Main - Chapter 8: Dianreti III

Captain Zaytsev

htech

Oct 16, 2024 3:58 pm
OOC:
@spaceseeker19 please level up your character as soon as possible. We are moving on...
Captain Zaytsev
Trade Era 1235, Day 175. 07:19 UTC
Celestial Voyager, in orbit of Dianreti III

The Celestial Voyager emerged from the black veil of interstellar space in a silent shimmer of shifting starlight, decelerating smoothly into the system. As the starship glided toward Dianreti III, the planet below spun lazily in its orbit, showcasing its natural beauty. Swirls of emerald jungles sprawled across countless islands, linked by azure oceans so vast that they seemed like endless mirrors. Wisps of tropical storms moved slowly over the seas, casting fleeting shadows on coral reefs hidden just below the water’s surface.

https://i.imgur.com/8rNYGr5.jpeg

For any first-time visitor, the view might inspire awe. But Captain Valeria Zaytsev knew better—this world was as dangerous as it was beautiful. She stood on the bridge of the Voyager, watching with a seasoned, wary eye as the ship approached the limits of the planet’s enforcement perimeter.

An alert chimed, and the ship's navigational AI displayed a schematic of Airthorne Starport, Dianreti’s lone point of contact with the stars. The artificial island sat far from the mainland archipelagos, rising from the sea like a fortress of gleaming steel and reinforced permacrete. Its hexagonal landing pads glinted in the sunlight, surrounded by the stark outlines of heavy defense batteries—point-defense cannons, long-range railguns, and orbital drone platforms silently waiting to enforce Stellar Express’ landing protocols. The island was not designed to welcome visitors. It was a choke point, carefully maintained to protect corporate interests and keep the chaotic politics of the clans far away from off-world influence.

"Captain," Hank called, breaking the quiet hum of the bridge. "Stellar Express’ control tower is hailing us."

She gave a small nod. "Patch them through."

The holoscreen flickered to life, displaying the cold, efficient face of an orbital security controller. His uniform bore the emblem of Stellar Express's Airthorne control—a stylized silver ship breaking through a ring of stars. He regarded them with the detached professionalism of someone used to dealing with cautious traders and suspicious captains.

"Unidentified cruiser, this is Airthorne Starport Control. You are entering restricted space. Transmit your vessel ID and cargo manifest immediately or adjust course. Unauthorized landings are strictly prohibited. Stand by for confirmation before approach."

"Copy, Airthorne," she said, her tone betraying neither impatience nor deference. "This is the Celestial Voyager, Stellar Express partner, registry MC-717. We are transporting speculative cargo under the ITC's Free Trader's laws and compliant with ITC's Merchant Regulations. Transmitting clearance codes now."

For several tense moments, the only sound on the bridge was the soft hum of the engines as the ship reduced their relative speed through the planet's outer orbit. Zaytzev's gaze drifted to the world below, where isolated pockets of humanity—warlords clinging to power with pre-industrial weapons and scavenged technology—were locked in endless, desperate struggles. The lush, unspoiled beauty of Dianreti was a lie, hiding decades of pain, ruin, and betrayal.

Soon, a reply arrived. "Clearance confirmed, Celestial Voyager. Proceed on vector 2-9-3 to orbit. Your cargo lighter and any shuttles in your bays are cleared to land at Airthorne Starport. Be warned—orbital security drones are active. Deviate from your flight path at your own risk," he paused. Then he said, as an afterthought, "Welcome to Dianreti III."

Valeria tapped the edge of the comm panel, and the transmission ended with a dull click. She exhaled, releasing a tension she hadn’t realized she was holding. "Bring us in slow," she ordered Douklan. "And keep an eye on those drones. This planet's as likely to shoot us out of the sky as let us land."

At the same time, Valeria knew there were eyes watching from the jungles and hills—the clans' warlords, each wondering if this large starship carried the tools to change the delicate balance of power. No doubt spies would soon report the Voyager’s arrival to various factions, stirring up intrigue and plots. In a place like Dianreti III, even the arrival of a single merchant ship could tip the scales of conflict.

