Roll 23 - Misplaced Cargo
R- "Copy, heading to cargo bay."
Jim tries to figure out which way leads to the cargo bay. When he figures it out, he heads in that direction as fast as possible.
((Style?))
Well, there's a big sign that says 'CARGO BAY' on the wall, and points an arrow toward one of the hatches. There is another sign that says 'LAUNCH BAY' and one below it saying 'ELEVATORS.' Both are accompanied by an arrow that points to the other hatch.
You head 'down' to the cargo bay and come across an airlock. Next to the switch to open the entrance (and lock the inner door) there is a counter that reads: 'Suits left: 3/5'. Inside, through the silica glass, you see two lockers opened and empty. The others appear to have space suits inside.
Someone enters the airlock in a space suit.
Radio: "Hey, Sophie, could you push me towards a wall? Thanks."
Go back out of the cargo bay and head to the bridge.
[1] Flapping your arms about helplessly in the air, you give up and wait for Sophie to give you a push.
Afterward, you grab onto the airlock and start taking off your suit. Meanwhile, you notice that there is another person outside the airlock. At first you think it's Harry, but then you realize it's a completely different person. Probably that Jim guy who had a problem with the cryo bay. Well, you
do have a spare room for him if he is to become a member of the permanent crew. Better not tell him what happened to the previous occupant, though.
After they leave look for a space I can turn into a smuggling crawlspace.
[2+3+2/11 = ~4] Hacking your way through the walls is probably a bad idea. That said, you find that the lights are each affixed to a panel you can remove. Beneath the panel is a tiny, warm space that contains empty space and lights-related power stuff. There is just enough space to hide a couple of bottles behind every light, and if you unplug the light you can not only keep the space from heating up, but you can easily find the space later. The only issue is that the cargo bay is a vacuum, and so everything needs to be sealed.
Try to take only one grate at a time, along with a set of special clips. See if my toolkit has anything to power the tools. If not, look harder for any batteries. A place like this can't have a shortage of batteries.
[6] You look around and find some caster wheels, which you affix to the bottom of the grate in order to facilitate its movement.
Your toolkit lacks any spare batteries, but you do find a room with some empty shelves and a brief note: 'Batteries in Cargo Container F11.' You reach for your radio before you realize it's shorted and won't work.
Rolling the grate around will be quick, and it can just fit through the doors. Moving it to the hall and repairing the floor will be a minor action.
Stop trying to mess with the console and look over camera feed
"GREAT why dont you tell me that earlier.... I dont like these weak minded pirate anyway. To hell with all of them(more curses)"
((Style?))
The launch bay is still. The pirate shuttle is still docked.
"Diplomacy. A few of them wouldn't believe this wasn't a trading ship, so they wanted to check our cargo. We have nothing particularly valuable in there anyway, they're apparently ready to leave. So how about you help them launch so we don't get blown apart by their buddies?"
Stop Vex from sealing the airlock, with a sweep if necessary.
((The mop is missing from my inventory spoiler.))
It's interesting how the ship will readily accept foreign vessels docking and automatically open the launch clamps. But releasing the clamps requires action from the launch control room. Go figure.You put one hand on your mop as Vex rages and heads for the Systems panel, releasing it as he calms down. Meanwhile, the pirate captain is requesting launch permission again. [4+1D/7 = ~4] You ask Vex where the launch controls are, and he states it is just outside the hall. You make your way there and there is a panel inside displaying a large green exclamation point along with flashing letters: 'LAUNCH REQUESTED: CLAMP 1B.'
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
Styles:Self Defense Only [1]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
[/quote]