Slower Than Light - The Warp Bubble

[X] Prioritize basic trauma; whatever else happened to them, they need to survive first.

Survival first. Everything is later.
 
Chapter 2 - A Moment Of Quiet
>Prioritize basic trauma

You program the medical scanners to seek out internal bleeding first, then serious health risks like sucking chest wounds and compound fractures, then injuries that will take a great deal of time to heal, and finally the more superficial wounds. You deactivate all other indicators such as pathology, but aim to handle that later when there's a moment's breathing room. Lawrence assigns medical facilities to begin processing and treating those conditions in the specified order.

"Well, Captain, I think we can trust her for now."

"What makes you say that, Lawrence?"

"She threw herself at that Arachi when we asked her to. Well, when you told her to. I'd say that at least proves she can be...tractable."

You put processing that on the back burner for now, and start walking out of the Medbay. Lawrence is close behind, having spent far too much time in there recently. The two of you share a quiet, professional walk back to the Bridge. Since Lawrence doesn't say more, you have a moment to decompress, and think about what you've experienced. You encountered not one, but five alien species, rescued your ship mostly by yourself, and you've even started patching up a crew after all of them were killed in the line of duty. All expect Lawrence. You give your First Officer an appraising look. He's been through a lot, not that it shows after all that Medbay treatment. You can still see it in his eyes. Once you get back to home fleet, you'll have to put him up for commendation. He deserves much more than that. You spend the rest of the walk thinking about:

[] That sweet vacation spot on Cygnus Prime you've been meaning to try out.
[] The family you've left behind to take up a military life.
[] First Officer Lawrence.
[] Your remarkable new engineer, Rollings.

When you arrive on the Bridge, NEERAVN promptly turns over the controls to you, and returns to the security bay to mind the Doors. From the look of the screens, which you explicitly told them not to touch, they've been remotely powering the Doors from here. Wait...you're supposed to be the only one who can do that! Damn these Neer and their affinity for technology. You take your seat, and let Lawrence take up his. After a moment of getting comfortable, you send off a hailing frequency to the nearby space station.
 
[x] Your remarkable new engineer, Rollings.

Quite an adventure she's been having. Captured by pirates, jetissoned into space in an escape pod, through the Greep and Arachi alike, and unlike Lawrence, she probably didn't sign up for it.

Hopefully, she pulls through.
 
Chapter 2 - Shopping Extravaganza
She was with you when even your trusty First Officer was under the weather. The first recruit you picked up to replace your dead crew, Rollings has proven to be truly remarkable. She has been extremely helpful with repairs, and a real ace in Engineering. It's been crazy trying to outmaneuver the enemy and hostile aliens in your path, but she's been keeping out out of their grasp every step of the way. You really do hope she pulls through, but you wonder if that Arachi was up to something nefarious. If only you knew more about them.

"Captain, the space station is returning our hail!" Lawrence helpfully supplies.

"Put them through. Main screen."

Your large front screen is filled with the image of an open marketplace environment, with little bazaar stalls and larger exchange houses. Directly in front of that background is a car-sized clam shell, from which extend five blue stalks of a fleshy material. The thickest top stalk has a large eye at the tip, two of the others have mouthparts, and the other two are grapplers. At present, one of the grapplers holds some kind of analog counting apparatus, and the other holds a translator's dictionary.

"Gweetines hoonam spays-fawew. You awe adwessine Chief Mewcant-Ambassadow Fwiffo! We have many fine wawes fow you to considew. Would you wike some of ow dewightfuw scawwet fabwic?"

[] Please! Repair our ship! We've been badly damaged.
[] Hail, shopkeeper! Please install that tasty Mind Control module on our ship.
[] We've been looking to get into the drone market. We'll take that Drone Control module and the complimentary Combat Drone Mk I, please.
[] Some additional crew would be nice. We'll take...
-[] Aris, the Neer recruit.
-[] Zabzab, the Greep recruit.
-[] Jinkeze, the Wurdnoth recruit.

(You can only vote for one thing. Future purchases with have to wait until you have more scrap.)
 
-[] Zabzab, the Greep recruit.
...don't know if want, but kinda do.

If it were FTL, then any scrap spent on repairs that aren't critical is a scrap wasted.

Mind control is, perhaps, a bit underwhelming unless we plan on getting the Teleporter to go with it. Still, it might be worth it to MC their captain or gunman and sabotage their aim.

