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Samus is dying and must race to find a cure, even as galactic tensions rise with the Bounty Hunter caught in the middle.
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Introduction

ColdGoldLazarus

Contrary Quester, Spreadsheet Queen, Pink Flamingo
Location
Challenger Deep
Pronouns
She/Her
"My name is Samus Aran. If you find this logbook, chances are I'm already dead.

Of all the things to kill me, I never thought it would be this. Ridley? I've murdered him enough times that it was probably inevitable he'd get his chance, but that wasn't it. Another Metroid? I've had close calls in the past; my luck can't last forever. These X Parasites? Well, they kind of are responsible for this, just not in the way I'd have expected.

Two weeks ago, I discovered that in the wake of my near-genocide of the Metroids, a parasitic species that they preyed upon were re-emerging. I was able to successfully destroy a Biologic Space Laboratories station flooded with them, and the planet SR388 it was orbiting, though it cost me my old gunship, armor, and many other things beside in the process. As far as I am aware the X are completely wiped out now, but given past precedence, I remain doubtful. Still, I did what I could.

But I digress. No, of all the things I thought I may someday die to, it was never my own body.

I noticed the first change four days after leaving the station, but it's accelerated since then. Absorbing the SA-X may have restored some of my old abilities and allowed me to escape, but its exacting its toll on me now. This infection is fighting against the Metroid DNA recently used to save my life, and the Chozo DNA I was gifted so long ago, and this also seems to have reactivated dormant Phazon I thought I had been cured of entirely, clearly a mistake.

My veins buzz with energy, but my bones ache. Keloid scars are developing up and down my arms, legs, and sides. I feel like I'm burning up and ripping apart as my body rejects itself over and over on a microscopic level.

I'm going to try to find a cure, of course, but I can see time catching up to me. I don't know if I'm transforming into a new horrific monster or just an interesting corpse, but whatever I am now, I hold no illusions it's remotely human anymore.

I haven't much time left."



Metroid: Equilibrium




(Alright, so this is basically my take on a possible post-Fusion story. After everything she's been through, all the genetic modifications and infections and whatnot Samus has been subjected to is catching up to her, and she has to find a cure while dealing with an increasing conflict between the galaxy's various factions (including some new elements, possibly?). While as per my usual there will be a lot of story focus, this is also a way for me to dip into a more mechanically-oriented sort of style, attempting to mimic the games' formula in quest format. And finally, I'm aiming for shorter but more frequent updates outside of the most narrative-heavy installments. If any of that sounds interesting, let me know, and I'll have the first proper installment up soon!)
 
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Maps/Upgrades/Stats

Suits & Visors
Suits:
Power Suit: Basic armored suit, a useful platform for various upgrades. Lacking usual level of armor due to recent events.

Visors:
Combat Visor:
Default visor oriented toward minimal distraction and a clear field of vision.
Scan Visor: Specialized visor to analyze creatures and machinery, interact with electronics, or read logs and messages.
Beams
Beam Types
Power Beam:
Built-in beam weapon that fires small energy pellets. Weak in comparison to other Chozo technology, but powerful by nearly any other measure.

Beam Upgrades
N/A
Morph Ball
Mobility
Morph Ball: Alternate form for the Powersuit, allowing traversal of smaller spaces.

Bombs
N/A
Missiles
Missiles
N/A
Additional Modules
Grapple
N/A

Boots
N/A
Expansions
Energy
N/A
?????
?????
N/A
Health: Below Average
Energy: 99/99
 
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Background: Timeline/Suit Overview
Metroid/Zero Mission
-Samus raids a Space Pirate fortress on Zebes to put an end to their research into using Metroids as bioweapons.

Metroid Prime
-Samus discovers a group of surviving Space Pirates on Tallon IV, who are experimenting with additional Metroids and a hazardous substance called Phazon, eventually fighting the Phazon-empowered Metroid Prime.

Metroid Prime: Hunters
-Samus and a number of other Bounty Hunters are summoned to a different corner of the galaxy, discovering ruins of another ancient race called the Alimbics, and an evil entity seeking to free itself.

