Steel Quest (Part 1): Welcome Aboard

Story by RalysEtnedra on SoFurry

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#2 of CYOA: Steel Quest

This is the first installment. As such, it is a tad longer than others will be. It's a sort of intro cut scene at the start. I could have added smaller choices in between this, but I saw no need to burden it. Please let me know what you think about this. Would you prefer more, little choices? Know that that comes at the cost of time, making us pause every few pages for a new choice. In action packed scenes, it might go so far as a paragraph or two between choices. There are two important choices at the end of this installment. Have fun.


Steel Quest (Part 1)

Taking Stock: (At the beginning of every installment, we take stock of our situation.)

Equipped items: Civilian Workman's Jumpsuit (Consisting of the suit itself, rough leather gloves, and a pair of sturdy boots), Thieves' Tools (Hidden), Tool Belt (Currently empty, your tools are in your case for travel), Leather Pouch (Containing a flawed Psychic Matrix (Taking the form of a small, fist sized, clear, violet cube), packets of magnetic powder, and tuning rods (For complex spellcasting), and a roll of Steel Eye Paper Currency (15 Sovereigns, not much but it can buy a few meals if you had to), Your Identification Card.

Inventory: Rucksack (Containing an Engineer's Tool Case, A Handlight, a change of civilian townsfolk clothing (consisting of modest underpants, long stockings, woolen trousers, Leather walking shoes, and a shirt with a drawstring front),2 days travel rations (nuts, dried fruit, hardtack, and jerky), Steel Canteen (Half Full of water)

Skills: Contortionist, Engineer, Sharp Wit, Psychic Potential, Martial Artist, Withstand Pain, (Young Spirit)

Current Status: Stress: Marginal Social Paranoia. Wounds: Not wounded. Heath: Not Sick. Fatigue: Slight.

Current Party Members: None.

You lean against the concrete wall of the registration office gate, looking out into the docking bay, clutching your newly bestowed identification card in your paw. Your arms are folded, your eyes taking in the new sights of the interior of the military hangar. The airship should be arriving any minute now. From the looks of things, that seems true. Workers load crates up onto pallets for the forklifts and pulleys to take them aboard. Soldiers in ballistic masks tote steam rifles, and patrol around the landing dock. This interior is impressive, to be sure. The bronzed steel columns rise up some three hundred feet to the domed glass and iron frame ceiling. You judge it was made to open for the airship to come down into.

Trying not to appear too out of place here, you take a look back down at your card. Relenare Trafalgar, Technician Second Class. Status: Civilian Aide. Registration: 34705-169. You simile to yourself for a brief moment, thinking about how you would be putting the Engine Boys to shame before you knew it, certainly earning a title a bit more prestigious than "Second Technician". Where is that blasted ship? You glance down at your rucksack on the concrete ground to your left, just to make sure it's still there. These people are all strangers, and not all of them military from what you've seen. A group of worker types stand in a circle a few yards off, chatting about something or other. They don't look nearly as disciplined as the others loading the pallets. A few seemed just the opposite however. Some are obviously militant personnel, but they wear no uniform; like that human lady in the combat leathers, barking orders to those guards. She turns your way, scanning the gate with her green eyes. Those eyes rest upon you, and she strides forward, an assault rifle hoisted over one shoulder. Her red hair is down to her neck, and her voice sharp. All this, coupled with the fact that she stands a little more than a foot taller than you makes you brace yourself for her words.

"You there, Rat girl. Name and registration." She stops a few feet from you, looking you up and down.

"The name is Relenare, not "Rat girl". Here, my card." You say with more than a hint of sarcasm, handing your identification to her. She takes it with a gloved hand and looks it over.

"I'd watch your tone, civilian." The card is returned. "You're also lucky you're cleared, or I'd throw you out." She rolls the shoulder holding the assault rifle. "But there's no reason to start off on such a bad note when it looks like we'll be shipmates in a matter of minutes." The gloved hand extends again. You look at it with scowl. With slight hesitation, you begrudgingly shake the human's hand.

"Sure. That's fine with-" Your paw is pinched soundly in the woman's firm grip. "Me..." She chuckles to herself and releases your paw.

