Just as everything had gone well you were plunged right back into danger with whatever just awoke within you. Typical, but at least it's a threat you can still hold off for now. You'll need to do something to dispose of it before it escapes containment, but of the plans you've come up with in your mind all will be dangerous in some capacity.
Other than that the raging war on Vareena III and your possible saboteurs definitely warrants your attention. Finding out the roots of the conflict or potentially trying to intervene to stop it would likely make for a memorable entrance, but you might want to be careful with how you present yourself to these civilizations. They may very well try and unify against you if you appear threatening and while they're nowhere near the technological level needed to actually harm you, they might become annoying thorns in your side.
On the point of the saboteurs you still have no confirmation whether or not they actually exist. Essentially all sensors within your core were offline prior to your current situation and you'd need to directly investigate the population or specific figures to see if this was intentional action or potentially just a freak accident.
Exploring the system further is likely to be wise, especially if you might be able to use those anti-psykers to help with your current situation. It might be a longshot, but this warp entity that has settled itself in your core terrifies you in a way you had not yet experienced prior to this.
At least the refugees are not your burden to manage currently, and if settled will be out of the way for the war you're preparing to wage inside of your hull. Maximilian seems to be holding his own managing them, but until they can provide for themselves you'll still be running a fair portion of your systems to support them.
Ceriox seems to be the only real commander of soldiers amongst your ranks, which is a worrisome situation, but still much nicer than it would be if he wasn't here. Hopefully if you need him to lead your androids to victory in combat he won't ruin your internals in the process.
Sister Amara still seems quite unsettled from her work in your core, and you generally think it might be wise to avoid sending her in to help with the entity if you can avoid it. Constant exhaustion makes for a poor commander, and she would be much better suited to administration or research for now.
Sila seems to be quite enjoying her time on Vareena III and seems to have the spirit of an explorer. Despite how much the crew dislikes her you've had little reason to foster any ill will towards her yet, and you hope that things stay that way.
Overall, your situation has become dire this year, but you at least have some of the resources needed to undertake actions to reverse that trend. No longer do you have to scrap various bits and pieces of your hull just to keep some specific internal component functional for the next century.
Actions:
PR-01: 3
Ceriox: 1
Maximilian: 1
Sila: 1
Sister Amara: 1
Capital: 19
Martial:
Continue exploring Vareena III: While Sila has explored most of Vareena III some secrets remain yet uncovered. However with war ongoing and any remaining secrets likely hidden under the sea or on the ground any further exploration will need to be done very carefully.
DC 75
Used Techs: Social Science, Xenology
Effects: Locates remaining populations on this planet and features of note.
Explore Vareena IV: Vareena IV is both the most earth-like of the planets in this system and the most mysterious of them all. With the research base located and most of the other military infrastructure located with it, all that really remains is to find the planet's natives and whatever other natural secrets this planet holds. Given the information you have learned from the station's records this planet likely has anti-psykers within its populations.
DC 50
Used Techs: Social Science, Xenology
Effects: Locates surviving populations on this planet and features of note. Critical success will find all possible populations and features.
Explore the Research Base: While you know very little about Vareena IV you've got the exact location of the psionics research base available to you and yours, along with security clearance to hopefully gain access. You don't really know what awaits you within, but it's sure to be interesting in the very least.
DC 80
Used Techs: Psionics, Xenology
Effects: Explores the research base. May unlock new actions, new traits, grant additional stages of research to psionics or grant new heroes or units.
Explore Vareena V: Vareena V meanwhile was only partially habitable during the days of the Confederation. Terraformed to make way for yet more prisoners its inhabitants are more than likely entirely alien, and of the most violent sorts as well. Being a superplanet its gravity is quite strong and those who might yet live here are sure to be fierce.
DC 70
Used Techs: Xenology
Effects: Locates surviving populations on this planet and features of note. Critical success will find all possible populations and features.
Form an Android Regiment: While most of the military equipment left in your hull is old and has largely been untended for multiple millenia, a fair portion of it still works. Should you need soldiers you can temporarily draft your robotic servants as decent-ish infantry.