Metroid Prime 2: Echoes
-Samus helps a friendly alien race, the Luminoth, on planet Aether, which has been split between a light dimension and a parallel dark dimension, and encounters Dark Samus, an evolution of the Metroid Prime taking on her form.

Metroid Prime 3: Corruption
-After Dark Samus infects Samus and several other Hunters with Phazon, she travels to several different worlds in search of a way to stop the growing Phazon corruption, eventually discovering the living planet Phaaze - and destroying it.

Metroid Prime: Federation Force
-A squad of Federation soldiers works in loose conjunction with Samus to stop a Space Pirate plot involving size-shifting technology.

Metroid 2/AM2R
-Samus arrives on remote planet SR388, the Metroids' place of origin, sent to exterminate them all. She discovers they were created by the Chozo, and that they're evolving in unexpected ways, but after defeating the queen, spares a hatchling that imprinted on her.

Super Metroid (Metroid 3)
-Samus turns over the hatchling to the Federation to study, but it is quickly stolen by the Space Pirates. Returning to Zebes, Samus finds that their experiments have bolstered it into the deadly Super Metroid, but recognizing her, the hatchling sacrifices itself to save Samus's life.

Metroid Fusion (Metroid 4)
-As a result of the Metroid extinction, a new creature called the X Parasite re-emerges, costing Samus her gunship, armor, and nearly her life. While dealing with this new threat, Samus also uncovers a conspiracy within the Federation using more surviving Metroids, and discovers an AI based on the mind of her deceased mentor Adam.

Samus's Zero Suit serves several roles. When she has her Power Suit activated, it's a mental conduit and a regulatory life-support unit; when that is deactivated, it becomes a last line of defense in its own right, though in a different way than the armor. While it doesn't offer much in the way of hard protection, being arguably flimsier than the average Federation Trooper's cheaply-made outer armor, the Zero Suit instead offers offensive capabilities of its own, and a vast array of stealth and mobility-oriented features.

As far as comfort is concerned, it has a couple of main features. It is laced with multitudes of small coolant tubes to protect her from extremely hot environments and keep her from overheating in her armor. Additionally, the material the suit is made from is electroactive, loosening up or contracting with the tiniest of electric currents; controlled by mental commands, Samus can adjust each section to her needs depending on the situation.

For the sake of stealth, the suit has a limited but useful ability to dim the glow of the Chozo symbols and change its overall color; while not the most detailed of camouflage systems, it is still powerfully effective when used correctly. A retractable hood and breathing mask are built into the suit's neck, able to easily be pulled over Samus's head for extra concealment. In addition, the suit's surfaces are all carefully designed to limit noise; even the rubberized padding to impact-taking joints (knees, elbows, shoulders, etc.) has been treated to avoid making noise.

Mobility in this mode is not only freed up but slightly enhanced, with small but powerful motors positioned along her limbs to provide a boost to her reflexes, (and a bit more bite to already-strong kicks and punches) while gripping pads on her soles and palms allow for plenty of speed on even the most slippery of surfaces. The boots in particular are equipped with shock-absorbing heel spurs for long falls.

Finally, though lacking access to her morph ball bombs or cannon, Samus still has a respectable array of combat options in this mode, some of which she added herself over the years. The most recent additions are a pair of bladed knuckle dusters that can be swung out of the way or over her fists, and a pair of pointed steel-toe protectors for her boots that can similarly be brought up to serve as shin-guards. But her mainstays of course are the Concussion-Blast Pistol (an upgrade of her old Paralyzer) and combat knife, holstered and sheathed respectively on each side.

