I was looking for more along the lines of decision-making...
Roll 25 - Interrim InterrimMonths Elapsed: 4
Look for a security office or something along those lines.
The Systems Panel seems to be the replacement for a full-fledged office.
Print seaxes until I get a perfect one, and go to sleep.
[4] You spend some time repeatedly printing blades and recycling the old ones until you get one that's ideal. It's still far from perfect, having ridges along its length characteristic of printed metal objects, but it cuts nicely with some force.
Get another crew member to get in the elevator and move up to the Engineering floor. Slide the battery box into the elevator and send it up on its way, the crew member hopefully picking up the box when it arrives. Move the box to Engineering and replace the batteries for my power tools.
[5-1 = 4] Your plan works well and you manage to avoid any accidents (such as being smashed by the box inside the elevator) up until you reach the top, at which point gravity makes it difficult to slide the box. You take another elevator up to the gravdeck and use the workshop to fashion a makeshift platform with caster wheels to slide the battery crate on top of. With several other people's help, you manage to slide the crate into the halls and just slightly fit it through the doors, leaving it unopened in the workshop as you go back to sleep.
+1 Force
New Trait: Yeah Teamwork!Go clean up everything I can, then go to sleep.
You walk through the halls trying to remember any messes you've made... then you trip across something. As you get back up, you find the object and see that it's a bone, covered in black spots of fuzzy mold. Most... interesting.
[4] You investigate a nearby closet for a stashed body, and sure enough a skeleton comes pouring out. You gather up the pieces and put them in a box, discovering a key amongst the ruined clothes.
((Everyone except DAF have not posted an action))
Vex decide that noone give a fuck where the ship is going (which is totally a personal opinion and may or may not be true)so he set a course for a flyby of the wormhole and set all sensor on it.
-"Well we need about a week to scan the freaking hole. So if you guys dont have anything to do am going back to bed(yawn)"
[3] It seems that the radiation coming through the wormhole will be a major hazard to travel. Wormholes do not inherently release radiation by themselves if stable, so it may be that the star on the other side is a neutron star or worse. It is also possible that the other side is orbiting a gas giant with a particularly nasty radiation belt. Either way, a faint blue dot can be made out visually, and its spectrum suggests a large main sequence blue star, further compounding the dangers of entering.
The debris surrounding the wormhole consists of mostly dead ship sections with no sign of activity. However, the engine bloc is ruptured, and there is a long plume of radioactive dust emerging from the gaps in the containment and being swept away by solar wind.
Most of the debris seems to have come from a single ship. The phrase 'Scorched Earth' is written in scorched letters on several of the pieces.
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 30Base 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=
Panel Key
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
Sharp 3D-Printed Seax
Miniquests: Attributes: 0
1
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.)
Yeah Teamwork! (+2 to other player's actions when working together in close proximity)
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)
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
-Octanis Alpha Wormhole: 100 [0m]
-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
-Long-Range Scanners (-/-) (detects objects in the outer system) +7
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