Slower Than Light - The Warp Bubble

[x] Redirect Lawrence from Shields to assist her. He has combat experience...recently. Just got patched up nice in the Medbay, too.
[x] Redirect NEERAVN from their tour. This is not likely to be of much help, but Neer blasters are pretty decent.

Eh, don't take Urlana off the doors, we could use her to deter the Arachi if things get heated.
She is a dedicated melee fighter, though. Maybe send her out, and put the NEER there?
 
[x] Redirect Lawrence from Shields to assist her. He has combat experience...recently. Just got patched up nice in the Medbay, too.
[x] Redirect NEERAVN from their tour. This is not likely to be of much help, but Neer blasters are pretty decent.

Eh, don't take Urlana off the doors, we could use her to deter the Arachi if things get heated.
She is a dedicated melee fighter, though. Maybe send her out, and put the NEER there?

Let me make sure I understand. You're voting to send Lawrence to fight the Arachi, and send NEERAVN to replace Urlana at Doors, so she can help to?
 
Chapter 2 - THEY'RE HERE
Still processing what you just saw, you adapt as quickly as possible. You don't know what's going on down there, and you're not sure you want to; either way, you've got bigger fish to fry. Sorry, Rollings.

"Urlana, time to prove yourself! Corridor from cargo to Engines. Be ready for a fight! NEERAVN, put your tour on hold. I need you watching the Doors. Everyone else, battle stations. We've got Greep."

Yes, that's right. The massive silhouette floating ahead is a Greep ship, of a very similar model to the one you escaped. Fortunately, your Engines are practically ready. They won't be able to power up their weapons before you jump. But it doesn't look like that's what they have in mind.


They're hailing you.


[] Set a course for Node C1 (opens up two options)
[] Set a course for Node B2 (opens up four options)
[] Set a course for Node A4 (opens up one option)
 
Awww, we can't hail them right back?

[x] Set a course for Node B2 (opens up four options)

Will probably lead to a fight. Suits us fine. Whoever holds the sector will probably be just as unfavorably predisposed to Greep ships in their space as we are.
 
Awww, we can't hail them right back?

[x] Set a course for Node B2 (opens up four options)

Will probably lead to a fight. Suits us fine. Whoever holds the sector will probably be just as unfavorably predisposed to Greep ships in their space as we are.

Decided to wait for someone to ask this. The hailing conversation will be happening regardless of votes. I decided not to leave it up to the readers for dramatic purposes.
 
Chapter 2 - Speak Of The Devil
>Set a course for Node B2

Reluctantly, you respond to the hailing frequency, not sure what you're going to get. On the main screen, you see an image of a terrible bird-like creature, its long, subtly curving beak emerging from oily, black feathers. Shining white eyes, like the beams of flashlights, stare at you through the screen, almost as if it is actually standing there before you. In the background, where you'd expect to see steel walls, control consoles, and a responsible crew of Bridge officers, you are instead greeted by sinuous, warped walls that stretch up and away from view, their surfaces covered in large holes about the size of your fist; oddly enough, this appears to be by design, rather than damage done to the material. The badly mangled bodies of humans, Gemini, and Arachi are behind the speaker, lashed to the walls by ropes looped through the large holes. In one corner (if this non-Euclidean structure can be said to contain corners), a Neer servant monitor much like your NEERAVN lies in pieces, the various shiny bits being picked through by more of the bird creatures known as the Greep. Given your limited knowledge of the Neer, you're not sure if that means they're very much dead...or somehow still conscious.

"HUUUUUUUU," the speaker intones, "MANNNNNNNN! WEEE ARRR MERRRRRR CHAAAANTSSS! WEEE COOOME TOOOO BUUUYYY ANNNND SELLLLL!"

You shudder to think what that means.

"IFFFF YOOOOU HAAAAVE CREWWWW ONNNN BOAAARD, PEEEER HAAAPSSSS YOOOOU WOOOOULD LIIIIKE TOOO SAAAAMPLE OUUUUR WAAAARES?"

You receive a strange burst of signaling frequency. Your ship's computers interpret it as a list, sort of a menu of what the um..."merchant" is offering. And prices.

[] Repair damage to the hull (grants crew access to the Weapons bay, among other benefits; will cost you NEERAVN)
[] Teleporter module added to your ship (allows you to send crew to enemy ships to attack the systems and enemies directly; will cost you Rollings)
[] Burst Laser Mk. III (a significant upgrade to your ship's weapons, allowing you to rapidly fire five shots instead of three; will cost you Lawrence)
[] Ion Resistance (grants your ship a 75% chance to neutralize any Ion bolt fired at you; will cost you Urlana)
[] "Screw you! We don't trade lives!" Disconnect hailing.
[] Sorry, we must politely decline. We don't have enough crewmates to consider such a risky offer. Everyone here serves a purpose. Wait to see what the Greep says back.
[] "What wa-...I thin-....y...breaking u-..." jump to the next sector in the middle of your reply.


Note: You'll find out what happened with Urlana and Rollings in the next sector.
 
The only one I might even consider trading away is the NEERAVN. Is it even sapient? Getting our hull repaired sounds pretty damn good. On the other hand, I doubt that the Neer will appreciate that we got rid of the NEERAVN if we ever meet again.

