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TEST DRIVE 02
TEST DRIVE
Hello, and welcome to the second Pluviosa Test Drive!
This Test Drive corresponds to Days 4-12 in the ship calendar, and will run until around the game's next major event. You can get a better idea what's going on in the most recent Game Update which covers Days 5-8. Currently, character IC housing is not in operation yet; it is expected to open on Day 9 (part of the way through the Test Drive period). Otherwise, the ship is largely in the state described on the Setting page and in other game information.
Test Drive threads involving characters who are accepted are considered canon to the events of the game unless otherwise agreed by players/mods. Pluviosa does not do welcome mingle logs nor does it have any kind of in-character welcome information, making your test drive threads your character's arrival to the game setting. That said, mod-run interactions such as formal exploration and/or interactions with the Ship as an NPC are not available on the Test Drive.
It is advised that potential players familiarize themselves with the Premise page, the Rules/Session Zero page, and at least the first few paragraphs of the Setting page. As Pluviosa is a horror game, we especially encourage players to be aware of the content warnings that will be major themes of the game. If you have any further questions, you can ask them on the QUESTIONS header in the comments!
If you're test driving a character, you're welcome to join the game Discord and hang out and meet your fellow players!
You wake up. You remember waking up, right? In another place, another time...
There's blood running down your fingers. Outside, the rain isn't pounding, yet, just a gentle patter...
Or is it?
As characters gain fuller awareness of their surroundings, they will realize that there is, in fact, no blood on their hands (save any that might have already been there). It feels as though they lost focus for a moment and hallucinated, but the hallucination ended with them somewhere else entirely.
There is not actually the sound of rain. If characters are near enough to a window, balcony, or even a hole in the ceiling, they will find that it is cloudless, beaming sunlight outside. The emptiness in the distance rolls on and on, completely absent any signs of life.
That being, of course, because the signs of life are all in here. Characters might wake up on any of the decks on the upper side of the ship - anywhere that isn't the cafeteria or lounge where previous arrivals spend most of their time is free game. This also means, of course, that they have the jungle of plants to contend with...
Most areas in the ship are dark when characters arrive. That doesn't mean that they stay dark. Occasionally, lights overhead flicker on and off for a few minutes at a time.
The problem with this isn't the lights themselves (cool white and kind of industrial). It's the reaction that the addition of the extra light causes the plants in the dark areas of the ship that's cause for alarm. To describe the growth as explosive isn't an understatement - vines, saplings, and even thicker branches surge with growth, pushing outwards towards the distant sunlight and upwards towards the flickering bulbs.
The growth is sudden enough to take all but the most aware characters by surprise, and if they're in the wrong corner of the room, it's very easy to get tangled up, wedged in by a tree trunk, or otherwise trapped against some corner or wall. If you're lucky and skilled, you might be able to cut yourself out from there (or break down the wall you're shoved up against), but otherwise, there's only one solution left.
Yell like your life depends on it, and hope somebody out there can hear you. And that whoever hears is someone who is inclined to help, rather than leaving you there. Or worse.
Oh, and the lights flicker back off after a few minutes, of course. Hopefully you're not waiting for rescue in the dark (with the smell of mold and the general faint dampness of the forest) for too long.
Occasionally, the whole ship tilts.
This is not simply the side to side motion of a ship on the water (or the equivalent motion brought on by the way this particular ship moves); it's an extremely forward or backward tilt that sends things sliding across the floor if they aren't secured by roots or something else. Unlike storm-tossed ships, the tilt is somewhat prolonged - rather than everything sliding back and forth a couple times a minute, the tilt lasts for five, ten, maybe as much as twenty minutes.
Although it's not enough to knock a well-balanced character off their feet, it's quite likely that new arrivals will not be particularly on-balance. And attempting to traverse the ship with the tilt is a tall order... especially when the ship's angle does unexpectedly change... to the exact opposite direction. All that goes up the mountain must go back down, and a glance out the windows reveals that that's exactly what's going on, as the ship progresses across a mountainous landscape without real regard for the concept of mountain passes.
And for characters who have managed to make their way to the "civilized" parts of the ship, namely the cafeteria and the lounge above it... None of the furniture in these areas is secured. The cafeteria carts under the direct control of the Ship don't seem as inclined to go anywhere, but the tables and chairs in the cafeteria and the couches and armchairs upstairs... Well, it's a good thing both spaces are surrounded by railings. Large chunks of tree trunk also still littler the lounge, sliding back and forth and occasionally rolling with great force across the floor.
