Turn 18
Okay guys, last week-spanning turn. You can continue working if you want to, but you won't likely gain much skill or money (as payday hasn't arrived). Hunger and thirst are also going back into effect next turn.
A dirty tan courrior-bot informs Captain Kayell that the ship is ready down at the Docking Bays!
Work at hospital again!
| You work at the hospital again! You do well! You earned 55 credits for the week!
You gained 1 xp in Medical Treatment.
Buy parts from The Parts Shop for my incomplete Data Comm Module.
| You head to the parts shop and find a few wires and a micro transmitter from the parts shop for 12 credits.
| You decide to work on the Comm Module a bit and are now 75% completed.
You gained 1 xp and reached Intermediate Electronics!
I find somebody to learn hyperdrive repair from.
You look for a hyperdrive mechanic
| but have no luck.
| Your bad luck continues as you accidentally drop a plasma containment unit and almost get you and the weapons mechanic killed. He fires you for your incompitence.
I keep working, but I also go and buy 1 pair of shabby gray clothes, 1 pair of average blue clothes, 1 pair of average tan clothes, 1 pair of average green clothes, 1 pair of fine purple clothes, 1 pair of opulent orange clothes, 1 pair of opulent pink clothes, 1 pair of opulent black clothes, and 1 pair of opulent white clothes. That comes up to 56 credits.
You search around for a clothing store
| but only find a place to buy shabby clothing. You purchase 1 pair of shabby grey clothes for 1 credit.
I try to find a better paying job that involves piloting things. I also find out what upgrades I can buy for the ship.
| You search high and low throughout Durgen but are unable to get hired for a better paying piloting job. You give up and search for a Systems shop
| and find a small dealer.
x2
Lifesys Life Support I - 642c
x1
Irdex Hyperdrive II - 891c
x1
Paradine Force Shield Generator - 607c
x1
Long-barrel Gun - 714c
x1
Antimatter Fuel - 70c per unit requires antimatter permit
Get a job.
You rejoice now that your leg is healed. Luckily for you, healthcare in Agentar is free and you go off to find a job.
| You jump up to the first person you see and demand a job! The farmer gives you a job catching flying blobs of Drydbeast waste!
You now smell bad.
Location: Parts Shop, Agentar, Durgen
Health: Unharmed.
Hunger: 0 Thirst: 0
Worn Equipment: (body) Shabby Plain Clothes
4 portions
Drydbeast Stew5 units
WaterElectronic ToolkitData Comm Module (25% completed)
81 credits
Improved Intelligence +1 0/6 xp
Below Average Strength -1 0/4 xp
Computer Programing 0/4 xp
Intermediate Electronics +1 0/6 xp
Intermediate Cooking 0/6 xp
Basic Scan/Comm Tech 1/4 xp
Location:: somewhere, just outside Agentar, Durgen
Health: Unharmed
Hunger: 0 Thirst: 0
Worn Equipment: (body) Grey Average Clothes, (upper/lower body) Impacmesh Vest
Improved Agility +1 0/6 xp
Improved Strength +1 0/6 xp
Appraisal 0/4 xp
1/2 xp to basic Pilot: Medium Spacecraft
1/2 xp to basic Scann/Comm Tech
.5/2 xp to basic Repairs: Ship Weapons
.5/2 to basic Repairs: Engines
Location: a cruddy second hand clothing store, Agentar, Durgen
Health: Unharmed.
Hunger: 0 Thirst: 0
Worn Equipment: (body) Opulent Green Clothes, (head) Worn Tactical Helmet, (feet) Drydbeast Leather Boots
88 credits
Shabby Grey Clothing
Improved Intelligence +1 0/6 xp
Astronavigation 2/4 xp
Melee Weapon: Sword 1/4 xp
Basic Data Search 1/4 xp
Average Strength 1/4 xp
Location: Agentar Systems, Agentar, Durgen
Health: Unharmed.