For now I will vote for just running away.
[X] "What wa-...I thin-....y...breaking u-..." jump to the next sector in the middle of your reply.
 
[X] "What wa-...I thin-....y...breaking u-..." jump to the next sector in the middle of your reply.

Lets find out if we have someone less cooperative we can sell
 
Chapter 2 - Jumping To The Next World
> "What wa-...I thin-....y...breaking u-..." jump to the next sector in the middle of your reply.

You start to reply to the Greep's line of questioning, doing your best to keep up a poker face. While you do, you remotely take control of Engines, and program in a route to Node B2. In the middle of saying something, you punch it. From the back of the ship, you hear a sputter, a cough, and the sound of your main FTL engines dying again. As the Alcubierre drive kicks on, you feel a strange presence shudder through the entire ship, starting from the back and rumbling forward.

==We now take our view out to the exterior of the ship. The Bullhead is quite small by the standards of most combat ready vessels, even those of human make. The ivory-and-grey hull has been badly scarred, scorched innumerable times by plasma bolts lancing through the hull and out the other side. The port aspect of the ship has a giant, dark crack in it that splinters out into tens of smaller fractures. That part of the ship can't hold atmosphere while the shields are down, and then only barely. Unlike some alien craft, your shields do not form against the hull in a protective layer, but forms a sort of lens. In diagrams, it would be drawn as a perfect oval capsule around the craft in wide, protective arcs. The truth is much more complicated, but still lacking in quite so many vectors as to seamlessly cover the whole exterior like a second skin. When Captain Stubborn punches the button, a bright white flash emanates from the aft of the ship, just in front of the impulse drives. The light envelops the ship in an amorphous blob that rapidly expands outward, then goes dark. A ghostly accretion disk flares to life around an infinitely dark space, then is gone, and the Greep merchant is left staring at emptiness in a sparse field of debris==

The rumbling stops, and you look out the main viewport to see a blessed absence of Greep ships. You breathe a sigh of relief, center yourself, and demand a status report from your crew. Lawrence reports that the Shields are coming back up, since the jump always knocks them out. NEERAVN reports that the Doors are all at their maximum security setting, and you'll be the first to know if intruders beam onboard. Rollings and Urlana are non-responsive, and you know why. Remotely operating the Sensors, you get a look at the corridor between the cargo bay and Engineering. You see the cracked-open stasis pod where you left it, Urlana slumped against the wall unmoving, and Rollings sprawled out on the floor, face down. Across the corridor from Urlana, the Arachi is crumpled up like dead spiders do. Sensors indicate life signs in all three combatants. All in all, this seems to have gone poorly. You consider sending people to go check the bodies, but you remember your training. New sector, have to get Sensors on the external. You switch it up, and find a Neer-run space station in orbit around an alien world. The standard broadcast coming from it indicates that this station is open for business, and non-hostile. Anything you need, you can spend scrap here to get it, provided the Neer have it in stock. Well, looks like you can haul some people to the Medbay for a closer examination and life-saving procedures.

[] Send NEERAVN to take the Arachi to the Medbay.
[] Send Lawrence to take Urlana to the Medbay.
[] Go down there yourself and see that Rollings gets urgent care.
[] Prioritize Rollings and Urlana; take Lawrence with you to get this done.
[] Prioritize Rollings and Arachi; take NEERAVN with you to get this done.
[] Prioritize Arachi and Urlana; have Lawrence and NEERAVN get it done.
[] Get everyone down there, even though the corridor will be congested. Try and get all three to the Medbay as soon as possible.
 
Last edited:
Chapter 2 - Assessing The Situation
>Prioritize Rollings and Urlana; take Lawrence with you to get this done.

You and First Officer Lawrence personally get down there to see what's going on. You give NEERAVN the bridge preemptively, cautioning them to "not touch anything, and let me know as soon as there is something interesting to look at." When the two of you get down to the corridor, it's worse than it looked over the cameras. Fortunately, the Arachi seems more or less disabled, so you leave it alone for now. You gesture to Urlana, and tell Lawrence to check her vitals. You carefully walk up to where Rollings is lying, shaking your head at the state that spider left her in. She's still lying on the floor face-down, breathing erratically. There is a jagged rip in her jumpsuit that travels from mid-back, down between her legs, and likely up the front. It has her pretty damn compromised. Two guesses what the creature was up to, especially since it's more injured than she is. At least visibly. You warily lift her up, putting her arm on your shoulder, and see if she'll walk. Not really. Lawrence gets Urlana's bulky form into a fireman's carry, so you do the same with Rollings.

Once in the Medbay, you and Lawrence get the two set up for an auto-diagnosis and treatment procedure. Both are stripped down to essentials, and the machines get to work scanning them.

[] Prioritize basic trauma; whatever else happened to them, they need to survive first.
[] Prioritize pathology; they could have an infection of some kind from contact with the enemy.
[] Prioritize gynaecology; the damage to Rollings' jumpsuit is highly suspect, and while Urlana's clothing lacks the same damage, this is the Arachi we're talking about. Can't be too careful.
[] Just let the Medbay run its protocols normally, and go hail the space station. Time to shop!
 
[x] Prioritize pathology; they could have an infection of some kind from contact with the enemy.

Venom?
 
Back
Top