Better hold on tight.
While wandering around the ship's interior, characters might occasionally hear a person whistling.
The sound always seems to be coming from just around the corner, but it sounds alive in a way that other sounds don't. Maybe more alive, even, than the rustle of leaves, the occasional drip of water, and the sounds of things sliding back and forth across the grimy, leaf-covered floors. The whistler, whoever they are, doesn't actively respond if called out to - but the whistling does pause, as though indicating that the call was heard, before starting up again.
If characters choose to follow the whistling, they're inevitably led to the same place - somewhere overlooking the great gap down the middle of the ship, whether an internal suite's balcony, one of the bridges crossing between the two halves, or one of the hallways that runs alongside it. Once they're there, there's no whistler in sight; however, characters will be filled with the overwhelming urge to look over the edge of the railing and down into the lower parts of the ship.
Exactly what they experience after looking down varies. Some will hallucinate that they've fallen over the side, feeling their balance go haywire and seeing the floor rushing up to them right up until the moment of "impact," at which everything returns to normal. Some will feel a stranger's hands on their shoulders, threatening to push them over with a great shove that goes through them with incorporeal fingers. Some will just hear unidentifiable laughter right up close to their ears, and experience the distinct sensation that there's someone laughing at them, in a haha-made-you-look kind of way.
But whatever happens, when they look up, there's no one there - or at least not anyone that physically close to them. The one good thing about being drawn to the middle section of the ship by whatever prankster this is is that it makes it a lot easier to run into people if you're all drawn to the same, highly visible place.
And at least the other person is flesh and blood, right? Probably.
This Test Drive corresponds to Days 4-12 in the ship calendar, and will run until around the game's next major event. You can get a better idea what's going on in the most recent Game Update which covers Days 5-8. Currently, character IC housing is not in operation yet; it is expected to open on Day 9 (part of the way through the Test Drive period). Otherwise, the ship is largely in the state described on the Setting page and in other game information.
Test Drive threads involving characters who are accepted are considered canon to the events of the game unless otherwise agreed by players/mods. Pluviosa does not do welcome mingle logs nor does it have any kind of in-character welcome information, making your test drive threads your character's arrival to the game setting. That said, mod-run interactions such as formal exploration and/or interactions with the Ship as an NPC are not available on the Test Drive.
It is advised that potential players familiarize themselves with the Premise page, the Rules/Session Zero page, and at least the first few paragraphs of the Setting page. As Pluviosa is a horror game, we especially encourage players to be aware of the content warnings that will be major themes of the game. If you have any further questions, you can ask them on the QUESTIONS header in the comments!
If you're test driving a character, you're welcome to join the game Discord and hang out and meet your fellow players!
ARRIVAL - LIKE THE RAIN
You wake up. You remember waking up, right? In another place, another time...
There's blood running down your fingers. Outside, the rain isn't pounding, yet, just a gentle patter...
Or is it?
As characters gain fuller awareness of their surroundings, they will realize that there is, in fact, no blood on their hands (save any that might have already been there). It feels as though they lost focus for a moment and hallucinated, but the hallucination ended with them somewhere else entirely.
There is not actually the sound of rain. If characters are near enough to a window, balcony, or even a hole in the ceiling, they will find that it is cloudless, beaming sunlight outside. The emptiness in the distance rolls on and on, completely absent any signs of life.
That being, of course, because the signs of life are all in here. Characters might wake up on any of the decks on the upper side of the ship - anywhere that isn't the cafeteria or lounge where previous arrivals spend most of their time is free game. This also means, of course, that they have the jungle of plants to contend with...
LIGHTS ON, SHOW START
Most areas in the ship are dark when characters arrive. That doesn't mean that they stay dark. Occasionally, lights overhead flicker on and off for a few minutes at a time.
The problem with this isn't the lights themselves (cool white and kind of industrial). It's the reaction that the addition of the extra light causes the plants in the dark areas of the ship that's cause for alarm. To describe the growth as explosive isn't an understatement - vines, saplings, and even thicker branches surge with growth, pushing outwards towards the distant sunlight and upwards towards the flickering bulbs.
The growth is sudden enough to take all but the most aware characters by surprise, and if they're in the wrong corner of the room, it's very easy to get tangled up, wedged in by a tree trunk, or otherwise trapped against some corner or wall. If you're lucky and skilled, you might be able to cut yourself out from there (or break down the wall you're shoved up against), but otherwise, there's only one solution left.