"Well met, then. You'd better get to know me if you plan on sticking around aboard ship. I am First Sargent Axel Behn. The soldiers call me Bane. Don't believe the stories. Only a few of them are true." This woman seems very sure of herself. It would be endearing if not for her stern demeanor.

"First Sergeant, huh?" You inquire. "Why aren't you wearing a uniform? I took you for a mercenary. Don't tell me the Steel Eye is letting the military run amok." Axel looks down at her leathers.

"What, this? Don't let it scare you, but we aren't required to be in uniform for this mission." You are about to ask why, but she beats you to it. "Don't ask. There's gonna be a lot of things you don't know. I don't know most of them myself. You're on a special mission. Let's leave it there for now. Got it soldier?" You aren't comfortable with this, but the job is the job. Your position will likely see little action in any case.

"Alright then. I'll play along. Didn't you make sure to remind me I was a civilian just a few seconds ago?" Axel shrugs.

"Force of habit. Sorry."

Suddenly, a loud clang, and a buzzing sound echoes though the large space of the hangar. Axel looks up at the ceiling. You follow her gaze, and see the ceiling begging to separate into six wedge shaped sections, peeling back to open the full expanse to the air. A dark shape floats against the clear blue sky. It's steel armor, propellers, and steam stacks reflect the midday sun as it lowers in altitude.

"Looks like our ride, eh?" Axel claps you on the shoulder and jogs up to a group of soldiers. "Keep the civilians away from the craft until its loaded! Prepare the forklifts! Move it!" The masked soldiers hasten to obey. You are left to wait and watch the descent of the craft. This suits you just fine for the moment, as it's a wonderful sight to see. The airship descends for its vertical landing. Your mind wonders what make and model they use to keep their ship gyroscopically stable, and what systems they power with the Fusion Core, because this thing has got to be nuclear. It's steel is bronzed, and it's size impressive. A small community could live on this craft. It is the size of an average city block and almost as tall. This is clearly a military vessel, but from the looks of it, it's meant for cargo, and protection rather than destructive force. Of course, you would have to inspect her to determine that for sure. She could easily hide a bomber volley on the underside.

With the tremendous hiss of releasing steam pressure and the crushing sound of its landing plate's setting down, the craft lands in its bay. A great back hatch unhooks and uses hydraulics to lower down, opening a loading ramp. You can't quite see inside, but the forklifts and pulley crews are hurrying over to load the palates of crates. The soldiers have expanded their perimeter around the craft, while the other civilian contractors stay back, not wishing to risk the ire of twenty armored men with guns to get a better look.

A voice calls your attention away from the craft for a moment. It seems to come from behind the registration gate.

"Antolle ulua sulrim, helkaer! Lle quena I'lambe tel' Eldalie? Ha ha ha!" A clear male voice speaks in a strange accent. The gate opens, and quickly shuts again, a single man walking out. You crane your neck around the concrete corner to see who it is. An Eldar some two feet taller than you takes confident steps straight for the vessel. His slender form is clothed in a flowing leather long coat, with high buckled boots. His black hair flows long and straight. A Techblade is strapped at his back. He pays neither you, nor anyone else any mind whatsoever. You wince internally as he nears the line of soldiers. This man is certainly not military.

His stride does not break or slow as he walks right past the guards. They even part the way for him without a word spoken. You gaze on, the other civilians similarly entranced. You risk a slight surge of power from your mind to try to find out if he used any psychic technique, but you find no trace of psionic power from him. The Eldar moves around to the loading hatch, walking past Axel. She turns and says something to him in passing, but you can't quite hear it from here. He ignores her, walking right up into the ship. The workers and soldiers carry on as if nothing has happened.

Soon enough, the ship is loaded. The soldiers pull back into the ship, and Axel crosses the distance across the bay towards the group of civilians.

"You're clear to enter. Follow up that ramp and standby. We'll show you to your quarters and get you situated. Follow me." You lug your rucksack up onto your shoulder and set off after Axel.

