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/tg/ - Traditional Games


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You awake on the floor, naked, next to an open cryogene-unit. You vaguely remember stumbling out of the tube some indeterminate time ago, you must have fallen over and passed out. Before you can stand up, the pain returns. Your ankle. It appears to have been twisted or sprained. You realise that standing up is going to be a challenge, so presently you decide to find a place to lean on. You sit up slowly, and lose vision for a moment as the blood rushes from your head. You slouch against the warm, metal box next to the unit. It hums subtly, but you can barely feel the buzz. All you can feel is the pain of your ankle. It will get even worse as you fully unthaw.

You can remember nothing, but deduce that you're on a spacecraft of some kind. Not even your name. Your amnesia doesn't trouble you, surprisingly. More important is the present situation.

The room is too dark to see more than 2 or 3 metres, only faint light is emitted from the still-open cryo unit's door. It casts a grey-green light on the grated floor.

>Enter command.

>[Example commands: examine the floor, stand up, wait for an hour, go into the other room, push the button, etc.]
>>
>>27991461
Stand up.
Feel around the walls for a light switch.
>>
>>27991461
Examine the floor.
>>
You attempt to stand up, but your ankle cannot support you, and you topple over. Luckily, you land against the box and not forward, but a sharp sting shoots up your foot and leg. The fall has made you temporarily dizzy.

After the stars fade you reach around the wall from your sitting position for a switch. You feel a jumble of buttons on the cryogene box, but on the near wall, only metal panels.
>>
I helicopter my dick.
>>
Upon closer inspection, there is a brown-ish dried substance on the metal grating of the floor. You reach out and touch it, it is dusty.
>>
>>27991533
Rummage through the box for anything useful
>>
You reach for your penis, but stop yourself when you realise you still have some of the brownish dust on your hands. You ultimately decide that this is not a good time for self-pleasure, anyway.
>>
>>27991461
Examine cryo unit.
Examine metal box next to the unit.
>>
Try to remember who we are.
Think about what we know.
>>
The hatch is closed too tightly for your shaking fingers, and the box is attached hard with pipes and ducts to the cryotube. There are probably only extra cryogene tanks within it, anyway.

The cryo-unit is a tall cylinder next to you, with a door hanging open that blocks your view inside. It emits a greenish light onto the floor, and is humming softly.
The box is hard metal, with rounded corners. There is a panel with a jumble of buttons on the front, and a sticker on the side. It reads:
„IWASARU CRYOGENIC SERVICES, CTN No. 185923000“
>>
>>27991461
>Enter command.
Put quest in the title thread.

Thanks.
>>
>>27991636
Look around for a light switch or flashlight.
>>
Your mind is struggling, and something finally comes back: „I am James Prescot. I was born in Gentes in 6.199. I am a... pilot.“

You feel pleased at having recalled that.
You are still unsure whether or not this is your ship, though. You cannot remember what you were doing, where you are, why you are here...

But you know you are on a spaceship, it's familiarity can't be stopped. You wonder if you're in space, or grounded. You wonder where the crew is. You wonder why you were in stasis.
>>
Go to the other room.
>>
>[Sorry for the slow reply, I'm snacking]

>[You can ask for hints, if you want. But if you ask too many you will be ignored. Here is one for free, anyway]

There is no switch or flashlight nearby. The only light source is the dim cryotube, humming softly. You wonder why it's so quiet, so dim, how it could possibly have the energy to freeze a person at that state.
>>
You look around. Besides the small area lit by the tube, you see only darkness, you see no other room.
>>
>>27991727
>>27991693

let's see if we can somehow transport with us whatever is emitting light from the tube.
>>
Examine interior of tube.
Examine light source in tube.
Examine panel with jumble of buttons.
Prepare to press buttons if necessary.
>>
You look inside the cryotube. There are a number of pale green neon-light tubes lining the back and walls of the container. They look firmly attached to the inside, you won't be able to take the light anywhere with you.

