Gameplay:
All actions are to be bolded and all in-character dialogue is to be italicised and may be coloured. Out-of-character dialogue is to be contained within ((a double set of parentheses)). Multiple actions may be undertaken at once, and will be performed in the order and manner specified, and each take the according amount of time to accomplish.
The dice rules are thus:
[Lower Than 1] - Blew Up In the Hanger: You are guaranteed to lose limbs, life, equipment, jobs, friends, dignity, etc. The severity of the loss goes in accordance with however many points below 1 you have fallen.
[1] - Utter Loss: It didn't work, and you've likely made the situation worse in the process.
[2] - Failure: Whatever you were trying to do, it didn't pan out.
[3] - Ineffective: Your action was successful, but it hardly made a difference.
[4] - Success: It worked, and with the intended results.
[5] - Pure Victory: The action went just as you planned it, and you even managed to get something else in too.
[6] - Pyrrhic: The action went as planned, but with unexpected side effects.
[Higher Than 6] - I Don't Understand: You are guaranteed to gain limbs, life, equipment, jobs, friends, dignity, etc. The value of the gain goes hand-in-hand with the amount of points above 6 that you have risen.
Example: Draws submachine gun and unloads in the nearest hostile creature's face. Die hellspawn! [5 Weak eyesight -1, rifle champion +1, well within range +1=6] Your weapon blares and the monster's twisted face is instantly eviscerated, exploding in a magnificent shower of blood and grey matter, staining the walls of the cavern a deep crimson as he slumps to the ground. You also hit Joe in the arm. Why did you hit Joe in the arm?
Inventory:
The items in your Equipment section will be dropped with and stored in the Rover. If you want to use something you need to go pick it up first. Credits are stored electronically through the MRU. You gain Community Credits by establishing industries in the colony, or by donating to the community out of your own pocket. The amount of pooled community credits can be viewed by accessing the MRU. Personal credits can only be viewed by using your Personal MRU Card, which is on your person at all times. Any clothing specified in your inventory will not be visible through your Atmosphere Suit, which you will be wearing upon landing at the colony, but you may remove the Atmosphere Suit if it has been established that the environment is safe for human beings.
The MRU:
Any colonist can requisition personal items using the MRU which will be delivered instantly to the user's pack. Energy battery packs can also be recharged at the MRU for a price. Community Credits must be used to request larger items such as structures and vehicles. Item prices will be determined on a case-to-case basis. You can ask for anything.
A REMINDER TO RANGED WEAPONS USERS
Ballistic weapons are severely outdated in this age. Some people still use them for their stopping power, mostly hunters. An energy weapon can potentially be more deadly than a rifle, but keep in mind that if a creature is charging you, it will not slow down when you shoot it. In contrast, most energy weapons' projectiles will continue forever, with only a few exceptions to the rule. Thus, they have no maximum range.