You are separated from Axel soon after entering the ship. This brings you some small discomfort, as she is the only person who has bothered to speak to you since you came into the hangar. A masked soldier leads you and a few other civilians down a narrow corridor, dimly lit by electric light. The soldier looks at a clipboard.

"Relenare Trafalgar?"

"Here." You avoid saying Present as many others have done before you. The soldier indicates a hatch door on the right with a steel wheel at the center to open and close it.

"These are your quarters. Unpack and standby." He said the same exact words to every other civilian. You heave your rucksack one last time, and use your off hand to turn the cold metal of the wheel. It is surprisingly well lubricated, and you have it open in short order.

"Thanks." The word leaves your muzzle with little emotion as you shut the door behind you. Inside, you find a one-person flat. Space is at a premium on a vessel like this, and they have filled most of it up with what little accouterments are included in this room: One bed, one bedside table, one chest of drawers, and one footlocker. They are all made of steel, and all contain nothing. You notice that each of these objects is bolted to the floor. With a proper glance about, you see there is also a speaker grate on the ceiling next to a florescent light. That is most likely for ship-wide announcements over the radio. With a sigh, you set your rucksack down on the bed, and take a seat. You are content to take a moment for yourself, staring into space for a short time. You give your round, rodent ears a flick to disperse the itch that had formed there, breaking your lull. Here we go. Your attention turns to unpacking. The items you carry on your person could be important, but if they truly needed you to be properly equipped already, they would have told you so, right? These folks don't seem to mess about, but the ship hasn't taken off yet. You empty your rucksack onto the bed and begin.

With your clothing folded in the chest of drawers, your tool box under the bed, your food packs and canteen in the footlocker, and your handlight on your bedside table. For now, you decide to keep the things you have on just in case. They did say "Stand by".

After a few minutes of looking over your items, there is a knock on your door. You get up, smooth out the front of your jumpsuit, and open it with a few turns of the wheel. Another solider stands outside. His helm and mask is off, revealing the black and white furred muzzle of a skunk. The trouble with military armor is that it completely hides any features of the person, even their tail.

"Miss. Trafalgar?"

"That's me." You reply. You're getting sick of all this protocol already.

"You are to report to the briefing room at once. Shall I guide you there?" It seems you have little choice in the matter. The man doesn't look as if he's going anywhere without you.

"Briefing room? What could I possibly need to do there?" The solider looks both ways down the hall before answering in a hushed tone.

"I'm not sure why, but the Captain would not have sent for you if you were a simple civilian technician." You simile, your test completed. The man doesn't know the extent of your connection to the mission. You hope the Captain makes good on his promise of special work, because you would sooner jump ship than work as a lowly second technician.

"Very well, lead on." You close the door behind you, and follow the man down the halls. He leads you up stairs, though wider corridors, passing offices, workshops, and armories. As you pass a particular workshop marked as "Cybernetics Lab", a scream issues from within. It is a deep throated cry of agony.

"What the hell?" You walk closer to the soldier. He seems to pick up the pace.

"Don't let it bother you. It's just Mikhail..." He gives a shudder. "Listen, if you have a health concern, I'd suggest going to Doctor Numen."

"Right."

He leads on, and soon you come up onto a wide set of steel stairs. These you take upwards, finding yourself on the bridge. The bullet proof glass observatory window provides a commanding view of the hangar bay. Control panels, communications boards, radios, radar equipment, and of course, the Captain's chair rests in this large room. A few people sit in steel frame chairs at the control panels wearing dress uniforms. Straight ahead, underneath the observatory window, stairs down lead to the cockpit.

Your soldier escort passes the bridge by, and heads for a side room. The door to this room has no wheel, but a real doorknob. Its window is a blue stained glass that prevents any sight. The solider stops and knocks on the door.

"Miss. Trafalgar reporting, sir." He stands back and gestures for you to approach. You do so.

"Come." A smooth male voice calls from within. You place a paw on the doorknob, and with slight hesitation, push the door open.

