So you're learning martial arts.
You're four days out of Emerald Station, which leaves you with a few shifts in the galley and a shift or two in sick bay. Is there anything else you want to do while en route?
So you're learning martial arts.
You're four days out of Emerald Station, which leaves you with a few shifts in the galley and a shift or two in sick bay. Is there anything else you want to do while en route?
((Probably nothing of significance unless I happen to run into someone I have considered my friend while I've been there))
Other than Harrison, you don't encounter anyone you particularly consider a friend. Gopher and the other medics are really more like colleagues, and those guys from Astrogation have been laying low ever since their debated discovery turned out to be a disastrous pirate trap. Even the first mate, who gave authorization for that little jaunt, has been in the doghouse lately.
Arrival at Emerald Station is an interesting thing, a two-step approach to a very large planet.
You can see the planet - officially registered as Emeraldas 7, being the seventh planet from its star, but called simply Emerald - from a long ways off. It is several times larger than Earth, and most of its surface is a dull brownish tan that reminds you vaguely of the color of camels. Despite its immense size, its gravity is described as 'standard' which you have come to understand as meaning 'Earthlike'. How? It seems Emerald is an entirely rocky planet, with almost no native metals.
The port of arrival is Emerald Station, an orbital platform in geosynchronous orbit over a spot on the planet's equator. There, the captain must make a brief report on certain qualities of the ship. This involves you only briefly - you are on duty in the medical bay when the captain patches you through to the station administrator. The chief medic on duty gives a description of the medical facilities, describing the capacity of the ship to contain and treat any radiological disasters that might occur on board.
Once you've passed this inspection, the ship is allowed to descend into the atmosphere. You are asked to accompany Lefton - the medic with the lavender cybereyes - as part of a mandatory medical detail during the trade.
I straighten myself out before I go slightly behind Lefton to follow him to where I am suppose to go.
(Lefton is a woman.)
The surface of Emerald looks like something out of the Old West. It's a hot, dry place where the wind blows dust in clouds that drift across the horizon.
The starport where you put down is a flat expanse of what appears to be some sort of native stone, deep black with a faintly translucent, waxy surface. It looks a bit like obsidian, but with deep green inclusions the color of polished jade.
The miners who come out to meet you are driving an open-topped cargo truck, more like a barge on wheels, really. It has five large, grey cases laid out in two layers, all heavily locked and with warning markers all over them. Your medic training tells you those symbols mean 'radioactive'.
Your own people are driving a similar barge, loaded with stuff from the ship's hold, mostly refrigerated crates filled with food.
Out in the dust, you catch sight of something. A flash of light, brighter than the surrounding sand, like sunlight glinting off a mirror...
I probably wont be saying or dong much or anything.
About a minute or so after you don't say anything about the light glinting off of something in the sand, a spear comes flying in a high arc, and slams into the shoulder of one of the mine guards. He lets out a horrible shriek, and drops like a sack.
The other miners all draw blasters, and the other guards shoulder their rifles.
Lefton grabs you by the arm and attempts to drag you behind your ship's barge.
The guards are pointing their blasters this way and that, but they don't seem to see anything, or at least nothing worth shooting at yet.
I am probably trying to get myself to not be so shocked to watch the guy who just got hit to notice his injuries.
It takes you a few minutes before you're able to snap out of it. In that time, more things happen. More crude weapons come flying out of the sand, most of them missing their marks or being batted aside by men with rifles. They return fire, kicking up more dust, which only provides more cover for whoever or whatever is attacking.
When you do snap out of it, you realize a few things. The man had the sense not to try to pull the spear out which, as you know, would cause further bleeding. The spear itself is of a very odd make: it's not made of wood and metal as you might have expected, but made from a length of aluminum piping with what appears to be a pulsing green shard of glass strapped to it for the head. The man himself is clearly either in shock or unconscious, as he has not tried to get up since being hit.
You have your medical kit with you.
It's twenty feet of open ground between you and that man.
Lefton is still hiding behind the cargo hauler.
I spend a few moments to try and see if I could see any complications other then the obvious bleeding that I would not be equipped for.
Nothing that occurs to you offhand. The bleeding is actually not that much - since the spear is still in place, it's keeping the wound from bleeding. Immobilizing his arm and getting him back to the ship's medical facilities is pretty much all you can do for him just now. Repairing his shoulder will require surgery, and nothing else about this situation is telling you anything useful.
Are you actually getting closer to him, or just spying from here?
Spying unless the opportunity seems good to try and get him.
Seems clear. Well, everyone is pointing guns around, but nobody else has gotten speared lately. Although there is what looks like an axe embedded in one of the facility walls that you're fairly certain wasn't there a few minutes ago. But for right now it looks kinda clear.
