Turn 15
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.
"Wait. What's behind me? Upon seeing the open habitation area, "Oh. OK."
Head into the habitation area.
You make your way inside the halls, eventually coming across an oddity: an open door in the trunk of a tree (growing indoors, mind you). The door itself contains a tunnel that glows an eerie white.
And someone pushes you in. From behind.
Suddenly, you are falling sideways. The floor moves by at breakneck speed, and by the time you can react you see a blinding light, and then nothing at all for a few moments. You find yourself lying on a beach, in a land far, far away from the ship. There also seems to be a doorway back into the ship a few feet away, through which an intrepid explorer emerges, surrounded by hats.
"That certainly is interesting. To bad theres no way to bring a charm back to my planet, but it's existence is one of the many wonders we've discovered past the black hole!"
"There can only be more in this new world!"
Enter the tree door to the world outside.
On the other side, you find yourself on a beach. Gentle waves from a dark ocean wet the mud, and dark stormclouds loom above the horizon. This is by far the most "planetary" view you've had in a while, not counting virtual experiences onboard the transport. Beside you is a man lying in the mud, with one seriously damaged-looking eye and terrifyingly ingrown nails.
You find a rowboat with roughly hewn oars, beached in the water and tied to a stake by a rope made of transparent fiber. There is a stained wooden tray filled with metal hooks and a fishing rod with no reel, just a fiber string attached to one end. There are also four spears in the boat, an analogue clock made from pewter, and a note which says the following:
...and somehow, you are able to read it.
Reminder to self: Blue lights home. Yellow lights cave to town. Care when holding purple fish, poison disrupts sight, kills in one day without doctor.
You see the crests of trees just over the horizon on the side opposite the water. There is a range of black, craggy mountains to the left, surrounded by thunderclouds, and a constant wind blowing to the right. The water is slowly flowing toward the right, and you occasionally spot pieces of trash... wooded tool handles, buckets, barrels... floating in the water.
Brann Montoya's 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)
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)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
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)