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4/8/2025, 10:53:59 PM
Rolled 5 (1d10)
>>6225162
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You opt to ensure Quentin’s wakening goes smoothly. Muscle is only a company asset if it’s reliable, and cryosickness is rather debilitating.
Stepping into the cold light of the cryobay you notice something wrong. Dim figures squirm against pink goo and thin suctioned-down plastic, still gaunt from defluidation.
“Tssk.”
It’s far too soon. The wakening sequence must’ve been corrupted in the jump.
Your plastic soled boots click against the grated decking and your synskin fingers fly across Quentin’s pod console. Bioflux and brain activity levels are swiftly brought into line. In fact, it goes so well that you doubt he’ll need the normal stimpack administration. You decide to pocket it for yourself instead.
>You have gained (1) Stimpack, a powerful healing item. Luckily your designers had the foresight to make you compatible.
The other two fare less well.
Parker erupts from his plastic cocoon with the sound of ripping plastic and gagging. Slumping to one side he frantically grabs at the feeding tube, pulling it hand over hand. the length comes out and keeps going, and going. It usually ends in the stomach, after all.
“Goddammit!” The last bit of the tube pops out between the syllables of the curse.
The old man wheezes between dry heaves, grabbing the stimpack dispensed from his pod and stabbing his stomach. His gaze focuses on you, next to Quentin’s pod, and narrows as he begins to say something.
Only for an arm to violently emerge between you and him, causing the teamster to recoil as a muffled scream struggles out of Eliza’s blocked throat.
“Apologies, there was a malfunction.” you explain, walking to Eliza’s pod and stabbing her with the stimpack before she can repeat Parker’s feat.
“Miss Eliza, if you can hear me please be calm. I’m opening the pod now.”
She clearly can’t, and won’t, but is not as strong as Parker. So she has no choice but to stay still as you carry on with the proper sequence.
>Parker and Eliza have gained 2 Stress each, due to failed Body Saves.
===
>[1/3]
>>6225162
===
You opt to ensure Quentin’s wakening goes smoothly. Muscle is only a company asset if it’s reliable, and cryosickness is rather debilitating.
Stepping into the cold light of the cryobay you notice something wrong. Dim figures squirm against pink goo and thin suctioned-down plastic, still gaunt from defluidation.
“Tssk.”
It’s far too soon. The wakening sequence must’ve been corrupted in the jump.
Your plastic soled boots click against the grated decking and your synskin fingers fly across Quentin’s pod console. Bioflux and brain activity levels are swiftly brought into line. In fact, it goes so well that you doubt he’ll need the normal stimpack administration. You decide to pocket it for yourself instead.
>You have gained (1) Stimpack, a powerful healing item. Luckily your designers had the foresight to make you compatible.
The other two fare less well.
Parker erupts from his plastic cocoon with the sound of ripping plastic and gagging. Slumping to one side he frantically grabs at the feeding tube, pulling it hand over hand. the length comes out and keeps going, and going. It usually ends in the stomach, after all.
“Goddammit!” The last bit of the tube pops out between the syllables of the curse.
The old man wheezes between dry heaves, grabbing the stimpack dispensed from his pod and stabbing his stomach. His gaze focuses on you, next to Quentin’s pod, and narrows as he begins to say something.
Only for an arm to violently emerge between you and him, causing the teamster to recoil as a muffled scream struggles out of Eliza’s blocked throat.
“Apologies, there was a malfunction.” you explain, walking to Eliza’s pod and stabbing her with the stimpack before she can repeat Parker’s feat.
“Miss Eliza, if you can hear me please be calm. I’m opening the pod now.”
She clearly can’t, and won’t, but is not as strong as Parker. So she has no choice but to stay still as you carry on with the proper sequence.
>Parker and Eliza have gained 2 Stress each, due to failed Body Saves.
===
>[1/3]
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