pi-natsuu Posts
((Sorry for the super late reply. RL has been happening an I've been running low on mojo for this CYOA.))
You make your way back to the command center and power up the comms console with your micro generator. It seems the ships comm system is intact and after tinkering with the console for about an hour you manage to establish a link with Hanna.
"Landers!? Where the hell have you been!? You've been gone for over 5 hours. I assumed you were dead. I've already maneuvered the ship to begin entering the planet's atmosphere and it's too late to change course."
[Just so you know, your suit's micro generator doesn't have enough power to boost a signal to the planet's surface.]
Oh noes! The Centennial Pigeon is about to leave you behind!
1. Ask Hanna to come back for you then sit on your butt for the next few hours.
2. Find another way to get to the planet's surface.
3. Something else?
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Cybernetics
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ARFS Settings
You make your way back to the command center and power up the comms console with your micro generator. It seems the ships comm system is intact and after tinkering with the console for about an hour you manage to establish a link with Hanna.
"Landers!? Where the hell have you been!? You've been gone for over 5 hours. I assumed you were dead. I've already maneuvered the ship to begin entering the planet's atmosphere and it's too late to change course."
[Just so you know, your suit's micro generator doesn't have enough power to boost a signal to the planet's surface.]
Oh noes! The Centennial Pigeon is about to leave you behind!
1. Ask Hanna to come back for you then sit on your butt for the next few hours.
2. Find another way to get to the planet's surface.
3. Something else?
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As with the other doors opening this one requires you to perform a lengthy overide procedure. You unlock the door and start prying it open with both hands when you suddenly get smacked in the head with a Space Wrench. You stagger backwards from the blow and look up to see an arm reaching through the door swinging a space wrench around.
This time you calmly walk up and empty the pistol clip into the zombie's upper body. After making sure it's dead you finish prying open the door. This particular zombie is fully suited, your pistol shots blasted apart it's head. In front of you a dark corridors stretches ahead.
1. Follow the corridor.
2. Return to the command center and try to operate one of the consoles. (see previous posts for specifics.)
3. Leave the ship the way you came before more zombies show up.
4. Something else?
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Cybernetics
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ARFS Settings
This time you calmly walk up and empty the pistol clip into the zombie's upper body. After making sure it's dead you finish prying open the door. This particular zombie is fully suited, your pistol shots blasted apart it's head. In front of you a dark corridors stretches ahead.
1. Follow the corridor.
2. Return to the command center and try to operate one of the consoles. (see previous posts for specifics.)
3. Leave the ship the way you came before more zombies show up.
4. Something else?
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You pull out your Space Bowie Knife with your free hand and attempt to stab the zombie in the face. However stabbing the zombie isn't much easier than shooting it. The thing is savaging your arm, jerking your body around in the process. You jab your knife at it several times and miss before you finally jam the blade into it's eye socket and wrench it's head away. You twist the knife for good measure before pushing the now permanently dead zombie away.
Behind you there is still a clanging noise coming from the door.
1. Open the door.
2. Return to the command center and try to operate one of the consoles. (see previous posts for specifics.)
3. Leave the ship the way you came before more zombies show up.
5. Something else?
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Cybernetics
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Behind you there is still a clanging noise coming from the door.
1. Open the door.
2. Return to the command center and try to operate one of the consoles. (see previous posts for specifics.)
3. Leave the ship the way you came before more zombies show up.
5. Something else?
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You fire your pistol wildly. At this range it should be easy to blast their brains out right? Apparently not, despite the short range the zombie's jerky movements and your complete lack of familiarity with your gun mean that most of your shots miss or hit their torsos which doesn't do much to slow them down.
[You know I'm really wishing we bought the military suit right about now... or at least the shotgun.]
After almost depleting your magazine you finally put a PEW bolt between the eyes of one of the zombies, which seems to effectively kill it (again). The second zombie grabs your gun arm and sinks his teeth into it. Thankfully your suit's armor protects you... for now.
[Ack! Get it off! Get it off!]
1. Reload your pistol and shoot it in the head like a boss!
2. Stab it!
3. Bash it!
4. Attempt to shake it off.
5. Overclock your exoskeleton and tear it apart with your gloved hands.
6. Stuff a grenade in it's mouth.
7. Something else?
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[You know I'm really wishing we bought the military suit right about now... or at least the shotgun.]
