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Kuroji

Jump 095: FTL

Jan 25th, 2018
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  1. Jump 95: FTL
  2. >Ten of Pentacles, reversed (The loss of reputation or inheritance, or the failure to pass an inheritance along to one's children.)
  3. Not sure how this one applies.
  4. >Age: 29
  5. >Location: Free Choice
  6. >Identity: Human
  7. >Drawbacks: The Perils of Space (+100), Galactic Recession (+100), Giant Alien Spiders (+200), Pursued (+200)
  8. Death by a thousand cuts rather than a single stong one. It's going to make things very difficult for the next ten years.
  9. >Space Legs (Free)
  10. A useful enough perk.
  11. >Quick Learner (Free, Human)
  12. Likewise, useful to be able to pick things up even a little faster.
  13. >Telepath (1400)
  14. Now we're getting somewhere. All you people who like to make the ultimate psyker and whatnot, take note of this one: increased willpower, widened imagination, sensing minds and immunity to mind control.
  15. >Engine Specialist (Free, Drop-In)
  16. The ability to operate engines more efficiently is more crucial to the upcoming jumps than one might think, especially considering I've basically started the space arc of my jumping.
  17. >Scrap Dealer (1300, Drop-In)
  18. If we're dealing with a galactic recession, getting scrap and getting discounts are going to be even more important.
  19. >Silent Running (1150, Drop-In)
  20. Being able to engage a cloak is a very important thing. Even a tactical one.
  21. >Shields Specialist (1050)
  22. Being able to deal with my shields easier is even more important.
  23. >Tough Little Ship (850)
  24. The name of my ship is the Lollipop. It's a good ship.
  25. >Weapons Specialist (750)
  26. Being more competent with starship-grade weaponry is a bonus as well!
  27. >Automated Rebellion (450)
  28. And being able to design and use autonomous drones and ships is even better.
  29. >Ship Import: Sajuuk (150)
  30. Because BRING SAJUUK TO BEAR. BRING SAJUUK TO BEAR. BRING SAJUUK TO BEAR.
  31. Yes, I WILL be running that into the ground in the threads to come.
  32. >Reactor: 8 (Free)
  33. A stock reactor is acceptable. I can, hopefully, upgrade it later.
  34. >Doors: 1 (Free)
  35. Eh, I'm not so worried about locking it down at this point.
  36. >Piloting: 1 (Free)
  37. We will not be bound.
  38. >Sensors: 2 (100)
  39. Because scanning my own ship is not sufficient, I want to be able to scan theirs too.
  40. >Cloak: 1 (Free, Silent Running)
  41. Strictly a tactical cloak until I get it sufficiently upgraded, sure, but I'll figure that out sooner or later.
  42. >Crew Teleporter: 1 (0)
  43. This is why I have sensors working. Beaming crew to other ships is always helpful.
  44. >Drone Control: 2 (Free, Automated Rebellion)
  45. Being able to use drones, whether for repair, shielding, or fire support... they're a force multiplier.
  46. >Engines: 3 (Free, Engine Specialist)
  47. Machines just got workings, and they talk to me.
  48. >Oxygen: 1 (Free)
  49. I don't think I exactly am going to worry about repressuring too rapidly at this point. Because I plan on giving my crew ACTUAL PRESSURE RATED SUITS.
  50. >Shields: 2 (Free, Shields Specialist)
  51. Starting out with shields, even weak shields, is a major plus.
  52. >Weapons: 3 (Free, Weapons Specialist)
  53. ...I wonder what sort of weapons Chibi-Sajuuk will have.
  54. >Slug Repair Gel (Free, +50pt human augmentation discount)
  55. Self-repair functions on a ship such as this sound perfectly reasonable.
  56.  
  57. So I'm being chased by slavers and spiders and slaver spiders across known space.
  58.  
  59. But for me, it was Tuesday.
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