I was a few moments more before I begin to head over to the man to aid him.
Lefton tries to pull you back.
As you run, another of those green-tipped spears comes whistling out of the desert. Two of the guards open fire, and the spear sinks into the dust about a yard short of you.
When you get closer, you realize it shouldn't be too hard to get the spear out, once you get this guy back aboard. It's not barbed or anything, just heavy. As you get nearer the tip of the spear, it feels weirdly hot. Like holding your hands near a candle. But the tip itself isn't hot.
Your medical kit includes bandages and antiseptic, and once you set to work, it's easy enough to immobilize the spear and bandage it still. The harder part is immobilizing his arm in that position - you don't want it to move or it might tear further. You'll need something to splint it wither.
((sorry I haven't posted here in a while))
I am not sure if I have anything specifically used for that. Because I am assuming this spear is big and big things like to wabble and humans don't not move when they're in pain no matter how hard they try.
((btw, I started reading this webcomic, I thought you might like it http://goblins.keenspot.com/d/20050626.html ))
You notice that the spear that was thrown at you while you were running is made of wood. It's a bit thick, but with a bit of effort you might be able to break a length of it off to use as part of a brace to pin his arm in position, along with some bandages. It missed you while you were running - it's a good twenty feet of open ground back to the spear, and then back into cover where your wounded man is. You'll be exposed the whole time you're getting there, but it's pretty much your only option - you didn't exactly pack splints and everything else around you is made of metal. Of course, you could just say damn the damage and try to hold it still by hand while you run/drag the wounded man back to the cargo hauler where Lefton is still holding out.
Meanwhile the guards continue to posture with their rifles, but very rarely do they actually fire, and when they do it seems they hit nothing but sand.
So basically if I mapped it out.
-----------------Spear
--Me & Him
--------------------------------Cover
That would be about it right?
Yep. Precisely. You have most of your incoming fire from the left and downpage-left, insofar as you have any incoming fire, which is sparse (only a few thrown weapons so far, remember).
So basically my best option based off that mapping would be to get the spear, try and avoid other spears, and then head for cover in a sort of v like motion?
More or less, yes.
Then that's what I'll do while I take him to cover as well.
((I think we've both been flaky >.<))
You get him to cover, and you get the splint made up and put in place. His arm is now suitably restrained so that, if you hold him up under his other arm, you should be able to get him back to Lefton without hurting him too much more.
As you are ducking back behind cover, something sparks off the top edge before burying itself in the ground. It's a smooth, sharp circular disc (rather like a sharpened discus or the blade of a pizza slicer) made of the same weirdly luminous green crystal as the spearhead, and you notice an increasingly uncomfortable warmth coming from both.
"That's not good," I say while looking to the disc. "I wonder how many of those they have."
The guy is unresponsive for the most part, but at least he's not completely unconscious now. He peers at it blearily and groans but doesn't really respond as such.
The guards open fire again, and this time you hear a pained yelp from out in the sand. This is followed by various hooting and yelling, and you finally see what they're firing at - a bunch of people in what look like primitive ghillie suits, really little more than hides covered in sand and pebbles. Amid the hoots and hollers, they seem to be fleeing into the desert.
I try to not watch what is going on so that i could help the man get the harpoon out and wound treated.
Well, first you have to get him back to Lefton. Remember, trying to remove the harpoon from him yourself in the middle of nowhere with no supplies is pretty much a quick trip to the morgue for him.
Thankfully, getting him back to Lefton is pretty easy now that nobody is throwing things at you any more.
She gives you a reproachful look. "You could've been killed," she grouses. She actually puts her hands on her hips, and looks very much like an old mother hen, before she takes out her medical kit to set about double-checking your work.
The guards begin squaring things away with the guys from your team. It seems again very easy now that the fiery doom isn't raining down on you.
It's mostly quiet for you for a while, unless there's anything you'd like to contribute or ask about between here and the infirmary.
I'd probably only reply that I'm really afraid of death while he's wounded and still being attacked.
"Well don't go risking your fool neck and you won't have to worry about it."
The trip back to the ship is indeed uneventful. The loading crew turns the crates of Emerald over to the guys in Engineering, who light up like kids at Christmas. They've dismantled the whole thing in the course of about fifteen minutes and carried off all the crates. You can hear their representative coordinating with the quartermaster which departments need how much and how many hours of what exactly officer so-and-so is going to have to do if they want their share.
As for you and yours, Lefton hustles you down to the infirmary. When you get there, she puts your wounded marine onto an exam bed, then turns to you.