After almost depleting your magazine you finally put a PEW bolt between the eyes of one of the zombies, which seems to effectively kill it (again). The second zombie grabs your gun arm and sinks his teeth into it. Thankfully your suit's armor protects you... for now.
[Ack! Get it off! Get it off!]
1. Reload your pistol and shoot it in the head like a boss!
2. Stab it!
3. Bash it!
4. Attempt to shake it off.
5. Overclock your exoskeleton and tear it apart with your gloved hands.
6. Stuff a grenade in it's mouth.
7. Something else?
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You turn back towards the command center only to find a pair of shambling zombies creeping up on you. Their open mouths indicate that they must be moaning for brains but you can't hear them in this vacuum. Judging by their clothing they seem to be former members of the command center crew.
[In space, no one can hear zombies creeping up on them.]
The zombies are almost upon you!
1. Shoot them!
2. Stab them!
3. Bash them!
4. Fire your jets and rush right through them!
5. Attempt to communicate with them.
6. Act like a zombie yourself.
7. Grenade out!
4. Something else?
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[In space, no one can hear zombies creeping up on them.]
The zombies are almost upon you!
1. Shoot them!
2. Stab them!
3. Bash them!
4. Fire your jets and rush right through them!
5. Attempt to communicate with them.
6. Act like a zombie yourself.
7. Grenade out!
4. Something else?
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You move down a side corridor towards the direction of the noise. As you do so the "clanging" noise repeats itself in a steady rhythm. Presently you come to another sealed doorway. It seems like the clanging is the result of [color=green]something striking the door repeatedly[/color].
[You're not seriously going to open that are you? Whatever is on the other side is likely gonna try and kill us.]
1. Open the door.
2. Move back to the command center.
3. Leave the ship the way you came, this place is better left alone.
4. Something else?
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[You're not seriously going to open that are you? Whatever is on the other side is likely gonna try and kill us.]
1. Open the door.
2. Move back to the command center.
3. Leave the ship the way you came, this place is better left alone.
4. Something else?
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Moving to the Command Center is a painstaking process seeing as you need to unlock several more un-powered doors. As you force open the door to the ship's command center you "hear" a [color=green]clanging noise coming from further down one of the other corridors[/color]. The whole ship is de-pressurized so the sound must be travelling through the hull up through your boots.
Meanwhile the ship's command center lies before you. The main part of the room consists of a [color=green]captain's chair[/color] surrounded by various computer terminals that would be manned by the other crew members. In front of this are the [color=green]flight controls[/color] which are suspended out in the middle of a bulbous windscreen that offers a good view of the planet below you. At the base of the captain's chair is[color=green] a hatch labeled "AI core access"[/color].
Some of the consoles have [color=green]mummified corpses[/color] slumped over them.
[Hey just so you know we've been in here for over 4 hours now.]
1. Search the command center for useful items
2. Move back to one of the locations in the ship's mid section (research lab, crew quarters, cargo hold)
3. Investigate the source of the noise.
4. Use your micro generator to power up the Captain's Console.
5. Use your micro generator to power up the Comms Console.
6. Use your micro generator to power up the Flight Controls.
7. Use your micro generator to power up the AI Core.
8. Leave the ship the way you came, this place is better left alone.
9. Something else?
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Cybernetics
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Meanwhile the ship's command center lies before you. The main part of the room consists of a [color=green]captain's chair[/color] surrounded by various computer terminals that would be manned by the other crew members. In front of this are the [color=green]flight controls[/color] which are suspended out in the middle of a bulbous windscreen that offers a good view of the planet below you. At the base of the captain's chair is[color=green] a hatch labeled "AI core access"[/color].
Some of the consoles have [color=green]mummified corpses[/color] slumped over them.
[Hey just so you know we've been in here for over 4 hours now.]
1. Search the command center for useful items
2. Move back to one of the locations in the ship's mid section (research lab, crew quarters, cargo hold)
3. Investigate the source of the noise.
4. Use your micro generator to power up the Captain's Console.
5. Use your micro generator to power up the Comms Console.
6. Use your micro generator to power up the Flight Controls.
7. Use your micro generator to power up the AI Core.
8. Leave the ship the way you came, this place is better left alone.
9. Something else?
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You don't know what you did wrong but the computer starts to spark fizzle. After a few seconds it burns out completely. Just before it dies you manage to extract one more file.
Which one is it?
