Ship CrewEvaluate the Minibar Installation ship improvement project idly as I stand by in case of trouble.
With the away team gone you turn your attention to a project so important, so dire that the very continuation of this ship's well being relies on its future existence ... A minibar! You spend a few minutes measuring the space near to the fridge for a second fridge along with taking shelf measurements for the kitchen counter shelves so you can have some wine or liquor bottle racks made.
Minibar Installation added.Busy exploring the many options the console in front of her offered, Amelia noticed that there was a monitoring system in place, with access to the internal visuals of the ship! She allegorically connected this to a camera system, and was happy it was working when she saw Dio checking the ship's fridge...and wondering why he was placing a beverage can comfily in the engine/reactor room.
Until it figuratively hit her.
As Dio got back to the helm, Amelia's mind was ablaze with ideas on how to nudge this...particular opportunity.
...which may tell me either Dio is joking around and bringing up morale, or trying to, subtly, knowing that I may be watching, or that he isn't familiar with the brand name...which would connect to his comment earlier and my guess, but I'd be really surprised that any professional or sub-professional pilot isn't familiar with Rocket Boost. 'The (cheap yet affordable) hydrator of all pilots.' Oh goodness I can hear it in the advertisement voice...
"Hey Dio, why don't you test that can you found in the engine system? Y'know, in the fluid supplement area. Maybe it can help."
Actually that is a possible idea. I did read about several potable beverages having other effects in certain situations, like the ancient "Coke" being used as a pesticide and cleaner. Hmm, though we did bust that myth back at the academy, I'm unsure what kind of subsystems a salvaging ship would use given the very different mechanisms between a transport and-...
Try to recall the benefits of Rocket Boost, as well as other common beverages and drinks I am aware of in non-conventional applications.
Check the ship and ponder what we can efficiently recycle stuff into at the current time. How does our salvage system work again?
As you try to convince Dio that Rocket Boost is actually a sort of drink meant for people you start to recall some of the common drinks of people in this part of space. There's Rocket Boost though that's a fairly common energy drink throughout the galaxy due to the corp behind it mass producing the things like there is no tomorrow, but to be honest most spacers either drink water or liquor. Working in space is hard work, and when its time to kick back there's little better than alcohol to drown the sorrows that come with being a low class citizen.
You check into the ship and its recycling system, but everything seems in order and there doesn't appear to be much you can do with such a broad scope, and your current technical prowess.
After sighing you turn your attention to prepping the salvage system which is really just a collection of mechanical arms and industrial sized plasma torches used to take ships apart in chunks before storing it in a cargo bay, or onto a freighter. It's a pretty efficient system for the cost, but without a dedicated cargo hauler the amount your ship can actually move at once is kind of pathetic ...
"Hmm, rocket boost? This should be useful if we need to maneuver. I wonder why it is in the fridge though."
Dio takes the Rocket Boost can out if the fridge and set it near the engine/reactor room.
Then he sets his mind to work out potential upgrades to the ship. He looks up the ship's navigation code and sees if any improvements could be made.
Evaluate the 'Navigational Logistics Improvement' project.
If asked by Amelia, help her with the other computer.
After a short bout of focus on this strange canned liquid people call Rocket Boost you return to the bridge, and grab a console to look over the ship's navigational code. The sight of the well formatted code comes up you feel a sense of nostalgia as the few years you spent on the Beta Pictoris vessel return to you, while the AIs had still persisted they had treated you well enough for the science experiment you were to them. You remember the feeling of sadness you had when the last of your overseers' primary core finally brokedown, after that you were alone with only the knowledge he'd imparted upon you and a broken down ship to work with.
With the code in front of you and Amelia's notes about system corrections you quickly set to work laying out a framework for the coding adjustments which proves easier than you thought it would as you find out that some of the more complex programming requirements for it had already been done. It's likely that the original programmer for this system had meant to add these adjustments, but had run out of time.
Away TeamTK takes a low stance, pistol up but finger off the trigger, and starts methodically opening the doors and clearing the rooms on the left.
You hold the gun that Amelia gave you out in front as you begin to sweep the hallway, and prepare to clear the rooms ahead on at a time. Reaching the first door you peek around the corner into what you can only describe as a ridiculously intact medbay, despite all the damage to the rest of the ship the only thing wrong with this room is that half the medical tools are just floating around the place. With the first room clear you progress further down the hall to find that the next three doors are shut tight, and without any power to this area you'd need at least three people with crowbars to even pry them open ... and Macnameer didn't see fit to provide you with the damn things ...
Shaking your head you head to the last open door and carefully start to peek around it as Neil heads past you, and goes down the right hallway. Returning your attention back to the room in question you discover that its empty except for a pair of bunk beds with the sheets starting to drift off to the side.
Following TK's lead, Neil unholsters his gun and works his way right, towards the armoury, as direct as possible.