Hunger: 0 Thirst: 0
Worn Equipment: (body) Fine Red Clothes, (upper body) Durantium Chest Plate, (feet) Drydbeast Leather Boots
Ceramic Sword Emergency Ration102 credits
Leadership 0/4 xp
Pilot: Medium Spacecraft 3/4 xp
Intermediate Gather Resource: Junk +1 0/6 xp
1/2 xp to basic Comm/Scan Tech
Location: Docking Bays, Agentar, Durgen
Health: Unharmed.
Hunger: 0 Thirst: 0
Worn Equipment: (body) Average Plain Clothes
16 units
Water 160 credits
Improved Intelligence +1 0/6 xp
Improved Agility +1 0/6 xp
Ship Weapons: Cannons 0/4 xp
Engineering: Weapons 0/4 xp
Below Average Strength -1 0/4 xp
Basic Repair: Hull 1/4 xp
Intermediate Repair: Weapons
Basic Repair: Engines 0/4 xp
Location: a Small Medical Clinic, Agentar, Durgen
Health: Unharmed.
Hunger: 0 Thirst: 0
Worn Equipment: (body) Average Plain Clothes
16 units
WaterMedical Tools171 credits
Improved Intelligence +1 0/6 xp
Intermediate Medical Treatment +1 2/6 xp
Surgery 0/6 xp
1/2 xp to Basic Data Search
1/2 xp to Basic Scan/Comm Tech
LocationsKradellian 307 Freighter
Hull All facings in good condition.
1
Stock Shield Force Generator - (10/10)
2
Kradellian Double Turbine Chemical Engines3 Stock Chemical Fuel Tanks - 7/20
4 Basic Navcomputer - contains
Hiros System Map,
Sector(13,21) Map Basic Databank
5
Class I Hyperdrive 6
Short-range Scanner I /
Basic Short-range Comm System7
Life Supporta - Space Claw
b - Empty external mounting port
Rooms
Control Room Here is where most of the ships controls, consoles, and readouts are located. Located on the far left are both the flight control console and navcomputer. To the right is the scanner and comm station. There is a cargo hatch/space claw control panel next to the comm station. A monitor above the exit hatch details the ship's status and can display information from the four consoles.
Mess Hall / Lounge This room contains a few dirty tables and chairs throughout. To the mid-left is a basic cooking unit and storage boxes along with a water tank that reads (174/200). There is a tritanium sword here.
Crew Quarters Occupants:
Semi-automatic RifleRifle Clipuncooked Dryrdbeast Meat
Pocket Knife a small, shiny metallic container
x3
First Aid Kita single dose of
Metabolenta single dose of
Adrenal Stimulantx 4 doses of Basic Antibiotics
3 Normal RationsElectronic ToolkitPocket Knife Practically empty save for a few lockers and cots leaned up against the walls. Medical Apparatus has been set up here.
Ladder between Upper and Lower LevelsExit HatchMaintenance AccessSmall crawl spaces that allow access to power relays and other systems.
Storage Room / Cargo Hatch The largest room of the ship and also the most empty. There is nothing here save for a large hatch in the floor which is remotely controlled.
x5
Tritanium Sheet Metalx8 Antimatter Capsules
Engine Room Here are housed the two chemical turbine engines that propel the ship. The excess heat generated helps power the ship's systems. It is quite warm in here.
Agentar Docking Bays - Frelock , mechanics, docked ships, Alliance Starcruiser
The docking bays at Agentar are pretty good quality considering the planet's low population. It has room to house and service a few dozen starships and sees moderate traffic. Various mechanics scurry around from ship to ship, refueling and performing maintenance.
a Medical Clinic - Doc
A small clinic that sees a small amount of patients a day. Their injuries range from minor cuts and bruises to burns.
A Parts Shop, Agentar, Durgen - Shopkeep
This small building has been stuffed with all sorts of random components. The shopkeep is in and walks about the ailse of parts, tagging and dusting.
x1
Comm Module - 10c
x2
Plasma Conduit - 15c
x1
Scan Focus - 11c
x3
Hull Patch - 10c
x2
Laser Reticule - 8c
x1
Flash Cannon - 33c
x4
Boost Fuel - 22c