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  1. THE YEAR IS 2XXX, AND HUMANITY HAS SPREAD ITSELF AMONG THE STARS
  2.  
  3. Welcome to the future. Space-stations and mega-corps are the flavour of the day, and by the end of this jump you'll never want to see either again.
  4.  
  5. Approximately 75 years ago, a mysterious substance called 'Plasma' was discovered, a mineral with seemingly endless applications in science, space travel, manufacturing, and more. Leading research firms and megacorps have launched various research stations across deep space. Officially, these self-sufficient stations research plasma, and prototype new inventions for their mother corp. Off the books, they're basically sandboxes for corporate execs, and are constantly subject to all kinds of catastrophe and attack.
  6.  
  7. YOU, yes you, are now an employee of NanoTrasen, the single largest Corporation in the galaxy. Expect orders to carry out illicit research and illegal actions, infiltrations by the feared Syndicate, Space Wizard attacks, Xenos Horrificus, bloody cultist rituals, and various other space hazards as you try desperately to complete your work orders. Beware- your worst enemy may just be the incompetence of your crewmates.
  8.  
  9. You will spend at least 5 'shifts' here, each lasting 2 years on the station. After your shift is up, you get shuttled back to NanoTrasen HQ for a month of kicking back and spending money. After that, it's off to your next shift. If your shift ends early due to an emergency shuttle being called, you get approximately two weeks of relaxation time while NanoTrasen shifts schedules around, then you get shuttled off to another station. For every shift ended early, you have to stay in this universe for another two-year shift, so try not to melt any important bulkheads.
  10.  
  11. WELCOME TO THE STATION CREW, ENJOY YOUR STAY
  12.  
  13. (You get 1000 CREDIT POINTS (CP) to spend)
  14.  
  15.  
  16. Age: Roll 2d8+16
  17. Gender: Same as last time
  18. Pay 100 CP to choose either gender or age
  19.  
  20.  
  21. LOCATIONS
  22.  
  23. 1&2: You awake on the Arrivals shuttle, with a synthesized voice announcing your name and job position to the station et al. The airlocks hiss open as your fellow crewmates scramble to get to their stations- better get a move on!
  24.  
  25. 3&4: You awake asleep at your job post; Hope nobody was watching the security cams! It's about one year into the first shift. Expect the station to be a bit – er – broken in, shall we say.
  26.  
  27. 5&6: You wake up in the on-station bar with a horrible hangover, while the Head of Personnel prods you with his baton- you should probably get to your job post
  28.  
  29. 7&8: Free choice!
  30.  
  31.  
  32.  
  33. BACKGROUNDS
  34. (Note: Pick a backgrounds, and a specialization (italics). You gain appropriate knowledge, memories, and experience to your specialized background.)
  35.  
  36. ASSISTANT
  37. +No Memories, no attachments
  38. +Typically ignored by most crewmembers
  39. -When not ignored, regarded suspicion
  40. -No memories
  41.  
  42. ENGINEERING (Engineer, Atmospherics, Mechanic)
  43. +Well respected and usually left alone
  44. +You can make basically any attachments or 'Upgrades' to the station you want
  45. -Lots of responsibility- If anything goes wrong, expect the whole command chain to be on your ass
  46. -Polly the engineering parrot constantly screaming down your earpiece
  47.  
  48. SECURITY (Security Officer, Detective)
  49. +You ARE the law
  50. +Only position with sanctioned weapon access below the department heads
  51. -Expect to be reviled by the crew unless you make an effort to be as nice and respectful as possible
  52. -Enjoy being responsible for the security and well-being of all those violent convicts in the brig
  53.  
  54. SERVICE (Chef, Bartender, Botanist,)
  55. +You control the flow of food and drink, and thus are generally well liked
  56. +You can make cash on side by selling services
  57. -You probably won't get much respect from high-ups
  58. -Prepare to have drunks and security to constantly run roughshod through your establishment
  59.  
  60. MEDICAL (Doctor, Geneticist, Virologist)
  61. +The hero the station needs
  62. +Medical division is your playground
  63. -Not the hero the station deserves
  64. -Expect to be bombarded with all sorts of injured crewmen constantly begging for drugs
  65.  
  66. SCIENCE (Roboticist, Researcher, Xenoarcheologist)
  67. +THE WORLD IS YOURS, AHAHAHAH- er, that is, you've got a lot of power.
  68. +One of the most respected positions of the station, by both crew and high-ups
  69. -Most people will assume you're either building bombs or guns instead of doing actual research
  70. -Your line of work is probably the third most dangerous, right behind Security and Mining
  71.  
  72. SUPPLY (Cargo Technician, Shaft Miner)
  73. +You have absolute control over off-station access bar the arrivals shuttle and the emergency escape shuttle
  74. +almost unrestricted access to outside shipments and materials
  75. -Head of Personnel and the Quartermaster will probably be watching how supply credits are spent
  76. -Seen as one rung above assistant
  77. (-Miners should proceed with caution; Alien beasts, ancient artifacts, and explosive ores spell danger to the inattentive)
  78.  