Yell like your life depends on it, and hope somebody out there can hear you. And that whoever hears is someone who is inclined to help, rather than leaving you there. Or worse.
Oh, and the lights flicker back off after a few minutes, of course. Hopefully you're not waiting for rescue in the dark (with the smell of mold and the general faint dampness of the forest) for too long.
TILT-A-WORLD
Occasionally, the whole ship tilts.
This is not simply the side to side motion of a ship on the water (or the equivalent motion brought on by the way this particular ship moves); it's an extremely forward or backward tilt that sends things sliding across the floor if they aren't secured by roots or something else. Unlike storm-tossed ships, the tilt is somewhat prolonged - rather than everything sliding back and forth a couple times a minute, the tilt lasts for five, ten, maybe as much as twenty minutes.
Although it's not enough to knock a well-balanced character off their feet, it's quite likely that new arrivals will not be particularly on-balance. And attempting to traverse the ship with the tilt is a tall order... especially when the ship's angle does unexpectedly change... to the exact opposite direction. All that goes up the mountain must go back down, and a glance out the windows reveals that that's exactly what's going on, as the ship progresses across a mountainous landscape without real regard for the concept of mountain passes.
And for characters who have managed to make their way to the "civilized" parts of the ship, namely the cafeteria and the lounge above it... None of the furniture in these areas is secured. The cafeteria carts under the direct control of the Ship don't seem as inclined to go anywhere, but the tables and chairs in the cafeteria and the couches and armchairs upstairs... Well, it's a good thing both spaces are surrounded by railings. Large chunks of tree trunk also still littler the lounge, sliding back and forth and occasionally rolling with great force across the floor.
Better hold on tight.
SOMETHING WHISTLING
While wandering around the ship's interior, characters might occasionally hear a person whistling.
The sound always seems to be coming from just around the corner, but it sounds alive in a way that other sounds don't. Maybe more alive, even, than the rustle of leaves, the occasional drip of water, and the sounds of things sliding back and forth across the grimy, leaf-covered floors. The whistler, whoever they are, doesn't actively respond if called out to - but the whistling does pause, as though indicating that the call was heard, before starting up again.
If characters choose to follow the whistling, they're inevitably led to the same place - somewhere overlooking the great gap down the middle of the ship, whether an internal suite's balcony, one of the bridges crossing between the two halves, or one of the hallways that runs alongside it. Once they're there, there's no whistler in sight; however, characters will be filled with the overwhelming urge to look over the edge of the railing and down into the lower parts of the ship.
Exactly what they experience after looking down varies. Some will hallucinate that they've fallen over the side, feeling their balance go haywire and seeing the floor rushing up to them right up until the moment of "impact," at which everything returns to normal. Some will feel a stranger's hands on their shoulders, threatening to push them over with a great shove that goes through them with incorporeal fingers. Some will just hear unidentifiable laughter right up close to their ears, and experience the distinct sensation that there's someone laughing at them, in a haha-made-you-look kind of way.
But whatever happens, when they look up, there's no one there - or at least not anyone that physically close to them. The one good thing about being drawn to the middle section of the ship by whatever prankster this is is that it makes it a lot easier to run into people if you're all drawn to the same, highly visible place.
And at least the other person is flesh and blood, right? Probably.
dead people are usually more horizontal!
"Sounds like your personal negotiations didn't go so hot. What'd you do, try a hostile takeover?" He says the corporate jargon with incredible disdain, then grumbles. "I was plannin' to be more of a party crasher, actually, since everyone thinks the Galaxy Rangers are dead or monkeys or some sugar. Had some business to take care of with -" He lets out a mechanical growl at the thought of the "Ranger". "With that particular son of a nice lady, yeah. She ain't no forkin' Ranger, she's a muddlefudgin' imposter and I don't take kindly to that. Everyone on Penacony's in danger as long as she's there."
FAIR ENOUGH
He shrugs at the questions about negotiations. "Something like that. Family head had a point to prove, and I was an easy target for him I guess. Not like I'm not used to that; I made it work," he says, smirking. "Decided to make a point back. Caused some damage, no casualties on my way out; I mean, except for me I guess. Good turnout, to be honest." Sunday was so confident then that he didn't even consider Aventurine would break his own cornerstone to hide it. He's paying for it now, sure, but thinking of pulling that off still gave the gambler a rush. He could almost ignore the remnants of the Harmony nonsense in his head.
