Turn 1
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.
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.
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.
I will equip my serviceable gear and I will leave the broken equipment in my room for now.
If there is an emergency procedures checklist, I will follow the checklist and try to reactivate these systems:
"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."
If the checklist is hardcopy and not in my area I make my way to it.
If there is no checklist I will gear up and try to get to Brann and Réoris.
I will travel silently and try the doors. If they are locked I will give them a few feint knocks.[/b]
Ah, in such an age there is no need for paper checklists for the humans. Machines can do everything better, since they are literally people in almost every sense of the word. Situations like this are a bit... rare.
You check on your other equipment. The electric rod appears to be working, its capacitors giving a chirp as you pick it up. Your pocket analyzer went missing, despite the fact that your locker was locked with a mechanical lock.
You meet Brann, the relatively-baseline fellow with that odd device known as a whip, formerly used to spur animal mounts to action.
There is a stench in the air, reeking of gasoline and other primitive hydrocarbons. There is a sound like many insects crawling across the ground coming from the direction of the dining room, but the other crew's quarters are in the other direction, the direction of the library computer and the sickbay.
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
"The drones still work at least. Even if I can't see through them, you never know when something needs to be knocked down."
brann enters into the corridor, flashlight in his left hand and whip in his right. He motions the drones to float behind him and keep things from running into him from behind.
Your drones enter guard formation, chirping and whirring and otherwise keeping you from identifying that odd sound coming from the direction of the dining room. The others should be in the opposite direction, at the library and sickbay, but Réoris hasn't come out yet.
Items:
Flashlight (full charge)
Serpentine Whip
Modifiers:
DISCOVERY: d8 (0/8 XP)
"This isn't quite the inferno that I had come to expect."
Réoris look's for his bible then drops a feather pen down onto the pews below.
You find it in a drawer stuffed next to a candle and some matches.
Taking a feather pen, you step over to the edge of the room. Then, you extend your arm out into the wall. Normally, it would be stopped by the wall itself, but somehow it passes through. You release the pen and it falls down to the pews without a noise.
Items:
Flashlight (full charge)
Bible
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Hansel looks around for the power supplies of the screens, and tries to run a routine check to make sure all programs in the library are running okay, before taking a look at the rest of the ship. "How odd. Well, better make sure the systems are running alright."
You pick up one of the screens to begin checking the wireless charging system, but as you place your hands on it a smiley face appears. In red.
When the screen is released, the face turns sad, making a short beep. The gray mist begins to clear, placing the room in the middle of an ocean of black liquid, interspersed with slick black masses the size of icebergs dotting the sea. There appears to be a ceiling made of a material similar to the icebergs, but there are large gaps in it, allowing a white light to squeeze through the gaps.
Items:Flashlight (full charge)
Bone Armor (
)
Pistol Crossbow (1/14) (piercing)
Modifiers:TRUE AIM: d8 (0/8 XP)
Defense: d8 (0/8 XP)
"Jesus Christ. Of course, a power outage, and I'm still alive." Her hair settles on a blazing red, as she's pretty fed up for the most part.
Soreli heads out, into the corridor, checking both ways with her flashlight. Her hair is now a light-grey colour, signifying fear.
You encounter Yin, and both of you witness the same thing (see Cinder's post below).
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
"Old friend." they greeted their mysteriously-regenerated arm. Yin-xi resisted the urge to flex it more, lest something would fly over and smack them in the face-mask.
Yin-xi kept their stun-staff readied though they were quite relaxed knowing that they didn't get instantly pulverized on entry into the Antiverse. The clicking below the floor can be investigated later when people won't get confused by them trying to break part of the ship.
With the flashlight in hand, Yin-xi went out into the corridor to make sure everybody else was fine.
The pleasant smell is coming from the sickbay. You and Soreli notice vines creeping across the floor, extending needle-like roots into the ground. The conveyor floor is non-functional because of this. There is a visible dust in the air, somewhat like pollen, and if you glance at the door to the sickbay you notice what appear to be branches jutting out of the doorway.
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)