Is that sticky out bit where we teleport in?
Kinda. Realistically, the teleporter is in the wall, taking up much more room than the area you are in. That bit sticking out is where the reassembly chamber enters the room to unload. There is likely an industrial unloading point elsewhere, but all of the current teleportation queue has this one set as it's destination.
~~~~~~~~~~~~TURN 04~~~~~~~~~~~~~
Look for a computer terminal to get some information about where we are, and maybe a map of the complex.
3
I think about what my name is and try to find a way out.
5
I search for batteries.
I'm going to be sad if I have to hit several highly hostile aliens with my crowbar to get them.
6
The still-unknown named seccond arrival heads off to the teleporter control terminal to find location information. He/she deosn't, except that the teleporter's intergalactic name is SS-4810487, basically confirming that they are either on a space station or a space ship, or someone wants them to think they are.
The latest arrival tries to remember their name, though it escapes them at the moment. They easily find the door on the wall facing the teleporter exit, and open it(it opened noisily, it certainly hadn't been maintained in at least a month, but the motor still worked, so it couldn't have been over 10000 years old. However, the state of everything would put the age of the structure less than 10 years old, or at least it had had routine maintainence within that time, as no rust could be seen, and the standard dust filters appeared to be in effect). The door leads into a corridor heading both directions. It is dark.
You are likely to be eaten by a grue The lights do not appear to be on, outside of the teleporter room, likely indicating power conservation in effect, or that whoever was/is here dowsn't want to be found by any passing ships.
Frederick goes searching for batteries, and finds plenty! There is the depleted one in the laser pistol, the emergency backups in the intercom unit on the wall, and the batteries in the (currently inactive) emergency lights. He swaps the emergency light battery with his depleted one(The emergeny light will automatically charge it slowly, though a real battery charger will faster...), and buts the fresh battery into his screwdriver! (5) He does an excellent job in the swap. MAybe he had some electrical skills before he lost his memories?
(Prior Electrically Skilled: All electrical-related experience is doubled until rank 3 skill. +2(x2) basic electrical skill experience. basic electrical 4/4: rank up. Now rank 1: +(1/6) bonus to all electrical attempts. electrician skill category +1: now 1/4. basic electrical skill: 8 exp needed to advance again.)
The teleporter continues it's mindless work, and churns out another human.
Statuses:
Inventory:
-Toolbox
- universal wrench
- dented crowbar
- fully charged electromagnetic screwdriver
- various spare wires
- laser pistol(no battery)
Skills:
-Electrical(1/4)
- basic electric:{1,0/8}. +(1/6) to all related rolls
New arrival
Universe lore:
Dates: The years are counted either in OD(old date) format, or ND(new date) format, with ND starting from 0 in the mid 24th century, ND. When discussing time, the length of a minute or second remains unchanged, but each day is split into 24 equal langth hours. To distingush between these and earth hour or day measures, LT or ET is appended, for Local Time and Earth Time.
Currency: New Currency(NC), formed in the twenty second century, OD, on earth. It was a unanimous decision not to name it after any currency of the time and designed primarily for interplanetary use, where currency conversion would just be an unnessecary hassle.
Teleporter ID: Every teleporter, or at least *nearly* every teleporter has a unique ID name registered with the central teleportation mainframe. Usually they follow the guidelines of A-B, where A and B are alphanumeric strings, though in only costs an extra thousand NC to register a nonstandard name. There are nonessential guidelines to the naming scheme, usually using the A group to distinguish destination type, but, again, they are guidelines, not rules. The B-group is often numbers, and the A-group usually comes from this list:
- PT: Planetary teleporter
- ID: Industrial destination
- SS: space ship or space station
- SSh: space ship
- SSt: space station
And so on.