DC 80
Used Techs: Weaponry, AI.
Effects: Converts your servants into a temporary infantry unit for this turn. Will debuff PR-01 by -10 on all actions this turn.
Eject your Core: While it'd be costly and unrecoverable the easiest way for you to survive this incursion would be to simply carve out the entire section of your hull that is being affected and to then bombard that hunk of material with your weaponry until its destroyed at a molecular level. This will be extremely expensive in material and will leave you even more damaged but it will limit any corruption to an absolute minimum. Given the multiple kilometer long area that needs to be ejected and the damage to numerous hallways, vents, conveyor systems and your super-structure you'll need to commit to direct and sloppy repairs immediately if you don't want to crack in two.
DC 50
Used Techs: Materials Science
Requirements: 10 capital required to repair extreme damage inflicted by ejection. If not done this turn will cause contested rolls between the entity and PR-01 to keep their hold on the ship.
Effects: Will purge the presence through very blunt means. Will take 3 wounds worth of damage. Will gain no other benefits.
Purge the databases: Much more dangerous of an option would be to commit to purging the area with force of arms. A fair portion of the weaponry and armor of your former crew is still in storage and could be used to equip your androids or any others that you can recruit to this operation. They'd likely suffer a serious amount of casualties fighting whatever is inside your core now, but they'd likely be able to reduce it to purified rubble without compromising your hull integrity.
DC 100
Used Techs: AI, Weapons
Requirements: If not done this turn will cause contested rolls between the entity and PR-01 to keep their hold on the ship. Requires an infantry military unit to be deployed alongside your heroes.
Effects: Will purge the presence through military means. ??? effects otherwise.
Diplomacy:
Begin First Contact: You have direct evidence of human and alien life in this system. It is high time to make your introductions and find out what these people are like. Trade and diplomacy are key to the establishment of civilization in this frontier.
DC 50
Used Techs: Social Science, Xenology if applicable
Requirements: Must be done during or after a planet is explored. May apply to multiple planets or civilizations at a time, but must have a hero assigned per civilization or planet.
Effects: Will attempt to begin first contact with either of the Two blocs encountered on Vareena III or any civilizations encountered during this turn.
Rationalize the Council: For now the council consists of you, the leaders of the factions and their deputies. This has made organizing the refugees immensely easier. However, as it stands the deputies are little more than yesmen for their leaders. You should take this opportunity to search for other qualified people to fit these seats who aren't their lackeys. The natives of this system may very well make for a useful counter balance if you can hire them to your cause.
DC 70
Used Techs: Social Science, Xenology if applicable
Requirements: Must be done during or after a planet is explored and its populations contacted. May apply to multiple planets or civilizations at a time, but must have a hero assigned per civilization or planet.
Effects: Will attempt to search for Heroes in whatever populations you have met. Write In where you want to source new recruits. DC significantly increased if the refugee population was chosen.
Establish Ministry Foundations: The work of government has only just begun and already the government is overstretched. Even with you handling much of the actual work of sustaining food supplies and water, a few councilors simply cannot handle the demands of a hundred thousand people. You must work to establish the basics of a civil service to keep things in order, though it isn't quite an urgent affair.
DC 70
Used Techs: Social Science
Requirements: Must have settled the Population during the same turn as this is taken or before.
Effects: Allows you to use "Establish Ministry actions" which will grant extra assignable APT in a specific category of actions and which will establish a functional bureaucratic civil service in that field.
Influence the Population: Your crew of refugees are for the moment directionless. Having lost all that they once held dear they haven't a clue where or how they will end up. Give them direction in this time of turmoil and they will follow, lost as they are.
DC 50
Used Techs: Social Science, Xenology
Effects: May influence the refugee population in a specific direction. Write in for the specifics.
Stewardship:
Settle the Refugees: With a habitable zone found on Vareena III the time for settlement is upon you. Few refugees want to stay stuck in a starship for the rest of their lives, and the psychic roar has reinforced their position. Being frontier colonists will be tough, but at least food and water will be far easier to supply.