Inside certainly bears the look of a briefing room. Maps line the walls, marked up with different colors. An oval shaped steel table stands at the center with no chairs save one at the far end. In this chair sits a human man in full dress uniform. Medals and symbols of rank adorn the chest and shoulders of the grey and black fabric. He looks to be in his late forties with thinning light brown hair, kept in a crew cut. This is undoubtedly the Captain. A few others stand at either side of the table. Axel is here, although without her gun, leaning up against the right wall. That Eldar from outside in the hangar stands off in the back corner under a ventilation grate. His cold eyes fall upon you, large, dark, and unblinking. You think it best not to hold his gaze too long. A human woman with long blonde hair and thick glasses stands up straight and proper by the Captain's side, her hands folded in front of her. The last person present is a rabbit male, sitting on the side of the table nearest to you. His stature is short and compact, and he wears a set leather overalls over a workman's jumpsuit. A pair of brass goggles rest atop his head, in front of his large ears, and it looks as if there is a fashionable timepiece in his pocket judging by the small chain.

You shut the door behind you with a glance around at the new faces.

"Welcome aboard, Relenare." The Captain says, sitting forward in his chair. "I take it you haven't been introduced to the crew? Care to introduce yourself?" You fold your arms and shift your weight onto your right leg.

"Looks like most of your know about me in any case, but I'm Relenare Trafalgar. I fix things when they break, take things when they are needed, and I don't hold myself above taking out a few targets to get the job done. I don't fail a contract I'm given. Any confidence you place in me will be rewarded." The Captain nods slowly.

"Very good. But didn't you leave out an important skill of yours? Something I'm sure the ones in charge around here will want to know?"

"Like what?" You ask; playing this careful, although you're fairly certain they couldn't care less.

"It's alright." The Captain assures you. "You're in good company, whether you know it or not." Without warning, he picks a pen up from the table and throws it with considerable force across the room. It heads straight for your head. Before it gets half way, its momentum is diverted downwards, and it clatters to the table. You heave a sigh.

"You could have asked..."

"I did, although it was a little coy. Still, that was much more fun, don't you think, Clocks?" The Captain gloats, casting a glance at the rabbit.

"Certainly." Clocks the rabbit says, shifting his gaze to you. You feel his mind surge against you in an aggressive psychic greeting, much like a firm handshake. With a scowl, you push back, giving your own, curt greeting. He seems pleased. The Captain speaks again.

"You'll find your skill is only an asset around here. Whatever persecution you experienced on the outside will not occur here. I can't promise anything from the crewmen, but among the officers, you're in the clear. But I'm sure you don't want to stand around talking about Psionics all day. You were summoned here to speak of the mission." You offer your assent quickly.

"That I would like to hear about. I've gotten nothing but smoke and mirrors about the subject since I signed on."

"Well, as was explained to you, you're role here goes beyond your official position. In fact, I might go so far as to call it a cover. You will be expected to work in engineering on occasion, but you are free to choose your position. However, I must tell you that you are still subject to the orders of the officers aboard. You are being hired as an extra hand to bolster our expert forces here. You will be working under one of our officers. We trust you with special tasks, as you are a free agent, and thus, not counted as military personnel expenditure and... losses. And of course, we don't have to file any paper work about you, which I'm sure you will appreciate." His words promised a good deal, much better than toiling away in the pipes. However, all this is sounding like dangerous work.

"That sounds alright to me, but that doesn't tell me much about the mission does it?" They all look at each other.

"No." The Captain answers. "No it doesn't." Axel speaks up.

"At least tell her what you told me, Cap. She's a sharp cookie, although perhaps a little nosey."

"Hey." You defend yourself.

"Thank you for the vote of confidence, Behn." The Captain thanks Axel. "Very well. Please be aware that this "Smoke and mirrors" is all for a very good reason. We do not keep unimportant things classified." You nod.

"Sure."