Welcome to the Dianreti system.
Loading StellarNet...

Weekly deals
Top deals
Gravcar
$20,000 $18,200
(Save $1,800)
Recommended for you
Used Free Merchant ship
(no extra fittings = just the basic hull and a spike-1 drive)
$500,000 $385,000
(Save $115,000)
Best deals - Ships and Fittings
Drive-2 upgrade, Frigate class
$100,000 $77,000
(Save $23,000)
Jobs and missions
Weapons for the Warlords
Details:
- Somebody learned that you have a cargo hold full of weapons, making you prime targets for the planet’s warlords. The Skorn Clan, the Varunans, and even the Red Hawk Pirates are all potential buyers, but aligning with one faction could make enemies of others.
- If you accept this "job", you will trade directly with the warlords, but the party will need to navigate tense negotiations, decide who to arm, and deal with the consequences of tipping the balance of power.

Rewards:
- Reduced trade friction (from 5 to 2) for your trade in Dianreti III
Sabotage in the Shattered Archipelago
Details:
- Elder Sorda Skorn wants to hire a group of mercenaries to infiltrate a rival clan's island and disable their defenses before an upcoming attack.
- Further details are given if the party commits to the job and arrives at the Elder’s island.

Rewards:
- $1,000 credits for each mercenary
2 more missions will be available when you reach Englene Station, for factions and patrons located there
Freight and passengers
Cargo: Skysilk Juice
Amount: 9 tons
Origin: Dianreti III
Destination: Darasalam I (3 hexes)
Payment: $945
Cargo: Livestock, Common
Amount: 64 tons
Origin: Dianreti III
Destination: Darasalam I (3 hexes)
Payment: $6,720
Cargo: Drugs, Raw Materials
Amount: 68 tons
Origin: Dianreti III
Destination: Darasalam I (3 hexes)
Payment: $7,140
Cargo: Exotic Jewels
Amount: 10 tons
Origin: Dianreti III
Destination: Darasalam I (3 hexes)
Payment: $1,050
Cargo: Medical Supplies, Pretech
Origin: Englene Station
Amount: 26 tons
Destination: Panipat II (5 hexes)
Payment: $4,290
Cargo: Regular passenger
Origin: Englene Station
Amount: 6 people
Destination: Altairia (6 hexes)
Payment: $11,700
Cargo: Parts, Starship Maintenance
Amount: 32 tons
Origin: Englene Station
Destination: Darasalam I (3 hexes)
Payment: $3,360
Cargo: Tools, Astronautic
Amount: 47 tons
Origin: Englene Station
Destination: Panipat II (5 hexes)
Payment: $7,755
Cargo: Native Artwork
Amount: 32 tons
Origin: Englene Station
Destination: Altairia (6 hexes)
Payment: $6,240

Deals, jobs and freight will be updated on Day 182 or as soon as you arrive in another star system!
Oct 16, 2024 5:20 pm
Mercer wants to get any information he can about different warlords. Especially The Skorn Clan, the Varunans, and the Red Hawk Pirates. What do they think of each other? What are their hierarchies? And more specifically, what is life like for the average clan member, and what do they do with other captaves and surrendered people?
He wants to get info about what may happen if he arms them and who may be the most accepting, if the CV is going to shift the power even a little he wants to try to not give it to the most brutal clan.
He will also ping the Regular Passenger and the Artwork going to Altaria, as well as the Tools and Medical Supplies going to Panipat II , and make sure Hank sees them If we think we will have the space a little extra money will be good.
Last edited October 18, 2024 11:58 pm
Oct 17, 2024 9:56 am
OOC:
Quote:
Mercer wants to get any information he can about different warlords. Especially The Skorn Clan, the Varunans, and the Red Hawk Pirates. What do they think of each other? What are their hierarchies? And more specifically, what is life like for the average clan member, and what do they do with other captaves and surrendered people?
Okay! For that, you will need to land at Airthorne to Connect and Talk to people. A canteen is easy to find once you arrive. Who is going with Mercer?
Quote:
He will also ping the Regular Passenger and the Artwork going to Altaria, as well as the Tools and Medical Supplies going to Panipat II , and make sure Hank sees them If we think we will have the space a little extra money will be good.
Coincidently (?) all the cargo that you pinged are from Englene Station, so you can wait until you get there. You didn't show an interest about the ones from the planet.
Oct 17, 2024 4:44 pm
OOC:
I tagged the ones going on a stop we already plan to make.
Oct 17, 2024 7:51 pm
OOC:
We are going to hit all of the above mentioned destination worlds. Our path will be:
Dianretti -> Castand -> Darasalam -> Panipat -> Altairia.

