Turn 2
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.
Gravity on th 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.
"Oh, hey Adam. I'm fine, but yeah, this is nothing like I expected. Random power failures, odd sounds from the dinner room... guess it's to be expected, going into a black hole and all."
Join Adam in heading to the rest of the group towards the library. Knock on Réoris' room to see if he's alright.
You knock. No response. Adam moves forward. [2] You don't hear any more sounds because of the drones.
Items:
Flashlight (full charge)
Serpentine Whip
Modifiers:
DISCOVERY: d8 (0/8 XP)
"It's funny, stuff like this never happened back on A.L.P.H.A. Colony. This all seems so... real."
Go with Brann to Knock on Réoris' room.
[d8: 5] You knock [d6: 2] a bit too hard. The door swings open, its locking mechanism apparently busted.
You notice VR panels on the walls, still functioning despite the lack of power! They depict a ruined scene, a gothic cathedral abandoned for centuries and covered in dust. A large, stained glass wall looms across the opposite side, dimly lit by the... you're not sure what kind of light is lighting it. There is a small hole in one of the designs, letting you see a grey on black landscape with many round black clouds overlapping wide and whispy grey ones. The grey ones are glowing like on an overcast day.
The detail of the simulation contradicts the rest of the room's style, populated by nontechnological tools such as pens and paper. It's like a flashback from the ancient past. Réoris himself is missing, also.
[Obs check: 6] You hear a faint sound of footsteps.
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)
Grip the edges of the ledge, lower myself and then let go and fall to the safest place visible below. If it's impractical due to the height, find something to climb down.
After, look for an exit and exit.
"I imagine the other's are going to be in greater need of grace then I"
[d6: 1] [luck: 5] The front doors seem to have been barred in from the outside, leaving you trapped. There may be an exit in one of the back rooms, however. There is also a scaffold folded up in a corner, set on metal wheels and reaching conveniently up to around the height of the gap in the stained glass.
Items:
Flashlight (full charge)
Bible
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:Flashlight (full charge)
Bone Armor (
)
Pistol Crossbow (1/14) (piercing)
Modifiers:TRUE AIM: d8 (0/8 XP)
Defense: d8 (0/8 XP)
Yin-xi thought for a moment, then shook their head. "It's probably just plants. Best we get to the engine room."
(See below)
One of the bushes you walk past has leaves which vaguely look like what's in your mutagen vial.
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Soreli's hair turns a purplish colour. "Okay...... I guess....."
Soreli begins heading to the Powerbank, once Yin-xi starts moving.
You head out along the hall. Passing the library. Nothing seems to be happening in there. Having priorities set, you keep on going, walking past a bush covered in razor-thin leaves, a 'tree' also covered in needles, growing in the corner of a turn, and a row of insects marching from one knee-high crack in the left side to the other. They remind you of ants but they don't quite look like ants. Their bodies are bulbous and most of them look different from the others.
The open door to Réoris room is on the left a few meters past the ants. Brann and Adam's open doors are on the right. And up ahead, you hear a sound, a sound like marching insects.
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)