"I'm afraid you may not find this answer satisfactory. We transport precious cargo. We are on our way to deliver this cargo to a special location: Where it's needed. We are taking many precautions to guard this cargo, hence, the increase in expert crew, and other things that we don't need to get into right now. You are part of this precaution, Relenare. I would ask that you introduce yourself to two certain members of the crew, and work with them for a short time. They have special training for you. You help the mission by receiving their training. If something happens to them, you will be able to replace them. This is of course, in addition to your day jobs aboard ship. You may select any job you qualify for. Here, take a look. I printed this sheet especially for you." He passes a sheet of paper to Axel, who hands it off to you. It is a list of contacts throughout the ship, as well as a list of jobs corresponding to those contacts. The Captain continues. "Let me put it this way: If we finish our tasks, and you leave here to head back home without ever knowing exactly what the mission is, we have succeeded, perhaps even better than we had hoped. Try to let that comfort you. If you are forced to find out, something has gone wrong. Understand?" You set the paper down on the table before you.

"I guess that's the best I'm going to get for now." The Captain nods.

"That's right. But!" He leans back in his chair, a more amused expression upon his face. "Now is the time for introductions. I am Major Hawkensworth, Commander of this ship. No matter what goes on here, I have final say over all personnel. It's a task I take very seriously. Since you are a civilian, you may not be used to how military operations work, but this ship is not a democracy... Anyone else want to say hello to Relenare before she heads off?" Axel waves a hand.

"Hey. You met me outside. I command the soldiers here. They need a firm hand sometimes, so you let me know if you see em slacking off." Clocks the rabbit speaks.

"Can't tell you what a relief it is to have another psychic aboard. I'm 2ond lieutenant Leonard Flynn. Most call me Clocks, but I don't give a damn. I work down in the Depths with the Fusion Core. Pop down sometime and say hello. I'll put you to work straight away." You nod.

"I might just do that." The woman beside the captain, who has been quite reticent throughout the meeting, pushes up her glasses and clears her throat. You have to strain your ears to hear her speak

"Greetings. I am Captain Elena, or Doctor Elena if you prefer. I'm both you see... it gets confusing. Umm, oh, I'm the Navigations officer here, but I double as head scholar. If it's old, I have to take a look at it, as well as keeping this ship on course. Don't let the other navigations officers tell you they do anything, I do all the hard work." Captain Hawkensworth looks behind him at the Eldar.

"Are you going to say hello? Even the soldiers are starting to say you're a foreign assassin, Fel." The Eldar again meets your eyes.

"Mae Govannen..." His clear voice rings across the room, even though he spoke softly. You wait for him to say more, even in his native tongue, but no more words come.

"How is your Elvish?" The Captain asks.

"Not so good." You admit. "What's his deal?"

"Don't mind him. He is Legionnaire Fereldill, Fel for short. He's hired help, same as you, except he's been doing this sort of thing for over one hundred and fifty years. He likes to pretend he doesn't speak Selna, but he does. You won't catch him speak it anytime soon though. His life would have to be on the line I bet. I don't know how comfortable you are with this sort of thing, but he's a fairly powerful Pagan. Thought you'd like to know."

"Hmm..." You look him over. He returns your gesture. "I guess that's fine, as long as he doesn't throw hexes around."

With the meeting over, you are left standing on the bridge with a sheet of paper in your paws. You are to meet with two members of the crew: Leonard Flynn, and Christov. You'll have to find Clocks down in the Depths. You're not sure who this Christov is, but there is a description next to each of them. You might have time to meet and greet a few more faces around here while you're out. That could be a good idea.

CHOICE 1: You are required to meet with Clocks and Christov for some reason to do with training for an unknown mission. You will do this unless you specify otherwise. You will have time to meet a few more people on the list. This could be a good idea, especially if you think you will be working in their department.

MEET WITH A CREWMAN: You may meet two additionalCrewmen. Meeting with a Crewman you have already met will strengthen your relationship with them, while meeting a new one will have the obvious benefit of knowing more people, and having them know you.

Major Hawkensworth: Human Male. Captain of this vessel. Can be found on the bridge, in his quarters, and in the officers block at meal times.

First Sargent Axel Behn (Bane): Human female. Commander at arms, and head of security. Can be found on the Gun Deck, at the Mess Hall at meal times, on patrol in the corridors, or in her quarters.

legionnaire Fereldil (Fel): Eldar Male. Foreign mercenary. Has clearance anywhere on the ship, including the captains quarters, the Brig, the Fusion Core, and the Gun Deck. No crewman has the right to restrict his access. He is difficult to get a hold of. BE WARENED: He often uses the air vents for travel. Do not be alarmed.