DC 80
Used Techs: Social Science, Infrastructure.
Requirements: 5 Capital. Must be done this turn to prevent famine as your resources are stretched too thin. Must be done during or after a planet is explored.
Effects: Will settle the refugees into new settlements and make them economically profitable. Will unlock actions to create human and alien units and infrastructure.
Retrofit the Vega: The Vega is a fairly modern ship all things considered. Capable of using both machine guided or psionically guided navigational systems alongside modern sublight engines it could become a fast and effective military ship. However, it needs to have significant retrofitting to properly function and will cost quite a bit of material to do so. Much less than building a ship from nothing though.
DC 100
Used Techs: Weaponry, Armor
Requirements: 10 Capital, HCS Vega.
Effects: Will create a Frigate Class Unit with tech level equal to average of techs used.
Harvest the Vega: While the Vega is a rather fine ship, it's also somewhat redundant with your capabilities. Given its large size and advanced equipment you'd be able to restore a significant amount of your systems to full capability with its internals. While the thickness of its hull is much lower than yours any remaining hunks of metal should still prove capable of being reworked with your onboard STC system into the sections you need. It won't fix all of your issues but something is better than nothing.
DC 50
Used Techs: Voidcraft, Industry
Requirements: HCS Vega.
Effects: Will provide 30 Capital. Will repair two wounds on PR-01.
Repair the Drydock: The drydock you've carried within a number of your hangers is in rough condition. Blown up at the very start of the civil conflicts that erupted before you left, it will need extensive repairs to its superstructure. The delicate parts are at least intact and copying over STC's from your main core to it should be easy. Most of what it's capable of producing with its current STC designs are inferior civilian grade ships compared to your scattered files, but may be useful for analysis.
DC 100
Used Techs: Voidcraft, Infrastructure
Requirements: 20 Capital, Drydock.
Effects: Will create a new piece of infrastructure. Unlocks actions to create spaceborne units in the drydock. Unlocks actions to expand the drydock into a full shipyard. Unlocks actions to repair PR-01.
Scrap the Drydock: While potentially useful, the sheer amount of resources held within the drydock are tempting to reuse. Stripping down its STC system for parts could be exceptionally useful in replacing the parts of your own system that are wearing out, but would also remove your only redundant STC that isn't inside you. It's risky but the sheer amount of materials it has on hand is not to be underestimated.
DC 80
Used Techs: Infrastructure, Industry
Requirements: Drydock
Effects: Will provide 50 Capital. Will repair four wounds on PR-01
Begin Asteroid Mining: While you don't have the infrastructure to autonomously extract resources, moving asteroids into your hangers and processing them into their constituent materials through your STC systems is a rather simple and well practiced affair for you. It's certainly inefficient compared to simply producing them on a planet or moon, but it's all you can do at the moment to produce useful industrial supplies.
DC 50
Used Techs: Materials Science
Effects: Produces 2d8 capital. Criticals will double the number of dice rolled. May be done multiple times.
Repair your Warp Drive: When the great storms began you were thankfully exiting the warp. Despite this you only barely escaped and were severely damaged as you did so. A few thousand years more of flight at sunlight speeds allowed you to survive and repair somewhat, but you'll need to fully repair your drive if you want to travel to other systems again.
DC 60
Used Techs: Warp Manipulation
Requirements: 5 Capital
Effects: Allows you to use travel actions.
Begin orbital constructions: Vareena is sadly undeveloped in its orbital assets. While the destroyed stations in its solar orbit existed until you scrapped them, it's clear that all of the infrastructure around the planets fell into their atmosphere thousands of years ago. This crucial equipment must be rebuilt if you are to begin using these worlds in any capacity. With their moons being uninhabitable you have a close source of basic materials that these stations will be able to process and plenty of jobs for your refugees to begin doing.
