Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- THE YEAR IS 2XXX, AND HUMANITY HAS SPREAD ITSELF AMONG THE STARS
- 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.
- 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.
- 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.
- 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.
- WELCOME TO THE STATION CREW, ENJOY YOUR STAY
- (You get 1000 CREDIT POINTS (CP) to spend)
- Age: Roll 2d8+16
- Gender: Same as last time
- Pay 100 CP to choose either gender or age
- LOCATIONS
- 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!
- 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.
- 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
- 7&8: Free choice!
- BACKGROUNDS
- (Note: Pick a backgrounds, and a specialization (italics). You gain appropriate knowledge, memories, and experience to your specialized background.)
- ASSISTANT
- +No Memories, no attachments
- +Typically ignored by most crewmembers
- -When not ignored, regarded suspicion
- -No memories
- ENGINEERING (Engineer, Atmospherics, Mechanic)
- +Well respected and usually left alone
- +You can make basically any attachments or 'Upgrades' to the station you want
- -Lots of responsibility- If anything goes wrong, expect the whole command chain to be on your ass
- -Polly the engineering parrot constantly screaming down your earpiece
- SECURITY (Security Officer, Detective)
- +You ARE the law
- +Only position with sanctioned weapon access below the department heads
- -Expect to be reviled by the crew unless you make an effort to be as nice and respectful as possible
- -Enjoy being responsible for the security and well-being of all those violent convicts in the brig
- SERVICE (Chef, Bartender, Botanist,)
- +You control the flow of food and drink, and thus are generally well liked
- +You can make cash on side by selling services
- -You probably won't get much respect from high-ups
- -Prepare to have drunks and security to constantly run roughshod through your establishment
- MEDICAL (Doctor, Geneticist, Virologist)
- +The hero the station needs
- +Medical division is your playground
- -Not the hero the station deserves
- -Expect to be bombarded with all sorts of injured crewmen constantly begging for drugs
- SCIENCE (Roboticist, Researcher, Xenoarcheologist)
- +THE WORLD IS YOURS, AHAHAHAH- er, that is, you've got a lot of power.
- +One of the most respected positions of the station, by both crew and high-ups
- -Most people will assume you're either building bombs or guns instead of doing actual research
- -Your line of work is probably the third most dangerous, right behind Security and Mining
- SUPPLY (Cargo Technician, Shaft Miner)
- +You have absolute control over off-station access bar the arrivals shuttle and the emergency escape shuttle
- +almost unrestricted access to outside shipments and materials
- -Head of Personnel and the Quartermaster will probably be watching how supply credits are spent
- -Seen as one rung above assistant
- (-Miners should proceed with caution; Alien beasts, ancient artifacts, and explosive ores spell danger to the inattentive)
- ASSISTANT PERKS (First free, all others 50% off)
- (100 CP) – GRAY GHOST
- 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.
- (200 CP) – I AM BECOME ROBUST, WIELDER OF TOOLBOX
- 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...
- (400 CP) - TUNNEL SNAKES RULE
- 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.
- (400 CP) - GREYTIDE WORLDWIDE
- 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.
- (600 CP)
- ENGINEERING PERKS (First free, all others 50% off)
- (100 CP) – IDIOT'S GUIDE TO ENGINEERING
- 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!
- (200 CP) – WIKI IN THE BACKGROUND
- 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.
- (400 CP) - COMBAT ENGINEER
- 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.
- (400 CP) -
- (600 CP) -
- SECURITY PERKS (First free, all others 50% off)
- (100 CP) – JUSTICE IS SWEET, REVENGE IS SWEETER
- 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.
- (200 CP) – BUCKLECUFF & STUN 'EM
- (400 CP) - THE MOST ROBUST
- (400 CP) - CALL ME A 'HUMANIST'
- (600 CP) – I AM THE LAW
- SERVICE PERKS (First free, all others 50% off)
- (100 CP) – MAESTRO IN THE KITCHEN
- 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.
- (200 CP) -
- (400 CP) -
- (400 CP) -
- (600 CP) -
- MEDICAL PERKS (First free, all others 50% off)
- (100 CP) – TOSS 'EM IN CRYO
- (200 CP) -
- (400 CP) -
- (400 CP) -
- (600 CP) -
- SCIENCE PERKS (First free, all others 50% off)
- (100 CP) – EXPLORATORY SCIENCE
- 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
- (200 CP) -
- (400 CP) -
- (400 CP) -
- (600 CP) -
- SUPPLY PERKS (First free, all others 50% off)
- (100 CP) – LOSTISICIAN
- (200 CP) – MINERAL SENSE
- (400 CP) - UNDER THE RADAR
- (400 CP) -
- (600 CP) - CARGONIA STRONK!
- COMPANIONS
- (100 CP) – FRIENDLY ASSISTANT
- 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
- ITEMS
- (FREE) – PDA
- 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.
- 50 CP – 10,000 credits
- Credits. Moolah. Cash. Smackaroons. Moneymoneymoney. You know the drill.
- 50 CP – Tool belt
- A leather tool belt containing a screwdriver, cable cutter,
- 50 CP – Science goggles!
- Great protection for your eyes from all manner of bright lights and flying liquids! Additionally, they look pretty swag.
- 100 CP – 5 TELECRYSTALS
- 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...
- DRAWBACKS
- (+0 CP) (MANDATORY) IRREPLACABLE
- 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.
- (+100 CP) ENTHUSIASTIC CODERBASE
- 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!
- (+100 CP) SYNDICATE INFILTRATION
- 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.
- (+100 CP) EXTENDED ROUND
- 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!
- (+200) THE META IS STRONG
- 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.
- (+400 CP) YOGSTATION
- 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!
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement