P-WAY (FR-93)
Find a phone or convenient passerby to report about the collapse, then determine in my own mind whether my personal duty is better served by circling back to help or going on to what I was doing. Whichever is officially more important is what I should do. If I decide to help the people, do so by applying the laying on of hands while chanting a sutra or something that at least sounds like one.
Everyone around you begin to try digging the men out of the rubble, some themselves being caught in the rubble or on fire. Looking around for a phone, the announcement for the collapse had already sounded, as had the numerous fires and flooding. Now, you're just sat there wondering if you should attempt to dig your shipmates out of the rubble or report to the rep locker. Ultimately, the rep locker wins out, your instructor in the academy having instilled in you the priorities for operation aboard the ship: Ship>Shipmate>Self. You take off to the rep locker, earning some ire with the lower enlisted. Though given the situation, you would not have been wrong either way.
After a bit of running, the 1MC announces:
BOARDING PARTY INBOUND! RIG THE SHIP TO REPEL BOARDING!
You reach the Mess Decks. All around, junior NCOs and officers are barking orders to the scrambling lower enlisted to go fight the casualties happening all over the ship. You see ENS Debson and her deerlike facial features running to join Fireteam 3. The team disappears into the STBD P-way, bypassing the collapsed section, entirely.
Status: Fine
Health: 10/10
Rank: O-1
Level: 1 (0/100)
Inventory: Left Pocket: Empty
Right pocket: Empty
Breast Pocket: Empty
Right Hand: Empty
Left Hand: Empty
Back: Empty
Clothes: Grey Jumper with Khaki Belt and boots.
#2RC (#2FCR)
Well that is inconvenient. Wait a second I'm a mage! It is probably not the time to ask someone else but I can probably just read their minds to find out-
CRASH
You know my magic can probably do something about that too. Seems like this crashing is going to be a thing for a while. Lets see what do I have to work with...I guess I can't borrow enough metal so I'll just have to use other stuff.
After working to free himself from the rack Nathan works to cast two spells. First he attempts to make an Air Cushion armor to keep things from running into and murdering him or vice versa. Second he attempts to magnetize his boots to the ground so that he'll stop falling over...hopefully in a way that lets him control them to move around.
After freeing yourself in the darkness, another fireman runs into you. He's panicked and it appears heavily bleeding from his right arm, where a shard of metal is lodged. He runs blindly into the near pitch black in the direction of the Generator Room before knocking himself unconscious on a pipe that had been jostled free by that second crashing. Just what in the fuck was going on up there? Now, to take care of people hitting you...
[CHN 1][CHN=2][AUTOPASS] The making of rudimentary air armor was trivial at best. At the least, it will prevent small missile hazards (like that fucking wrench from less than a minute ago) from hitting you. At most, It might deflect you slightly away from objects.
[CHN 2][CHN=2][AUTOPASS] The magnetizing of a non ferromagnetic material is less trivial. Still nothing a novice mage as yourself can't handle. Your boots now stick to the deck. The watch officer relays the boarding party announcement over the in plant announcing circuit. The lights come back on not a second later.
[+10 XP]
Status: LL-Bruise RA-Scratch WB-Air Armor (+1 to Armor Rating)
Health: 9/10
Rank: E-1
Level: 1 (10/100)
Inventory: Left Pocket: 9/16 Wrench
Right pocket: Empty
Breast Pocket: Empty
Right Hand: Empty
Left Hand: Empty
Back: Empty
Clothes: Grey Jumper with black Belt, boots (magnetic) and a blue dixie cup cover.
Galley=>P-Way (2-96-4-Q)
"This all seems to be going really poorly!"
Go meet up with Fire team 3 and help fight whatever fire they're fighting.
(Also shouldn't I have the flash gloves and hood in my innovatory?)
((Yeah. Forgot to put that in there, sorry.))
