"Don't take this the wrong way Harold, but I don't especially feel like talking about how anything's been treating me just yet... maybe some other time late in the evening after more than one drink, eh? As for the Corps, I guess beggars can't be choosers and all that. Could make it turn out pretty well for me and the crew though, so we'll see. You let me know if there's ever anything else we can help with, yes?"
Get in touch with our employer to report. Once that's done, locate a scrap broker of some sort and charm them into the best possible price for all of our salvage less what the team think they may be able to use. Which may be all of it.
What do I know about purchasing weapons here? Am I able to buy something for personal defence and how much can I get for 1000 credits?
And since I'd prefer to use that money for the team - how easy is it to get hold of spacecraft upgrades e.g. armament, and how much is that?
"Well its understandable Neil, and as for the drink that is certainly a situation that can be arranged. There are usually a couple of us docking overseers from Customs who go to one of the station's bars after out shift is over, its called the Crimson Comet, a bad name for a dive sure, but its ran by an old Customs officer. We're supposed to meet for drinks this afternoon at 22:00 if you're interested, your companions are also welcome of course, but keep in mind its a cop bar. Anyway if I here about anymore work opportunities from the higher ups I'll see if I can't get them sent your way, see you later Neil."After Harold leaves with a handful of the dock workers you turn to Neal, and ask him to check the price Macnameer is willing to buy the hull plates at since you're supposed to sell your salvage through them though if you want to look for alternate buyers you'll need some time away from him ...
In terms of weapons you, and all the other crew members, have a Class I Weapons License which allow you the right to lawfully own certain weapons for personal defense purposes due to your potentially dangerous line of work. Most Class I weapons are low caliber single fire pistols, or rifles with the Regalian you have being one of the heaviest things you can buy within the class considering it doesn't allow anything fully automatic, armor penetrating, or explosive. If you want the truly heavy weapons you'll need to purchase a Class II license from a GS Registry for about six thousand credits which is made even worse by the fact that all ship based weaponry are considered Class II or higher ...
Once you have a Class II license you can legally purchase some ship-based weaponry, and your status as a salvage vessel for a Corporation allows the current weapons to be legal thankfully otherwise this visit would have went with most of you being jailed. Aside from weapons you all might eventually want to look into purchasing warp, and jump drives though those run tens of thousands of credits if not hundreds of thousands.
Provide my report to Melinda in a timely manner. Perhaps chat her up a bit while I'm at it. Ask how she's doing.
Once Neil finishes up with his contact and you're assured that Customs has been notified of the retrieved armory you quickly head back inside to use your transceiver to contact the Corporation. You spend about a minute listen to the line beep as the call is routed through what you can only assume are seven secretaries before Melinda finally answers in a fairly mild tone, an uncommon occurrence from your past experience,
"It seems like your group is doing fairly good on their first job Neal, we just got a message from Customs reporting the armory was returned sealed and unharmed which led to some rather enthusiastic thanks from one of the Customs Chiefs. For a first job your crew has done well and remuneration has already been sent to a collective account for you all to decide how to distribute it, the security code for the account is currently set as your personal confirmation code for the company. With just this job done you can't let the crew get to settled Neal, the other two missions are still open offers in case they feel like taking one of them up, and there is more than enough freelance salvage available though you'll need to remind them all non-contract sales are to go through us."After a short pause you ask her about Macnameer's current purchase price for duranium hull plates which turns out worse than you had hoped ...
"With current market prices, and the situation of the company we'll only pay three hundred and fifty credits per plate on that. Any other questions Neal, or shall we conclude your first report as successful?""This money seems so... virtual." Dio muses.
Look for some records of a nearby system. Maybe a warzone? We could grab some loot while it's hot.
While the others deal with their own projects, or offloading the ship's cargo you decide to take the chance to browse the planet's net since being in the station finally gives you a connection to it. You start searching for anything that might turn up some valuable salvage in this system, and adjacent ones.
Near CalmarYou find several interesting articles, or posts based about possible wreckage in this system. The first one is report from a freighter worker made on some forum supposedly made to help freighters identify potentially dangerous routes that talks about discovering the wreckage of several ships near Palicard-9X7, the fourth planet in the system that's about two days out from Calmar. Secondly you find what is apparently a repeat of the info you found on the Settler ships that had been attacked by pirates recently, the only thing it seems to expand upon is that the group that committed it was likely some group known as the Calmar Freedom Movement. Finally you find some reports about incidents somewhere in the system's asteroid belt where freighters were attacked by a ship wreckage embedded into an asteroid that seemed to be using laser weaponry.
