Port Newton, Northern Ridge, Askarian | 233d/3008AD | Von Hapsburg System
It seems the others are packing up. Staying here on this frozen rock is probably not the best of ideas, but you already came down, so tagging along would have been a completely pointless affair if you just go back with them.
You're pretty sure that reasoning is fallacious in some way.
You'll probably get sent back to Habitat Gamma when you board the shuttle. The mission team will then board a different craft after preparations and transfer to Arial's ship,
Endurance. You'd be a valuable asset on the mission, however, and you're not sure why the Guild insists on six man infiltration teams. It's almost like Central Planning uses dice to decide these things.
Askarian Shores
Snow (Low visibility. Actions toward distant objects incur a small penalty based on distance)
Freezing Wind (-1 to all actions when exposed)
((Pondering loading, but will get a mini-turn out in the meantime))
Deuce sighed and shook his head. "Really, man? I ought to make you stay and fix it yourself, but fine. Keep holding it."
Go check the cabinets for the local caulk equivalent. Fix it up while Hal holds it down.
Deuce: [6/1] You open up the cabinet and find a canister of industrial-grade sealant. Perfect for sealing leaks in pressure vessels! You fix the hatch to the elevator while Hal holds in, then proceed on your way.
Hal :Now that Deuce is through, you can either look for a way to get through yourself, or go back and track Orion. It looks like you won't be joining the infiltration mission, and Guild operatives are trained to work alone, so as long as you find a way to contact the Guild in the future there won't be penalties if you were to stay on the planet longer than everyone else.
Habitat Ship Gamma, Askarian Orbit | 233d/3008AD | Von Hapsburg System
Urban Station
City Manners (-1 Diplomacy during first impressions)
The Guild's habitat ships are massive flying cities that support the Guild logistically. Its manufactories pump out enough ammunition and equipment to rival the navy of an entire colony world. Mercenary companies tend to swell in size the more successful they are, attracting new recruits that bring with them new ideas and skills. But a mercenary company is not just about getting new recruits... it much resembles the guilds of old, in which people of a certain trade would band together and stand up for each other, directing their work for the good of the guild. Here is where the Guild gets its name.
The cityships resemble a flower of sorts, spinning on axis to provide artificial gravity. When the ship is under thrust, the 'petals' swing outward in order to accommodate the new acceleration vector. As such, the citizens on each ship enjoy a relatively peaceful life much like on a planet, although the occasional red alert tends to shake things around a bit and sometimes knocks down a building. The atmosphere is kept in by giant walls around the habitable area of each petal, which are known as 'Divisions' A through E.
Each division has its own spacedock, located at the front of the vessel in order to keep it away from the radiation of the ship's reactor and drive. Distance is, after all, the best defense. The back of the ship's habitable zone is peppered with industrial buildings, generally operated robotically or by hazmated workers. The radiation levels there are still fairly low, but in the case of a loss of containment it is prudent to wear protection in the danger zone.
You exit one of twelve airlocks on your section of the dock into a large structure resembling an airport. The dock is divided into eight 'piers,' each containing a set of internal airlocks used to protect the station in case a ship docks improperly and makes a mess. The ships themselves dock much further toward the front of the ship, attaching first to docking clamps and then unloading passengers using boarding tunnels attached to the ship's airlocks. Transports and tugs generally have their cargo removed in-vacuum, which is then transferred to a warehouse as the crew passes customs.
The habitat ships are generally flooded with traders, rival mercenary contractors, and bounty hunters no matter where they are parked. Some captains go out of their way to track the Guild fleet wherever it goes, and stop by for access to its fair customs department, low tariffs, and guaranteed cargo security. Citizenship and immigration are not a concept to the Guild, which is a nongovernmental entity, and so many individuals simply stay on the habitat ship and never leave, acting for all intents and purposes as citizens of a navy-controlled colony.
Spear slung over your back, you browse the headlines on the volumetric displays crowding out the open space in the ceiling. This region is commonly used for advertising, news, and bounty offers.
You notice one pop up right before your eyes. A bounty on a young man named 'Orion' at large in Port Newton, Askarian, with short but thick straight black hair, a metallic glint beneath his hair over his left ear, and a very unusual facial expression. For a human, that is. It looks like he is sneering, but at the same time trying to make multiple other facial expressions using different portions of his face. Probably got faulty augments.