Rai's eyes lock onto the serial port. He challenges it with a glare. He doesn't feel like playing binary 20 questions right now.
"Open sesame."
Disappointed (Unless? Hm??? HMMM?), Rai fetches one of those bottles. Could it be some kind of fire retardant? Sealant? Right now Rai doesn't feel like it would help him to know. He writes I'm going to fucking kill you on the wall across from the cryo chamber in foam. If it doesn't stick abandon the effort. He then opens the door and leaves all hands-in-spacesuit-pocket like with the SMG (and ammo?) tucked under his arm.
Explore another area, Rai's not picky.
Rai decides to take a look at the engine block.
His ears fill with a popping noise, characteristic of a Geiger counter. So he keeps going.
He glances across to the far side of the ship, and gets to behold the entirety of the ship's magnetic nozzle: bundles of white filament, wrapped in a spiral fixed at a mast behind the ship.
Said mast looks like it's tangled in some kind of black fabric. Going over there to fix it, however, would require actually exposing himself to deadly radiation.
Recovery: [9 > 5 points regained]
Strength: 3 - 2 / 3
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
Inventory:
Pistol
->Allows ranged combat
Jackson returns to the bridge.
Jackson notices that the spacesuit isn't a hassle to move around in when he re-enters gravity.
He finds himself back inside the bridge, standing between two viewscreens. One shows a map of the Tau Ceti system and the current locations of the planets. The
Atomic is currently parked in orbit of planet Freon, along with colonies built to take advantage of mutual protection and magnetospheric shielding.
A swift click brings up a map of nearby objects. The colony Rhondeim is in the distance, a few hundred km away, while a navy ship marked with a
(!) is currently moving into intra-colonial space (defined as 1Mm away from any colony) so that it can use its planetary thrusters.
A nearby ship in a holding pattern markets itself as a merchant vessel. It's been there for about an hour, however. Perhaps they're awaiting docking clearance... or perhaps they're suspicious of your ship.
Finally, the ship detects a nearby object at 15 km. It'll take only a few minutes to get there using cold thrusters. It also lacks a transponder.
Speaking of which, the
Atomic isn't currently broadcasting its presence. There are a couple looted tags available at the captain's chair. Do you want to display one?
Atomic, Corsair Vessel
Endurance, Naval cruiser lost in battle around planet Lucy 40 years ago
Chamberlain, Private Yacht which entered the Outer System 20 years ago
Assorted Freighter Tags, ranging from 4-80 years old
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Inventory:
4 Grenades (+4 Small Blast consumable)
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
Rhodes would carefully search "Patches' Rom" for anything useful/important. Maybe instructions as to how to get the AI to not want you dead? (Unlikely, but who knows?)
The room is deserted, but not bereft of textbooks and manuals printed off the Web. However, most of these aren't ship manuals. They're chemistry books, biology books, botanical manuals... and a strange map of Rhondeim among other colonies, with unlabeled points highlighted on the colony's craggy asteroidal surface.
The acrid smell from the other door is also present in here as well. It registers especially strongly toward the back of the room, even though there is no visible source.
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Inventory:
Awesome Handcannon (6/6) (Manual Reload x2)
->Can be used to fire ranged attacks at close range
->ANY attacks (even without using this weapon) deal +1 bonus damage for every 6 you roll
"...problematic. Wait, I could jury-rig the jet pack onto the suit that fits. It might just work. I would need to enlist the aid of other machines though."
Head over to the fighter bay and look for tools to help move the jet pack from the old suit and attach it onto the one that fits.
Abelard leaves the airlock, dragging the two limp suits unceremoniously across the floor whilst manipulating hatches with the third.
He sets them down atop a workbench in the hangar bay, and looks around. There are three small ships in the bay: KINESIS, CAREBEAR, and VOULGE.
Total supplies: 1200
KINESIS - Towship
Masses 100t dry, 10-100t fuel tanks
Carries 220-2,200t of LH2
Stores 2,100kg C60~P (3kg antimatter)
Thrust/Weight ratio of 50
CAREBEAR - Repair Shuttle
Masses 70t, with a 10t lead shield which can be disconnected
Carries 30t of LOX fuel
Powered by fuel cells
Thrust/Weight ratio of 14
Contains starship repair tools (+2 to starship repair, disassembly, and welding)
VOULGE - Assault Dropship
Masses 20t dry, Carries 0-30t LOX or Jetfuel
Attachable SSTO Pack: 0-6 11t MetH Rockets
Able to aerobrake and glide in atmosphere
Can carry 6 people: 4 passengers, 1 pilot, 1 gunner.
Armament:
->8 Rapier MK III space missiles (+3 to space attack per use) (ignores range)
->Helldrake Autocannon (deals 3x damage) (30/30, max use 5) (Subject to range penalties)
After gazing upon the grandeur of these magnificent vehicles, he gets back to work and sticks the jetpack in a vice. He finds tools all over, but nothing well-suited to rewiring electronics and making jumper connections.
[4 > 1] He ends up with a jetpack suit and a couple miserable scraps left of the other suit.
Strength : 6
Dexterity : 5
Speed : 4
Reflex : 10
Con : 5
Endurance : 6
HP: 20
Equipped:
Digitron
->Strength: 2
->Dexterity: 2
->Regenerates 1 of each stat per hour
Inventory:
Jetpack Suit (Costs +1 extra agility to use)