The panel on the box is a small inset block, with several keys, controls, and switches. One of the switches reads 'POWER AUX 1 - AUX 2 - CENTRAL'. It is currently in the AUX 1 position.
You ponder some buttons, and slowly lift your finger up the panel...
>>
>>27991848
Move switch to central.
>>
You flick the switch to central. A flash of white light and an electrical crack pierce your senses.

You find yourself on the ground again. You have to squint as the room is fully lit. You feel for your ankle, the pain is intense. After a minute or two, you are able to stand up again, once again bracing yourself against the wall. Something must be wrong with the power supply, you think to yourself.

Now visible to you is a dull grey room of metal plating, grated floors and ceilings, lit by a bright white-teal radiance coming from the cryo-unit. You notice how a handful of neon tubes lining the walls next to the tube as well as being inside it.

There are four other cryogene units in this room, however the other three are turned off and shut.
Ahead of you, you see a metal door with two windows and a green stripe of it. Slightly to the left is a smaller door, with no markings. On the floor you see a pile of clothes, and what you now realise is dried blood. Not very much, but it still frightens you.
>>
>>27992006
Search the pile of clothes.

Set aside some that fit and are preferably clean, take anything out of the pockets, and try and find something to wrap around your ankle as an impromptu brace - if you can tear off a few strips of cloth, do that.

Heat loss could kill us over time, best avoid that.
>>
>>27992006
OP needs a tripcode.
>>
>>27992006
Look through windows.
Examine stripe.
Examine doors.
Prepare to open doors.
>>
You search the piles of clothes, but get the strange feeling that they have already been searched through. There is a pair of briefs, full-body undergarments, a white jacket, and a pair of slacks. You go ahead and put the undergarments on, which reach slightly over your ankles. You wish there were some shoes or socks, but none seem to be here. You wrap the briefs around your angle, and put the slacks on. You weren't quite looking forward to punishing your ballsac by once again imprisoning them in those godawful trappings again, so you feel a bit content slipping the slacks and jacket on. You are much warmer now, but strangely don't recall feeling cold before.

You notice a patch on the jacket that reads your name, and underneath says 'CERTIFIED CO-PILOT NN-113-515'
>>
Examine other cryo-tubes real quick.
>>
As you walk near the door with windows, it makes a difficult-sounding mechanical noise, as if it were stalling. It should have opened automatically, but must be stuck. Through the windows you see a hallway that opens into a large, well-lit room, with some chairs and potted plants barely visible.

The green stripe on the walls... it signifies that you're in the cryomedical section. You look at the tube and you have another recollection: These are medical tubes, meant to hold injured crew until the ship returns to a planet with proper facilities. You wonder if anything is wrong with you, but you notice nothing other than your ankle, which is not alone enough to have warranted your entrance. Besides, you would have wrapped it up before getting in...

Both doors are metal, and appear to be unlocked. The door with windows is automatic, the other must be manual. Probably a supply closet of some sort. You look at the other cryo tubes again, just to be sure they are empty. There is no one inside of them. Each one has a jumble of serial numbers on them. They are powered down compeltely.

You once again slowly reach out your hand, in a zombie-like manner, toward the doors. You wonder why you keep hesitating like this. You aren't shaking as much as you were before.
>>
>>27992240
Steady hand
Open door
Feel back of head for bumps
>>
>>27992240
Open door without windows.
>>
>>27992240
Check the damn closet, could be useful kit in there.
>>
You walk over to the door with no windows, and this time attempt to walk a bit without the wall's support. Your ankle isn't broken you think, just swollen and slightly immobile. It's entirely possible you just twisted it when you fell out of the cryotube. Which makes you think... why did you fall out of the cryotube so suddently? Was it a cut in the power?
You push open the door. It swings inward and reveals just what you expected. There are a number of towels, first aid kits, gauze, sedation syringes, and an assortment of boxes and cryogene tanks. It looks like it has never been touched.

