Recap, and Things
Last time we left off our freshly established salvage crew had finished their first mission, and offloaded all the salvage through the proper channels after arriving at Calmar's sole spaceport which, while known under various names, is commonly called Draxis Station. After spending a short time on board the station purchasing essential equipment, some heavier weaponry, and unknowingly narrowly avoiding arrest the crew has seemingly settled on their second mission: the reclamation of some settler space vessels that had been destroyed at the hands of pirates. Shall our greenhorn crew strike it rich amidst the shattered carcasses of transport ships, or will the nefarious powers that be intervene in hunt of easy prey? Find out in the next episode of Space Peasants in Space™.
"Amelia. Get to the cargo bay. I want your assistance, your help for this..."
Make two exoskeleton batteries. Use Amelia's assistance and the advanced toolkit, etc, to make it a simple a job as possible.
"Woo! More welding to do? Or electronics? Can't wait to do that again."
Aid Tobias; also voting for Pirate Salvage!
Dio and Amelia quickly set to work on the second phase of the exosuit project, the creation and integration of a removable battery power system into the exoskeleton for future additions to what is quickly becoming a humanoid tank rather than an exoskeleton. The work is fairly easy once you divvy it up with Amelia handling the creation of the battery box and installation port, and Dio handling the actual creation of the battery inside that box and any wiring connections needed to enable power to run through the suit's conduits. Together you succeed in creating the battery install hard-point, but when it comes to the creation of two batteries the end result is that only one of them comes out usable with the other quickly turning into a pile of melted metal caused by a rather spectacular fire the moment you attempted to charge it. Sadly you are only able to salvage about half of the components used in the second battery with the rest either being fused into the metal case, or melted beyond recognition.
Ten Advanced Electrical Components used to create a Makeshift Battery, one unit of scrap metal used to add a Battery Installation Hard-point to Exoskeleton. Lost five Advanced Electrical Components in the failed creation of a second battery.Neil offers a firm handshake and then sits down.
”Delighted to meet you… Miss? Ms Carol. You too sir, Mitchell. Hmm. I’ve a crew looking for work at the moment… well, kind of already doing some work, but you know, we’re flexible… Tell me about these pirates?
If there’s anything particular you think a small crew might be able to handle that could help out, we’re flying one quick job and then might be able to make ourselves available.”
Engage in intelligence-gathering conversation with the three, and if it doesn’t lead to an offer of immediate/urgent work, join the consensus vote of the pirate reclamation job and head back to the ship so we can leave on the mission.
As you greet the two Carol seems to smile at your usage of Miss, and Mitchell only goes so far as to grunt in reply before downing the remainder of the beer clutched in his hand. When you ask about the pirates Harold nods toward Mitchell who quickly sets the empty beer bottle down before pulling out a thin black slate from his back pocket, and placing it on the table before tapping it several times in a strange rhythm. In-sync with his tapping the black slate lights up as a hazy blue hologram appears in the air above the table revealing a rather simplistic map of the Blackmartyr system, and without hesitation he points his hand to the fifth planet in the hologram causing it to zoom in as colors seem to bloom into being. What it reveals is a planet with a strip of verdant green islands with clear blue oceans spreading across the center of the planet with the majority of the southern, and northern hemispheres covered in vast ice caps with the south pole strangely dominated by cracked black plains. You easily recognize this planet, the fifth planet in the system designated officially as Trendamere ... but you know it better by the name given to it by original settlers of Calmar, False Hope.
Looking at the rotating planet projected above the table you're amazed that a lowly Head of Security could own a device capable of creating such an advanced hologram, and even though the question of how he has it plagues your mind you decide against asking as Mitchell finally speaks.
"
If you're a native of Calmar then you probably know this planet well, False Hope my ancestors named it for it was the first place that the original settlers who came here had attempted to colonize before the Massacre of Polis caused the mass evacuation, and later move to Calmar. Since then the planet has been classified as a death world, and all further attempts at colonization have been abandoned due to the inherent risks involved in trying to form a settlement on a planet where almost all native life wishes you dead. Of course, even though its warned against colonizing the planet, or making trips to it some humans still do go to the surface in the hope of striking it rich and when the planet was evacuated after Polis there were quite a few settlers who didn't make it off.
Even though many of them died some still learned to survive in that hellish place, and their descendants can be found roaming the Central Strip in small nomadic tribes who have regressed quite far and its rumored that many have turned to cannibalism throughout the centuries. All of this adds together to what is essentially an entire planet that is off limits to Customs in its entirety making our job of keeping the system in a state of peace difficult when our own government forbids all deployment of Customs, Law Enforcement, or Military forces to the surface and even orbit of Trendamere. We are quite certain that the recent bands of pirates that have been active in the system are using this death world as their home with a base hidden somewhere on its surface, but without any exact idea where their base is and no intel on the pirate groups themselves we can't exactly hire someone to take them out.
This leaves us in our current positions, on edge and simply waiting for yet another call to come through that a pirate vessel has somehow slipped through our patrols and destroyed yet another civilian, or merchant vessel with ease. I'm not exactly allowed to make any major decisions and I can't promise the pay will be anything like what you get for working for Macnameer, but we really do need any help we can get to find out about these bastards. Any intel you can find, or retrieve about these bastards would be much appreciated, and if you just so happened to receive a stray package filled with credits after giving us something useful then that'd sound like some upright citizen helping pay his dues.
