Message:FUEL CONSUMPTION
Each space on the map is a point of fuel, unless.... Every drop of fuel is precious, but who wants to die of exhaustion trying to optimize every ounce used? Any player may try to conserve fuel before it is spent. Simply make a Stat roll. However, the Stat roll required changes. Additionally (as a penalty) when the tanks are brimming, complacency (at the job) tends to run high. Apply a DefMod(-1) for each point of fuel left in the tanks.
Anyone may try, even more than once. But like many Stat fails, the attempt will inflict a point of damage.
1 or less: Hammer-on the ever-freezing rotors; make post-it design of a tool-bot to someday do this. (STR). Double damage from failure.
2: Calculate the fuel mix for ultra turbo mode and then make a guesstimate (INT). Double damage from failure.
3: Stir the vat sediment, dizzy then nauseous from the fumes (CON). Double damage from failure.
4: The whole seems designed by committee and also needs those extra hands to operate all the stations (DEX). Double damage from failure.
5: Task the tin-heads, under the constraints that for security none of them can input more than a few lines of code of the entire program (PER). Double damage from failure.
6: Stoke the astro-furnace, ala man v machine John Henry, because the robots are too slow. (STR). If the ship has no Modules left in Helm, then double the DefMod.
7: Scrap inside casings of spent ordnance for residual organics (INT). If the ship has no Modules left in Armaments, then double the DefMod.
8: Regularly change the hemorrhaging seals, using a tool that is impossible to manipulate while wearing oversized rubber gloves (CON). If the ship has no Modules left in Life Support, then double the DefMod.
9: Switch default returns operations to manual control (DEX). If the ship has no Modules left in Astral Chamber, then double the DefMod.
10: Recruit volunteer, double-duty staff of robots to concentrate and distill organic waste (PER). If the ship has no Modules left in Amenities, then double the DefMod.
11: Conduct a physically exhausting routine of siphoning deep in a gas giant (STR). If the ship has no Modules left in Propulsion, then double the DefMod.
12: Investigate the blue sparks and deduce the coolant needs to be replaced mox-nix (INT). If the ship has no Modules left in Science-Comms, then double the DefMod.
13: Potential micro-toxic contamination but everything seem quiet now (CON). If the ship has no Modules left in Med-Bay, then double the DefMod.
14: Time a proprietary sequence which robots refuse to implement on legal trademark grounds (DEX). If the ship has no Modules left in Network, then double the DefMod.
15: All working within design perimeters, as reported by the cybernetic interface controls (PER). If the ship has no Modules left in Robotics, then double the DefMod.
16: Execute physically exhausting routine of whack-a-mole style button sequences (STR).
17: Filter the impurities from the tanks to increase yield; it's basic chemistry creating the rude smell (INT).
18: Potential micro-toxic contamination leaves the whole process on the verge of overload (CON).
19: Extended flight hours of tedious crisscross performing corona skimming (DEX).
20 or more: Ignore the clanks; the engines always make that grinding noise, despite the nervous actions of panicked utility tin-heads (PER).
Keep this result until the tanks are refueled at any Base. Gaining fuel along the way, does not change the conditions for this fuel conservation.
Yours,
IronRed
22-Aug-2024