While TK is clearing the rooms in this hall you draw your shotgun and head down the hallway aiming to take the passage to the right to make sure that the armory is in order before they start cutting the thing out of the ship. You gently nudge the Customs Officers bodies out of your way as you head down the hall and give the intersection a quick sweep before hastily heading down the right side which quickly opens up to a square room leading up to a fairly solid vault door. To one side of the room you see a dead officer floating next to a red button with the text '
Emergency Environment Seal' written over it.
"It's better suited if I try to salvage anything delicate and electronic, er, anything fragile. You can rummage through the dead's pockets. Guns, IDs, money, anything. Even undamaged uniforms would be helpful, could be useful. For now, we can store it all back in ship and split it up afterwards."
Search for anything that seems useful - tools, electronics, etc. Maintenance room or something like that might be good.
While the other two are searching towards the front of the ship you turn your attention towards the back where the engines should be as you start to pull yourself down the hallway towards a lone door on the right with faded text over it reading 'Maintenance Department'. However when you get there you find the door is shut tight, from external hull damage the inside of the room should be intact, but you need a way in first ...
Health Points: 15/15Armor: 0Credits: 0Equipment:Modified 1738 Land Service Pistol [Damage: 10, RoF: 1, Ammo: Loaded, Pistol,
Single-shot,
Accurate,
Modified Relic of a Lost Era]
- (7) Rounds
Skills:Programming BasicsGunnery Savant Health Points: 15/15Armor: 0Credits: 143Equipment:A well worn copy of Love in the Stars - Effect Active, Three Turns Left
Skills:Skilled PilotNavigation's Expert Health Points: 15/15Armor: 3Credits: 138Equipment:Commercial Distribution Model II Spacesuits [5 Hours of Oxygen, 3 Hours of Battery]
Regalian Combat Shotgun [Damage: 12, RoF: 1, Clip Size: 5/5,
Shotgun, Two-Handed]
- (10) Shells
Calmar Law Enforcement Body Armor [Armor Rating: 3]
Skills:CharismaticRestless EyesConnections:Harold (Friendly) - You didn't exactly leave your last job on the best of terms, or conditions, but that hasn't undone at least one of the friendships you've managed to make with fellow lawmakers. Harold isn't particularly high up the food chain when it comes to Calmar's law enforcement, but he works Customs in orbit above the planet and has a knack for noticing things others wouldn't. He isn't likely to do anything for free, but if you need help he'd be more than willing to provide it ... for the right price.
Health Points: 20/20Armor: 0Credits: 679 CreditsEquipment:Commercial Distribution Model II Spacesuits [5 Hours of Oxygen, 3 Hours of Battery]
Radlin Striker Handgun [Damage: 4, RoF: Single Shot() or Burst Fire[3](✔), Clip Size: 12/12, Pistol, Selective Fire]
- 3 Magazines (12/12)
Dracon Long-Knife [Damage: 4, Attack Speed: 2, One-Handed,
Fitting Weapon]
Skills:HardyClose Quarters Combatant Health Points: 15/15Armor: 0Credits: 84Implants:Modified Basic Carrigan Optic ImplantsEquipment:Commercial Distribution Model II Spacesuits [5 Hours of Oxygen, 3 Hours of Battery]
Basic ToolkitSkills:Basic RepairmanStarting Inventor Health Points: 20/20Armor: 0Credits: 751Equipment:Radlin Striker Handgun [Damage: 4, RoF: Single Shot() or Burst Fire[3](✔), Clip Size: 12/12, Pistol, Selective Fire]
- 2 Magazines (12/12)
Long Range Space TransceiverSkills:HardyStealthyContacts:Melinda Mayson (Handler) - Melinda is considered your handler, and the go-between for you and the Macnameer Corporation to monitor the 78-Z9I's work efficiency. Her job is mainly to ensure that everything with the ship is fine, and to confirm that you and the crew are handling the jobs as ordered.
Navigational Logistics Improvement (Modification)
Required Coding: 1 out of 3 Successes reached!
Required Mechanical Adjustments: Unknown
Basic Effect: Changes to the ship's navigation systems have allowed it to more efficiently assist in course plotting, and actively handle all low-end logistical needs with expert efficiency. -2 to Flight Complications and +2 to Power Generated.
Additional Armor Plating
Required Work: Intensive Manual Labor, and Welding/Bolting Additional Plates into place.
Basic Effect: +5 Armor Rating to the Ship
Bedroom to Jail Cell Conversion
Required Work: Minor Manual Labor, slight welding work required on the door.
Basic Effect: Turns one of the bedrooms into a simplistic jail cell. The door could hold your average person, but don't depend on it holding a beast, or one of the physically stronger races.
Minibar Installation
Required Work: Nothing really just about a thousand credits to get everything installed and stocked.
Basic Effect: Dismushtbedabarithin-wherdiddabergo