He's gotta admit, he is surprised at that last part. "Well then, I suppose I am lucky! Rangers are rare these days, that's for sure." He pauses to take out some more wood chips from his poor salad. Sheesh. This might be his last meal, this is just sad. "Yeah. Yeah, I met her; she really didn't seem like a Ranger at all. Ironic that a fake Galaxy Ranger kills me, and I might be killed by a real one now." Aventurine snorts at that, more than a little bitter. Just his luck. "I mean I planned for that first one, sure. She was more of a help than a harm. A powerful wildcard. But...yeah. That can't look good on you guys' reputation. Still, I wonder..." he adds, tilting his head curiously, staring down the barrel of the gun. "Do you think you would have stood a chance against an Emanator of Nihility?"
He probably shouldn't provoke this guy, but he really is curious about what he would have done.
no subject
"If she's helpin' you, all the more reason to rub her out." He rolls his eye at Aventurine's question about standing a chance against an Emanator of Nihility. "I got a few ideas. If she's been hangin' out in that dream then she's asleep in the real world, right? Seems forkin' easy to me. Then all I gotta handle is Reverie security." He's not obliged to play fair, after all.
no subject
His grip tightens on the fork in his hand, to keep steady, but also a possible weapon if needed. A pitiful one, but it could work; if he's fast and aims for the eyes-
Inhale...exhale. Steady.
Bravado was obviously not helping, so he drops that. Maybe showing some weakness will help here. So he holds still, smile dropping, his tone sobering.
"It's a mess over in Penacony. I don't think it'll be as easy to kill her as you'd think." The invitations were from the elusive Watchmaker, and it was still hard to get in...still.
Deep breath.
"There are good people there. The Family is corrupt but I did what I could to make sure I was the one who took the brunt of the damage." And he hopes Topaz being involved will keep it that way in his stead. Jade he doesn't trust but Topaz...Topaz has a conscience and a heart still.
"I don't...agree with alot of what the IPC does. But I have to...I have to make it work." His voice shakes slightly. He has to be profitable, entertaining, or he'll be thrown away-he clears his throat, bright, lightless eyes flicking over to the man before him, trying to read him. Tells of upset, frustration...grief?
"Can't get away with annihilating a population just to scoop up a few resources with that many eyes on it, huh?"
Ah. That does ring a bell doesn't it? Alot of bells, unfortunately.
"You're...a survivor of one of Oswaldo's "grand plans", aren't you?" He asks, but more of a statement than a question. He holds very still, watching for a reaction. "Guy's a lunatic. After what he did to my planet..." His grip tightens. He doesn't know how to talk about that, about Sigonia. Not like this. Not when he, the last of the Avgin tribe, might be shot dead right here.
Instead he looks to the metal body, the cybernetic hand holding the gun. The metallic echo of the man's voice. He smiles then, small, letting fear and sympathy color it. "You...'died' too didn't you."
no subject
'I don't agree with a lot of what the IPC does' is one of those things he's heard a thousand times in a thousand ways from every miserable wretch who gets a chance to talk before he puts a bullet in them. They all want to disclaim responsibility, pass it off to some other poor fuckhead. Aventurine might be the first one he actually feels an urge to believe. It's not the shake in his voice, that's too easy. Maybe it's that look in his eye, like Boothill ain't the only that's got him at gunpoint.
Boothill would count himself as pretty familiar with the IPC's business practices. You gotta know your enemy or how else can you hit 'em where it hurts? He knows what they do to planets they contract with, forcing everyone into an indenture there's no chance of escape from. It's possible Aventurine fell into a contract like that somehow and is trying to make the best of it. Of course, tryin' to make the best of anything in that rat heap just means you become a bigger rat, so he's not sure that makes it better.
An inarticulate noise forces its way out of his throat at the mention of Oswaldo Schneider and he grits his teeth, his bull's eye pupil flaring bright. It's tempting to just pull the trigger and end this fucking conversation before he has to hear one word more word out of that mouth, but if Aventurine knows more about Oswaldo Schneider than he can't. "Best pick your words very carefully, Stoneheart."