But of course, Samus's greatest weapon is her relentless determination and ingenuity, and without the armor to weigh her down, this comes through in full force. Her unobtrusive utility belt contains a variety of smaller, far more mundane tools that allow her to make full use of her environment, crafting tools and weapons, laying traps, and slipping away to avoid detection afterward. Samus in her armor is a powerhouse and an explorer; when reduced to the Zero Suit she is a survivor and escape artist, and the Space Pirates have learned to almost fear her more in this mode, as she becomes difficult to root out and impossible to predict. Like a feral creature, when Samus is backed into a corner, she only becomes all the more vicious.
Where the Zero Suit helps Samus to survive, however, the Power Suit helps her thrive. Along with the extra armor it offers, the modular design allows access to a wide variety of upgrades and augmentations, to both enhance its physical capabilities and access a veritable arsenal of unique weaponry that the Chozo developed. An additional feature is the Morph Ball, where the armor reconfigures into a condensed sphere shape to access hard-to-reach areas. Though mostly mechanical, the suit does (as with most Chozo technology) include some organic elements, rendering it somewhat vulnerable to corruptive influences like Phazon.

One of the most interesting features of the suit is that it can be summoned or dismissed at will. While many federation scientists attempting to replicate the technology have speculated it is made of 'hard light' and requires constant concentration from Samus to maintain its presence (a theory she's made no attempt to correct, in the name of obfuscation) the truth is somewhat different. The suit is in fact quite physical, with the summoning process being more akin to teleportation, though even she isn't entirely certain where it goes when not in use. While concentration is required for summoning and dismissal, once present she doesn't need to divide her focus as many believe; the theory originally caught on due to the existence of an emergency feature whereby the suit would automatically vanish if it takes too much damage, or other specific conditions occur.

The Morph Ball is another baffling element of its capabilities. Reconfiguring into a metal sphere housing an amorphous cloud of energy, the Morph Ball allows access through narrow passages and pipeways, and with certain upgrades can climb rails and walls, and drop timed charges in its wake. Though slow to accelerate, it can reach impressive speeds, particularly in contrast to the rather heavy suit's normal form.

The arm cannon is a highly versatile tool; while a standard Power Beam is built into the structure, additional upgrades allow for both different beam types, and modifications to the way it fires. In addition, it can fire missiles independently of the various beam weapons, with their own unique variants, though that is limited by ammunition. The suit itself can be modified for different terrain, with upgrades to the armor to allow for high-pressure or zero-gravity environments, and extreme heat or cold, plus mobility enhancements to the boots and gauntlet. The helmet's visor is even modular, with various addons like X-Ray or Thermal vision, and a helpful scanning function that analyzes anything of interest Samus may encounter.

However, the suit has undergone some recent changes. After her initial infection by an X-Parasite, the Federation had to remove her outer armor to administer the Metroid-derived vaccine; this process left the suit much lighter and faster, but at the cost of less defensive capability, as the organic middle layer was now mostly exposed. Fortunately, the suit was partially restored later, as an X-Parasite mimicking the suit's original functionality, the SA-X, was absorbed by Samus, creating a new layer of lightweight armor in place of the original. While still on the fragile side, it does provide at least a respectable level of defense while permitting greater movement and agility on Samus' part.

You'll notice the absence of Other M in the timeline, for hopefully obvious reasons. AI Adam will be a distinctly different sort of character than the hardass jerk portrayed in that game. Also, I'm going with the AM2R version of Metroid 2's events, but I will probably be using some elements from Samus Returns in a somewhat different context.

It does somewhat bother me how helpless Samus is portrayed as being in the Zero Suit, so I made some modifications to its functionality and role to somewhat rectify that, and some of this may actually come into play in the quest; what would normally be a Game Over/death scenario instead just means falling back on that for a while. I hope nobody minds this change too much.
 
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Intro: Adrift
The reflection in the gunship's window is an unnerving one. Your veins are showing through your skin in a shade of purplish-blue like a developing bruise; they glow faintly, and occasionally pulse in a slow rolling motion that subtly pushes the infection deeper and deeper into your capillaries. Your left eye feels tight, the pupil being pushed unevenly by the iris in ways it wasn't meant to; your vision is noticeably sharper as a result, but it feels like it could burst from the pressure at any moment. Your skin is changing too, healthy peach turned pale and unhealthy, and taking on a strangely metallic sheen, while your blonde hair is shifting to a faintly greenish tint at the edges. Your jaw can't quite close right, teeth growing at an accelerated but uneven rate, the flat molars developing sharp points while your canines are elongating further. Your nose even looks wrong, like it's caught between trying to sink away into your face and simultaneously jut further forward.