Out of the system Somewhere near the Black Martyr System (where Calmar is located) is apparently a wartorn system known as the Grey Rocks that is made up of countless asteroids orbiting a dwarf star that is currently being fought over by the UM, several independent space corps, and a group of asteroid miners who have banded together calling themselves the Grey Rock Union. If you could actually get there the system is liable to have countless wrecks to salvage, but with how many groups are fighting over it the chances are you'd run into a lot of danger.
TK goes to a firing range during the downtime to practice with his new pistol, focusing mainly on close-range shooting if possible - in five-foot increments from point-blank range to about fifty feet or so.
If you do go to a firing range you have at most eleven rounds of ammunition to fire, while it does count as some training you aren't sure if it'll be all that useful after only shots.
Begin work on an exoskeleton
Begin work on some basic armour panels to attach to it.
Aid this guy. Begin working alongside him to hasten process. Communicate with small-talk slowly progressing into bigger-yet-not-that-major talk. Inquire how he initiates repairs.
As Trent sets up to begin work on his exoskeleton frame Amelia comes over offering her assistance with the progress, and asks how Trent carries out his repairs on machinery and the like. The two of them spend about an hour trying to get something usable finished while Trent imparts some of his knowledge to Amelia, and even though the tutelage goes well in the end you managed to waste two units of scrap metal while attempting to make the frame.
End of First Assignment ReportSkill Points Earned: 1d4 =
4 Skill Points Earned!Credits Earned: 15,000Instead of obtaining experience, or leveling up your party will obtain a random amount of Skill Points after major acts and missions that can be distributed into skills that you're already in the progress of learning to speed up how quickly you obtain them as well as to increase the rank of existing skills. Spend them wisely, or however you want really since I just want everyone to have fun :v
Health Points: 15/15Armor: 0Credits: 0Skill Points: 4Equipment: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: 143Skill Points: 4Equipment:Radlin Striker Handgun [Damage: 4, RoF: Single Shot() or Burst Fire[3](?), Clip Size: 12/12, Pistol, Selective Fire]
- 3 Magazines (12/12)
A well worn copy of Love in the StarsSkills:Skilled PilotNavigation's ExpertNovice Craftsman (Unlearned)
Starting Inventor (Unlearned)
Health Points: 15/15Armor: 3Credits: 1138Skill Points: 4Equipment: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 CreditsSkill Points: 4Equipment:Radlin Striker Handgun [Damage: 4, RoF: Single Shot(?) or Burst Fire[3](), Clip Size: 11/12, Pistol, Selective Fire]
Dracon Long-Knife [Damage: 4, Attack Speed: 2, One-Handed,
Fitting Weapon]
Skills:HardyClose Quarters Combatant Health Points: 15/15Armor: 0Credits: 84Skill Points: 4Implants:Modified Basic Carrigan Optic ImplantsEquipment:Basic ToolkitSkills:Basic RepairmanStarting InventorNovice Craftsman (Unlearned)
Health Points: 20/20Armor: 0Credits: 751Skill Points: 4Equipment: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.
Ship Projects
Navigational Logistics Improvement (Modification)
Required Coding: 2 out of 3 Successes reached! Coding is harder to understand for anyone who isn't Dio.
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: Completed.
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.
A Gentleman's Minibar Installation
Required Work: Extensive manual labor, complete replacement of furniture and existing canteen elements, purchase of various materials including a Serving Droid. Requires 10,000 credits.
Basic Effect: A Martini please, shaken, not stirred. Improved morale, superior alcohol quality, perhaps a tendency towards drunk piloting.
Equipment Projects
Exoskeleton Frame
Required Work: Decent amount of manual labor, 8 units of basic metals required, 4 units of scrap metal, 2 units of simple electrical components.
Description: A metal framework designed to wear around a spacesuit made with attachment points for armor plates, and a built in framework of electrical cables in case of modifications requiring the usage of power. End result will require a turn to put on when in a spacesuit.
Regalian Combat Shotgun [Damage: 12, RoF: 1, Clip Size: 5/5, Shotgun, Two-Handed]