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Engine Heart
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====Space Station 13 crossover==== Backstory on SS13: A (potentially) self-sufficent space station primarily designed for mining, research, xeno-biology/archeology...then staffed and run like a Wal-Mart that hires from the students at a special-ed high school. Primary power is either provided by a miniature black hole BARELY contained by a force-field, or highly sensative supermatter crystals - think 'dilithium crystals' from Star Trek. Similar to the way that the game is played online, 'rounds' played on the station are chosen either at random by dice-roll or by majority vote at the Programmer's discretion. They end when either one or more key objectives have been met/failed, all of the PR's are incapacitated, or when no PR can possibly leave the station or complete a key objective. Possible scenarios: ---"Vanished": The human crew have all abandoned the station for no immediately discernible reason, leaving it more or less operational. This is pretty much vanilla EH '''in space''': individual robots can either try to follow their original instructions or invent new ones for themselves, robots that are especially powerful or have exclusive access to power or repair stations may try to set up their own little kingdoms, individual wings of the station may declare themselves autonomous nations and have varying friendly/hostile relations to other such nations and/or outsiders. The Programmer will roll against a table to determine which, if any, of the station's subsystems are failing and at what rate, in addition to possible random events during play or other situations predetermined at round-start. ---"Bootstrap": due to a clerical error, the PR's were placed on a station that was never finished and/or never occupied by a human crew before it was lost from official records. One consequence of this is that no power generation systems were connected and the station itself is running on dwindling battery power as are the PR's. While access becomes easier as power runs out - secure doors no longer hold and security systems go offline - it also means no power for the PR's. The Programmer determines how many systems are operational in addition to what areas of the station are constructed and to what degree from completely finished to skeletal. The PR's goal is to either escape the unfinished station by one of several means, any or all of which will be hindered, or to complete the station themselves! ---"Disaster": A major disaster aboard the station led to the hasty evacuation of all human crew that were not killed by it, rendering the PR's obedience directives irrelevant as human authority no longer exists. The worst is long past, but there will be no rescue attempts, and they must now attempt to escape the station before becoming victim to the disaster themselves. ---"Hostile": An undefended station is assaulted by hostile forces that are clearly not human. The PR's must either flee or fight. ---"Dismantle": Due to budget cuts, carelessness, accidents, sabotage, revolts, or all of the above, Central Command has deemed the station such an unprofitable mess that it is to be scrapped entirely. Any remaining human crew have been removed and the PR's left behind on the ruined station. Even worse, an automated salvage ship has been dispatched and will dismantle the station and everything on it with a voracious nanite swarm after it arrives and spends a short time scanning the station to calibrate its sensors. The PR's can attempt to flee or reverse the decision by a combination of repairing the station and sending enough valuable ores back to Central Command. And while the salvage ship is too powerful to fight directly, there might be a way to misdirect it to a nasty explosive surprise... ---"Misdirection": The PR's are in-transit on a supply ship that suffers one of several calamities such as docking at an abandoned station or crash-landing on an asteroid when its drive malfunctions. They will need to seek help or repair their craft or establish a new home far from their intended destination. ----
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