1. A map of the ruins.
2. The last report about the Green Goo.
3. A language decoder for the alien pictographs found in the ruins.
You store the data in your suits computer then decide what to do next.
1. Search the research lab for useful items
2. Move to crew quarters.
3. Move to the cargo bay.
4. Move to the front of the ship which contains the command center.
5. Move back to the aft section of the ship.
6. Leave the ship the way you came, this place is better left alone.
7. Something else?
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Cybernetics
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Which one is it?
1. A map of the ruins.
2. The last report about the Green Goo.
3. A language decoder for the alien pictographs found in the ruins.
You store the data in your suits computer then decide what to do next.
1. Search the research lab for useful items
2. Move to crew quarters.
3. Move to the cargo bay.
4. Move to the front of the ship which contains the command center.
5. Move back to the aft section of the ship.
6. Leave the ship the way you came, this place is better left alone.
7. Something else?
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You connect your suit's power supply to one of the computer terminals. The terminal lights ups and you begin to tinker with it. Seeing as your suit's generator was not designed to power an entire research lab the amount of computing power you have is quite limited. Most of the files stored on computer are either corrupted or heavily encrypted. After fiddling around with the terminal you manage to extract the following files:
[Research Log 5: Preliminary Analysis of the "Green Goo"
Space Date: 1998 S.E.
Author: Dr. Farrow
The surface team has recovered a canister of what for lack of a better term can only be described as "green goo". So far 80% of it seems to be known organic compounds but the last 20% we can't identify.
All the tests we've run so far show that this goo seems to be inert. Some of the lab assistants swear that it sometimes "flows" in ways that are unnatural but I would hardly call that conclusive.]
[Research Log 3: Archaeology Report 2
Space Date: 1998 S.E.
Author: Dr. Farrow
Base camp has been set up and Dr. Averlyn has begun exploration of the ruins. The ruins themselves seem to have been created by an ancient race that are much larger than the average humanoid.
The ruins seem to have an underground section far larger than we initially thought. Exploring all of it could take years. Averlyn's team have discovered a few chambers that have some kind of pictographic depiction of alien rituals on it.]
[1998 S.E... That's 10 years ago going by the Space Era calender. The second report mentions a Dr. Averlyn... could that be our Averlyn?]
What should you do next?
1. Search the research lab for useful items
2. Try to extract more files from the computer terminal.
3. Move to crew quarters.
4. Move to the cargo bay.
5. Move to the front of the ship which contains the command center.
6. Move back to the aft section of the ship.
7. Leave the ship the way you came, this place is better left alone.
8. Something else?
Suit Status:
Cybernetics
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[Research Log 5: Preliminary Analysis of the "Green Goo"
Space Date: 1998 S.E.
Author: Dr. Farrow
The surface team has recovered a canister of what for lack of a better term can only be described as "green goo". So far 80% of it seems to be known organic compounds but the last 20% we can't identify.
All the tests we've run so far show that this goo seems to be inert. Some of the lab assistants swear that it sometimes "flows" in ways that are unnatural but I would hardly call that conclusive.]
[Research Log 3: Archaeology Report 2
Space Date: 1998 S.E.
Author: Dr. Farrow
Base camp has been set up and Dr. Averlyn has begun exploration of the ruins. The ruins themselves seem to have been created by an ancient race that are much larger than the average humanoid.
The ruins seem to have an underground section far larger than we initially thought. Exploring all of it could take years. Averlyn's team have discovered a few chambers that have some kind of pictographic depiction of alien rituals on it.]
[1998 S.E... That's 10 years ago going by the Space Era calender. The second report mentions a Dr. Averlyn... could that be our Averlyn?]
What should you do next?
1. Search the research lab for useful items
2. Try to extract more files from the computer terminal.
3. Move to crew quarters.
4. Move to the cargo bay.
5. Move to the front of the ship which contains the command center.
6. Move back to the aft section of the ship.
7. Leave the ship the way you came, this place is better left alone.
8. Something else?
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Following signs on the corridors you make your way to the research labs in the ship's mid section. It's slow going; all the doors are locked and un-powered. To open them you have to perform a lengthy manual override procedure that culminates in forcing the doors open with brute strength. Thankfully your powered exoskeleton comes in handy here.
[A derelict research vessel in orbit over a long forgotten world with alien ruins. I bet this thing either has a monster hiding on it or an insane AI... maybe both.]