The leader of #3 Fireteam scowls at you as you approach. "Whudda ya want, ma'am? Cain't ya see ah'm busy 'ere. Er 'djya get stabbed 'ith helpin' us?" His accent was deffinitely from waaaay up north. Explaining that you're here to help fight the fires, his expression softens. "Well niw, ah'll be darmed. A khaki 'elpin' us fight tha fire? Well, Tommy just up'n died thar, so 'e could use ya on the nozzle. Ain't tha' righ', Reggie?"
"Aye." The second man on the hose motions for you to join them and hands you an air tank and mask. Donning the tank and mask to match everyone else, you realize this might be for a while.
"Ah an' one mar' thing, ma'am. Tha FFEs've been trapped'n tha o'er side o' tha bulkhead. Hope yer ready fer the heat." And with that, the team makes their way down the PORT side P-Way, which is quickly filling with smoke and with lots of accompanying heat. "ON AIR!" the team members activate their air supply as they turn to face the fire, which is swiftly growing to become a conflagration in the central room of this compartment.
Status: RA-Scratched
Health: 13/15
Rank: O-1
Level: 1 (0/100)
Inventory: Left Pocket: Empty
Right pocket: Empty
Breast Pocket: Empty
Right Hand: NOZZLE
Left Hand: NOZZLE
Back: SCBA
Clothes: Grey Jumper with Khaki Belt, Boots, Flash Hood, and Flash Gloves.
#1ER=>#4a SA
Well shit.
Hell or high water be damned, we're gonna restore power. Try the #1 diesel on the other side of the machinery space and failing that, pick up a phone and call #2 maneuvering, inquiring as to the status of the #2 reactor and why it's getting scrammed.
Looking at the Diesel, it lay lifeless in the slowly filling compartment. You attempt to start it manually via the push button. [18] The diesel rumbles a bit, sputtering before roaring to life, bringing the lights back on with several of the auxiliary loads coming back online. The shaft, now visible appears to be windmilling as the ship slows to a halt. The roaring of water into the compartment appears to be from a 1 foot hole in the bulkhead. Several men run from the RC, some with burns.
After starting the diesel, you call to #2 Maneuvering and ask the Watch Officer what caused the scramming of #2 RX. "We don't know. We sent the instrument watch to place Group India rods on the Hold Bus just before the first hit. We sent the Mechanical Auxiliaries Watch to find out what's happened and we think something happened out there."
[+10 XP]
Status: Chest-Injured
Health: 12/15
Rank: O-2
Level: 1 (10/100)
Inventory: Left Pocket: Empty
Right pocket: Empty
Breast Pocket: Empty
Right Hand: Empty
Left Hand: Empty
Back: Empty
Clothes: Grey Jumper with Khaki Belt and boots.
Armory=>Gun Deck
? Grabs a rifle, shotgun, A brace of pistols, Ammo for all three, and several of every type of “man portable missle, and a combat knife. He then returns to the gun deck and enchants the bullets to explode when they hit something.
You can't seem to decide what to grab, so you decide to grab everything! [MGT 4][MGT=0][6] Grabbing 2 pistols and their holsters and slinging them to your sides (On Chest), a rifle and a shotgun. The missiles call to you. Given that you already are carrying a lot of stuff, you can't really carry all the types. In fact, there's actually no way that you can carry all this and a missile launcher. So the missiles will have to stay.
[CHN 2][CHN=2][AUTOPASS] You want all the projectiles to explode, so you enchant the bullets to be able to explode on impact. And it appears to have worked, the bullets taking on a yellow glow.
[+5 XP]
Status: RA-???
Health: 10/10
Rank: O-1
Level: 1 (5/100)
Inventory: Left Pocket: Rifle Magazine [20/20], Combat knife
Right pocket: Handful of Shotgun Shells [10/10]
Breast Pocket: Empty
Chest: Pistol+Holster (+1 Magazine within Holster) [7/7]
Right Hand: Rifle [20/20]
Left Hand: Rifle (Off hand)
Back: Shotgun [5/5]
Clothes: Grey Jumper with Khaki Belt, boots and a combination cover.
((I'm going to adjust the difficulty scaling for the checks. I remembered that I raised the cap to 10 and I'm still operating that It's only 5. I shall fix that in the OOC))