As the GM I have to recuse myself from voting. I know too much, and anything I vote for may cause a landslide because "THE GM KNOWS! THE GEE EM KNOOOOOOOOWS!".
Above all else, it ensures my neutrality on how things go. If I roll for a certain action, I can take equal glee in watching you squirm or watching you celebrate. If I voted for something though, the temptation to reroll because the dice were obviously not warm enough or "wait! that doesn't count!" becomes all to real. I suffered it a bit when going for a coin toss earlier between Mira and James, and since I felt I couldn't trust myself, I decided to make the roll visible for all using one of the numerous roll websites.
In the meantime...
Trying to find decent character art for Mira Sheridan is a pain in the ass. I dig that most sci-fi artists are ladies men, but please, can you make the women
not look like bimbos? Ugh. Yet another reason to love Outsider. The women look look all the better because they avoid the bimbo zone!
Ah well. Placeholder for now.
"You're working too hard," said Captain Noah in his slight southern accent, "you should take a rest, it's near the end of your shift anyhow."
You turn back and regard him with the ghost of a smirk as you hold the panel in place to screw it back into position.
"You insisted I get to know the systems in and out," you say, before turning back to your task, "and besides Old Man, like you're one to talk about working too hard."
Captain Noah chuckled. It'd taken you a full year to get used to the Old Man's relatively casual attitude and seeming lack of discipline. Seeming being the key word. While the man had a relaxed attitude born from living in space for far longer than he'd ever lived on a planet, standards were on the up and up across the board. It had surprised you that a ship could run this way, especially after your long run with Captain Jacobson and Admiral Taylor, noted hardliners when it came to discipline and standards.
"It's hardly work nowadays, especially since my paperwork keeps on disappearing," he says with a knowing smirk.
"Yes sir, I'll get right on it," you say.
You know his habits well by now and he clicks approvingly before leaving you be.
You get up and wipe the sweat off, opting not to pull your full jumpsuit up until you've had a chance to cool off. Maintaining and old ship like this might have been cheap but the labour was intense and some of the narrower sections could get quite warm with all the copper wiring and old componentry. You nod to the remaining engineering crew still working their shifts, fill out the maintenance log, return your tools, and finally head back through creaking old corridors that are just a bit too narrow after spending so long on the America.
Still, space is space. You think.
You step into your quarters and already you feel lighter. Literally. The gravity in this section of the ship is just a tad lighter than the rest, a quirk that had been there since the ship had been built you were told, and it made coming home all the better.
You settle in to do the paperwork necessary to keep the ship running when something catches your eye. A letter, made of actual paper, is sitting on your desk. You pick it up and see the name
James Ander in neat handwriting on the front, while a return address is on the back indicating that it's from the Europe.
"James Ander, huh?" you say out loud, smiling nostalgically, "Now there's a name I haven't heard for years."
You smile at the small onrush of old memories, the clearest of which was the day you two enlisted together to get off that forgotten little colony on the frontier and actually
see the universe together, but you know now isn't the time.
You put the letter in a draw and fully intend to read it once the paperwork is done.
You never did open that letter.
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Don't hew too closely to CK2. It's CK2 style but it's very much a custom system going on here, especially since I'm kludging a few things together since this is the first quest I've ever GM'ed.
Supply and doctor are sort of up in the air, hard to judge their relative utilities without knowing what we might have to use them for.
The Supply officer pretty much makes sure that you won't starve and that every section has what it needs to function. The equivalent naval term would be Steward I think. He's rather important if you want to be able to keep track of your supplies. Also if you want to stretch and organise them. He can also ensure that building projects get what they need to complete on time and on schedule; if he fouls up then that hab complex that was supposed to take one turn might take two or three. Or ten in the case of multiple successive critical failures.
The Doctor is useful under a variety of scenarios, but the main uses are disease prevention, vaccine production, surgery and more or less anything to do with the biomedical sciences that you can't throw an engineer at, so no robot arms for you. Counselling is also possible but would more likely get passed on to a specialist, since their role in this case is more of an insurance thing than a dedicated position. You may be able to recruit other specialists as you need them, such as physicists or botanists depending on certain choices you make later on in the cargo options. You're getting 200 passengers by default, since a crew of 25 does not make for much of a population to start from.