His arm doesn't waver as Aventurine speaks - one of the countless advantage of cybernetics, no matter how he's feeling he always shoots straight. He has to admit his head's in a whirl. He's met a few other survivors of Schneider, but never like this. They're mostly like him, on the fringe of civilization, or trying to rebuild their lives. They're not in the belly of the beast, contributing to the system that ruined them. It's that anger that rises to the top first. "I don't need your fudgin pity, shirtbag. You lost your planet and you're still workin' with them? Ain't your ancestors turnin' over in their forkin' graves?"
no subject
Right then. More cards on the table.
Then the guy's pupil flares with a snarl, and Aventurine feels the gun press harder against his head. Dammit. Dammit. He needs to think clearer, he needs to think of a winning strategy here, he needs--needs...
The terror is starting to take over, the desperate, almost animalistic need to survive-- a hand pressed to his head to bear his neck for a hot iron against his skin- a knife to his throat in that awful arena that he needs to take and turn the tides with--he needs to wrap the chains around this man's throat if he wants to survive he needs to survive he needs to run he needs to needs to needs to--
Breathe. He really will die if he loses it here.
"It's not pity," Aventurine says, voice getting strained. "More like...commiseration. Ever heard of Sigonia IV? You think I want to work for the corporation that looked away and did nothing while my people were slaughtered? Why do you think I was so willing to 'die' to get out from under their thumb?" He bites back a hysterical laugh-not the time- "You're right. I'm sure my family would be devastated seeing what I've done over the years. My hands are stained. I can't change that. But I'm alive." Not for long, his brain not so helpfully supplies. But he's always lived on borrowed time, hadn't he...and he'd fail them more if he died after everything.
"I wasn't exactly given a choice. It was that or death. Like everyone else." Deep breath in, then out. "And if I died, I wouldn't be able to go after that bastard, now would I?" he all but spits, letting some venom into his voice, letting his own anger rise, just a little. "I got some good information on Schneider while kissing the shoes that kicked me, you know? Someone in the Intelligentsia Guild has been helping me gather information that could...possibly bring that man down for good. I'd even share it with you, gladly. I'd just...need my brains in my head for that." he adds, giving a pointed look at the gun to his head.
no subject
He's heard stories about the Avgins - how beautiful they were, how charming, how manipulative and secretive and dangerous and he wonders how much Aventurine plays that up. He always took the stories with a grain of salt, because he knew the IPC told stories about Aeragans that were just as bullshit. Make it seem like someone deserves to be suppressed and the universe won't just let it slide, they'll thank you for doing them a favour.
The offer of information is one of the best ways to sweeten his mood, he has to admit. "...well, just because I never had the knack for makin' nice when I'd rather blow someone's head off doesn't mean I can't appreciate the utility of the endeavour." He holsters his gun and takes a seat on the table, making it creak under his weight. "Why didn't ya just forkin' say so? Coulda saved yourself a whole lot of trouble there, fudgehead." He grins, still not quite stable but a long way away from the feral snarl he'd been wearing just moments ago ago. "Guess I haven't introduced myself yet. Name's Boothill."
no subject
His brow furrows a bit. "You...wouldn't have happened to have seen any other Avgins in your travels, have you?" He asks, a little quieter, a voice that barely dares to hope. He makes a small gesture to his own face. "Eyes like mine?" Probably an odd time to ask, but...he needs to. He has to.
The cowboy sits down, chair creaking. Now that they're at eye level, Aventurine can see the cybernetic body more fully, the sharp teeth. Impressively intimidating, for sure. He just laughs in turn. "Sorry, I was kind of distracted by the gun to my head. I'll remember that for next time," he says, half joking but also aware it is very likely he will just...keep coming under attack. Comes with the occupation, whether he still holds his position or not.
"I'm also...admittedly not at my best. As I said, unexpected 'vacation'. Alot of my physical records on that man are back at my office. This ship is, it seems, on another world, so I don't have access to the hard proof." His smile takes on a dangerous glint. "But I got dirt. Connections. And Dr. Ratio has more data that can help. I'm sure we can work something out." Ratio probably wouldn't like his name thrown around. Could help add credibility though.
Something dawns on him when the guy introduces himself as 'Boothill'. That...he's seen that name..."Ohhh right! Your poster! You've got a pretty big bounty yourself!" Aventurine would have noticed sooner but again, gun to the head! Very distracting. Still there's something..."The pictures don't do you justice. For one they're sketched with...normal teeth."
no subject
"Dr. Ratio? That... 'ignorance is a malady that must be cured' muddle-fudger? If you say so..." He's seen a few broadcasts about the good doctor and he has to say he wouldn't be his first choice for information gathering. Maybe there's more to him than that weird plaster head and a heavy coating of sarcasm, though. Not like Boothill's ever met the guy - he's pretty sure he'd make that plaster head explode if he did. "Don't worry, I can be patient. Slow and steady wins the chance to blow Oswaldo Schneider to kingdom fudging come, right?"
