We're itchy! Poke around all the new rooms, and quickly, looking for a shower.
(OOC, rooms with the potential for spills seem most likely. Not sure which that is. From experience, emergency showers are often rusty stagnant water, but are going to be far cleaner than the oily muck we swam through.)
(I do suggest trying to burn off some of that food for magic to clean up if we can't find a shower. Being dirty probably won't kill us, but it'd be more magic practice and I'm amused using awesome dragon magic just so we don't have dirty scales. Plus I really think Ali and Eiwhyl will be angry if we become some kinda dirty sludge dragon.)
You decide to take a look around, exploring the newly accessible rooms.
The room labeled "Hyperdrive" is a simple room. The only features in it are a few consoles (currently inactive) and a monolithic pillar about twice your size, maybe smaller, its smooth black metal surface reflecting the few lights around it. Through an open maintenance hatch you can see thick power cables connected to that metal thing. You assume that big metal thing is the hyperdrive, the machine that lets the people of this world travel to other stars.
Hyperdrives are supposed to be very expensive, so if you got that thing out of here and to someone who'd be interested in buying it you could make tons of credits. You could probably disconnect it with an hours work. Dragging it down to the airlock you came in through would be much harder but maybe you could take that rope from outside and use that to lower it more smoothly. Then you'd have to find an elevator to the upper levels, since the tunnels you use to get to these levels would be hard to traverse while carrying it. Hmm. Maybe if you followed some of the humans that work on this level you'd find one.
You continue on and climb up to the room labeled "Engine Maintenance Access". This area's aesthetic is different. Instead of mostly smooth surfaces hiding things behind panels and hatches, the corridors here are full of pipes and wires, with lights occasionally sticking out of the mess. There's a small control room to the side. There's also a small droid, a short thing on four wheels. It's dangling from some sort of wall socket, a strand of wire connecting a hole in its center of mass to it. The droid looks severely damaged, its head lying on the floor some distance away. A twisty passage continues further back, presumably going even closer to the engines. You don't think you'll find what you're looking for here, so you turn around and go for another room.
As you slide down to the next pair of rooms, the hallway fills with the sound of metal squeaking and rotors buzzing, the noise escaping from some of the grates covering the floor and ceiling. The stale air of the ship begins to stir, somehow making the stench of this place even worse. Must be some sort of automated system that turned on in response to you activating the power. You hope the smell will improve as the air keeps circulating.
The "Fuel Bunkering" room is composed of a few catwalks, simple things with a grated floor and ceiling and a flimsy-looking railing. The catwalks are overlooking a labyrinth of pipes, most of them disappearing through small passages either towards the front of the ship or towards the engines. There are a few consoles spread around the corridors, probably meant for controlling the various pumps and other machines in the area. Some of the pipes have small transparent windows in them. By shining your flashlight in them, you can see small pools of a light brown fluid in them, which you assume is the fuel. Many of the pipes converge to a large pipe surrounded by a great machine.
You shine your flashlight through a window on the large pipe and try to see what's inside. Inside there's a slightly smaller pipe surrounded by motors meant to push it towards the wall, presumably through that hatch you saw on the outside of the ship. However, parts of the mechanism appear to have been melted or otherwise damaged. Lying down on the bottom of the pipe is a spacesuit, probably occupied by a corpse. It might have something interesting on it, you could try to find a way to get inside the large pipe, but it's not what you're looking for right now. You leave the room and get back to the hallway.
You jump on the opposite side, entering the room labeled "Inertial Compensator Control". It is a control room overlooking what looks very much like the water pumping station you occasionally encounter in the maintenance tunnels near your home, full of storage tanks and pipes (as well as other machines you don't recognize), giving you hope that you might find some water here. You get down from the control room, turn on your flashlight and start exploring the area.
It takes a while until you find what you were looking for. Some sort of storage container must have broken free of its restraints when the ship crashed and has struck one of the pipes, causing it to come loose, creating a tiny gap in its connection. But there's no pool of water below it, nothing dripping from the crack. Instead the break is surrounded by blobs of darkness, floating in the air as if they are weightless, very slowly moving under the effect of the gust of wind your landing caused. Each blob is surrounded by a halo of distorted light, as if each of them is incredibly hot, but... No, that's not it, it can't be heat. For one, if they were that hot, you'd be able to feel it. Instead the air is somewhat cold, same as everywhere else on this ship. Furthermore, distortions caused by heat are constantly shifting, moving upwards, following the movement of the air. But these distortions only depend on the blobs, on their shape and their proximity to other blobs.
This might not be water, you may have to try to go down towards the break room and hope you encounter a refresher before you encounter that horrible blind droid, but you don't really care that much about that. What you really care about right now is right here. This thing is wonderful. You don't care if it's valuable or not, you must have some of it, even if it is only for your pleasure, even if it ends up being just a beautiful decoration.