HOWEVER, if we now really have the effect of a Spike-3 drive, then our path can be greatly shortened to just:
Dianretti -> Darasalam -> Altairia.
Don't know what that does for our escort, however, so that might not be a relevant option.

This does mean that the "Drugs, Raw Materials" is an attractive option because we have to go through Darasalam no matter what. The "Skysilk Juice" and "Exotic Jewels" are OK if we have the space (some money is better than empty space and they are small). Hank is very leery of livestock, though. Even if they are frozen, he is leery of it.

Also, Darasalam is 3 hexes away, Panipet is 5 hexes away, and Altairia is 6 hexes away. (The above shows 1 hex shorter for each.)

So ... putting this all together, I have a few questions:
- How far can the Sentinel jump? If we are limited to 2 hexes because of our escort (that I don't want to leave behind), then we have to do the full list of four more worlds given above. If we can stretch to 3 hexes because of our outstanding pilot, then we can get to Altairia in just two jumps with a stopover at Darasalam. This is kinda important to know as it will determine what we can look at.
- Is there nothing for Castand? They are 1 hex away and will be necessary to stop at if we are truly limited to 2 hex jumps.
- Do we have to pick which path we want to choose (direct with warlord or through Stellar Express) before starting, or can we see what the prices are for Stellar Express first, then go direct if we don't like the answer?
- How do those prices for the Freight and Passengers work again? What does "$5,280" translate into? That's per person/ton, correct?

Finally, I am *very* hesitant to take on passengers. Given the significant pirate presence in the area passengers are going to be high-risk. I am more than willing to do so if that is what we should do for gaming purposes. But my Traveller background causes me to get the heeby-jeebies around passengers.
Oct 17, 2024 8:06 pm
OOC:
Quote:
- How far can the Sentinel jump? If we are limited to 2 hexes because of our escort (that I don't want to leave behind), then we have to do the full list of four more worlds given above. If we can stretch to 3 hexes because of our outstanding pilot, then we can get to Altairia in just two jumps with a stopover at Darasalam. This is kinda important to know as it will determine what we can look at.
2 hexes.
Quote:
Also, Darasalam is 3 hexes away, Panipet is 5 hexes away, and Altairia is 6 hexes away. (The above shows 1 hex shorter for each.)
Yeah, I will fix that soon. Thanks. Somehow I calculated from Castand instead of Dianreti.
Quote:
- Is there nothing for Castand? They are 1 hex away and will be necessary to stop at if we are truly limited to 2 hex jumps.
Nops. It didn't appear on my dice.
Quote:
- Do we have to pick which path we want to choose (direct with warlord or through Stellar Express) before starting, or can we see what the prices are for Stellar Express first, then go direct if we don't like the answer?
You can, in that order (Stellar Express -> Warlords). SE will know that you made an offer to sell your products and them gave up. I don't know if that will be relevant (or not), it will depend on the dice and how you gonna go from there.
Quote:
How do those prices for the Freight and Passengers work again? What does "$5,280" translate into? That's per person/ton, correct?
Those are totals for the lot. =)
Oct 17, 2024 8:08 pm
OOC:
I vote more stops..
Oct 18, 2024 2:43 am
OOC:
Quote:
Those are totals for the lot. =)
Ugh. We probably won't bother on any of them unless we completely whiff on the speculative cargo. There is no way carrying six people for four jumps is worth less than 10,000K. Not worth the risk!
Oct 18, 2024 3:07 am
OOC:
The Darasalam is ~13k but about 160 tons. May be worth it since it's all cargo.

