~~~~~~~~~~~~TURN 11~~~~~~~~~~~~~
I grab the medical kits and the spare change of clothes.
5
I replace the partially charged battery, grab a flashlight, stick one of the new spare batteries in my gun, and if there's time, I'll check the map briefly and wander towards the kitchen.
3+0(2/6:3)
Until we can be certain, it is best to go carefully.
We shall see what tools we have, and see if we can not use them to improvise a weapon, preferably something with a bit of a range.
At the very least, we hope to be able to use a length of power cabling like Michael Monaghan has and turn it into a flail of some sort by attaching a weight to one end.
5
Slightly OOC, but I don't feel like reporting back to the main room only to return to the kitchen. Besides, maybe I saw a spark, or something:
Try to find the source of the power disruption.
If you don't want to allow that, I understand. Instead, I will search for useful items, such as chemicals.
4
I attempt to, despite any lack of engineering skills, help RNG with his questo to locating the disturbance in the power
2
I investigate the corridor beyond the left of the map.
1
oops, I will assemble the solar panel kits and grab an air tank for the spacesuit.
4
Dakam, being the first to the supplies, grabs the spare clothes and medical kits.
Frederick, arriving soon after, gets a battery for his pistol, and a flashlight, tossing it into his toolbox.
Ljór gets creative, and constructs a pneumatic launcher tube, with a standardised air tank port on it, as well as taking two metres of high-power cabling to use as a backup weapon.
{{+2 Mechanical creation. Now 2/4}}
Korbin, ignoring the box of stuff, starts to look for the power problems. It seems some physical damage has happened in the kitchen, one deck below a manual reset switch must be thrown on the anti-surge device, to the west is more cable damage, though it appears to have been incomplete maintainence, and the rest are unknown, since he wanders off to the cargo container in search of chemicals. Though somewhat disappointed by the lack of anything especially useful, he still takes a litre of water and finds some iron oxide in the supply closet(Not pure iron(III) oxide, or whatever our prefered variation is, but a generic mixture of most/all).
{{+2 Basic computing. Now 2/4}}
Rino Bay, who was watching, tries to locate any more details about the power failures, but can't quite understand some of the controls.
Michael is just about to investigate the west area, when "Ooh, shiny!" goes his mind, and next thing he knows, he has taken a spare battery, a portable sleeping unit, and two metres of standard electrical cabling. He uses the cabling to wear the sleeping unit on his back.
Kenton takes an air tank, a solar panel kit, and a metre of standard electrical cabling. Putting on the space suit, and attaching the air tank, he proceeds to do an adequate job of assembling and attaching the solar panel kit to the existing array. It takes him five minutes, and the air tank has 95% left by the end.
{{+2x2 Basic construction. Rank up! Now 2/8}}
{{+1 Mechanical creation. Now 3/4}}
{{+1 Basic wiring. Now 1/4}}
[[Power production: +2kW]]
Statuses:
Inventory:
-Toolbox
- dented crowbar
- fully charged electromagnetic screwdriver
- various spare wires
- fully charged laser pistol
- battery (1/3rd charged)
- fully charged flashlight
Skills:
=Electrical{1, 0/4} <+(1/6) to all rolls with a final sum less than 3>
- basic electric:{2, 0/12}. <+(2/6) to all related rolls>
Inventory:
-universal wrench
-welding torch
-"empty" air tank (well, maybe 1 minute worth of air, since it contains it's volume at room pressure)
-Crude air pump(needs output hose to be useful)
-Space suit(worn)
Skills:
=construction {0, 1/2}
- Basic deconstruction: {0, 2/4}
- Basic construction: {1, 2/8} <+(1/6) to all related rolls>
-mechanical {0, 0/2}
- Repairs: {0, 2/4}
- Creation: {0, 1/4}
-electrical {0, 0/2}
Inventory:
-1.5 metres of high-capacity power cabling
-Spare battery
-Portable sleeping unit(on back)
- Two metres standard electrical cabling as carrying rope
Skills:
=computing{1, 0/4} <+(1/6) to all rolls with a final sum less than 3>
- Basic computing: {2, 8/12}. <+(2/6) to all related rolls>
- Teleporter computers: {0, 2/4}
Inventory:
-Electromagnetic grapple-pistol
-One litre of water
-100g rust
Skills:
=strategic analysis{0, 1/2}
- non-combat: {1, 2/8}. <+(1/6) to all related rolls>
-computing{0, 0/2}
- Basic computing: {0, 2/4}.
Inventory:
-dusty pillow
-Three basic medkits
-spare change of clothes
Skills:
=Medical{0, 1/2}
- basic medical: {1, 4/8}. <+(1/6) to all related rolls>
-Standard emergency medkit
Inventory:
-Homemade pneumatic launcher tube(no "fuel", standardized air coupling)
-Two metre length of high-capacity electrical cabling
Skills:
=Chemistry {0, 0/2}
-mechanical {0, 0/2}
Enviroment:
Known power production:
Known stuff:
Teleporter room:
-large cargo container:
- three air tanks
- two spare batteries
- seven metres of high-capacity electrical cabling
- seventeen metres of standard electrical cabling
- six metres of wiring
- sixteen food rations
- thirteen litres of water
- four portable sleeping units
- four flashlights
- six sheets of one metre by one metre by one centimetre metal
- three sheets of glass (same dimensions)
- three solar panel kits
Map(s):