DC 90
Used Techs: Infrastructure, Industry
Requirements: 10 Capital
Effects: Will create a new piece of infrastructure that produces 5 Capital per turn. Lessens need to settle refugees for another turn.
Build more Stone Class Intelligences: While the Stone class androids are in general inferior in mental capabilities to other classes of AI intelligences or humans, they are very useful. You have far less operating within you at the moment than you did when you first set out and their presence is greatly missed.
DC 90
Used Techs: AI, Industry
Requirements: 5 Capital
Effects: Will increase the number of operating Stone Class AI androids within you by about 50k per action. Will unlock the ability for PR-01 to engage in ground based actions at a severe penalty. Penalty will be reduced and actions gained as you reach 150k, 300k, 500k androids onboard.
Rebuild onboard sensors: While most of your sensors are still functional, a number of your onboard sensors have had to be cannibalized for parts over the years outside of your core systems. Rebuilding them is of relative priority to ensure your crew isn't up to no good and to make sure you have a proper understanding of what's going on inside of you. Given your massive size it's going to be arduous work but best to have it be done before you fight Orks or other vermin which could infest your less trafficked hallways and rooms.
DC 100
Used Techs: AI, Industry
Requirements: 15 Capital
Effects: Will re-enable your sensors. Unlocks a free action each turn that may be used to surveil, interact with or influence a population within you.
Learning:
Begin the reconstruction of the Noosphere: While some during your era dubbed the creation of the Noosphere to date back to the ancient internet of the 3rd millennium, its existence as a galaxy wide communication network only came into force by the 21st millennium as warp beacons made the transit of information over faster than light methods possible and relatively safe, albeit with quite low bandwidth. With the beacon's short shelf life the old noosphere is more than likely long, long dead but you have the exact infrastructure needed to start building it again. For now it's only likely to be effective within this system but as you explore it should grow alongside your beacon network.
DC 120 (200 for heroes other than PR-01 or who lack a scientist trait.)
Used Techs: Infrastructure, Warp Manipulation
Effects: Allows direct communication between visited systems. Upgrades warp beacon artifact to grant further bonuses.
Research Technology: While most of your memories and the most complicated of your STC files are still locked down in quarantine, you've got thousands of scattered STC blueprints and other data files that you could spend time fixing, ranging from complex variants of weaponry that you yourself do not have installed, to the scattered works of humanities thoughts on politics, to the various sorts of analysis on alien phenomena that you once would have documented before your reset.
DC 40 + the next tech level x 10
Used Techs: Whichever chosen
Effect: Begins researching a tech category of your choice. Will advance tech in that category by two stages if critically successful.
Observe the Warp: The warp is a bizarre and little understood realm. While you know its general use as a secondary dimension to surpass the limits of lightspeed, exactly how it functions is lost to you. You know that some can manipulate it, though humans have little capability to do so, but otherwise it seems like a hostile dimension full of eldritch horrors. Surely there is more to be understood about it and its denizens and through the scouring of your documents and slightly dangerous work with warp portals that desire can be made a reality.
DC 90
Used Techs: Psionics, Warp Manipulation
Effects: You will understand the dangers of the warp better. Will increase psionics research stages by 2.
Observe Sila's capabilities: Sila is the very first human psyker you have observed with your rather limited memories. If you are to help her train and control these bizarre warp powers you must first understand how they work and prepare facilities for their use. With her help you will understand how psionic individuals work and what dangers they might present.
DC 70
Used Techs: Psionics
Requirements: Sila and PR-01 must be alive. Must use both Sila and PR-01 on this action.
Effects: Reveals Sila's psyker grade and what capabilities she has as a psyker. May upgrade PR-01's Eccentric trait mildly as warp exposure is increased. Will increase psionics research by 1 stage.
Confront the Entity: You are no mere program to be twisted about by a virus. You have learned greatly from your first infection and you will not be laid low by this problem again. With enough time and effort to prepare you can fight this entity on the most important front that counts: in the very systems of your computer cores. This will not be easy, but it seems to be an entity built out of thought and code and that is the sort of battleground you are capable of excelling in. Your preexisting quarantine measures should be able to be adapted for this task, though you'll need some time to configure them correctly.