OOC:
I am going to assume, at this point, noone else is going with for Mercer's social recon.

If Mercer spends ~100-200 creds buying drinks or whatever can I get a +# bonus? If so I will.

Though if someone wants to look up and compare official incident records involving each clan, maybe finding anything good, or anything especially heinous.
Last edited October 18, 2024 11:56 pm

Rolls

Mercer Canaan Furio: Connect - Usual roll - (2D6+2)

(44) + 2 = 10

Mercer Canaan Furio: Talk - Usual roll - (3D6h2+3)

(632) + 3 = 12

Oct 18, 2024 11:39 pm
Douklan is happy to accompany Mercer, but he is mostly there to observe the master at work (and provide backup in case things go awry); he has little Connect and no Talk.
Oct 19, 2024 12:56 am
OOC:
Fixed the prices for freight and passengers, considering the new number of hexes.

I will wait just a little to see if someone else want to join you, otherwise I will post with Mercer and Douklan going dirtside.
Oct 19, 2024 1:19 am
OOC:
I stand by taking the freight if we expect to have room.
Oct 19, 2024 4:11 pm
OOC:
htech says:
Quote:
- Do we have to pick which path we want to choose (direct with warlord or through Stellar Express) before starting, or can we see what the prices are for Stellar Express first, then go direct if we don't like the answer?
You can, in that order (Stellar Express -> Warlords). SE will know that you made an offer to sell your products and them gave up. I don't know if that will be relevant (or not), it will depend on the dice and how you gonna go from there.
Well, if we sell around them, they will know that, too, as they should know our manifest. So, if we just don't talk to them and our manifest changes, they should be able to figure things out on their own.

But, I have a follow-up question. If I remember the description correctly, it is actually illegal to sell directly? Do we *have* to go through Stellar Express to not violate the rules of the planet? If so, this could have ramifications regarding Stellar Express, but it could also have ramifications regarding other warlords, too. In other words, if we make an agreement with one warlord, there is likely a non-zero chance that things can go down that will mean another warlord (or warlords) will react poorly.
Oct 19, 2024 5:54 pm
OOC:
Quote:
If I remember the description correctly, it is actually illegal to sell directly?
It is.
Quote:
In other words, if we make an agreement with one warlord, there is likely a non-zero chance that things can go down that will mean another warlord (or warlords) will react poorly.
The other warlords will surely react poorly.
Oct 19, 2024 6:01 pm
OOC:
Oh, If it's illegal then I assume the captain (and Hank) won't want to sell it to the clan directly. But we can still use the ITC as an intermediary?
But if Hank doesn't want to do that, or we can't let's just get to selling and buying.
Oct 20, 2024 1:02 am
Trade Era 1235, Day 175. 09:14 UTC
Solaris, in orbit of Dianreti III

The Solaris left the Celestial Voyager's bays and began its descent toward Dianreti III’s shimmering oceans. Douklan Paravides sat at the helm, his hands loose on the controls, guiding the craft with the practiced ease of an ex-navy pilot who knew these systems inside out. The shuttle's small cockpit hummed with systems checks as the thick atmosphere of the planet embraced them, heat blooming in red streaks across the viewport.

Beside him, Mercer Furio leaned back in the co-pilot’s seat, arms folded. Once a criminal, he'd carved out a new life as an honest and free trader, but some habits were hard to leave behind. His mind never stopped calculating, reading the angles.