He grins widely, running his tongue over his teeth. "They never seem to get everything right. Maybe that's why they keep not catchin' me." Or maybe it's because he uses his bounty as a lure to pick off the teams the IPC keeps sending after him. It's useful that way.
no subject
His smile sobers a little at the response about his people..."Ah, I'd guessed as much. Still worth asking a well traveled Galaxy Ranger such as yourself," he says, looking down to pick another wood chip out of his salad. Couldn't hurt to ask. Does the lonely ache flare in his chest? Yeah, but that's normal. It's fine.
Aventurine snorts at Boothill's misgivings about Ratio. Fair. Absolutely fair. The good doctor had that effect on people. The pain gives way to amusement as he looks back up. "Yeah, that one! Not the easiest to get along with by a long shot, but he's a man of his word. He's good for digging up...information I can't get to." He doesn't have the reputation Aventurine does, so it's easier for him to fly under the radar. And the Intelligencia information exchange had been going well last he'd checked...he should check in on that again. For his new...friend here. He grins. "That it is. Good strategy, that one." Because gathering what he'd needed from the inside could be frustrating sometimes. It's good to remember the goal, the stakes.
"Ha, maybe so. Although seeing as how you handle your weapons, it's probably not the only reason," Aventurine hums, remembering several incident reports passing his desk regarding the cyborg cowboy sitting across from him. Looking at his lunch though, he's gotta wonder..."Well, now that the cards are on the table, did you wanna grab something to eat? I might need to get something different myself..." Too many wood chips. Not that his appetite was all that intact anymore. He's mainly just curious if the guy...needed to eat. Or even could?
no subject
"I suppose if he's already known to be an egghead it ain't outta place for him to look for additional data." Sure, it might look weird for him to ask 'hey, where's Oswaldo Schneider', but data that might lead to Oswaldo Schneider - flight plans, development options, that kinda corporate bullshit - might be easier to access.
"Oh, you think?" Boothill preens a little. "Guess I am a quicker draw than most of the chuckleforks they send after me." At the mention of Aventurine's salad he glances down at it and raises an eyebrow. "Sorry, guess I added some extra fiber to that for ya. What's on offer around here? Any chance of some malt juice?" His system works pretty well for converting anything he can chew and swallow into fuel - nice and efficient. Sure, only the strongest flavours get through but he still likes eating.
no subject
He can admire the hustle. This can be fun.
Aventurine does snort at the 'egghead' comment. "You should call him that to his face sometime, it'll be funny," he laughs, covering his mouth. "But seriously, you don't have to wait for me to introduce you. Last I checked, Ratio's fixing up the abandoned clinic on deck r3 and doesn't mind people popping in. I mean, it might be awkward to just open with "hey, what do you know about Oswaldo Schneider" but you...don't seem the type to worry about that." Aventurine smiles. Boothill just greeted him with a gun to his head, and now they're chatting just fine. The man didn't seem to do 'awkward'.
"I do indeed! Why else would you have such a high bounty?" Also, by Qlipoth they do their best, but the recruits the IPC's been getting and training lately have been, as Boothill said, of the 'chucklefork' variety. He doesn't need to say that.
Aventurine huffs quietly in amusement. "Fiber is one way to put it. And as for the selection!" He stands with a flourish, stepping over to the food offerings, expecting Boothill to follow. Aventurine needs to get himself something else anyway. "The ship makes the usual stuff; pasta, salads, chili, things like that. Lately there have been more potatoes and pickles though." He'll grab himself a plate of pasta this time. Seemed nice.
"And unfortunately, there's no alcohol here as far as I know. Believe me, I checked," he adds, grumbling. He thinks back on what Neuvillette told him. "I do think the ship has wheat and barley fields on one of its supply decks, though. And since we're getting fermented foods like pickles, it's...possible you could make your own 'malt juice'? Don't know where the fermentation is happening." He shoots the cowboy a considering look. "If you go to get some plants, I've been told that staying too long on the supply decks can give you a nasty headache if you stay too long. ....can you even get headaches?" His head looks organic, but you never know how the cybernetic features are integrated...