You enter the research labs. The area is full of computers and lab equipment. One wall has a row of small cages, likely containing animal test subjects. Most of the cages either contain mummified rodent corpses or are empty. [color=green]One cage though has a broken door as if something burst out of it[/color].
Further up you find [color=green]a human corpse surrounded by dried blood stains[/color]. The corpse has been somewhat preserved by the cold vacuum and you can see that it has several [color=green]deep slash wounds[/color] across it's torso and limbs.
The blood stains lead to the other side of the room where you find [color=green]a single functional cryo pod. There's something humanoid frozen inside of it but the ice isn't transparent enough for you to make out the details.[/color] The pod is still active which you can believe since cyro pods usually have multiple auxiliary systems to keep their occupants alive in the event of a ship wide power failure. You could try to revive the pod's occupant but with the whole ship depressurized it would only suffocate.
[See this is how it all starts. Something has obviously gone horribly wrong here and I for one think we should leave before we find out what it is.]
What do you do next?
1. Search the research lab for useful items
2. Use your suit's micro generator to power up one of the computer terminals.
3. Move to crew quarters.
4. Move to the cargo bay.
5. Move to the front of the ship which contains the command center.
6. Move back to the aft section of the ship.
7. Leave the ship the way you came, this place is better left alone.
8. Something else?
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You draw your pistol and enter the derelict through a large breach in the aft section of the hull. Your sensors immediately go crazy, [color=green]it seems that there's a lot of radioactive dust in the air[/color]. Thankfully your suit's radiation shielding can deal with it.
You hear Hanna over the radio.
"Landers I'm having a hard time keeping track of you on sensors... repeat...can't...breaking..."
As you move deeper into the ship the quality of Hanna's comm signal degrades to the point where you lose contact with her.
Eventually you find your way to the engine room. The place is a mess, the entire area is a maze of tangled metal and scorched machines. [color=green]The ship's engines are totaled and the main power core appears to have been ruptured from within[/color], something that would either be the result of severe negligence on the part of the maintenance crew... or [color=green]a deliberate act of sabotage[/color].
The state of the engine room explains the radioactive dust cloud and the reason the ship is completely un-powered. You find a doorway leading out of the engine room and into the ship's midsection. From here you could:
1. Try to find the ship's auxiliary generator and bring it back online.
2. Move to the research lab in the ship's mid section.
3. Move to the cargo bay in the ship's mid section.
4. Move to the crew quarters in the ship's mid section.
5. Search the engine room for useful items.
6. Go back the way you came and return to the Centennial Pigeon, the place is best left alone.
7. Something else?
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((But then I'll need to pay for voice actors. :( Yeah okay I'll try to make them talk more it's just that I realised that when running a CYOA I should move the story along and only stop it when there's a meaningful choice to be made.))
Hanna shrugs.
"Alright let's check this out. We should probably give the ship a once over anyway just in case."
Dr. Averlyn is visibly annoyed.
"Yeah well the ship doesn't look like it's going anywhere either. Can't we check it out on the way back?"
"I got several space parachutes in the back if you want to get to the surface right now."
Averland just throws up her arms.
"Fine go ahead just be quick about it.
The Centennial Pigeon moves into position about 100 metres to the side of the derelict ship. After a brief space walk you clamp your mag boots to the side of the ship and contemplate your next move.
The derelict appears to be some kind of research vessel called the Rosken. It's roughly 400 metres in length and there are several large holes in it's hull towards the aft section, clearly the engine compartment has suffered massive damage. Scans of the ship are inconclusive, there seems to be something jamming them. From your perspective the ship is completely dead, no heat or power sources detected though if the Pigeon's scanners are being jammed then your suit's sensors can't quite be relied upon either.
You could enter the ship through one of [color=green]the hull breaches[/color], or you could try to [color=green]find an external hatch[/color]. Alternatively you could ask Hanna to [color=green]blast another hole in the hull[/color] with the Pigeon's weapons.
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Hanna shrugs.
"Alright let's check this out. We should probably give the ship a once over anyway just in case."
Dr. Averlyn is visibly annoyed.
"Yeah well the ship doesn't look like it's going anywhere either. Can't we check it out on the way back?"
"I got several space parachutes in the back if you want to get to the surface right now."
Averland just throws up her arms.
"Fine go ahead just be quick about it.