You feel the back of your head... it hurts, but there is nothing unusual.
>>
>>27992375
Examine assortment of boxes.
Take first aid kit, gauze, and syringes.
Take towel.

Search boxes for backpack.
>>
You examine the assortment of boxes. You recognise pain pills firstly, stimulants, sleeping pills, and a couple pills and chemicals you have never heard of. Your ship medical officer was usually in charge of knowing what all these curious 'hydrotoxic releivers' and 'pentaseptic peroxides' were.

The first aid kit is too big to put in your pocket ufnortunately, but its not heavy. You slip the gauze, syringes, and towel into the back pockets of your trousers.

You search the boxes and find nothing but pills, a few rolls of medical tapes, and more empty syringes and small chemical containers.
You search for a backpack, but there is none.
>>
>>27992513
Take pain pills.
Move to next room
>>
>>27992513
Take pain pills, take disenfectants, take antibiotic ointment if you can see one, and maybe get a proper wrap on your ankle, these assholes have to have some kind of ubiquitous ace bandage shit in here don't they?

Also if there's an oxygen mask and a bottle that isn't huge, grab those. We can carry them for a bit if necessary.
>>
>>27992513
Lament the lack of backpack.
Enter other room. Window one.
>>
You put two pain pills in your mouth, and swallow using your saliva. You feel something strange on your mouth, and realise that your lip is cut. The blood is long dried up, and there is no pain.

You look for some disinfectants, and grab a small squeeze-tube out of a box. Your eyes scan the labels for something saying 'antibiotic', but you find none. They wouldn't be much use anyway, the nanites required in every pilot's blood system take care of infectious diseases efficiently enough.

You wrap up your angle more tightly, this time applying tape to keep it on there.
You see no oxygen mask, but plently of chemical bottles and tubes with long names meaningless to you. You'd better not take a change drinking something you don't need to be.

You head towards the next room, but that awful whirring noise reminds you of the door's malfunction. It struggles to open more than a few centimetres.
>>
>>27992640
Kick door with good leg
>>
>>27992640
Try to remember if there's a manual override, this is one of those points-of-failure minimizers of good engineering. Surely they don't make spaceships in which you can't get the doors unstuck by hand, at least if they're partially open.
>>
You brace yourself on the door frame, and give the door a good kick. You hear a thump, and something roll away, and the door opens quite easily after that.

You look down at the culprit: your shoes had been stuck partially underneath the opposite side of the door. It is customary to take them off before entering the medical rooms, but not get them stuck in doors...

You head on into the next room. It is a large, open, well-lit lounge. There are green plants in every corner. There are seats with soft red padding lining the walls, a table in the centre, with a holographic display that is currently shut-off. Also on the table is a schedule chart, and some starmaps. The ceiling is dimly lit, and flickers every once and a while. On your left, the walls is empty, the far wall is covered in a communications panel which also appears to be shut-off, and the wall to your right is a large screen with the shutters mostly down. Between the slats you can see glimmering stars in the distance... you are definitely in space. A sense of urgency overcomes you, there was obviously some sort of accident, and no one is around. The ship appears to be in a stable orbit, but what of the crew?
>>
>>27992807
>forgot my name, but that was me
>>
>>27992807
Go back and get the shoes.
Make sure there are no sharp objects inside the shoes.
Put on the shoes.
>>
You walk back and feel around in the shoes, there is nothing there. You slip them on, having no trouble with the swollen ankle as the shoes are meant to be soft and malleable, made out of advance nano-fibres that sense stress and adjust their tension. Your ankle doesn't feel much better, but at least you're not barefoot anymore. You return to the lounge room.
>>
>>27992807
Turn on holographic display.
Examine schedule chart.
Examine starmaps.
>>
>>27992888
This.
>>
You turn on the holographic display at the display unit, which has several buttons for visual navigation and colour-coding. It buzzes for a moment, then turns back off. You try again, and this time powers up. A large map of the galaxy is displayed, hundreds of stars are listed, and inhabited systems are marked. You locate your spacecraft:
'HASAI STARSHIP 515 - INORBIT PLANET AGHALSE IV PLEIADES'
You notice that no other spacecrafts are listed around... in the far corner of the display's control unit, a flashing yellow message reads: ERR COMMUNICATION INPUT ABSENT. NO CACHE AVAILABLE'
Someone must have deleted the data. This worries you. The hologram is of no further use, your communications are obviously out...