Age: some months (wyrmling)
Size: about the size of a human (if bipedal)
Status: dirty dragon, scale itch, satiated
Health: somewhat bruised
Weapons: claws and teeth
Armor: scales
Abilities:
- Flight: You can glide in order to survive falls and quickly move great distances. You can even fly upwards, though not for very long distances. You can use favorable winds and updrafts to increase your flight time.
- Basic Human Language: You are able to understand many of the most common words of the human language, including some that express more abstract things, though there are still a great many words and expressions that you have yet to learn. You can also read, though it takes you some time to understand the words. You can also speak, though it's sometimes hard for others to understand you.
- Communication: You have a knack for understanding other beings, even those whose language you don't know.
- Basic Nursing: You know the basics of caring for patients and preparing and maintaining equipment used in their care. You can also administer certain simple treatments. However you still lack much of the knowledge necessary for you to be able to determine what said treatment should be.
- Magic: You can cause supernatural effects, though doing so consciously and with any level of control is hard. You know of some of the effects you can cause, but there might be more you have yet to discover or unlock. See Magic section for more details.
Inner Fire: Ashes
- Burn Self: Gain a level in hunger or tiredness and in exchange gain a level of Inner Fire.
- Sense Inner Fire: You can sense the inner fire of other beings, allowing you to detect most living things in your surroundings. This also gives you an indication of the danger they could pose and the amount of fire you could gain from consuming them.
Cost: Minor - Cleansing: Direct your inner fire to a part of your body to cleanse a debilitating status effect.
Cost: Low-Medium - Fiery Strength: Direct your inner fire to your muscles and bones, granting you supernatural strength.
Cost: Medium
- Maintenance Tunnels:
- Large Sonic Rifle covered by old torn clothes
- 2 holdout blaster pistols (roughly 20 shots each, effective range 20m, HSB-200)
- Low quality vibroknife (low battery)
- Eiwhyl's Clinic:
- 576 credits (5 orange, 11 blue, 7 red, 4 grey, 6 cyan, 4 pink)
- 2 packs of smoke sticks
- small can of droid oil
- small metal toolbox
- Warm blanket
- Datacard with human medical information
- Datacard with human language dictionary
- Datacard with dragon info compilation
- Datacard with story about hunter of dragons
- small glass statue of bird
- Large hooded cloak
- 1 bottle with red liquid and unreadable label
- Pack with plastoid tape modifications
- 1 medpack
- 1 half-used medpack
- 1 food pack
- 2 water bottles
- Organic-looking stabby device
- Hot-burst stick (unknown power cell charge)
- Purse with credit-reader:
- 235 credits (2 orange, 6 blue, 1 red, 1 grey)
- 45 slightly burnt credits (1 blue, 5 grey)
- half-used roll of plastoid tape
- flashlight
- pack of smoke sticks
- lighter
- keycard with symbol
- 2 stun grenades
- 2 fog? grenades
- 1 grenade
- 2 grenade thrower mines
- Basic Datapad (contains datacard with encrypted files)
- Workshop Datapad (broken?)
- Various Tools
- Shiny Electronics
- Ali's Apartment: A tiny 2 bedroom apartment. The little human Ali lives there with Dad/Jobal and Mom/Ania. Room 327.
- Ali's Apartment Tower: Apartments arranged in a circle. Clean, bright, mostly locked doors, few hiding places. Little traffic during the night.
- Eiwhyl's Clinic (Lair): Sells medpacs and other healing items and provides treatment. Warning: stabby. Room 509.
- Streets: Dirty streets, parked hovercars, shops, building entrances, street vendors, little traffic during the night.
- Maintenance Tunnels: Interconnected tunnels, small and large, going low and high. Connect various streets and buildings. Wires and pipes. Dark, dirty, with old machines constantly rumbling. Scavenger-vermin and hunters-of-vermin.
- Garbage Pit: A large room with mountains of garbage half-submerged in a sea of sludge. More garbage frequently arrives from holes in the ceiling. A monster lurks here, may pull prey underwater.
- Hydroponic Pool: A room with a large pool filled with plants. A ceiling full of bright lamps. A spherical gardener-droid takes care of the plants. Patrolled by hostile gunmen. A corridor leads to other rooms. Storage room. Processing room. Other rooms are unexplored.
- Iyran Grower Shop: A store located deeper into the tower's streets. Operated by a cephalopoid. The grower sells cheap synthetic meat, amongst other things.
- Upscale Cafe: A small place with tasty but somewhat expensive food and hot drinks. The bartender is nice but the waiter droid is annoying.
- Upscale Streets: A section of the tower mimicking a suburban neighborhood, including a fake sun. Most buildings guarded.