All I have to say is don't stretch yourself to far trying to find information, we're not sure what all these pirates have, but one thing is for sure: they've somehow got their hands on some military grade naval hardware which puts an under-budgeted organization like us at a disadvantage."
Credits: 9,400
Licenses:
Everyone - Black Martyr System Salvaging License
Neil - Class II Weapons License
Dio - Class I Weapons License
Amelia - Class I Weapons License
Tobias K. - Class I Weapons License
Tobias T. - Class I Weapons License
Rocco - Class II Weapons License
Health Points: 15/15Armor: 0Credits: 0Skill Points: 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: 29Skill Points: 0Equipment: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 ExpertStarting InventorNovice Craftsman (Unlearned)
Health Points: 15/15Armor: 3Credits: 838Skill Points: 0Equipment:Regalian Combat Shotgun [Damage: 12, RoF: 1, Clip Size: 5/5,
Shotgun, Two-Handed |
Haliclax Red Dot Laser Sight]
- (20) Shells
Calmar Law Enforcement Body Armor [Armor Rating: 3]
Skills:CharismaticRestless EyesNovice Scavenger (Unlearned)
Connections: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: 419 CreditsSkill Points: 0Equipment:Radlin Striker Handgun [Damage: 4, RoF: Single Shot(✓) or Burst Fire[3](), Clip Size: 12/12, Pistol, Selective Fire |
Haliclax Red Dot Laser Sight]
- 4 Clips
Dracon Long-Knife [Damage: 4, Attack Speed: 2, One-Handed,
Fitting Weapon]
Skills:HardyClose Quarters CombatantBasic Pistol UseMarksman (Unlearned)
Novice Scavenger (Unlearned)
Health Points: 15/15Armor: 0Credits: 84Skill Points: 0Implants:Modified Basic Carrigan Optic ImplantsEquipment:Regalian Combat Shotgun [Damage: 12, RoF: 1, Clip Size: 5/5, Shotgun, Two-Handed]
Basic ToolkitSkills:Basic RepairmanStarting InventorNovice Craftsman (Unlearned)
Novice Scavenger (Unlearned)
Health Points: 20/20Armor: 0Credits: 0Skill Points: 2Equipment:Maxon Longshot Bolt-Action Rifle [Damage: 10, RoF: 1, Clip Size: 6/6, Rifle,
Medium Range Scope,
Bi-pod]
- 2 Magazines
Skills:MarksmanStealthy
Ship Projects
Navigational Logistics Improvement (Modification)
Required Coding: Completed! 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 One in progress. 50% complete with Battery System installed (one battery no spare yet)
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.
Exoskeleton Frame: Battery System
Required Work: Creation of a battery using ten advanced electrical components, and one unit of scrap metal for adjustments.
Description: Using a homemade battery you give the exoskeleton frame a power source that can hold charge that at the moment will last pretty much forever since you have nothing to spend it on.
Vanameer Model 7 Mk. II Assault Rifle [Damage: 7, RoF: Single Shot(✓) or Burst Fire[3](), Clip Size: 24/24, Rifle,
Accurate]
- 10 Magazines
3x UM Issue Mk. III Fragmentation [Damage: 3(5){8}; Blast Radius: 3 Meters; Timer: Impact, 1 Second, 5 Second, or 10 Second;
Fragmentation]
3x UM Issue Mk. IX Flashbang [Timer: Impact, 1 Second, or 5 Second;
Blinding,
Impairing]
Portable Plasma Torch [A rather well-made portable plasma torch that could come in handy for welding, cutting, and killing if you're so inclined.]
2 Fuel Tanks
Advanced Toolkit [Several sets of wrenches, all sizes of screwdrivers, claw hammers, ball-peen hammers, pliers, metal shears, etc. If it doesn't require power, you got it.]
GM Note: Your GM is bad at things sometimes.
(By sometimes I mean all the time.) To explain my the rather long hiatus: I have recently (its been a month now) obtained a job following which finals came around for my college classes, and that pretty much killed any fun activities that weren't purely to keep my sanity. However, now finals are over and I've got the time/energy to pick this back up for those still interested!
1) The exoskeleton progress has actually been updated in the project spoiler.
2) I failed to actually explain what the armor for Gig's exoskeleton actually does, but basically the exoskeleton has stats similar to the way a ship works. It has an armor rating that comes from the type of material used to make the plates which is slowly chipped away by enemy fire, and a structural rating which (once that part starts taking damage) means the core parts of the exoskeleton like the battery system will start getting damaged or destroyed.
3) Ship spoiler in the OP properly updated with all the new items, and I've removed the hull plates and replaced them with the armor plating Gig had made.
4) This isn't something I missed, so much as I feel that it would be best to inform you guys so you don't think jobs from Macnameer are the only thing you can/have to do. You're required to do at least two jobs for the Macnameer Corp every three months, but aside from that you guys are free to take whatever kind of work you wish to so long as you cover the costs, and still continue to sell the goods you salvage/find through Macnameer (or illegally depending on how you want to roll). On top of that you can buy the ship from Macnameer, and thus be free to do completely as you wish for 750,000 Credits (payment plans are available).
5) Just to give you a concept of power scale/strength to go on in the near future: the average adult human (25 years old) in universe, when stated using the current system has twelve hit points and one skill at the starting level related to their profession. This means you are all slightly more skilled than the average space peasant.