You look at the schedule chart. Your starship was scheduled to visit a certain number of corporate stations, manufacturing facilities, and worker barrack stations. All of them have the same name in common: HSF Astrochemical.
They reveal dates of planetary orbits, local weather predictions, and various data meant to coordinate a very-well planned out trip. You must have been flying some sort of investigative mission...

The starmaps are simply 2D projections of the local arm of the galaxy. Star names, colonised planets, etc...
>>
>>27992807
>>27993084
Open shutters and look outwards.
Examine communications panel.
Any doors in this room?
>>
>>27993084
Can we figure out if we're in a safe orbit, and if the crew are alive? Are there logs or records on these machines? A ship status readout, a floorplan?
>>
There are three exits to the lounge. Two are hallways off the left and right sides, the other is visibly a port into the docking zone, and escape pods.

The comms panel is blacked out. There is no connection to it, you're not even sure if it has power. It should be running on auxillary power if there was a surge or energy problem, but the rest of the room is doing fine. You imagine that it couldn't have been shut down this way accidentally.

You open the shutters fully. Outside is dark, empty space sparsed by a handful of glittering stars. The planet must be visible on the other side of the ship.

The spaceship is relatively small, it seems.
>>
Go to the docking zone and see if there are escape pods still onboard. Maybe the crew bailed.

Incidentally, looking at the stars will tell us if the ship's in a bad spin or relatively stable. Maybe if our orbit's bad, provided we have training or implants.

Let's try to remember if we have implants.
>>
The logs and records are probably in the pilot's cabin or control room, none of the crew is visible, you may be alone on this ship. The orbit looks stable, there would be some sort of overhead warning if you were in danger. You aren't spinning, although there is no sign of the engines being on.

You enter the docking zone. Along the walls are 6 spacesuits, none of them are missing. No one must have bailed, you think. Out of 4 escape pods, 2 of them are gone.

You have fairly professional pilot training, but don't remember the details of this mission. Based on the travel plane, it could have been some sort of police escort, or perhaps just a routine saftey investigation.

Aside from your nanites, you have no bodily implants. You take some pride in knowing that your parents had genetically assigned your skillful piloting traits, rather than having to focus on machine-implants later in life.
>>
>>27993363
Put on spacesuit.

Pretty good quest.
>>
>>27993270
>Two are hallways off the left and right sides
Let's put on a spacesuit and head off to the left hallway.
>>
You put on the spacesuit. It's slim and flexible, built out of resilient nanomaterials and inlayed with powerful monitoring equipment.

You head down the left hall way, and find yourself in the pilot cabin. There is only one exit, the one you came in, and the front of the room is a large glass window. You can see the planet you're orbiting, a brilliant silver colour outlined by the blue star behind it. You wonder what kind of minerals in the cloudy atmopshere create this awe-some effect.

The control room is simple. A small interface, a few inset panels, and no clutterings at all. The walls are a shiny silver-white metal, and there are a few papers lying on the floor. On the left wall is a tall metallic cabinet that probably contains electronic data, and some kind of computer monitoring system. Possibly an auto-pilot.
>>
For a moment, you think you see a tiny glare in the dark space outside the window. You stare at the spot for a minute, but can't make anything out.
>>
>>27993597
Examine papers.
Check if we have power.
Examine if we have interface.

