Escape from Tatooine
Having agreed to the Hutt's terms, you are taken to Mos Eisley hangar bay 73, where you get your first look at your ship, the Gentle Breeze:
It's a Corellian YV-100 Light Freighter. A real old one, too. You're each given a security keycard and given a brief tour. An inspection of the ship reveals several issues:
* It's clear that the Hutt's 100,000 credit valuation of the ship was something they made up. There's no way this ship would sell for 100,000 credits. 50,000, maybe. Probably 40,000.
* The ship has only 5 days worth of hyperdrive fuel, and no food on board. While you don't yet have a destination for your first mission from the Hutt's, it's very likely that you'll need to purchase provisions before you leave, lest you starve to death or run out of fuel en route.
* Worse, since the vessel is now in your possession, you're liable for hangar storage fees of 50 credits/day, starting this morning. You'll need to pay 50 credits before you'll even be allowed to leave, and every additional day you spend here will you'll accrue an additional 50 credit fee.
* The ship has a class
three hyperdrive, meaning it will take three times as long to reach anywhere as it would take in a regular transport vessel. As much as 15 days to go from the galactic core to the outer rim. Curiously, the ship also has a backup class 12 hyperdrive in the event the main drive fails.
* It is equipped with only a single gun: a light, top mounted rotating laser turret requiring a gunner. (Access via 'a'on the map) The ship does have a deflector shield, but it is of poor quality.
* There are only three one-man escape pods. ('e' on the map) There are nine of you.
* The ship lacks a workshop, has neither a dedicated armory or gun locker, comes with no droids, and has no internal sealable bulkheads or anti-boarding mechanisms
* The medical bay contains no bacta facilities, and has been completely stripped of medical supplies. A bed, a desk, a chair, a computer and some storage compartments, but otherwise not so much as a bandaid. Additionally, the cramped entrance has a 180 degree turn with only a 4 foot wide walkway that will make it difficult to carry wounded through. Not that you have a stretcher, but you doubt you could fit one through there.
* There are neither enough beds nor bedrooms for everyone. There are 7 beds, and nine of you. The captain's quarters (4), two rooms with one bed (8 and 9), and two rooms with two beds(10 and 11).
* The two-seat cockpit area (1), the navigation console(2) and the communications console(3) are each in separate rooms with walls between them. The ship does have an audio system to allow communication between people in each station, but overall it seems like a poor design that both wastes space and invites trouble.
* The ship does have a reasonable security system, with every door featuring a lock that can be opened by passing a security keycard near it. Each of you has been given a keycard. It is possible to configure the security system to allow/disallow individual keycards to access different ares of the ship. At present, all of your cards grant full access to everything. Additionally, the system does log accesses by any particular card. However, this system is the only security. Anyone with physical access to the cockpit for example, can operate the controls. There is no individual login required for any of the consoles.
* The shop's twin cargo bays make somewhat inefficient use of space, but each of them feature a 10x10 foot powered loading lift controlled via a console in the bay. While the lifts are convenient for quickly loading cargo that's too heavy or awkward to manually walk up the boarding ramp, nearly a quarter of the space in each cargo bay is taken up by the lifts themselves, with yet more blocks off behind them if they're obstructed. Between the lifts and needing to keep walkways clear to access both the lifts and the control console, you'll be severely restricted in the amount of space you can use before accessing any particular piece of cargo results in needing to move something to get at something else.
Midway through your inspection, a courier enters the hangar to deliver a message from the Hutts. Your first mission is to pick up a shipment of Twi'lek slave girls from Ryloth, and bring them back to Tatooine to be auctioned. Additionally you're informed that there will be one additional member joining your party. Someone by the name of Kevak who was apparently late to your meeting with the Hutts earlier. That will bring your total number to ten.
Since you have at least a few hours before you can leave, and apparently there's no immediate rush, a few of you browse the markets kiosks outside the ship hangar area. Surely there's more available for purchase than just what you see here, but these are the things that you see immediately available.
Costs are in galactic credits
Ship services
* Hangar rental: 50cr/day
* Hyperdrive fuel: 50cr per day's worth of fuel
* Navigational chart update: 100cr
* General maintenance service: 200cr
* Ship systems and custimzation: (variable)
Apparal
10 plain clothes
20 sandstorm protective cloak and mask
20 padded jacket (light melee armor)
70 padded suit (light melee armor)
Personal Weapons
10 durasteel knife
200 blaster pistol
120 8" Vibroblade
50 stun baton
20 blaster gas replacement clip (blaster ammunition, ~100 shots)
Misc goods and tools
5 One day water/ration pack
10 Glowrod
15 Backpack
10 Blank credstick
10 Standard small power cell
40 Emergency trauma patch
50 Fire extinguisher
100 basic medkit
100 Datapad
100 Standard cargo container
100 Repulsor cargo dolly
What do you do?
(Everyone please provide a brief physical description of yourself in your opening post. Also include what you want to do. Remember that you're allowed individual actions. You don't always have to agree on everything. Anything posted in the thread is considered public knowledge. Be reasonable about things your character would personally know. For example, if you're down on a planet and the ship with eight other people receives a message, you wouldn't necessarily in that instant that the message came through, but you can reasonably assume that somebody does/will tell you at some point. It's not "secret" even if you can't immediately act on it. On the other hand if somebody openly posts that they try to pick your pocket, you can reasonably be assumed to have noticed it if you think you would notice. Secret actions and information can be sent via PM.)
(Additionally, if you want to backstab and betray each other, that's ok. However, this game will contain far more
external adversity than the previous game did. Even if you all cooperate together, you're still not going to have an instant win like you did last game. You have been warned.)
NOTE: character and ship status' will be regularly updated in
the opening post of this threadNOTE: There were lots of characters. Please check the OP and see if you're listed. If you feel you should be and you aren't, let me know. Lots of PMs, multiple text files copy and pasting...it's not inconceivable that someone might have been missed.