Roll 24 - An actual description of what you can do at the bridge
((Did I just seriously spend two turns on what could have been a minor action?))
To pirate captain: "No trouble, though a few crew members got slightly jumpy. Speaking of jumps, we'll be off after a while, too. Too bad jump drives don't exist, heh?"
Try to milk knowledge on technological advances in other parts of the universe with questions similar to above, but be subtle and not too intrusive.
[3+3/9 = ~4]
"I wish. I used to hear about all sorts of failed experiments into wormholes. I assume any progress they made is long gone.
You know, both of us come from the same general offshoot of humanity. If all the people in the sector fled, then we are both alone. Of course we don't care too much, hah, just trying to survive here..."*Sounds of doors opening*
"Boys are back. Good luck to you sirs."Before he cuts off the radio, you manage to gain the following information:
-These guys were exiled for interfering with pirate politics.
-Chelupa Union is a collection pirates under an agreement not to pirate each other in the whole sector.
-Since the whole Chelupa was after Highmount and his crew, he was forced to leave known space. Sensors are nearly impossible to evade within a system.
-Your ship's transponder is currently transmitting '
Blank'. You find a little control on the dashboard that lets you write out a tag, along with several presets.
Greet Jim-guy. Go to bridge or wherever the most people are.
You show Jim where the elevators are and instruct him to come inside. Then, you tell him to hold on.
Greet Philbert. Head to bridge.
The elevator suddenly jerks, pulling you towards the ceiling as a result of the acceleration. However, you notice gravity building up toward the 'floor' of the elevator cabin, eventually reaching the levels you are used to aboard most ships and stations. This must be a grav-ring.
Philbert shows you to the bridge: A small cabin with viewscreens lining one half and doors lining the other. there are four touchscreens mounted to a large U-shaped desk that can accommodate one person per screen. Chairs fold out from the leg space.
The screens are as follows:
-Dashboard (Ship info, status)
-Navigation (System map, travel)
-Communication
-Systems (Controls things like airlocks, cameras, and arming the weapons systems.)
Two doors at the sides of the bridge lead to the following rooms:
-Sensor Room. It resembles a planetarium with a glass platform in the center and a view of space on a spherical display of panels around the central viewing platform. There are two computer stations, one to control radar and scanning, the other controlling the weapons.
-Mission and launch Control. Controls the launch of smallcraft as well as having an independent setup of chairs and screens for monitoring mission results and communications from your own operations. Contains several large screens on the wall, at the moment only consisting of diagnostics information on the craft in the hangar bay. They are all healthy.
Grab my shiv, go take a drink, and try to use the toolkit to upgrade the grabber I have by magnetizing the end (using the stuff in my toolkit). ((Crafting mini-quest here I come!))
You retreat to the airlock, noting the possible smuggling compartment for the future. For now, you leave your suit, grab your stuff, and go up to get a drink. The first elevator you reach is in use, so you float all the way to the next and use that one.
[4+1-1/7 = ~3] You retrieve your grabber and take it to the shop, finding a box of magnets ready for use (normally for stuff like magnetic equipment holders and boots and the like). The box of duct-tape, unfortunately, did not fare well along the journey. Opening the box, you find it infested with beetles, spiders, and dead maggots. It seems a tiny ecosystem has formed of pests chewing on the tape. On one of the few surviving labels you can read: 'Biodegradable Utility Tape: Go Green!'
You upgrade the grabber by tying the magnets to the tips of the grabber with some steel wire.
((how about loud and annoying and cowardice for style?))
Vex check the weapon panel to get the state of the rail gun and thencheck for any damage.
R-"SO did our uninvited "guest" took anything from the cargo hold?"
Damage report is clear. The railgun is now armed, although you can't find a system to fire it. Blast this ship and its unfriendly control scheme.
The casaba howitzer thing sounds like a... an effective method of blasting stuff apart. However, the weapon is locked. There is a key slot in the Systems panel.
[4-1 = 3] You put two grates into place, then manually screw the bolts into place with a simple wrench. Someone should really get those batteries up here...
Characters
Attributes: 1
0
1
3
Styles:Cowardice [1]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]Drunkometer:Last Drank Expires: Turn 29Base Penalty: -1 per 5 (Max -3)
Base Bonus: +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.)
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.)
Legendary MacGyvering (+3 to crafting items without proper tools, no penalty for lacking tools to repair)
Inventory:Radio Communicator
Basic Toolkit (Can be used to repair electronics and piping)
Glass Bottle Top
- With stealth holster
Long Magnetic Grabber
Excelsior (A sharp dagger with weight balance perfectly suited to all sorts of tricks and strikes. +2 masterwork bonus)
Miniquests: Craftsmanship (Create items
without 3d printer: 2/3)
Statuses: 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
Styles:Pistol Whip [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:
Blank
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] (Online until auto-shutdown on turn 30)
-Anthropos Militarum M-1A Casaba Howitzer [Type: Nuclear Shaped Charge] (Locked--Enter Credentials)
Docked Craft:
3x Tanker class fuel transport (500t each) (Heavy tug for carrying supplies through orbits)
2x Wanderer scanner probe (100t each) (Provides two sensor power each for close-range scanning near where it is deployed. Relays info back via laser)
5x Scavenger remote ice miner (10t each) (Can be left on icy moons or planets to mine water, for use as propellant or supplies.)
18x Hummingbird atmospheric skimmer (2t each) (Light scout plane. Can only fly in atmospheres. Must be deployed from another craft, and is recovered off the surface by ground teams.)
2x Kite gas harvester (800t each) (used to collect hydrogen gas from gas giant atmospheres)
3x Predator class transport shuttle (75t each) (Can carry ten people. Uses highly versatile chemical rockets, but only has 50% of its mass dedicated to fuel storage.) (Current DeltaV: 5000 m/s)
Ongoing Missions:
None
Current Location: Ares IV (desynchronized with moon)
When taking off, the Oberth Effect can give you free deltaV due to using your fuel deep in the gravity well
Destinations: Travel DeltaV Cost in m/s (+amount needed to land-Oberth effect gain when taking off) [+Travel time (months)]
-Ares I: 4,000 (+2,300-1,500) [5m]
-Ares II: 2,700 (+1,700-100) [5m]
-Ares III: 1,200 (+1,700-500) [7m]
-Ares IV: n/a
-Unknown Wormhole: 500 [1m]
-Wallonia: 17,000 (+20,000-17,000) [12m]
-Pacifica: 11,000 (+8,000-4,000) [8m]
-Rhode: 21,000 (+3,000-1,500) [17m]
-Low Ares Orbit: 27,500 [4m] <Can save 24,000 m/s by aerobraking>
Current Sensor Power: 20
+20 from base
Curent Available Tasks:
-Proximity Scanners (-/-) (detects nearby objects in the same gravity well) +7
-Wormhole Survey (0/5) (identifies the type of starlight coming from the wormhole and whether the conditions are safe for the ship to pass) +7
-Long-Range Scanners (-/-) (detects objects in the outer system) +6
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]