Kind of want to go down right hallway so as to not leave areas unexplored.
>>
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>>27991461
>Stand up.
>Pick up a wrench
>Try to follow Dr. Janice Polito's advice
>Smash any mutant that comes in my way.
>>
>>27993709
I'm definitely getting a SS/Marathon feel.
>>
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From this position, you can see somewhat down the right hallway. There is another closed door on the left side of the far hall, what appears to be the living quarters. After that, the hallway turns, and you can't see where it goes from your angle.

You look at the papers on the floor... You pick up a medical document of the ship's crew, which has a portion ripped off from the bottom. You see that the crew are indeed investigators and police officials, a small group of six people. The pilot, the co-pilot (you), a medical officer, a starpolice escort officer, a government-sent corporate investigator, and... a missing person where the page is ripped. The ship must be advanced enough to have its own monitoring system, or perhaps a service robot. The ships is a police vessel built by the Hasai Corporation. a few diagrams of this planet, it's magnetic field report, and orbit charts. The planet is uninhabited, and unclaimed for that matter. You wonder what you're doing in orbit around it.
There are no mission reports or ship diagrams, but you imagine they must be near by.

There is also a photograph of the starship, the pilot must be very fond of it.

You touch the control panel and it flashes on. It recognises your hand, and unlocks the ship controls. The ship has been on automatic orbic, in a position set for the escape pods to launch safely away from the planet. You can set the ship to manual control, but figure it would be a good idea to leave it be for now.
>>
>>27993879
How many people fit in an escape pod?

Are there any lockers or whatnot around where we might find out more information?

Are there records of escape pod releases in the computers here?

If the room has nothing more for us, tuck the papers into the suit or something and go into the living quarters.
>>
>>27993879
Head down the right hallway.
>>
From general knowledge, you recall that Hasai escape pods on these types of ships fit 1-2 people. You guess that these would fit 2 people, since less would be dangerous and likely illegal. And a police ship is not goint to be either of those.

There is a metallic data cabinet on the left wall, connected to the main control interface.
Any ship records would likely be contained in disks units inside of it, although there should be physical papers somewhere on board the ship. Unless...

You tuck the papers into the inside of your jacket pocket, and head down the right hallway. It leads to a dead end, on the walls are 4 doors in total. Three of them are open, which reveal a room of four ordinary crew bunks, and two separate private suites. They are both empty, and this is dried blood on the floor here. You can't see much else inside the rooms, as there are no lights on.
>>
You hear a tinny beeping noise coming from behind you. You look back into the pilot's cabin, and see something on the interface screen. Outside the window, a flash in space catches your eye. You aren't seeing things, it distinctly flashed three times-- another ship is headed towards yours.
>>
>>27994071
Look around for a lightswitch/flashlight.
>>
>>27994071
Turn on the lights.

If there's no lightswitch or on-switch for emergency lights, go back to the cockpit and look for emergency supplies or a means to create illumination. Or wherever there's emergency kit.
>>
Activate cockpit light
>>
>>27994094
Arm yourself with whatever is at hand.
>>
>>27994094
Spacesuit got lights in the helmet, maybe. Or nightvision.
>>
>>27994071
I think we should check the metallic data cabinet.

I want to open the fourth door but would like to find some way to defend ourselves first.
>>
You flick the light switches, but they don't work in either of the private suites. The crew bunks turn on, albeit with a flicker, and you can see inside. It's a small metal chamber, with some photographs on the walls, and a dead potted plant in the corner. There is dried blood on the floor, and on the door. It looks days old, and there is no smell...
The sheets on the bunks are flung onto the floor. A tall aluminium lamp is knocked over, but mostly intact. There are a few magazines scattered here and there, nothing too interesting.