The Centennial Pigeon moves into position about 100 metres to the side of the derelict ship. After a brief space walk you clamp your mag boots to the side of the ship and contemplate your next move.
The derelict appears to be some kind of research vessel called the Rosken. It's roughly 400 metres in length and there are several large holes in it's hull towards the aft section, clearly the engine compartment has suffered massive damage. Scans of the ship are inconclusive, there seems to be something jamming them. From your perspective the ship is completely dead, no heat or power sources detected though if the Pigeon's scanners are being jammed then your suit's sensors can't quite be relied upon either.
You could enter the ship through one of [color=green]the hull breaches[/color], or you could try to [color=green]find an external hatch[/color]. Alternatively you could ask Hanna to [color=green]blast another hole in the hull[/color] with the Pigeon's weapons.
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((The Centennial Pigeon is the name of the ship. Aaand time for another massive post.))
Hanna ushers everybody on board and begins preparations for take off. As your ARFS said the Centennial Pigeon is a modified drop ship and you can see that it's once cavernous transport bay has been partitioned into several rooms, one of which Hanna assigns to you.
Your room is a small spartan affair being little more than a bunk with a small computer terminal joined to a tiny cubicle that serves as your toilet and shower.
A few hours later the Pigeon leaves Khartoum Station and begins the journey into frontier space.
You have a quick meal in the common room and in doing so meet the last member of the crew: a man named Tran.
Tran is the ship's medic, an old friend of Hanna's. He seems to be a slightly older man of asian descent. Tran tells you that both of them served in the Pan Galactic Space army during the last great space war several years ago. He also tells you that the last two engineers the ship had suffered horrible deaths...
Several days pass and the Centennial Pigeon reaches the inner regions of the unknown star system. Dr. Averland points out a barren planet on the outer edge of the local star's Goldilocks Zone and Hanna brings the ship in to orbit.
Surface scans reveal a large area of [color=green]ruins somewhere down on the Planet's surface[/color], but as the Pigeon prepares to enter the atmosphere sensors detect [color=green]a derelict spacecraft in low orbit[/color].
David and Averland want to start exploring the ruins as soon as possible but Hanna decides to ask for your opinion before making a decision.
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Hanna ushers everybody on board and begins preparations for take off. As your ARFS said the Centennial Pigeon is a modified drop ship and you can see that it's once cavernous transport bay has been partitioned into several rooms, one of which Hanna assigns to you.
Your room is a small spartan affair being little more than a bunk with a small computer terminal joined to a tiny cubicle that serves as your toilet and shower.
A few hours later the Pigeon leaves Khartoum Station and begins the journey into frontier space.
You have a quick meal in the common room and in doing so meet the last member of the crew: a man named Tran.
Tran is the ship's medic, an old friend of Hanna's. He seems to be a slightly older man of asian descent. Tran tells you that both of them served in the Pan Galactic Space army during the last great space war several years ago. He also tells you that the last two engineers the ship had suffered horrible deaths...
Several days pass and the Centennial Pigeon reaches the inner regions of the unknown star system. Dr. Averland points out a barren planet on the outer edge of the local star's Goldilocks Zone and Hanna brings the ship in to orbit.
Surface scans reveal a large area of [color=green]ruins somewhere down on the Planet's surface[/color], but as the Pigeon prepares to enter the atmosphere sensors detect [color=green]a derelict spacecraft in low orbit[/color].
David and Averland want to start exploring the ruins as soon as possible but Hanna decides to ask for your opinion before making a decision.
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Hanna gestures to the two newcomers.
"We've got a job. These two hired me to take them out to some unknown location."
The two people behind Hanna introduce themselves as [color=green]David and Dr. Averlyn[/color]. They claim to be Archaeologists looking to explore the ruins of some long dead alien civilization.
You can't really tell what they look like since both of them are wearing their helmets. You assume that they're aliens because their suits don't look of human make. [color=green]David is especially odd[/color] as he speaks through a translator and his suit seems to be made from sleek metal panels that look rigid yet bend when he moves.
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"We've got a job. These two hired me to take them out to some unknown location."
The two people behind Hanna introduce themselves as [color=green]David and Dr. Averlyn[/color]. They claim to be Archaeologists looking to explore the ruins of some long dead alien civilization.