[x] Hail, shopkeeper! Please install that tasty Mind Control module on our ship.
 
[X] We've been looking to get into the drone market. We'll take that Drone Control module and the complimentary Combat Drone Mk I, please.
 
[X] Please! Repair our ship! We've been badly damaged.

Aaaw, it's Captain Fwiffo. Can we bully him into giving us everything? :p
 
Chapter 2 - Missing From The Archives
> Please! Repair our ship! We've been badly damaged.

The Wurdnoth chuckles from its two separate sets of mouthparts, together approximating something humanoid.

"Oh, yes yes! We can definitely fix, no pwoblem. Vewy easy! Will make youw ship good as new! Considew it done, hoonam!"

The fee is subtracted from the scrap you have collected thus far, leaving you with very little in your cargo bay. You thank the personable mollusc and terminate the link. While you and Lawrence watch the colorful ships lift off from the space station to repair the Bullhead, the report from the Medbay starts to come in. Having not seen Wurdnoth vessels before, you are amused to see what they look like: a brightly colored, jawbreaker-like ball, connected to other, smaller spheres by narrow corridors. It's difficult to figure out which end is front, and when it's moving forward. Are those concepts that matter to the Wurdnoth?

"Analysis of superficial injuries complete," the Medbay readout indicates, "Urlana is suffering from lacerations that include muscle tearing and nerve damage; all involved injuries are mending appropriately under accelerated time-scale of Medical Bay conditions. Rollings is nominally injured, mostly bumps and scratches from a fall and a struggle. Concussion symptoms do not meet standard for aggressive action to be taken, and should heal normally. Analysis inconclusive of overall physical health, due to specified parameters of 'Basic Injuries Only.'"

You finish reading the information, and mere moments later, NEERAVN reports in. "Repair Of Inorganic Structures By Outside Assistance Underway. Organic Units Recovering. Damaged Organic Identified As 'Arachi' Is Not Accounted For, Absent From Last Known Location."

Tasks For Stubborn:
[] Power Engines Remotely (speeds up engine charge time)
[] Power Shields Remotely (improves survival odds if battle should arise)
[] Power Weapons Remotely (frees up your limited crew to do other things; readies weapons for battle more quickly)
[] Power Sensors Remotely (improves results of observation in this area)
[] Power Doors Remotely (defends against intruders teleporting in, should that occur)

Tasks for Lawrence:
[] Man the Engines (speeds up engine charge time)
[] Man the Shields (improves survival odds if battle should arise)
[] Man the Weapons (thanks to the repairs, you are now able to assign crew to man the weapons; readies weapons for battle more quickly)
[] Man the Sensors (improves results of observation in this area)
[] Man the Doors (defends against intruders teleporting in, should that occur)

Tasks for NEERAVN:
[] Man the Engines (speeds up engine charge time)
[] Man the Shields (improves survival odds if battle should arise)
[] Man the Weapons (thanks to the repairs, you are now able to assign crew to man the weapons; readies weapons for battle more quickly)
[] Man the Sensors (improves results of observation in this area)
[] Man the Doors (defends against intruders teleporting in, should that occur)




















chikchikchikchikchikchikchikchikchikchikchikchikchikchik
 
[X][Stubborn] Power Sensors Remotely (improves results of observation in this area)
[X][Lawrence] Man the Doors (defends against intruders teleporting in, should that occur)
[X][NEERAVN] Man the Engines (speeds up engine charge time)
 
[X][Stubborn] Power Sensors Remotely (improves results of observation in this area)
[X][Lawrence] Man the Doors (defends against intruders teleporting in, should that occur)
[X][NEERAVN] Man the Engines (speeds up engine charge time)
 
[X][Stubborn] Power Sensors Remotely (improves results of observation in this area)
[X][Lawrence] Man the Doors (defends against intruders teleporting in, should that occur)
[X][NEERAVN] Man the Engines (speeds up engine charge time)

Sounds sensible. @5elementsage, can we use the sensors to scan things within our ship? For example, to search for psychotic aliens running around?
 
Sensor limitations
[X][Stubborn] Power Sensors Remotely (improves results of observation in this area)
[X][Lawrence] Man the Doors (defends against intruders teleporting in, should that occur)
[X][NEERAVN] Man the Engines (speeds up engine charge time)

Sounds sensible. @5elementsage, can we use the sensors to scan things within our ship? For example, to search for psychotic aliens running around?