The beeping sound continues in the background.
You have nothing with you that could be used as an armament.
You turn on your spacesuits headlight, which shines a blue-ish glow that contrasts the yellow lights on the ceiling.
>>
>>27994189
well, we need to figure out SOME kind of exterior lighting.
That thing is signaling to us, we have to signal back.
Is there anything we can do from in-ship, or do we have to get our spacesuit on, get out, and wave with some glowsticks?
>>
>>27994189
Go inside the private suites.
>>
>>27994189
Tall aluminium lamp? that'll work as a tall aluminium spear, when you stick it underfoot, bend the head of it, and then bend it back and forth a few times till it breaks. and that'll also help as a walking stick for that ankle just now.
>>
>>27994285
Good thinking.
>>27994189
Do what anon said with lamp.
Open fourth door.
>>
You head back into the pilot's cabin.
The beeping is louder here, and the control interface shows over the screen: SHIP APPROACHING. EST. TIME: 17 MINUTES. SHIP UNIDENTIFIED. COMMUNICATION UNAVAILABLE.

You check the data cabinet. There's no way inside, of course, but you can hear inside trays of disks being shuffled. You wouldn't want to damage the cabinet.

The control interface is still beeping. Rather annoying.

You enter the first private suite, but not before grabbing the aluminium lamp and snapping the head off. You find it useful as a walking cane.
Your headlight illuminates only a small portion at a time. You can see the floor: broken glass, a small handheld phasergun, and a syringe. Otherwise the carpet is clean and smooth, a luxury green-gold.
>>
You grow a bit wearing of walking back and forth between the hallways, but your cane helps quite a bit.

The fourth door is locked tight. Some kind of special electronic key is needed to open it. It looks stronger than the other doors, and is latticed with metal.
>>
>>27994363
Pick up the phasergun.
>>
>>27994363
survey the rest of the room, check that phasergun, law of sod dictates it'll be discharged, but we can check
>>
>>27994383
Pick up the gun.

Examine the syringe and the broken glass. Try to find out what broke.
>>
>>27994363
Pick up phasergun.
Examine syringe.
Examine broken glass.

Looks like we'll need to find that keycard.
>>
You pick up the phasergun, and as you do, your light illuminates the bed. The sheets are clean, but a mess. They are strewn about on the bed, and tangled up. The pillow has fallen behind the bed. The sheets are a nice golden colour, with a rich pattern of burgundy that reminds you of the colours of the governmental guard's high-order police units.

You pick up the syringe, it is mostly empty, but a small trace of clear chemical remains at the bottom. The tip appears to be slightly bent or broken off, but you're not a syringe specialist.

You examine the broken glass, it appears to be a fragile synthetic glass material, that you think is common in medical facilities. The edges aren't quite as sharp as regular glass, you can examine it more carefull. You can read some sort of chemical name on it, and a mL measure, but not much else. The pieces are fractured and bent.
>>
>>27994363
find some buttons to make the control thing beep less.
>>
>>27994488
so, someone was abusing DRUGS in here. What a shame.
I hope that ship isn't pirates.
>>
>>27991461
Put quest in the subject line, please.
>>
You finally can't take it anymore. You point the phasergun at your head...

You walk back across the hall into the cabin for the fourth or fifth time. You go and shut the beeping sound off by letting the ship interface know you've recieved the message. All it takes is a simple touch.
>>
>>27994519
Or someone was killed, or tried to kill themselves.
>>
>[Starship 515 will return in 20 minutes]
>>
You are currently standing in the pilot's cabin. The ship is still not visible through the window.

