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- Jump 95: FTL
- >Ten of Pentacles, reversed (The loss of reputation or inheritance, or the failure to pass an inheritance along to one's children.)
- Not sure how this one applies.
- >Age: 29
- >Location: Free Choice
- >Identity: Human
- >Drawbacks: The Perils of Space (+100), Galactic Recession (+100), Giant Alien Spiders (+200), Pursued (+200)
- Death by a thousand cuts rather than a single stong one. It's going to make things very difficult for the next ten years.
- >Space Legs (Free)
- A useful enough perk.
- >Quick Learner (Free, Human)
- Likewise, useful to be able to pick things up even a little faster.
- >Telepath (1400)
- 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.
- >Engine Specialist (Free, Drop-In)
- 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.
- >Scrap Dealer (1300, Drop-In)
- If we're dealing with a galactic recession, getting scrap and getting discounts are going to be even more important.
- >Silent Running (1150, Drop-In)
- Being able to engage a cloak is a very important thing. Even a tactical one.
- >Shields Specialist (1050)
- Being able to deal with my shields easier is even more important.
- >Tough Little Ship (850)
- The name of my ship is the Lollipop. It's a good ship.
- >Weapons Specialist (750)
- Being more competent with starship-grade weaponry is a bonus as well!
- >Automated Rebellion (450)
- And being able to design and use autonomous drones and ships is even better.
- >Ship Import: Sajuuk (150)
- Because BRING SAJUUK TO BEAR. BRING SAJUUK TO BEAR. BRING SAJUUK TO BEAR.
- Yes, I WILL be running that into the ground in the threads to come.
- >Reactor: 8 (Free)
- A stock reactor is acceptable. I can, hopefully, upgrade it later.
- >Doors: 1 (Free)
- Eh, I'm not so worried about locking it down at this point.
- >Piloting: 1 (Free)
- We will not be bound.
- >Sensors: 2 (100)
- Because scanning my own ship is not sufficient, I want to be able to scan theirs too.
- >Cloak: 1 (Free, Silent Running)
- Strictly a tactical cloak until I get it sufficiently upgraded, sure, but I'll figure that out sooner or later.
- >Crew Teleporter: 1 (0)
- This is why I have sensors working. Beaming crew to other ships is always helpful.
- >Drone Control: 2 (Free, Automated Rebellion)
- Being able to use drones, whether for repair, shielding, or fire support... they're a force multiplier.
- >Engines: 3 (Free, Engine Specialist)
- Machines just got workings, and they talk to me.
- >Oxygen: 1 (Free)
- 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.
- >Shields: 2 (Free, Shields Specialist)
- Starting out with shields, even weak shields, is a major plus.
- >Weapons: 3 (Free, Weapons Specialist)
- ...I wonder what sort of weapons Chibi-Sajuuk will have.
- >Slug Repair Gel (Free, +50pt human augmentation discount)
- Self-repair functions on a ship such as this sound perfectly reasonable.
- So I'm being chased by slavers and spiders and slaver spiders across known space.
- But for me, it was Tuesday.
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