Space Station Shock - Survive. (Original Sci-Fi/Horror setting)

[X] Spy surroundings
[X] Seek a wrench and/or gun.
[X] Stay Silent.
[X] Walk to closest damaged Cryo-Pod.
[X] Look for Cryo-Bay control room. Examine Status of occupants.

Check out a damaged Cryo-Pod to get an idea of what we might run into.
 
[X] Spy surroundings (Try to see if the monsters are still near your location, but don't let yourself be seen or heard)
[X] Seek a specific Item or Tool (A wrench preferably. You feel some sort of Déjà Vu when you grasp that specific tool)
[X] Stay Silent.
[X] Walk to closest security terminal.
 
Prologue: Sole Survivor? Part Two
Prologue: Sole Survivor? Part Two

You look around quickly. The air is cold, haze leaves your mouth, but the walkway is warm. You can feel the heat beneath your feet. The emergency lights flicker on and off; the generator must be waning. (Smart Test 2 succeeded) Emergency protocol will turn it off. If that happens, then the Cryo-Pods will default to emergency procedures and attempt to open by themselves, draining the power in the local grid unless it's beyond saving, at which point the system will default to prioritize based on emergency regulations.

You stay quiet; while calling for anyone to be present might have been an idea, it didn't mean it was a good one. Someone or something was around leaving behind blood trails, and breaking down Cryo-Pods. As your steps bring you towards the closest security terminal, you insert your own credentials and are quickly granted access to one of the most broken and corrupted terminals you've ever seen.

It's clear the system is in need of a hard reset, and the console normally so responsive is now a brick placed against the wall. If you had the right tools, you could dismantle the panel and attempt to fix it. You don't have the right tools on yourself right there and then. You don't have anything.

You wish to rectify the situation; close to the security terminal is a Panel-Breaker. It's a small hammer with a sharp tip on one side, normally meant to break the hardened glass of the Cryo Pods if something goes wrong and the people within are at risk of suffocating. It's the size of an ice-pick, and feels cold in your clammy hands. It's still a good thing.

You are now armed with a Glass-Breaker. (Improvised Weapon. 1 extra success every 2.)

You start making your way towards the exit afterwards, away from the noises which grow dimmer over time, and reach for the exit that should bring one to Medical. The local Morgue, to be more precise. It's close to the Cryo Chambers so the same system for lowering body temperature can be used to keep the dead bodies from decomposing too fast. The bulkhead to the Morgue is sealed however; somebody called a security lockdown, you'll need a security passkey to get through, or get creative with the nearby terminal to overrule the lockdown (Smart Difficulty 7, 2 Successes).

However, if you fail, an alarm is more than likely to ring.

Near the sealed bulkhead, you find the emergency ooze-plastic bottles scattered on the ground close to the open access panel. There is a mess of badly burned false-access keys (somebody clearly tried to replicate one, but without the proper security protocols it just made a bigger mess) and there is no sign of a 3D Flash-Forger. Someone must have taken, and used it already; if it's not there, judging by the relative freshness of the plastic...you have an idea on whom might have actually taken it.

You glance back the way you came from.

You can no longer hear the sound of something chomping on flesh and bone, but it doesn't mean it's not back there, together with the unfortunate soul who woke you up.

From where you are, you can see a small cubicle at the far end that flickers with normal lights, the localized Cryo-Bay control room. It has a large glass panel that allows you to see inside, and due to the light, it's pretty visible even from afar. The light seem to be coming from a desk lamp, which has been cast on a stack of what look like bloody, soggy papers, a half-broken terminal with a shattered screen and a wheeled chair with a large hole in the dead center of its back. You also notice a strange shadow cast by the flickering light.

Perhaps it's someone.

Perhaps it's something.

You have choices to make. At least five minutes have gone by since you woke up.

Immediate Actions (These Cost little to no time. Multiple actions cost more time.)
[X] Spy surroundings
[X] Seek a specific Item or Tool
[X] Scream if there's someone around.
[X] Stay Silent.
[X] Try to identify shadow

Minutes-long Actions.
[X] Attempt to hack closest security terminal.
[X] Walk to closest undamaged Cryo-Pod.
[X] Walk to closest damaged Cryo-Pod.
[X] Head for exit that follows blood trail.
[X] Head to Cryo-Bay local control room.