The sight should really be making you sick, but you've been through too much already to lose your composure so easily. These changes and the chronic pains that have accompanied them do, however, have you worried and afraid. You feel like you're burning up inside like a pit of molten iron rests in your chest, yet also cold and empty, shivering no matter how high you set the gunship's internal temperature. Everything is screaming, your nervous system receiving a constant feedback of stinging and aching that you have almost become numb to, but then a new agony comes to remind you of the seeping death within you.

Closing your eyes, you remind yourself of something else: You've faced down death before.

"Scans have just picked up something new." Adam says, interrupting your thoughts. "It… yes, confirmed; it's another ship."

You let out a small breath of air, tension releasing for a brief blissful moment, before redoubling just as quickly. "Who?" You demand, sitting upright and gripping the controls in preparation.

"Hang on, pinging for IFF. It's… it's not responding." Your hands clench tighter. "Given the trajectory, it will be in visual range in approximately five minutes. Should we turn around?" You shake your head. No need to jump to conclusions just yet; better to see just who it is first - and even if the ship turns out to be hostile, it's not like you can get very far anyway.

After the loss of your old gunship, the Federation had lent you a new one so as to carry out your mission on the Biologic Space Laboratories station. What they had neglected to mention, however, was the engines had only been filled with enough Fuel Gel for two inter-system jumps, putting you on a frustratingly short leash. With the imminent destruction of the station and the planet SR-388 it orbited, concerns like fuel consumption or navigation had been the last thing on your mind as you sent the gunship rocketing away as fast and far away as possible.

Unfortunately, that left you in the middle of an empty void, with no way to quickly reach civilization again, aside from your weaker maneuvering thrusters and what little fuel gel remained for intraspace transport. So you'd aimed for the nearest star system, set the gunship going as fast as it could, and resigned yourself to a long, slow wait as your momentum carried you back toward civilization. And then of course, just to add insult to injury, the first traces of the growing infection caused by the SA-X began making themselves known. It's been a week since the incident now, and you've been caught between despair, determination, and pure boredom - all rendered meaningless by the lack of transport.

"We're within visual range now." Adam reports, and the view out the font window suddenly magnifies. At first you can't really pick anything out; just a faintest dot of dark grey amid the unending darkness, but as you creep closer it resolves into a long, narrow rectangle with the far end rounded into an oval. Your eyes widen in recognition, and Adam confirms; "It's a freighter, Chimera-class."

You bite your lip. It's Federation, sure, but something doesn't seem right. Why would they be all the way out here? "Try contacting them again."

A little light on your controls flashes momentarily, before blinking out again. You wait for several long, tense moments. "...No response."

Letting out a low sigh of frustration, you lean forward, easing the thrusters back to life as you accelerate toward it. "Scan for lifeforms, and any signs of damage." You're close enough now that the magnification is no longer needed, and the view returns to normal. Now you can see the ship in full, and the name GFS Osiris stamped across the side. A scanning-line sweeps across the ship, highlighting the tattered rear engines, and a sizable hole in one side, but nothing else.

"You're going in?" Adam asks, though what little tone can be made out from the synthesized voice doesn't sound like he's challenging the decision.

"Is there a choice?" You simply respond. Regardless of the ship's condition, you desperately need any supplies that can be scavenged. Aside from that, this situation warrants investigation.

With some reverse thrust to slow your momentum, you begin maneuvering the gunship around, finally finding an opening - the rear hangar bay is open, and with only some slight nudging, you're able to ease your way inside. You let Adam take care of docking procedures, while stepping back from the cockpit. With a final glance at your warped reflection, you close your eyes and apply the slightest mental pressure; when you open them again, it's to see the familiar visor and HUD of your powersuit at the edges of your vision. The weight is still less than you're used to, but strangely comforting all the same.

