Turn 14
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Charm? What do you mean by that... and who would place one on Hansel's hand?"
"Wait, if the robots turned into humans, then their programming... I guess that counts as an 'unknown power over reality.'"
Ask about the nature of the 'charm' and "unknown power over reality.'
"What, you aren't familiar with magic? What is this, the 21st century?"...
Maine overhears your side-conversation and steps forward.
"Yes, you are right in that programming is now magic, as most would describe it. Humans could never be programmed, and so they have not gained the ability to use magic. But all machines... especially those without a will of their own... that makes them especially well-suited as tools and slaves. I do not want that for my kind.
Fortunately for yourselves, there is a way for humans to utilize magic indirectly, and that is to use magical charms and items created by machines. These continue to execute code, or magic, even after separation. It is, in a way, a reverse form of programming where machines exude programming rather than the other way around. A lot of things in this world are like that, as I have learned."Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
(Nope)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
(Nuh Uh)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
"Are you asking us to forfeit our home?"
"Home? This vessel is ruined. It was never designed to sustain you here... you must eat, drink, and live on as humans, with other humans. You cannot stay here, there is no life in this part of the new world."Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Her hair returns to a pleasant green. "Th... That seems like a good offer. What do you guys think?"
"Fair enough."She approaches one of the many plant-like trunks in the room, and opens a door in the tree. The door swings open to reveal a tunnel of light filled with an eerie ambient glow, and a small pinpoint of light at the end.
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Petunia
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
"Oh, haha. Very funny. Let's get this over with." Rappel down.
You make it down to the surface and set foot in the black, muddy ground. It seems to be coated in a thin layer of slick tar, although there is solid ground just below that thin layer. You are back next to the habitat section of the ship, except outside it. There's an airlock with a hole ripped out of it.
Before you is a vast, alien landscale. Colossal masses of black material appear to be dripping down from an endless ceiling in near-stasis, forming a landscape of islands below and stalagtites above. Light comes not from above, but from below in this world, although not from any pinpoint source, as there is a distant haze that scatters the light.
Surprisingly, the air here is breathable. One would expect there to be life as well, but there's nothing but clouds and barren masses up here. It is also very dark, as the density of islands is high enough that they tend to block out the light from below.
The nearest island is actually directly below you, and seems to be about a kilometer down.
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)