"Sleeves up," she says, "You were exposed almost as long as he was. You're worlds easier to salvage, but you're still going to need the full course, and the sooner the better." Even while she's talking, she's preparing a series of needles and blood-drawing vials.
I'm probably going pale with the needles, particularly the blood-drawing (last time I got blood work done, I had a huge bruise on my arm).
If you don't protest, or even ask what this is for, she'll go about her business. She'll draw a total of three vials of blood, then two needles, one in the muscle, one in the vein.
"Come on. He's your patient, and I need an assist."
"Yes, but what are each of these for anyway?"
"Radiation sickness," she explains, "You were exposed to raw Emerald in close proximity. The guards' suits are shielded against it and I stayed put, but you and your patient in there got some pretty high doses, so you need these boosters to keep you from getting sick."
She leads you into the surgical bay where you stored your marine. One of the other medics - still clearly dressed for the kitchen - is hooking him up to some monitoring equipment. You recognize an EKG, EEG, blood pressure monitor, and so forth. He's lost a lot of blood, so his pressure is a bit low.
"Do you want to learn how basic surgery works?" she asks, already rubbing her hands with what appears to be some sort of antiseptic gel. It's the same lurid purple as her cybernetic eyes. "You don't have to, if you're squeamish, but if you get decent at the basics you might make a living as a nurse if you ever leave the trade routes."
"I'd like to, but I best not, I don't have a strong stomach for those kinds of things."
Lefton nods, and begins prepping her own equipment. The medic in the cook's apron takes it off and offer it to you.
"Trade you?"
I nod as I take their apron, if I had anything they needed, I gave it to them.
I think "trade you" means that you get to go cook and the cook does the medical stuff.
Harry--I'm glad I didn't take over this game--you're doing really interesting things with it I'd not have considered.
--M. J. Young
Exactly what I meant.
And what do you mean? I'm just doing the basic scenarios. Well, that and all the stuff I keep getting wrong. The only things I'm playing with are the characters...
Or is that what you meant? The cyber-eyed chief medic and her drug addict assistant?
He grins as he gets your set of surgical gloves and a spot by the decontamination sink. Soon his hands are covered in purple goo, wiped clean, and covered in gloves instead of yours.
You have a long trudge down to the galley, but at least you aren't watch them extract a piece of rusty metal tipped with radioactive volcanic glass out of an unconscious man's shoulder.
When you get there, Gopher is past the point of ready to go. He seems surly and his eyes look bloodshot. Violently bloodshot. It's the first time in a long time you've seen him not smiling, and he doesn't greet you when you come in.
"I hope you're leaving to lay down right away."
You sell yourself short. Seriously--spears tipped with radioactive emerald resulting in radiation poisoning? Seriously clever, and not in the book.
--M. J. Young
((M.J.'s right :) ))
"In my grave," he grumbles, trudging out like a man who means exactly that. He's never given any indication of actually being suicidal, but he looks like he hasn't slept in days and isn't entirely aware of where he is.
"Hey," somebody calls to you from the counter. You recognize Anna Tolohov, your sporty deckhand friend. The Runners must be continuing their winning streak, as she looks downright giddy. That is, until she points to her plate, which is still full, but of what you can't quite be sure. It seems the pile of mystery slop Gopher left her with is the source of her consternation and, aside from a friendly hello, the reason why she's calling you over.
And, because I know it will set MJ's mind at ease and nudge this a little closer to back on-template (as well as relieving a fit of insomniac boredom for me):
Chief Medic Prior is replacing Doctor Evans
Senior Medic Lefton is replacing Medic de Palma
Junior Medic Gopher is replacing Medic Robbins
And the guy who replaced her in Surgery, that's Junior Medic Despie, replacing Medic di Pietro.
We also have Harrison in Security, replacing Davison
and Anna Tolohov, our sporty deck hand, replacing Bartolomy.
The Captain is Elizabeth Larkin-Johnson, playing the role of... well... Captain Johson. Would ya look at that.
The First Mate we've heard mentioned, but we haven't met him yet so he doesn't need a name
and the large engineer with the Russian-sounding voice, that's Yevi Tolohov, Anna's big brother, replacing Engineer Josephs. Anna doesn't have nearly as thick an accent (or waistline) as her brother, mostly because she's a born spacer, while he grew up mostly grounded on Moon of Korg (where Gopher learned to cook, though at a different colony).
((wow, I got real lazy :( ))
I head over to Anna Tolohov, "Something wrong?"
(( You might not know, but due to changes in my circumstances, I am on hiatus from running games right now - should be resuming within about two weeks. I haven't forgotten you, but moving is hard. :( ))
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