Power Suit
Combat Visor
Scan Visor
Power Beam
Morph Ball

(Be sure to check the informational threadmarks if you need more detail on each)

Health: Below Average
Energy: 99/99

When you'd first discovered the consequences of absorbing the SA-X, you'd immediately forced the suit into a hard reset, dumping all of the upgrades derived from absorbed X-Parasites, but doing so failed to slow the infection any. It was a sharp morale blow, and you couldn't help but curse the short-sighted action that cost you many useful abilities.

To your pleasant surprise, however, a few days into the drift you stumbled upon legitimate Chozo-built morph ball and scan visor upgrades concealed in a storage alcove within the gunship. Adam had no knowledge of where they'd come from, but you don't intend to take this silver lining for granted, as you descend through the floor hatch into unfamiliar territory.

"Mission begin."
 
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Osiris Rear Hangar Bay


As you step outside the gunship, the first thing you notice is the wreckage of another small ship in the docking cradle just beside yours. You couldn't even begin to identify what class it was, given how little remains. Artificial gravity seems to be intact, at least, though the floor is left strewn with chunks of metal as a result.

The hangar as a whole is fairly roomy and overlooked by a huge observation window, with a raised landing pad below for any craft that may be incompatible with the four docking cradles above. A lift connects the lower floor to the catwalk ringing the area, and there is a single door beside the window.

[] Write-In

---

(A/N: I'll probably be leaving votes fairly open-ended for the most part; I assume you all know what you can do; scan, move, shoot, etc. so I'll leave it to you to decide how to go about things. This may change if I feel the need to develop a more concrete system, but for the time being this is how it'll be.)
 
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Osiris Rear Hangar Bay & Rear Hall




Picking your way among the wreckage, you make your way around the high platform to get a closer look at what remains of the ship, and turn on your scan visor.

Bayonet-Class Fighter

An old, outdated model of fighter, since replaced by the Stiletto-Class, these ships have been repurposed as escorts for civilian freighters traveling through dangerous territory.

This one seems to have been hit by a concentrated barrage of missiles to a weak spot, causing it to explode from the inside out.

From there, you head for the lift, forced to take a rather circuitous route and cross over the platform to avoid all the sharp debris littered around the place. When the fighter blew up, it must have been downright catastrophic to leave this much of a mess. But finally, you're able to reach the lift, and take it to the upper walkway.

Unfortunately, you can't glean much more from up here; the hangar is as dark and silent above as it is below. The only light comes from the large windows, but the glass seems to be one-way, your view of the interior blurred too much to make anything out. With a shrug, you move on, shooting the door's blast shield to pass through.



On the other side is a tiny airlock with cold indirect lighting; the kind that's always somewhat made your skin crawl. Waiting with no small degree of impatience as it repressurizes, you're finally spit out the other side into a wider hallway. To your left it forks, and to your right, it widens slightly before ending quite abruptly in a huge bulkhead door. The soft blue glow of other doorways' blast-shields cuts through the near pitch-black in here, though the two nearest to the bulkhead door are blocked by extra security devices.

[] Scan
-[] Write-In
(You can pick multiple items to scan)
[] Move
-[] Write-In
(You may choose one door to enter)
[] Other
-[] Write-In
(Take any miscellaneous action)
 
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Osiris Rear Hall & Rear Cargo Bay


You decide to examine the bulkhead doors, scanning the smaller one first.

Upper Level Lift Access

Bulkhead doors are standard in dividing major sections of the ship, to prevent loss of atmosphere in case of a vacuum breach.

This door has been locked down by emergency protocol. It can only be re-opened from the bridge or security station.

Turning to the right, you give the same treatment to the larger door.

Engineering Access

This door has been locked down by emergency protocol. It can only be re-opened from the bridge or security station.

Well, isn't that helpful. With a sigh, you look to the three accessible doorways; for a moment you're tempted to head to the left, but in the name of efficiency, instead take the nearer one just across from you.



After traversing another airlock, you step out into a space very similar to the hangar, though the docking cradles and platform are noticeably absent here. Instead, the room is piled high with crates and containers in all sizes. You do notice something out of place, near the closed main doors on the far end. Taking the lift down again, you make your way among the stacks to find a collection of smaller metal crates and a couple of forklifts circled up in a defensive position. A tripod in the center holds what you assume must have been a mounted gun of some sort, though it's melted to slag in the stand.