"Anything unusual on the approach?" Mercer asked without looking up, his tone low and conversational.

Douklan shook his head, keeping one hand steady on the flight stick. "No. Drones are holding their patterns. Turrets look cold. We’re clear so long as we don’t get cute."

"Good. Let’s keep it that way." Mercer shifted forward, peering at the artificial island of Airthorne, the starport now rising into view. It was a compact fortress of steel and concrete, floating in the middle of a vast ocean like a dormant leviathan. Heavy defense turrets, rows of drones, and layers of sensor arrays made one thing clear: no starship or boat arrived here without permission.

The Solaris glided over the ocean’s surface, casting a sharp shadow across the rolling waves, and approached Landing Pad 4. Douklan fired the shuttle’s braking thrusters, and with a hiss of hydraulics, the Solaris touched down smoothly. The craft settled, engines winding down to a low hum. Soon enough the shuttle doors slid open, revealing the blastproof expanse of Airthorne’s wind-swept landing pads. The air smelled of salt and grease, carried on a humid breeze that rustled the edges of their flight jackets. Around them, cargo crews and customs agents scurried between ships, loading crates under the watchful eyes of armed guards. Drones hovered, watching overhead and buzzing like wasps.

Mercer scanned the surroundings, his sharp eyes picking out symbols and uniforms—not just Stellar Express personnel but a handful of off-worlders and clan emissaries mingling at the periphery. He adjusted his coat, making sure the small sidearm at his hip was hidden but easily accessible. You could never be too careful in a place like this.

They descended a short ramp toward the starport’s inner gates, heading for the canteen—if it could be called that. In these outposts, the real trade happened not on official manifests but over drinks and quiet conversations. Moreover, Mercer needed information. Before anyone on the Celestial Voyager started handing out weapons, he had to know who might use them, how they’d use them, and, most importantly, whether any of these bastards were worse than the pirates they escaped from on Zyronis.

Trade Era 1235, Day 175. 10:54 UTC
The Dijkstra's Rest, Canteen in Airthorne city, Dianreti III

The canteen was a dim, crowded space tucked into a side building near the cargo terminals. The lighting flickered faintly, and the tables were scarred with burns, knife scratches, and the occasional carved symbol—marks left by travelers and mercenaries with stories to tell. The air smelled of stale beer and frying oil, and low conversations mixed with the clink of glasses and the hum of a battered jukebox.

Douklan found them a table near the back, where they could keep their backs to the wall. Mercer sat with a view of the entrance and began sizing up the room. A few other traders hunched over their drinks, and a couple of clan representatives—likely scouts or junior members—sat in a corner, nursing thin mugs of ale and speaking in low, clipped tones.

Mercer ordered drinks—just enough to blend in—and waited, listening. Slowly, pieces of conversation drifted their way.
OOC:
No need to update the charsheet. You succeeded in those rolls, so it won't be expensive and we don't track expenses of just a few dozen credits

They overheard snippets from the clan scouts at the corner table. One of them, a wiry young man with sunburned skin and a ragged shirt, spoke in a hushed but animated voice. "The Skorn Clan—they don’t take prisoners unless they’re useful. Fishermen, smiths, whatever. Anyone else? They’re put down quick. Their leader, Elder Sorda Skorn, she doesn’t mess around. She keeps her own tight—makes sure nobody challenges her authority."

His companion, an older man with a patchy beard, grunted. "Yeah, but she’s ruthless. Won’t hesitate to burn a boat or even a whole village if it gets in her way."

Mercer exchanged a glance with Douklan. Skorn Clan—efficient, but brutal. Dangerous, but predictable. They might be useful allies, if carefully managed.

Another voice caught Mercer’s attention—a trader complaining to the bartender about the Varunans. "Those water rats care more about fish and storms than anything else. They’re isolationists, mostly. Don’t care much for the surface clans, but when they come ashore, they trade well enough—long as you don’t cross ‘em. Their leader, Aya Varu, she’s supposed to be reasonable. Bit paranoid, but fair. They take captives sometimes, but they put ‘em to work on the boats. Not much torture—just hard labor."