You can't really tell what they look like since both of them are wearing their helmets. You assume that they're aliens because their suits don't look of human make. [color=green]David is especially odd[/color] as he speaks through a translator and his suit seems to be made from sleek metal panels that look rigid yet bend when he moves.
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The problems plaguing the ship go a lot deeper than you thought. [color=green]Repairing one system reveals subtle faults in others[/color]. By your reckoning the ship needs a full overhaul otherwise you can expect something to break every week.
After about two hours of tinkering the woman from the bar walks up to you.
"What the hell is taking you so long? Other techs can fix this in a few minutes."
You tersely explain the full extent of the ships problems to her.
"Huh...I'm really not surprised, but I don't have the money for an overhaul. Just do what you can. I gotta go attend to some business. Oh and [color=green]don't even think about stealing anything... or I will find you.[/color]"
With that the woman heads off to goodness knows where.
[The gall of that woman. Professional techs could charge her a significant amount of $tarbucks for the work you're about to do. Still you came to her...]
Six hours later you've rewired half the ship's power grid. [color=green]A computer diagnostic confirms that everything should hold together for the foreseeable future.[/color] Your engineering background served you in good stead.
Your new boss returns with [color=green]two other people in tow[/color]. You brief her on the changes you made to the ship and she seems mildly impressed.
"Not bad at all. I guess that means you've passed the test. By the way my name's Hanna, [color=green]Hanna Duo[/color]. Welcome to the crew of the [color=green]Centennial Pigeon[/color]."
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After about two hours of tinkering the woman from the bar walks up to you.
"What the hell is taking you so long? Other techs can fix this in a few minutes."
You tersely explain the full extent of the ships problems to her.
"Huh...I'm really not surprised, but I don't have the money for an overhaul. Just do what you can. I gotta go attend to some business. Oh and [color=green]don't even think about stealing anything... or I will find you.[/color]"
With that the woman heads off to goodness knows where.
[The gall of that woman. Professional techs could charge her a significant amount of $tarbucks for the work you're about to do. Still you came to her...]
Six hours later you've rewired half the ship's power grid. [color=green]A computer diagnostic confirms that everything should hold together for the foreseeable future.[/color] Your engineering background served you in good stead.
Your new boss returns with [color=green]two other people in tow[/color]. You brief her on the changes you made to the ship and she seems mildly impressed.
"Not bad at all. I guess that means you've passed the test. By the way my name's Hanna, [color=green]Hanna Duo[/color]. Welcome to the crew of the [color=green]Centennial Pigeon[/color]."
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((Ah sorry. I'm starting to juggle more and more info for this CYOA. Maybe next time I need to simplify things.))
You open up the panel containing the inertial dampeners and quickly fix the problem.Turns out it was a very simple fault caused by some worn out parts.
[As far as I can tell this is a modified military transport designed to ferry entire platoons and their support vehicles to a planet's surface. They're not designed for prolonged space travel so I'm guessing this one has been heavily refitted to include a jump drive, fusion core etc... The Pan Galactic Space Army has been selling off it's surplus equipment dirt cheap since even before the economy collapsed so I'm not surprised that our new boss is using a ship like this.]
The simplicity of the malfunction makes you suspect something. You activate your EM vision and trace the power lines leading to the inertial dampeners. After some searching you realise that some of the ship's modifications were installed haphazardly which caused the dampeners to malfunction before and will likely cause them to malfunction again.
Suit Status:
Cybernetics
Inventory:
ARFS Settings
You open up the panel containing the inertial dampeners and quickly fix the problem.Turns out it was a very simple fault caused by some worn out parts.
[As far as I can tell this is a modified military transport designed to ferry entire platoons and their support vehicles to a planet's surface. They're not designed for prolonged space travel so I'm guessing this one has been heavily refitted to include a jump drive, fusion core etc... The Pan Galactic Space Army has been selling off it's surplus equipment dirt cheap since even before the economy collapsed so I'm not surprised that our new boss is using a ship like this.]
The simplicity of the malfunction makes you suspect something. You activate your EM vision and trace the power lines leading to the inertial dampeners. After some searching you realise that some of the ship's modifications were installed haphazardly which caused the dampeners to malfunction before and will likely cause them to malfunction again.
Suit Status:
Spoiler:
Cybernetics
Spoiler:
Inventory:
Spoiler:
ARFS Settings
Spoiler:
You watch in morbid fascination as the Food Cube's nutrient jelly morphs into an earth style cheese burger. After eating it you get the feeling that this is what a cheese burger would have tasted like after it had been liquefied, passed through a reverse osmosis filter then baked in an oven. Still good old space cola never lets you down.