>Enter command
>>
>>27995028
Turn on the engines. Check fuel gauge.
>>
>>27995028
I don't suppose we have communications.
Can we activate a light? We might be able to communicate using morse.
>>
check that phasergun. we still dont know if its live, been expended, or what. Also is it a standard issue item on this ship.
>>
Run Diagnostics on the system. if we're being appraoched, we must have a docking port. is it secured, does it have external overrides?
>>
You once again put your hands on the ship's control interface. It lights up in recognition of the co-pilot. You now have a vague memory of piloting this ship.
In the upper right corner of the screen, is a smalle reminder: Ship incoming!, estimated arrival time: 14 minutes.
You start the ion engines, which should take about a minute to full power on, and leave them to go into standby mode.
The communications have been disabled somehow, whether manually in the ships wiring, or the comms array and antennae, or through some sort of exterior signal fog.
You remember the landing lights of your ship, and switch them on to see if they work. You made three flashes, and a few seconds later, the other ship flashes once. You can see a small speck now... you think.
>>
>>27995148
Use emergency signals to indicate comms out or whatever and try to establish their identity.
>>
The phasegun is usually issued only to security officers, there is likely only one on board, which belongs to the missing police man.
You examine the phasegun, which is cold and doesn't appear to have been fired. But then again, you've got no idea how long you were in stasis. At least a few days, you assume.

The small craft has a docking port which extends a small flexible duct through which small cargo and one person at a time can flow, they enter into an airlock which is (obviously) closeable. You don't think anyone could enter your ship without you letting them, although they could dock if the ship stays still.

You start the emergency lights, red flashes that repeat the standard space emergency pattern. The ship does not respond to this...
>>
>>27995227
Are there any other areas we have not explored? Perhaps we should do an EVA.

Odd that the ship does not respond to it. Don't trust it.
>>
You wonder what lies in the locked room, or in the investigative officer's suite...

You glance at the interface: Estimated arrival time: 9 minutes.
Engines fully operational. On stand-by.
>>
Enter private suite.
>>
You walk back to the closer private suite, the door is only partially cracked.
You push it open slowly, and look around with your helmet light. Another luxury room with traditional decorations. The higher ranking government officers often live in more luxurious conditions, and commit themselves to more traditional lifestyles with little cybernetic augmentations. Of course, a lot of them are genetically engineered still.
You imagine these must have been high-class... this wasn't a simple police escort, you were dealing with some important investigation. But it must not have been to public, since they were sent on such small a ship with such little crew. You think perhaps, this mission was a secret.

There is not much of interest in this room. A book on a wooden shelf, a physical paper book, which you have not seen in some time. The sheets are strewn halfway off the bed and dragged slightly across the floor. The carpet appears mostly empty, and clean. There is a photograph on the wall of a blue and white swirled planet, perhaps this missing man's homeworld.
>>
>>27995436
Examine book.
Examine bed and sheets.
>>
>>27995436
>Check the book on the shelf.
>>
I cant get the feeling our high-ranking VIPs were given an early disembarkment. by force, when asleep.

get to the docking bay, check the layout. if its attackers planning to finish the job and remove witnesses, we need to be sure that we have cover when they come through that tube. if they're friendlies, we need IFF before they get onboard.
>>
>>27995436
You pick up the book.
'The Structural Possiblilty of Full-Scale Dyson Spheres'
It looks pointless, but you flip to a random page anyway.
'...the issue of technology has been replace with the issue of finding available material. Interstellar engineers have long agreed that modern nanocarbon vector fibres could easily build a suspension strong enough to...'
Something falls the the floor.
You pick it up, a small electronic card. It must be his bankcard, which he was using as a bookmark. The outside contains a magnetic strip and a meaningless string of numbers, but a computer might be able to read this. You pocket the card.

The bed and sheets have nothing on them. The pillow is on the floor, the sheets pulled half-way off, as if someone was dragged out of bed.

You leave the room and enter the docking bay.

>[I hope you 2 (3?) guys here don't mind, but I'm going to continue the story tomorrow, the interest in this thread has waned. I'll probably start posting around the same time as today (17:20).]
>>
>>27995659
>has been replace
>the the floor

you can tell I'm getting tired
>>
>>27995682
Good night OP.
>>
>>27995682
Good first thread, OP, see you next time.


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