Mercer nodded slowly. The Varunans sounded like a safer bet—harsh but not needlessly cruel. That might go a long way in this world.

But it was the mention of the Red Hawk Pirates that made Mercer lean in closer. One of the scouts spit on the floor, disgust clear in his voice. "They’re the worst of the lot. The Hawks don’t keep captives—they either ransom you or throw you overboard. And Captain Drex Avaro? He doesn’t care who he kills, long as he gets paid. Don’t matter if it’s clan folk, off-worlders, or his own men. All the same to him."

Mercer grimaced. The Red Hawks were chaos incarnate, motivated only by greed and cruelty. Arming them would be suicide.

Last but not least, Mercer hears a snippet of conversation from two nearby traders about Durros Gavik, the grizzled Stellar Express employee and Starport Overseer.

"...Old Durros Gavik?" one of them muttered with a snort. "That bastard's running the whole show here like it's his personal empire. You think the warlords call the shots? Not without Gavik knowing about it first."

"Yeah," the other added, lowering his voice, though not low enough to escape Mercer’s sharp ears. "Nothing moves in or out of Airthorne without his say-so. And if you’re stupid enough to try a landing off the books without talking with him first? His drones will swat you outta the sky before you can break atmo."

Mercer exchanged a glance with Douklan, feigning disinterest but making sure to catch every word.

"Used to run with a merc crew back in the day, didn’t he?"

"Yeah. One of those old heavy hitter outfits—the ones that did more wetwork than patrols. Some say Gavik took this post to retire easy, but I ain’t buying it. Guy’s sharp as ever. He’s got a nose for leverage, and he loves tech—Elder's stuff, especially. Heard he’ll pay through the nose for anything advanced. He likes it, keeps it. If not, he flips it into something useful."

Durros Gavik, Starport Overseer, sounded like the kind of man Mercer could work with. He knew where all the bodies were buried.
OOC:
What do you do?
Oct 20, 2024 1:05 am
OOC:
Quote:
But we can still use the ITC as an intermediary?
You can sell all your cargo to Stellar Express if you want (with 5 friction) right now and get yourselves out of here. Hands clean and no further issues. If you deal with the warlords or Durros, there is no coming back to "clean and easy". It will be profitable and messy.
Oct 20, 2024 1:42 am
OOC:
Hank is a "clean and easy" kinda guy. As long as there is still a profit.

Let's put it a different way. No matter what, we have to do right by the ITC. Our captain is going to be an ITC governor, so we just can't do anything to jeopardize that. Extra profit just isn't worth the cost. So, how much does the ITC care about Stellar Express and their deal here? If we did something stupid and pissed off Stellar Express, would the ITC care?

On a different note, we have been spending time and effort to build a relationship with Stellar Express if we piss them off here, are we burning our bridges with Stellar Express in general, or just with the ones here. Hank can live with never coming back to this planet. He really doesn't want to get blacklisted by Stellar Express as a whole.
Oct 20, 2024 2:32 am
Mercer sends Hank a message

Looks like what you suspected is right. Selling to a warlord isn't worth getting in trouble. But I can probably sell some info about how one of the clans might be able to buy some weapons before the others. If so, I advise the Varunas, not cruel and they are more isolationist.

Of course we could talk to Durros Gavik, He's the Starport Overseer. Would make sense to go through the channels that are already here. We may even be able to let the Varunas pay us to ensure Durros Gavik gets the weapons into their hands.

Will move forward if you want to try to make some extra money this way. If not, you have your info.

Mercer would be willing to sell the information of who is processing the shipment of weapons any any other info that may help a clan but some before the others. He would sell to The Varunans.

