopods. The center has a massive 2.5m-wide hatch which rolls to the side as you apply the slightest force. There is a hatch on both the 'floor' and 'ceiling'.
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
Styles:Silent, but Deadly [2]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
Styles:The Sweeper [1]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
=Steel Mop=
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
Styles:]Whack n' Slash [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] Attributes: 1
3
0
1
Traits:Well-Studied (+2 to training the ship's crew. Additionally, gain additional information on thawed crew occasionally.)
Tactician (When you make the first strike against the target, gain +3 to all subsequent initiative rolls involving them. Nearby allies in the fight gain +1 instead.)
Bound by Law (-2 to damage rolls against fleeing, unarmed, or non-hostile targets.)
Expendable (+1 to damage rolls against you)
Inventory:Radio Communicator
Toolkit
Rusty 9mm Pistol (Damage: 1d6. Also, roll a d3 when attacking. The result is subtracted from your damage roll. Less than 1 results in the weapon jamming.)
Miniquests:StatusesSmall cuts on hands and shoulder (No infection risk)
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