I don't mind if turns become only once a week, but usually, I will post a turn whenerver I notice that all actions are in and have the time to write one up.
~~~~~~~~~~~~TURN 08~~~~~~~~~~~~~
WORK I SAY! WORK! OBEY! YOU WILL WORK!!!
3+1(1/6:1.<=1.)
His sacrifice shall not be in vain! I will put on the space-suit and repair the hull more permanently.
3
Any chance we can get a map legend? It's kind of confusing.
Explore a non-sealed off doorway, looking for pistol-shaped objects.
5
Who am I... Where am I... I am... Rino Bay?
Look around, and move out of the room
2
I follow RNG and try to be useful.
5
Sorry, was busy with RL.
I use the computer to try and find out where we're all teleporting from.
(No real reason, I just want to level up in basic computing.)
(This one was tough. I hadn't planned any source yet, and didn't want you to damage the computer or turn flow, so discarded two 6 and one 1 before finally getting a)
4+1(1/6:1.<=1)
Frederick finally properly attaches the light switch, and it works fine.
{{+2x2 experience. now 7/8}}
Kenton lets air flow into the room, and heads for the airlock, before realizing that he doesn't have the space suit on. He goes to put it on, and notices that the only air tank it has is an emergency backup, so he couldn't expect more than 15 minutes of air out of it. And it has no independant mask, so it must connect directly to the suit. The suit itself might hold enough for an additional 5 minutes at most. Kenton accuires the welding torch that was used to seal the hole in the first place and somewhat reinforces the interior welds. It is still vastly inferior, but should hold up as long as nothing hits it particularily hard with the wrong force.
{{+1x2 construction experience. now 2/4}}
Korbin, Dakam and a new arrival head out exploring, heading local-east. First, they open the small electrical room just beside the teleporter room, noting that the junction panel was only showing three green lights, and ignoring most of the slight clutter. Korbin finds ae electromagnetic grapple-pistol, that would come in handy during maintainence work outside. It was even resting in a charger, so it is fully charged. (And having located a charger is also nice).
Maping the lights, one indicates the teleporter, one the solar array, and the last green one for the power storage unit. They are green because the power line is intact, while the other four show red, indicating that they are damaged beyond use, and require repairs.
The group continues eastward, finding nothing of intrest to the end of the corridor, where it branches, other than a small bathroom. Nobody feels the need to go.
Michael searches out the teleporter source, and it appears to be from an observation and maintainence station that forms a hub between systems. Their physical location is irrelevant at the current time, but it is important to note that the teleporter sent from is a public one rented out temporarily, not a private or military one, and that the local systems are well inhabited and moderately close to the Earth. This makes the mid-station popular for trade.
{{+2x2 basic computer use experience. rank up, now rank 2. now 2/12}}
{{+1x2 teleporter computer experience. 2/4}}
{{computer skill category rank up. Now rank 1. +(1/6) to all related rolls with a final number less than 3. Now 0/4}}
The teleporter queue reads that there will be a single supply shipment next after the current arrival is done. And they just finish, and step out, like all before.
Statuses:
Inventory:
-Toolbox
- dented crowbar
- fully charged electromagnetic screwdriver
- various spare wires
- laser pistol(no battery)
Skills:
=Electrical{0, 1/2}
- basic electric:{1, 7/8}. <+(1/6) to all related rolls>
Inventory:
-universal wrench
-welding torch
Skills:
=construction{0, 0/2}
- Basic deconstruction: {0, 2/4}
- Basic construction: {0, 2/4}
Skills:
=computing{1, 0/4} <+(1/6) to all rolls with a final sum less than 3>
- Basic computing: {2, 2/12}. <+(2/6) to all related rolls>
- Teleporter computers: {0, 2/4}
Inventory:
-electromagnetic grapple-pistol
Skills:
=strategic analysis{0, 1/2}
- non-combat: {1, 0/8}. <+(1/6) to all related rolls>
Skills:
=Medical{0, 1/2}
- basic medical: {1, 4/8}. <+(1/6) to all related rolls>
new arrival
Map(s):
Equipment lore:
Electromagnetic grapple-pistols are common tools that fire an electromagnetic grapple point on the end of an industrial strenght power line/support cable, that is used on space activities to aid in movement, but above all, as an emergency procaution so that if they slipped at a crucial moment and couldn't grab anything, they could fire it at the hull and use it to drag themselves to safety. Often, a space station will have it's own electromagnetic system to slow or prevent missteps from being fatal, but these must be enabled at the time, and as they draw much power, are rarely left on except during times with a massive excess of power or during maintainence.
The player list is down to 5, with one "inactive" (Will retain spot, but will not be added unless they request it)