  79.  
  80. ASSISTANT PERKS (First free, all others 50% off)
  81.  
  82. (100 CP) – GRAY GHOST
  83. For some reason, strangers find it really easy to ignore you. Unless you're doing something quite tabboo or illegal, or have some price placed on your head, most folks won't mind that you're doing things like running races in the halls, drawing graffiti on the walls, or disappearing into maintenance for days at a time. Additionally, you only have to make minimal effort to disguise yourself, like grabbing a hat and a new jumpsuit- though these disguises won't hold up past the first few glances.
  84.  
  85. (200 CP) – I AM BECOME ROBUST, WIELDER OF TOOLBOX
  86. You seem capable of turning anything- and I mean anything into a weapon. You can wield these items with deadly efficiency, able to match, or even outplay those with actual weapons. A wrench in your hands is worth two soldiers with energy weapons, and god help them if you get your hands on combustibles...
  87.  
  88. (400 CP) - TUNNEL SNAKES RULE
  89. You have an innate sense of direction, and knack for navigation in tunnels and other tight sections of corridor. You could probably get out of Theseus's fabled labyrinth with a bit of chalk and an few hours to spare, and navigating the confusing mess of tunnels and ducts that are the maintenance system is like child's play.
  90.  
  91. (400 CP) - GREYTIDE WORLDWIDE
  92. You've got knack for chaos and disruption, and even better, a knack for getting others to join in with you. Your speeches can expertly stir up malcontents and the dregs of society, spurring them towards some destructive goal. Be it staging a jailbreak, trashing the bar, or breaking into the captain's quarters, you are the Loki to the establishment's Thor. Be warned though, your followers are possessed with destructive urge, and a chaotic search for fun. They'll quickly dissipate after your goal is complete, and if you push them too hard, or into some strict structure, they'll definitely rebel against you.
  93.  
  94. (600 CP)
  95.  
  96.  
  97.  
  98. ENGINEERING PERKS (First free, all others 50% off)
  99.  
  100. (100 CP) – IDIOT'S GUIDE TO ENGINEERING
  101. You know how to competently do just about anything mechanical in the year 2XXX. You can wire solar arrays, repair and re-pressurize space-stations, construct Singularity Generators, build all the myriad machines and computers of the station, and more!
  102.  
  103. (200 CP) – WIKI IN THE BACKGROUND
  104. With a cursory examination, you can figure out how to disassemble just about anything. Be forewarned though- Operating purely off of this knowledge, you may be able to save many components of it, but you're likely going to turn most of it into an un-salvageable mess. As well, there's no guarantee you have the necessary tools to take it apart.
  105.  
  106. (400 CP) - COMBAT ENGINEER
  107. These hands of yours glow with an awesome power! That power is electricity! Zap! Simply put, you're really good at constructing weapons, and modifying existing devices to become weapons. Spears and Taser-prods are child's play. Hand-held projectile weapons? a weekend project! With a toolbox and a bit of tinkering, you can turn an Emitter into Laser Artillery. A plasma tank and a welding tool quickly become a flamethrower, and a battery, stripped wires and some gloves turn into the most robust weapon the station's ever seen.
  108.  
  109. (400 CP) -
  110.  
  111. (600 CP) -
  112.  
  113. SECURITY PERKS (First free, all others 50% off)
  114.  
  115. (100 CP) – JUSTICE IS SWEET, REVENGE IS SWEETER
  116. You're all for the law! Even moreso when it works for you! You're great at twisting the rules and finding loopholes in the law in order to fill your needs. From finding a reason to arrest that back-talking assistant for two months, to finding a way to requisition 17 tasers at once, you're the bureaucratic magician on the ground.
  117.  
  118. (200 CP) – BUCKLECUFF & STUN 'EM
  119.  
  120. (400 CP) - THE MOST ROBUST
  121.  
  122. (400 CP) - CALL ME A 'HUMANIST'
  123.  
  124. (600 CP) – I AM THE LAW
  125.  
  126. SERVICE PERKS (First free, all others 50% off)
  127.  
  128. (100 CP) – MAESTRO IN THE KITCHEN
  129. Simply put, your hands can turn just about anything into a fulfilling meal. From simple wish soup to burgers made from last week's crewmen, if it's made by you and edible, it's bound to be at least somewhat filling. What's more, you can figure out how to put together cocktails from just about any combination of liquors.
  130.  
  131. (200 CP) -
  132.  
  133. (400 CP) -
  134.  
  135. (400 CP) -
  136.  
  137. (600 CP) -
  138.  
  139. MEDICAL PERKS (First free, all others 50% off)
  140.  