There are no bodies.

[][Scan] Write-In
[][Move] Write-In
[][Other] Write-In




(Let's try a task system for this? Still trying to work out the best way to set up the votes here, so sorry if this is a bit inconsistent from update-to-update)
 
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Osiris Rear Cargo Bay & Computer Core


Stepping closer, you give the area a more thorough sweep, scanning everything that could be of relevance.

Portable Missile Launcher

A Federation weapon; though it bears enough resemblance to the Chozo equivalent to be integrated into the Powersuit as an upgrade, it was developed independently during the earliest days of the Space Pirate conflicts.

This unit is unusable, appearing to have expended all ammunition, and been destroyed by some variety of plasma-based weaponry in a high-intensity focused burst.

Expended all ammunition? Turning to where the launcher was presumably aimed, you look for any impacts or even blast marks, but there's no sign of battle. You stride in that direction, though, sweeping the crates and floor for any hints. You're nearly at the lift again when you find something - a pair of missiles are just lying on the ground. One has the cone blunted in from impact, and is facing the wrong direction; like it just bounced off of something when it hit instead of detonating. The other is further along and still aiming the right way, but is sliced cleanly through, sparking slightly.

This is new, and you don't like it. With a frown on your face and a sense of foreboding in your heart, you turn instead to the crates, wondering if there's anything within that would provoke conflict. Though you lack certain visors that would allow you to see the contents for yourself, you should at least be able to decipher the RFID tags built into the containers themselves.

Shipping Manifest #GK-983512062

Route: NA-22 [Eklektra] to FB-19 [Roanoke]
Federation Botanical Exchange Program
Botanical Specimen #Y-CA-INO
Sealed Atmosphere: Do not open in incompatible environment. Specifications for transfer attached separately.

Shipping Manifest #GK-983512085

Route: NA-22 [Eklektra] to FB-19 [Roanoke]
Federation Botanical Exchange Program
Botanical Specimen #Y-ND-L4C
Sealed Atmosphere: Do not open in incompatible environment. Specifications for transfer attached separately.

Returning to the turret, you check another container just to be sure.

Shipping Manifest #GK-983512574

Route: NA-22 [Eklektra] to FB-19 [Roanoke]
Federation Botanical Exchange Program
Fungus Specimen #Y-CO-711
Sealed Atmosphere: Do not open in incompatible environment. Specifications for transfer attached separately.

Plants. It's all... plants. A small, paranoid part of your brain suggests the manifests could be wrong, though, so you decide to make sure. There's a smaller crate off to the side, and you decide to use it to test; shooting the lock off and prying it open, you find... some sort of spiky alien bush, planted in a thin layer of tan-colored dirt. Purple vapors drift out of the container, and the bush slowly wilts in the vacuum. Okay, point taken. You let unfounded suspicion get the better of you; you'll save the paranoia for when it's more warranted.

Either way, it doesn't seem like there's much else to see here; not so much as scuff marks to tell you where anyone went. With a final look around, you make your way back up to the upper floor, and return to the hallway. The locked doors are still locked, but the ones on the forked side beckon. Taking the one to the left, you enter a new space.



It's a smaller room, with two doors leading back to the hallway, and a single entryway on the other end. A wide pillar dominates the center, with a convoluted array of circuitry, blinking lights, and cable inputs on all sides. Several terminals line the walls, and several are active, screens lit like someone simply stepped away for a moment in the middle of whatever they were doing. Possibly the most unnerving part, you notice as you round the pillar, is the bulkhead door standing in your way. Whereas the computer systems appear all perfectly intact and preserved, the door looks like it's been wrenched forcefully apart, visible indents on the inside edges where the perpetrator must have gripped the metal. The opening it leaves is too narrow for you to pass through in your armor, but with the angle the doors have been forced into, it's somewhat wider near the bottom.