Time-Variable Actions:
[X] Write-In.
shadenight123 threw 4 6-faced dice. Reason: Smart Test Difficulty 5 Total: 9
2 2 2 2 3 3 2 2
shadenight123 threw 4 6-faced dice. Reason: Smart Test Difficulty 4 Total: 10
4 4 2 2 3 3 1 1
 
Immediate Actions
[X] Stay Silent.
[X] Write-In: Stay alert for strange or skittering sounds
[X] Write-In: look up, keep cautious of things that might drop on your head
[X] Try to identify shadow
[X] Seek a specific Item or Tool
-[X] 3D Forger
-[X] Access keys
-[X] Flashlights or other portable illumination
-[X] A bag to store stuff in, or other storage solutions

[X] Head to Cryo-Bay local control room.

It looks like Mr. Face-Got-Eaten has a 3D Forger. I think we should check what's in the control room, then see if our recently departed friend still has anything salvageable. Also, if Alien:Isolation has taught me anything, it's that portable noisemakers can be quite helpful. We should craft some of those when we can.

Lastly, do we even need to check the Morgue? Someone was desperately trying to get inside it, but I can't think of a reason why. Seems like a time-sink trap option.

Edit: Also, I think this might be the last chance to sneak up on whatever monster's gotten Mr. Face-Got-Eaten and possibly get a free hit on it. The question though is can we even take it on with just a blunt weapon?
 
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[X] Stay Silent.
[X] Write-In: Stay alert for strange or skittering sounds
[X] Write-In: look up, keep cautious of things that might drop on your head
[X] Try to identify shadow
[X] Seek a specific Item or Tool
-[X] 3D Forger
-[X] Access keys
-[X] Flashlights or other portable illumination
-[X] A bag to store stuff in, or other storage solutions

[X] Head to Cryo-Bay local control room.

I like all these actions so imma just pick them too. :V

Also, I think we shouldn't fight the alien monster yet. We are too unprepared and we don't even have basic armor yet. Getting injured will be a bitch to deal with if we don't have any med kits to heal ourselves.
 
[X] Stay Silent.
[X] Write-In: Stay alert for strange or skittering sounds
[X] Write-In: look up, keep cautious of things that might drop on your head
[X] Try to identify shadow
[X] Seek a specific Item or Tool
-[X] 3D Forger
-[X] Access keys
-[X] Flashlights or other portable illumination
-[X] A bag to store stuff in, or other storage solutions

[X] Head to Cryo-Bay local control room.
 
[X] Stay Silent.
[X] Write-In: Stay alert for strange or skittering sounds
[X] Write-In: look up, keep cautious of things that might drop on your head
[X] Try to identify shadow
[X] Seek a specific Item or Tool
-[X] 3D Forger
-[X] Access keys
-[X] Flashlights or other portable illumination
-[X] A bag to store stuff in, or other storage solutions

[X] Head to Cryo-Bay local control room.
 
The cryo-bay control room seems like a bit of a trap - it basically puts a beacon/spotlight on us. And with the terminal being defunct seems unlikely we'll get anything of value from it (much like the security terminal).

The only thing of arguable interest is the shadow, which is liable to be a corpse given the situation/description.
 
[X] Stay Silent.
[X] Write-In: Stay alert for strange or skittering sounds
[X] Write-In: look up, keep cautious of things that might drop on your head
[X] Try to identify shadow
[X] Seek a specific Item or Tool
-[X] 3D Forger
-[X] Access keys
-[X] Flashlights or other portable illumination
-[X] A bag to store stuff in, or other storage solutions

[X] Head to Cryo-Bay local control room.
 
[X] Stay Silent.
[X] Write-In: Stay alert for strange or skittering sounds
[X] Write-In: look up, keep cautious of things that might drop on your head
[X] Try to identify shadow
[X] Seek a specific Item or Tool
-[X] 3D Forger
-[X] Access keys
-[X] Flashlights or other portable illumination
-[X] A bag to store stuff in, or other storage solutions

[X] Head to Cryo-Bay local control room.
 
Prologue: Sole Survivor? Part Three
Prologue: Sole Survivor? Part Three

You move quietly through the silent Cryo-Bay, the breathing that leaves your lungs the only noise you can hear, coupled with that of your heartbeat. The shadow appears to be standing still against the wall, some manner of silhouette (Smart Test Difficulty 5) which you reckon could, perhaps, belong to a humanoid figure in a supine shape. Perhaps crouched. Perhaps on the ground.

You near it, and as you do you notice its contours more clearly; there's something sticking out like a blade of grass, a shadow of one to be more precise. You cannot discern more until you get real close, which is what you are doing anyway, as that's where the local Cryo-Bay controls are.

The door to the room opens with a soft hiss. Yet in that dreadful silence it's enough to nearly make you jump, so carefully you were trying to pay attention to everything that moved, or heard, or skittered-you glance up at the ceiling, briefly, and are thankful there's nothing there. But it's good that you looked.