2ond lieutenant Leonard Flynn (Clocks): Rabbit Male. Commanding engineer, and energy theorist. Is officially the only crew member with clearance to work directly on the Fusion Core. Workmen must follow his instructions to the letter, for the safety of the ship. NOTE: is a licensed and sanctioned Psychic. Can almost exclusively be found in the Depths. Comes up once a day at the mid-day Mess.

1st lieutenant, Doctor Numen: Human Male. Ship combat surgeon. All health concerns should be directed to him. His use of Alchemy is to be trusted. He is a practiced medical surgeon, and should be trusted with your lives. Can be found in the Medical Bay, at Mess Hall at meal times, and in his office.

2ond lieutenant Mikhail Sovereigns (Mik). Human Male. Ship Cybernetics engineer. NOTE: Do NOT go to him with any minor health concerns. Missing appendages or loss of vital or sensory organs ONLY. This ship does NOT condone any Voluntary or Unneeded Cybernetics. Can be found in the Cybernetics Lab, in Mess Hall at meal times, and in his office, as well as the Rec Room (It is not advisable to bother him during this time).

Captain, Doctor Elena: Human Female. Navigations Officer, and head scholar. Works on the bridge with the captain to ensure the success of the mission. She is also has a PHD in history, and Ancient architecture. Can be found on the Bridge, The officer's block, and her quarters.

2ond Lieutenant Sif: Fox Male. Chief Pilot. Drives the ship in accordance to the instructions of Navigations, and in emergency situations, takes full control during combat. Has access to several systems override commands in the cockpit. A popular member of the crew, only aided by his Selenian Accent. Can be found in the cockpit, the bridge, mess hall at meal times, the Officer's block, the rec room, and his quarters.

Sargent Christov (Crush): Wolf Male. Head of security in the Brig. He overrides Axel's command's there. A beast of a man who is not to be crossed. Personally guards the High Profile Cell. Only personnel specifically sent there may gain access. Christov will be informed of your arrival. NOTE: Is a licensed and sanctioned Psychic. Can be found in the Brig, Brig offices, the High Profile Cell block, and the mess hall at meal times twice a day.

CHOICE 2: This is a lot of faces to know. Thankfully you've met with some already. You will also need to choose your job aboard ship. You have a Primary and a Secondary assignment.

WHERE WILL YOU WORK? (Choose a primary and secondary job title. Note you may be less qualified to do certain jobs, but could potentially get into any of them.)

A: First Technician (Working with Clocks). Work the Depths. Fix broken systems, and perform routine inspections and maintenance on the ship.

B: Soldier (Working with Axel). Guard the ship, and keep security high. During combat, you will be expected to join the fray, manning the guns, and engaging the enemy.

C: Cell Guard (Working with Crush). Protect the Brig, and follow the instructions of Christov. Christov can only guard the Cells himself for so long. You will be his relief.

D: Medical Lab assistant (Working with Numen). Make sure the Doctors have everything they need, and act as nurse to the patients. You may be called upon to aid in combat surgery should we have wounded.

E: Cybernetics Lab Assistant (Working with Mikhail). Make sure the straps are tight, the victim doesn't scream too loud, and help attach wires. This work will have to be done quickly in emergency situations, as a soldier with a missing arm can return to the fray if he is given an implant fast enough.

F: Relief Pilot (Working with Sif). Sif can't be in the cockpit at all times unfortunately. You will be his relief, following the instructions of navigations. However, should an emergency become an issue, you are expected to override and face the threat yourself, at least until Sif arrives.

G: Navigations Assistant (Working with Ellena). Crunch numbers for the Captain and Sif, and project the course. Keep the ship on track, and calculate emergency trajectories.

H: Magister (Working with Fel). Supernatural expertise is welcome addition to the mission. Practice your power with Fel, and defend the ship with them. Be ready to use your power to aid the mission in any way. You will be called upon to expend your full reserves for the good of the crew.

(Vote on both choices. Votes will be added together collectively. Ties will be rolled randomly. This mundane choice will be very impactful.)