[] Write-In
 
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Osiris Computer Core & Central Hall


Looking over the terminals first, you begin scanning the active ones in hopes of finding some clues.

Computer Core Terminal B
Last Accessed 12.5 Standard Hours Ago by Desta

Memo to Captain
Am I the only one who has a bad feeling about the escort ship taking off without us? I know we still have our Bayonet, and Felix is no slouch in that thing, but she's just one human in a dinky outdated fighter. We're on the edge of Pirate space, so why is the Heimdall chasing after stray distress beacons and leaving us out here on our own? Don't get me wrong, if someone's in trouble then they definitely need help from somewhere, but shouldn't we be calling up a bounty hunter to do it, or at least diverting our own course to stay with the Heimdall? I hope I'm wrong, but I've seen enough holofilms to recognize a dangerous scenario when I see one.

Glancing at the wrenched-open doorway, you have to admit that they certainly had a point. Still, this doesn't strike you as a normal Pirate attack - they'd be leaving behind far more bodies, for one.

Computer Core Terminal C
Last Accessed 5 Standard Hours Ago by Guest

Archives: Advertisement/Chimera-Class Freighter
Fresh off the assembly lines, the Chimera-Class is a whole new brand of freighter! While it lacks Jump capability to avoid disturbing fragile cargo, the sublight engines are the most powerful model yet, cutting down several-month-long trips into only a few weeks!* Yet despite this new speed, just as much care has been put into ensuring the maximum comfort and safety of its fourteen-member crew, with an expanded quarters and lounge area in the center of the ship, and the addition of a Botanical Garden on the third level. Nervous about those pesky Space Pirates stealing your stuff? This ship boasts six whole turret cannons controlled from the weapons room, also on the third level, and comes with a complementary Bayonet-Class Fighter Escort. But don't think we've forgotten what the ship is for! The entire first level** is dedicated to cargo, with pressurized holds and large airlocks connected to the Starboard-side loading bays. Each shipment is sure to bring everything a colony could need or want!

*(Provided the systems it travels between are in near-enough proximity)
**(Aside from the water reservoir in the bow, the engineering room in the stern, and the hangars on the port side)

Rolling your eyes at the overly-peppy tone, you move on.

Computer Core Terminal E
Last Accessed 9.5 Standard Hours Ago by Fleuf Haern

Memo to Captain
May I ask for additional assistance in laying out supplies in the central cargo area? If the number of guests we'll be recieving is accurate, I will have no room to treat all of them in my office, so I'll need to set up a makeshift medical wing elsewhere. Desta is of course a dear, but I need more help to set everything up in time to receive them. I understand Felix and Rodrigo are on alert, but if T'Joff and Callum aren't too busy, perhaps?

Computer Core Terminal F
Last Accessed 1.5 Standard Days Ago by Vinh Lành Lê

Memo to Doctor
I have concerns about the exchange on Eklektra. Please come speak to me in private.

Memo to First Mate
Shouldn't Aroha be more qualified to consult on this subject, if you feel the cargo is dangerous? She is our resident botanist, after all.

Memo to Doctor
It's not about the damn plants. Just come see me already.

Biting back frustration at the vagueness of the exchange, you instead turn to one of the deactivated terminals. Should you call up Adam and share what you've learned so far? No, you decide; you want to keep looking a bit longer before checking in with him. There's still too many missing pieces here. To that end, you roll forward, smoothly shifting into Morph Ball -and the strange out-of-body experience that comes with it- and squeeze your way through the narrow gap in the ruined door. Immediately standing upright again, you examine your new surroundings.



You're in a more straightforward hallway than the last, with a junction in the middle, and another bulkhead door on the far end. Windows on either side look out into other rooms, but with the lights all off, you can't pick out any details. The crossing hall, however, ends on either side in three doors each. Two are glowing purple to indicate privacy locks - but being marked as lavatories, you doubt they'd hold much of value for you. A third, marked as the medical wing, is once again blocked by a security device. The three that remain appear to be for the kitchen, and port and starboard side common rooms.

[] Go through the port-side door
[] Go through the starboard door
[] Write-In
 
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