VotO #001: Campaign Turn 1
Feb. 5th, 2022 06:13 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
We begin with the crew on Hunnistea IV. Hun-IV has a thriving shipyard industry thanks to the population's [technical knowledge], but to deter industrial espionage, the shipwright syndicates have convinced the planetary government to put [travel restrictions] in place. Thankfully, this regulatory overreach doesn't extend to the job market, so our band of freelancers can seek employment.
The Obfuscator has been dirtside for a few weeks and the crew has pulled a couple of small jobs that have yielded some contacts. Legs took care of one of the aforementioned industrial espionage issues for McGowan Heavy Industries, yielding a [corporate patron]. The investigative fallout from this led Crane to help out the local cops, giving him a [local government patron] on the force. Meanwhile, Flash was out drinking and making friends, including another [local government patron] in the form of a records clerk.
With the Hun-IV government limiting the number of visitors who can wander outside the downport, the crew isn't going out on the town all together. Crane cuts Beech loose to [explore]. At Flash's urging, the rest of the crew descends on the port's open market, each carrying a datapad with a copy of the Obfuscator's inventory to see what they can [trade] for.
Crane, still trying very hard to be a legitimate free trader, hits the commodity exchange. At the last planetfall, he got a good deal on a few shipping containers full of fullerene cables. He's been striking out up until now, but today, he finds a buyer (and some validation). [+2 credits]
Legs wanders around, finding nothing particularly interesting. After an hour of browsing, she stops off at a nearby tavern for a drink and the local deep-fried grease specialty. She keeps her ears open, though, and comes away with a possible line on a future opportunity. [+1 quest rumor]
Flash beelines for the parts exchange. She has a list of spares that don't fit and a wish-list of fixes and upgrades. After a couple of hours of haggling, she arranges to have that fifth case of fuel filters off-loaded to make room for an airlock overhaul kit and a new actuator for the portside flaps. [+4 credits worth of Hull Point damage repair parts]
Otter makes contact with a kid skipping school to sell homemade pyrotechnics. "You want to keep all your fingers?" he asks her, and pulls her aside to inspect her work. He gives the kid a few pointers on energetic chemistry, and she repays his tutelage with [3 dazzle grenades].
Ice Machine, true to form, heads for the military surplus dealer who's set up shop in the stripped hulk of an Apatan War-era assault landing craft. He's browsing the cutlery when a familiar knobbed and crenellated cylinder catches his eye. He's had an appreciative eye on Crane's [glare sword] since joining the crew, and now here's that weapon's twin at a price he can afford. "Groovy," he murmurs, and reaches for his credstick.
The quintet returns to the ship to find that Beech has returned from her explorations with a lead on a missing shipment of Cerian spice. The courier has turned up drunk and without the package and the buyer is [offering a reward] for its return, no questions asked. There are also three messages waiting - the job market is booming!
McGowan Heavy Industries has a very lucrative offer: [+3 credits of danger pay] on top of a weighty completion payout [roll twice and pick higher die when settling up mission pay]. It's a short-turnaround gig - [must be done this campaign turn]. To further sweeten the deal, Legs' contact promises further introductions on-planet [for a quest rumor]. However, the contract is a demanding one, and [the danger pay is available only if the team succeeds].
The local cops have called Crane, asking for help. At [+1 credit of danger pay], it's not as lucrative, but the time frame is slightly longer, stretching [through the next campaign turn]. It'll require the team to deploy via [private transport] to ensure their actions aren't traced.
Flash's friend in the records office has tipped her off to another local government contract, also offering the low end of [+1 credit danger pay]. This one's time frame is even longer, [with the job staying open for the next 2 campaign turns]. The agency offering the contract is a [busy] one, so success will likely lead to further offers.
With the money in play, there's really no question: the team is going for the McGowan contract...
The Obfuscator has been dirtside for a few weeks and the crew has pulled a couple of small jobs that have yielded some contacts. Legs took care of one of the aforementioned industrial espionage issues for McGowan Heavy Industries, yielding a [corporate patron]. The investigative fallout from this led Crane to help out the local cops, giving him a [local government patron] on the force. Meanwhile, Flash was out drinking and making friends, including another [local government patron] in the form of a records clerk.
[financials: 20 cr turn start -1 cr crew upkeep -5 cr ship debt payment (reduced to 19, then increased to 20 from interest) 14 cr balance]
With the Hun-IV government limiting the number of visitors who can wander outside the downport, the crew isn't going out on the town all together. Crane cuts Beech loose to [explore]. At Flash's urging, the rest of the crew descends on the port's open market, each carrying a datapad with a copy of the Obfuscator's inventory to see what they can [trade] for.
Crane, still trying very hard to be a legitimate free trader, hits the commodity exchange. At the last planetfall, he got a good deal on a few shipping containers full of fullerene cables. He's been striking out up until now, but today, he finds a buyer (and some validation). [+2 credits]
Legs wanders around, finding nothing particularly interesting. After an hour of browsing, she stops off at a nearby tavern for a drink and the local deep-fried grease specialty. She keeps her ears open, though, and comes away with a possible line on a future opportunity. [+1 quest rumor]
Flash beelines for the parts exchange. She has a list of spares that don't fit and a wish-list of fixes and upgrades. After a couple of hours of haggling, she arranges to have that fifth case of fuel filters off-loaded to make room for an airlock overhaul kit and a new actuator for the portside flaps. [+4 credits worth of Hull Point damage repair parts]
Otter makes contact with a kid skipping school to sell homemade pyrotechnics. "You want to keep all your fingers?" he asks her, and pulls her aside to inspect her work. He gives the kid a few pointers on energetic chemistry, and she repays his tutelage with [3 dazzle grenades].
Ice Machine, true to form, heads for the military surplus dealer who's set up shop in the stripped hulk of an Apatan War-era assault landing craft. He's browsing the cutlery when a familiar knobbed and crenellated cylinder catches his eye. He's had an appreciative eye on Crane's [glare sword] since joining the crew, and now here's that weapon's twin at a price he can afford. "Groovy," he murmurs, and reaches for his credstick.
The quintet returns to the ship to find that Beech has returned from her explorations with a lead on a missing shipment of Cerian spice. The courier has turned up drunk and without the package and the buyer is [offering a reward] for its return, no questions asked. There are also three messages waiting - the job market is booming!
McGowan Heavy Industries has a very lucrative offer: [+3 credits of danger pay] on top of a weighty completion payout [roll twice and pick higher die when settling up mission pay]. It's a short-turnaround gig - [must be done this campaign turn]. To further sweeten the deal, Legs' contact promises further introductions on-planet [for a quest rumor]. However, the contract is a demanding one, and [the danger pay is available only if the team succeeds].
The local cops have called Crane, asking for help. At [+1 credit of danger pay], it's not as lucrative, but the time frame is slightly longer, stretching [through the next campaign turn]. It'll require the team to deploy via [private transport] to ensure their actions aren't traced.
Flash's friend in the records office has tipped her off to another local government contract, also offering the low end of [+1 credit danger pay]. This one's time frame is even longer, [with the job staying open for the next 2 campaign turns]. The agency offering the contract is a [busy] one, so success will likely lead to further offers.
With the money in play, there's really no question: the team is going for the McGowan contract...