You find a public restroom and begin the awkward process of slipping into your space suit while in a tiny cubicle that has the lingering smell of excrement. Still somehow you manage it. You give the next guy in the rest room a bit of a fright when you step out of the cubicle in your engineering rig. The suit itself is a little on the bulky side and fitting through the door way is a bit tight.
You feel like a million $tarbucks walking down the corridors to Docking Bay 32 in your new Space Threads.
After looking around for a while you find the woman from the bar. You know it's her because she's not wearing the helmet on her space suit and you recognize her face. She's sitting on a pile of crates cleaning a pulse rifle. You notice she's wearing some kind of light military suit, you don't know the exact model but it has a lot of similarities the one you saw back at the arms merchant.
[Careful with this one. That's an B4 Adversary suit she's wearing. That means she's either a poser or ex-military and I highly doubt it's the former.]
As you approach she looks up at you disdainfully.
"What the hell do you want?"
You take off your helmet.
"Oh it's you. Guess you were serious after all."
She looks you up and down.
"MK 3 Foreman right? Not a bad choice. If you actually have the skills that go with it then so much the better. Okay here's your test: my ships' inertial dampeners are busted. Go see if you can fix them."
She jerks her thumb over her shoulder at her space ship. You don't recognize the model of the ship but it looks like a heavily refitted military dropship, no doubt adapted for deep space flight.
Suit Status:
Cybernetics
Inventory:
ARFS Settings
You find a public restroom and begin the awkward process of slipping into your space suit while in a tiny cubicle that has the lingering smell of excrement. Still somehow you manage it. You give the next guy in the rest room a bit of a fright when you step out of the cubicle in your engineering rig. The suit itself is a little on the bulky side and fitting through the door way is a bit tight.
You feel like a million $tarbucks walking down the corridors to Docking Bay 32 in your new Space Threads.
After looking around for a while you find the woman from the bar. You know it's her because she's not wearing the helmet on her space suit and you recognize her face. She's sitting on a pile of crates cleaning a pulse rifle. You notice she's wearing some kind of light military suit, you don't know the exact model but it has a lot of similarities the one you saw back at the arms merchant.
[Careful with this one. That's an B4 Adversary suit she's wearing. That means she's either a poser or ex-military and I highly doubt it's the former.]
As you approach she looks up at you disdainfully.
"What the hell do you want?"
You take off your helmet.
"Oh it's you. Guess you were serious after all."
She looks you up and down.
"MK 3 Foreman right? Not a bad choice. If you actually have the skills that go with it then so much the better. Okay here's your test: my ships' inertial dampeners are busted. Go see if you can fix them."
She jerks her thumb over her shoulder at her space ship. You don't recognize the model of the ship but it looks like a heavily refitted military dropship, no doubt adapted for deep space flight.
Suit Status:
Spoiler:
Cybernetics
Spoiler:
Inventory:
Spoiler:
ARFS Settings
Spoiler:
You enter FlorMart a large store that sells all sorts stuff.
FlorMart's Wares:
Suit Status:
Cybernetics
Inventory:
ARFS Settings
FlorMart's Wares:
Spoiler:
Suit Status:
Spoiler:
Cybernetics
Spoiler:
Inventory:
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ARFS Settings
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((It's all 1 ammo represents 1 magazine. The exception is the shotgun, the shells for that are sold individually.))
You buy a P.E.W Pistol, the Space Bowie Knife and some grenades.
You're still in the middle of the Merchant's Quarter.
You could continue shopping at FlorMart, The Hardware Store or the Antique Shop.
Alternatively you could head to the Docking Bays or return to the Club District.
Suit Status:
Cybernetics
Inventory:
ARFS Settings
((Right I'm going to bed...@.@))
You buy a P.E.W Pistol, the Space Bowie Knife and some grenades.
You're still in the middle of the Merchant's Quarter.
You could continue shopping at FlorMart, The Hardware Store or the Antique Shop.
Alternatively you could head to the Docking Bays or return to the Club District.
Suit Status:
Spoiler:
Cybernetics
Spoiler:
Inventory:
Spoiler:
ARFS Settings
Spoiler:
((Right I'm going to bed...@.@))