The rest of the morning passes by without distraction. TURING cleans up Brown's station and everyone goes about their duties, before strapping themselves in prior to the Hyperspace Jump. Each day the ship makes a jump, taking you ever closer home and it requires 30 minutes of being strapped in before regular duties continue.
This jump however, does not go as expected.
Some 15 minutes in, there's a loud groan of the Hyperdrive engine, and the ship grinds to a halt. Lights go out for a few seconds before the red emergency lighting kicks in, filling the ship with a bloody light. No-one is hurt, except for familiar travel sickness you get at the end of a hyperspace jump.
OOC:
OK, let's kick off with some Panic Checks. Stress Checks - 2d10. If you roll equal/under your current stress roll 2d10 for Panic. Also, give me an idea of where you strap in during the jump.