  141. (100 CP) – TOSS 'EM IN CRYO
  142.  
  143. (200 CP) -
  144.  
  145. (400 CP) -
  146.  
  147. (400 CP) -
  148.  
  149. (600 CP) -
  150.  
  151. SCIENCE PERKS (First free, all others 50% off)
  152.  
  153. (100 CP) – EXPLORATORY SCIENCE
  154. You're a masterful research scientist, and when applying your skills to new frontiers you are considerably more capable. New insights come easy to you, ideas for experiments flow like a river, and your prototypes are much less likely to fail catastrophically
  155.  
  156. (200 CP) -
  157.  
  158. (400 CP) -
  159.  
  160. (400 CP) -
  161.  
  162. (600 CP) -
  163.  
  164. SUPPLY PERKS (First free, all others 50% off)
  165.  
  166. (100 CP) – LOSTISICIAN
  167.  
  168. (200 CP) – MINERAL SENSE
  169.  
  170. (400 CP) - UNDER THE RADAR
  171.  
  172. (400 CP) -
  173.  
  174. (600 CP) - CARGONIA STRONK!
  175.  
  176.  
  177. COMPANIONS
  178. (100 CP) – FRIENDLY ASSISTANT
  179. An eager grayshirt with a suspicious number of quasi-criminal abilities has attached himself to you at the hip. On one hand, the kid's eager to help, and is incredibly adaptable. On the other, he's only got basic access, so you'll have to personally let him into your department, and he has a knack for getting himself into trouble
  180.  
  181. ITEMS
  182.  
  183. (FREE) – PDA
  184. A standard issue FUTURE PDA. Standard model comes with a flashlight, messenger system, atmospheric analyzer, and a nifty little notekeeper. More useful, it can store as many Identification cards as you can fit in it. Yours comes with a additional module cartridge appropriate to your job, and a little antenna that links up to your warehouse 'net, if you have it.
  185.  
  186. 50 CP – 10,000 credits
  187. Credits. Moolah. Cash. Smackaroons. Moneymoneymoney. You know the drill.
  188.  
  189. 50 CP – Tool belt
  190. A leather tool belt containing a screwdriver, cable cutter,
  191.  
  192. 50 CP – Science goggles!
  193. Great protection for your eyes from all manner of bright lights and flying liquids! Additionally, they look pretty swag.
  194.  
  195. 100 CP – 5 TELECRYSTALS
  196. Apparently, the syndicate uses these things to order illegal items through their PDAs. Now if only you could get your hands on a traitor PDA...
  197.  
  198.  
  199.  
  200.  
  201. DRAWBACKS
  202.  
  203. (+0 CP) (MANDATORY) IRREPLACABLE
  204. Turns out, skipping in and out of the very fabric of the multiverse doesn't leave you exactly the most human member of the crew, and your unique physiology means that most methods used to revive crew-members won't work on you. You cannot be cloned, turned into an AI, or placed into a cyborg body. You have a small note on your file stating this, so your fellow crew will be a bit more considerate when wielding lethal devices around you.
  205.  
  206. (+100 CP) ENTHUSIASTIC CODERBASE
  207. Is it just you, or do things tend to... change? Every few months the whole universe shifts just slightly. Sometimes the station changes- a few tunnels disappear, or the medbay gets an extra few meters of space. Other times, recipies change- Medicine might be synthesized a whole different way, or you can't distill apple wine in the bar anymore. If you're unlucky, a crucial power storage area might change locations, or lasers might do half as much damage as before. Better stay alert!
  208.  
  209.  
  210. (+100 CP) SYNDICATE INFILTRATION
  211. It doesn't matter whether this is your first shift or your last, either you personally, or your department will be targeted by a well equipped traitor. They may be a lowly assistant, they may be the Head of Personnel, they may be your friendly and helpful co-worker. If you let them get away with their mission, be it killing you, stealing your equipment, stealing research, etc., You'll have to stay for two additional shifts.
  212.  
  213. (+100 CP) EXTENDED ROUND
  214. All shifts now last four years instead of two, but you still will spend a minimum of 5 shifts here. Have fun keeping the station functional!
  215.  
  216. (+200) THE META IS STRONG
  217. For some reason, people are strongly disinclined to do their jobs properly. Doctors spend their time trying to get superpowers, engineers sneak off to build autism forts, security takes their job as an excuse to beat the clown near to death, and scientists barricade themselves in the bomb testing range... and the assistants seem to have acquired a new sense of adventure. It's going to be a real ordeal to get the whole station to run anything close to smoothly, let alone finish the shift in one piece.
  218.  
  219. (+400 CP) YOGSTATION
  220. Seems the mods – er, that is to say, gods – are powertripping a bit more than usual... Swearing excessively, racism, sexual conduct, or just all around inappropriate behaviour will get you instantly gibbed, and fail the jump. Better watch yourself, jumper!
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