Carlo is, like always, dead silent as you drift through the desolate halls, the emptiness leering out at you. You pass open door after open door, abandoned room after abandoned room, empty hallway after empty hallway as you follow the glowing line in your HUD.
(Knowledge (General Science) Roll DC 55: 61, success)
The engines and generators are oftentimes the same thing, with deployable solar panels making up the difference. The fuel source for nearly all space-faring vessels is Metallic Hydrogen, the only ones that don't use it are small craft, too small to fit a proper M-Hydrogen Storage Unit. Metallic Hydrogen is an incredibly valuable resource only naturally found in a few places with extremely high pressure. One of those places is Jupiter, deep in its atmosphere.
The reason M-Hydrogen is so valuable is that it is what facilitates space travel on a reasonable timescale. Instead of taking months upon months to reach Mars from Earth, like the distant past, a M-Hydrogen burning vessel can make the trip in two days with change. One day is spent accelerating and the other is spent decelerating.
Of course, this isn't without dangers as M-Hydrogen burns hotter than the surface of the sun, requiring highly robust heat dissipating systems to use in any real capacity. Nowadays the heat is collected and used to generate electricity, powering the ship along with whatever is hooked up to it, like an MBF.
Taking out the heat dissipating systems on a ship will result in one of two things occurring. One, the ship shuts down. Two, the ship melts itself into slag. Shooting out the engine torches will accomplish similar things as taking out the heat dissipators, if the crew doesn't want to turn the ship into a couple hundred meter long oven, they'll shut down their engines. Like the crew of the pirate ship.
Of course, back-up generators exist and come standard on most ships. These are often in the form of large power cells, so they're more back-up batteries than generators, but to most people there's not much difference unless you're running a high-performance power-suckler like an MBF or combat vessel. If you are then you know the difference between a battery and a generator.
(Knowledge (Ship) Roll DC 55: 20, failure)
You stare up at the ceiling, trying to figure out exactly what class of ship this is, but nothing comes to mind. That's unfortunate, you grimace as you drift into the engine room, it would have been very useful to know the capabilities of this ship, in the off-chance that you will have to use it. Though, it might not be the brightest of ideas to ride around in a pirate ship. Who knows what things this ship's been a part of and who logged its IFF signature. That would be pretty sucky, to fix it up and then get slagged 'cause some trigger-happy grunt recognized an IFF and nuked your ass.
Ah whatever, it's time to turn the back-ups on.
The power room is probably the most maintained part of the ship, save, potentially, the captain's cabin. Judging from what you've seen, you reckon that the crew weren't very experienced starsailors. Pirates, generally, are crews that used to be part of something else. Freighters, mercenaries, even the occasional soldier, all of them can source pirates. Disgruntled crew members decide that the only option is to take matters into their own hands and mutiny, taking over the ship and turning to piracy. To find a ship in this condition, even when crewed by pirates, is concerning.
Carlo drifts in first, followed by you. The power room is a modest thing, as far as these things go. A small control room, more a control booth, really, comes into view immediately as you enter. A small selection of panels is in there, an internal battery powering the softly glowing lights as they blink on and off in patterns.
The room extends quite a distance deep, with two rectangular shaped rows following the walls. These are the power banks of the ship, where excess power is stored and used.
Carlo pokes his head out from the booth, beckoning you inside. He points at the console, specifically at a button in the center, big, round, and red. With a 'hold on' gesture, he leaves you in the booth.
Carlo is a big guy with big muscles coiled tightly underneath bronzed skin, covered in small scars. The scars grow more bunched up around his hands and wrists, his fingers more scar-tissue than skin. His palms are heavily calloused, evidence of a life of hard work and heavy lifting.
He flips open the access panel, unsecured like the careless pirates that the previous crew were. He flips switches, presses buttons, hooks up wires, the works.
(Knowledge (Shipside Technology) Roll DC 40: 23+10=33, failure…)
Finally, after several minutes, he gives you a thumbs up.
With a grin, you smash your hand down on the big, red button.
With a shudder, the batteries start glowing, power coursing through the machine. Carlo gives it a concerned look, pushing away from the twinned machines as they start rattling. He shoots you a wide-eyed stare as he swings into the booth, tackling you as he does.
You glare at him, opening your mouth to demand what the hell's going on as you push him off, when the lights flicker. Once, twice, before they flicker one final time. Like the bells of hell they ring.
And explode, showering sparks and glass out in a weightless plume.
You look up and around, taking in the absolutely fucked batteries, scorched and smoking black clouds.
Well, shit.
Well, you've found yourselves in a bitch of a pickle. You think you might've busted the entire electrical system of the ship.
What's your next move? What can you even do?
-[ ] Just grab what you can from the cargo bay
-[ ] Write in
~~~~~~~
GM's Note: Damn, that was a fucking bad roll, ouch. Votes will be called tomorrow at 4 PM CST.