You actually can and have used the Sensors to observe what is happening within your ship, but they don't reveal anything here. Either there are places in the ship your Sensors can't currently observe, or the Arachi is just...gone.
 
Chapter 2 - Onward To Waffles
Alright! With your focus on the Sensors, Lawrence on security, NEERAVN powering you up to go, and the rest of your small crew resting in the Medbay, the next jump is mere moments away. The technicolor Wurdnoth ships zip away from your hull, having successfully completed their repairs. Now the Stubborn is bright and shiny like new. Maybe now you can get away from the Rebel fleet, make a few strategic jumps, and get back to Command with word of the approaching enemy threat. You drop a hail to the Wurdnoth station and thank them for the repairs.

"You awe vewy welcome, hoonam! We look fowwawd to mowe busy-ness with you in the futuwe. Goodbye!"

The hairs on the back of your neck are standing on end, and they won't stop. You drop the hail and make the final preparations for launch, checking with Lawrence and NEERAVN to make sure all is well. It's nothing, it's probably nothing. You're just being neurotic.

"Everything seems ship-shape, Captain. I can confirm what the Neer said: there's no sign of our Arachi stowaway in any of the primary or secondary systems. Maybe it spaced itself?" Lawrence's tone seems hopeful, but you hear a hint of wishful thinking in there.

"All Systems Are Go, Captain," reports NEERAVN. "Accelerator Mass Is In A Stable Loop. Quantum Diffusion Coils Operating At Optimal Levels. Ion Suspension Grid Checks With Primary, Secondary, and Tertiary Failsafes. This One Does Express Continuing Confusion At The Nature Of The Faster-Than-Light Propulsion System, As It Does Not Seem To Correspond To Standard Forward-Thrust Protocols For Tachyon Emission Technology. This One Greatly Anticipates The Opportunity To Observe This System At Work, Within Minimal Proximity Parameters." There is a pause, then they repeat. "All Systems Are Go." Not much intonation in the Neer's vocalization, but that almost sounded embarrassed...and excited.

You close your eyes, trying again to soothe your frayed nerves. Might have been a good idea to stop on the station and get what passes for coffee. Sadly, you're out of time to be making frivolous shuttle trips. It's go time.

Where to?
[] Jump to Node D5 (opens up three options)
[] Jump to Node E5 (opens up three options)
[] Jump to Node B7 (opens up two options)
[] Jump to Node C9 (opens up two options)
 
[x] Jump to Node E5 (opens up three options)

Do we have anything approaching the sector map that would help us distinguish between D5 and E5, or B7 and C9?
 
[x] Jump to Node E5 (opens up three options)

Do we have anything approaching the sector map that would help us distinguish between D5 and E5, or B7 and C9?

I'm not feeling up to a sector map in this chapter. Maybe later when I have more time to work on this and a larger reader base. But I can tell you how the grid in my head works. If you've played Battleship, you'll get it quick.

A-J is the vertical axis, with A being the top of the map, and J being the bottom. 1-10 is the horizontal axis, with 1 being the left side, and 10 the right side. Note, the node that lets you move on to the next chapter is not necessarily on 10. It might be on 9 or even 8, but is generally toward the right side of the map. You can dilly-dally by hopping around nodes on the same map, but that lets the Rebel fleet close in. So far, you've been moving along very quickly.
 
Ah, I see. Any particular rules for Rebel Advancement (i.e. every action advances them by 1 point towards 10), or are their movements kept hidden so as to keep players on their toes?
 
Jump Parameters
Ah, I see. Any particular rules for Rebel Advancement (i.e. every action advances them by 1 point towards 10), or are their movements kept hidden so as to keep players on their toes?

Maybe too spoilery? I'll definitely tell you in chapter 4 or 5 as momentum builds, if someone reminds me. Right now, you don't know how the rebels advance on your location, and that adds to the suspense of the early chapters. But are there particular rules? Yes.

What you can infer from FTL is that, if you encounter a Rebel ship or Rebel drone, and let it escape, it will advance the Rebels forward. However, in the game, escaping the Rebels during a fight does not do that. I will leave it up to your imagination whether that is the case here.
 
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