One never knows.

Inside the room, you can now witness the origin of the shadow itself. It's a dead body, its back and chest ruptured and gnawed, maggots of some kind feasting on its flesh, flies buzzing around. One would think that in space, there wouldn't be so many insects, but those buggers can appear from nowhere sometimes.

There is another door in the small prefab. It either leads to a supply closet, or the chemical bathroom. You don't really have the whole place memorized anyway.

The source of the shadow isn't just the headlamp placed on the nearby desk, but a small pocket flashlight, which the dead man had probably been using with one hand, and which slipped from his grasp once...something happened to him.

On his desk, you notice that the wet papers weren't really paper to begin with, but some kind of slick, blood and skin remains of what perhaps was a gory meal of some kind. The stench would be horrible, if the cold didn't keep it from getting worse.

The terminal's screen is broken, but not the computer itself. You could work around it if you had a 3D Flash-Forger, but you don't. On the other hand, there should be a bigger 3D Printer somewhere close by; the Flash Forgers are meant for small stuff, but the bigger ones are at fixed locations, and tend to work with...bigger equipment.

What matters most however is that the shadow of a blade of grass wasn't really one; it's the guy's ID-Card, covered in blood and having found its way somehow in-between its ribs. The ID-Card are big, palm-sized plastic sheets that hold a picture for identification by humans and a Quick Response code for the robotic security.

Doctor James Atherton.

He was perhaps the physician in charge. Now he's dead. The small flashlight he was using was clearly meant more for a doctor's examination than anything else, but you crouch and grasp it, and as you do-

(Smart Success Difficulty 4)

-You hear something skittering. Something skittering closer to you. Though perhaps still a minute away. It must have seen you in the light cast by the desk lamp.

Perhaps.

The desk lamp flickers back and forth, and you have choices to make.

Immediate Actions (These Cost little to no time. Multiple actions cost more time.)
[X] Spy surroundings
[X] Seek a specific Item or Tool
[X] Scream if there's someone around.
[X] Stay Silent.
[X] Hide in closest hiding spot.

Minutes-long Actions.
[X] Attempt to repair the closest terminal.
[X] Walk to closest undamaged Cryo-Pod.
[X] Walk to closest damaged Cryo-Pod.
[X] Head for exit that follows blood trail.
[X] Look for the 3D Flash Forger in the Cryo Bay Local Control Room
[X] Try to open the Morgue Bulkhead Terminal with Doctor Atherton's access key.
[X] Barricade the door of the Prefab.

Time-Variable Actions:
[X] Write-In.
 
The door to the room opens with a soft hiss
Can we lock these doors from inside the room @shadenight123 ? How about from the outside? And I assume there's a window that shows most of the room from the outside? Edit: nevermind, there is a window mentioned in the previous update.
There is another door in the small prefab. It either leads to a supply closet, or the chemical bathroom
Potential hiding spot, but something out there was strong enough to wreck the cryopods. Maybe the thing skittering towards us, maybe not. Could also be a dead-end.

How strong are these prefab doors anyway? Like is it a sturdy material, or just provides concealment and a grown adult could shoulder-tackle their way through?
Edit: There's also a barricade option, so I'm thinking it's not gonna last long by itself.
(Smart Success Difficulty 4)

-You hear something skittering. Something skittering closer to you. Though perhaps still a minute away. It must have seen you in the light cast by the desk lamp.
Welp, I'm glad we voted to listen closely.

I'm thinking grab the access card and pen light. Pen light might not be suitable for actual exploration, but we could still toss it as bait/diversion.
 
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And I just realized we should have 1.) Kept to the shadows and 2.) turned off the desk lamp

Okay, I need a second opinion on a of tentative plan

Immediate actions
[] Turn off the headlamp and flashlight
[] Shut the door
[] Grab the pen light and access key
[] Keep track of how close the creature is by sound
[] Keep to the shadows
[] Stay silent

Minutes-long actions
[] Drag the doctor's corpse to the closet/bathroom, and set it as bait for the creature
[] Hide underneath the terminal
[] Get ready to sneak away once the creature is distracted
[] Try to lock it inside the control room

It feels too complex as it is, but it's 4 am here and I really need to sleep.
 
Welp. This is pretty much exactly what I said/was strongly hinted would happen.

With this I'm guessing it's probably too late to try and run, soI'm thinking we go for the larger forger - given how important these must be, I imagine they must be quite robust so hopefully it's still functioning. And while it's difficult to get a real grasp of our surroundings with what we've been given, I would imagine that something like the forger would be in its own dedicated room.