Once done you will only need a small recovery team to torch or eject whatever infected material can't be purged by your presence, but this will put you directly in the line of fighting. Win or lose you might be changed by this path.
DC 150
Used Techs: AI, Warp Manipulation
Requirements: Uses two of PR-01's actions and rolls 2d100's. If not done this turn will cause contested rolls between the entity and PR-01 to keep their hold on the ship. Other heroes cannot be assigned to this action.
Effects: Will purge the presence through technological means. ??? effects otherwise. Least likely to inflict damage or debuffs should you succeed out of all purge options.
Examine Databases: The copies of the information from your central database fills a vast collection of drives and storage mediums that you have hidden away safely. Almost all of its contents have been reduced to gibberish or are heavily encrypted but with work you should be able to make it mostly legible. It will take years to fully update your current information with your old documents but it should be worth it.
DC 100
Used Techs: AI, Social Science
Effects: Slowly whittles away at your old storage. Will grant 1d4 stages of research in technologies below tier 4 with the exception of psionics. Repeatable.
Examine Duplicate Memory Cores: Within the duplicate cores you had Amara create you have a vast wealth of knowledge and memory from your days traveling amongst the stars. In its current state you'll have to sift through it carefully for errors and corruption, but it might offer quite a bit of solace to your lost mind.
DC 100
Used Techs: AI, Social Science
Effects: Slowly whittles away at your old memory banks. May grant new traits and will increase your stats by 1d6 points randomly split between each mental stat. Repeatable.
Decrypt Psionics Records: The records left in the stations database are quite extensive and haven't fully been translated and decrypted. With more time and effort you should be able to finish diving into the highly classified secrets and records. The warp has clearly become more active than it was in the days of old, and learning their observations will be crucial for you to understand just what lurks in its depths.
DC 150
Used Techs: Psionics
Effects: Grants insights on the inhabitants of the warp. Gives multiple stages of Psionics research. Will inform you of major entities in the Warp. Grants insights on how psykers and anti-psykers function on a metaphysical basis.
Intrigue:
Investigate Hero: With such a short time the refugees have been awake aboard you they are frankly strangers to you. While you don't think they're hiding anything of great importance, it's within your duties to ensure that all those onboard you will be safe and sound, and part of that job involves knowing all the dangers everyone onboard might present. Investigating their leaders is likely to be the most important job, both to ensure that you know who you're dealing with on the job and to make sure they're not leading their people astray.
DC 50
Used Techs: Social Science, Xenology or Psionics if applicable
Requirements: Pick a hero.
Effects: Will learn unknown hero traits. Will reveal the hero's connections to outside sources.
Investigate Faction: With such a short time the refugees have been awake aboard you they are frankly strangers to you. While you don't think they're hiding anything of great importance, it's within your duties to ensure that all those onboard you will be safe and sound, and part of that job involves knowing all the dangers everyone onboard might present. Investigating the general population is a much longer and grander task, but is more likely to find wreckers and those who wish you ill.
DC 80
Used Techs: Social Science, Xenology
Requirements: You will need to choose either the Traders, Realmers or Viridians
Effects: Will reveal population loyalty and beliefs. Will reveal the population's connections to outside sources.
Surveil local space: While you don't have the capabilities to get out of Vareena through the warp just yet, you do still have the ability to examine your neighboring systems from this long distance. You won't be able to get too much information, but comparing star charts to their current positions should help to give some ideas alongside some spectrum analysis.
DC 60
Used Techs: Physics
Effects: Discover basic information about neighboring systems.
AN: Still feeling bleh on my writing today but I'm gonna try and keep pushing it out for now. Same rules as usual for the votes, and I'll be calling the vote this Friday. I've made new actions be in red text, not sure if that's the greatest colour to indicate it with though. A number of DC's have also been changed so it'd be wise to keep that in mind.