So, ideally, we'd get in there and barricade the door or some such while we have it whip us up a shotgun or something.
 
Well this certainly feels like Outlast all over again with the hiding-from-the-monster strategy and running away. :V

Lets just hope that we can find or flash print some basic armor later for better protection. We can always look for dead guards or go towards the armory to find weapons.

Immediate actions
[X] Turn off the headlamp and flashlight
[X] Shut the door
[X] Grab the pen light and access key
[X] Keep track of how close the creature is by sound
[X] Keep to the shadows
[X] Stay silent

Minutes-long actions
[X] Drag the doctor's corpse to the closet/bathroom, and set it as bait for the creature
[X] Hide underneath the terminal
[X] Get ready to sneak away once the creature is distracted
[X] Try to lock it inside the control room

I'm not really good at planning so if someone can make better actions than this then I'll change my votes.
 
I'm fine with these ideas.

Immediate actions
[X] Turn off the headlamp and flashlight
[X] Shut the door
[X] Grab the pen light and access key
[X] Keep track of how close the creature is by sound
[X] Keep to the shadows
[X] Stay silent

Minutes-long actions
[X] Drag the doctor's corpse to the closet/bathroom, and set it as bait for the creature
[X] Hide underneath the terminal
[X] Get ready to sneak away once the creature is distracted
[X] Try to lock it inside the control room
 
-You hear something skittering. Something skittering closer to you. Though perhaps still a minute away. It must have seen you in the light cast by the desk lamp.
I question that y'all are voting for multiple minutes-long actions when it explicitly states we have about a minute.

And trying to barricade it in when there's a window it might very well crawl out of (was big enough for it to easily catch a glimpse of us), seems... shortsighted.

Not to mention hoping it'll go away like a Skyrim enemy npc, when we know next to nothing about, seems like a terrible gamble.

Immediate actions
[X] Turn off the headlamp and flashlight
[X] Grab the pen light and access key
[X] Shut the Door on Way Out
[X] Keep track of how close the creature is by sound
[X] Keep to the shadows
[X] Spy surroundings
[X] Stay Silent.

Minutes-long actions
[X] Look for the 3D Flash Forger in the Cryo Bay Local Control Room

Basically, just grab what we can at a glance, and move stealthily towards the forger.

By closing the door behind us we'll hopefully have bought us a little time, assuming the monster attemps to force its way in there.

Once we find the forge, go from there.
 
And trying to barricade it in when there's a window it might very well crawl out of (was big enough for it to easily catch a glimpse of us), seems... shortsighted.
Votes are for locking the creature in, not barricading the door. Also,
From where you are, you can see a small cubicle at the far end that flickers with normal lights, the localized Cryo-Bay control room. It has a large glass panel that allows you to see inside
It's not completely open, there's still a window it would need to break through. If it's a smaller creature, then that might actually be enough. If it isn't then, it buys us some time to run and/or hide.

Also
[X] Shut the Door on Way Out
*snip*
[X] Look for the 3D Flash Forger in the Cryo Bay Local Control Room
We're already inside the control room btw, so looking for the flash forger contradicts exiting the room.

Edit:
Haven't got any better ideas

Immediate actions
[X] Turn off the headlamp and flashlight
[X] Shut the door
[X] Grab the pen light and access key
[X] Keep track of how close the creature is by sound
[X] Keep to the shadows
[X] Stay silent

Minutes-long actions
[X] Drag the doctor's corpse to the closet/bathroom, and set it as bait for the creature
[X] Hide underneath the terminal
[X] Get ready to sneak away once the creature is distracted
[X] Try to lock it inside the control room
 
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We're already inside the control room btw, so looking for the flash forger contradicts exiting the room.
Presumably it's in a different room, otherwise I can't really see it taking multiple minutes to find it.
On the other hand, there should be a bigger 3D Printer somewhere close by; the Flash Forgers are meant for small stuff, but the bigger ones are at fixed locations, and tend to work with...bigger equipment.
I didn't get the impression that this room is very large, or contains anything other than the desk/chair/terminal.

If not I'm sure QM is capable of disregarding that bit.
 
Immediate actions
[X] Turn off the headlamp and flashlight
[X] Shut the door
[X] Grab the pen light and access key
[X] Keep track of how close the creature is by sound
[X] Keep to the shadows
[X] Stay silent

Minutes-long actions
[X] Drag the doctor's corpse to the closet/bathroom, and set it as bait for the creature
[X] Hide underneath the terminal
[X] Get ready to sneak away once the creature is distracted
[X] Try to lock it inside the control room
 
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