Not worth a ton, but some more creds for the ship.
Other than that it's selling time.
OOC:
Look at that. Mercer isn't going behind everyone's back. Maybe he likes this crew more now ..
Last edited October 20, 2024 2:37 am
Oct 20, 2024 9:11 am
Mercer, can't really profit from the information he's obtained so far. This is something that "everybody knows" among the clans, although off-worlders are generally not aware of what is really happening on the planet.
Trading....

Merchant’s group: Hank (Trade 2, Specialist 1) + Mercer (Connect 0, Charisma modifier 2)
Group's Expertise: 4
Friction: 5

Market modifiers: Low tech -2, Medical -1, Postech +1, Military +2


Selling to Stellar Express...
Grav plates
Types: Postech, Astronautic, Rare
Available to sell: 3 tons
Base price: 25,000 credits/ton
Sells for: Roll 4d6h3 to let us know

Data storage drives
Types: Postech, Compact
Available to sell: 0.2 tons
Base price: 50,000 credits/ton
Sells for: Roll 4d6h3 to let us know

Stunner rifles
Types: Postech, Military
Available to sell: 41 tons
Base price: 10,000 credits/ton
Sells for: Roll 4d6h3+2 to let us know

Vibroswords
Types: Postech, Military
Available to sell: 28 tons
Base price: 10,000 credits/ton
Sells for: Roll 4d6h3+2 to let us know

Best deals - Trade Goods (buying from SE)
Drugs, Raw Materials
Types: Agricultural, Biotech, Bulky
Base (galatic) price: 200 credits/ton
Total avaliable: 100 tons
Minimum lot and increments: 10 tons
Purchase price: 200 credits/ton
Special: Restricted or somehow harder to buy/sell in some planets (but not here)

Viridian root extract
Types: Rare, Medical
Base (galatic) price: 50,000 credits/ton
Total avaliable: 8 tons
Minimum lot and increments: 1 ton
Purchase price: 50,000 credits/ton

If you wanna reroll to buy something else with increased friction, just let me know

Rolls

Trade good 1 - (1d10, 4d6l3)

1d10 : (2) = 2

4d6l3 : (4164) = 9

Trade good 2 - (1d10, 4d6l3)

1d10 : (8) = 8

4d6l3 : (2446) = 10

Amounts - (1d100, 1d10)

1d100 : (10) = 10

1d10 : (8) = 8

Oct 20, 2024 4:14 pm
OOC:
If no one minds I'll roll for Stunner rifles and Vibroswords.

Edit..oops sorry for the roll...
That's 10,500 /ton and 11,000 /ton respectively?
Sorry about those rolls everyone, we should have got a better payday for all that work. But such are the dice..
Last edited October 20, 2024 4:23 pm

Rolls

Stunner Rifles - (4d6h3+2)

(3243) + 2 = 12

Vibroswords - (4d6h3+2)

(1216) + 2 = 11

Oct 20, 2024 6:36 pm
OOC:
You can keep it, to sell at the station or later, if you want. In Dianreti, you can sell everything. To sell weapons at the station I'll have to roll 2d20 each for the amount of tons...

Trading....

Merchant’s group: Hank (Trade 2, Specialist 1) + Mercer (Connect 0, Charisma modifier 2)
Group's Expertise: 4
Friction: 5

Market modifiers: Low tech -2, Medical -1, Postech +1, Military +2


Selling to Stellar Express...
Grav plates
Types: Postech, Astronautic, Rare
Available to sell: 3 tons
Base price: 25,000 credits/ton
Sells for: Roll 4d6h3 to let us know

Data storage drives
Types: Postech, Compact
Available to sell: 0.2 tons
Base price: 50,000 credits/ton
Sells for: Roll 4d6h3 to let us know

Stunner rifles
Types: Postech, Military
Available to sell: 41 tons
Base price: 10,000 credits/ton
Sells for: 11,000 credits/ton

Vibroswords
Types: Postech, Military
Available to sell: 28 tons
Base price: 10,000 credits/ton
Sells for: 10,000 credits/ton

Best deals - Trade Goods (buying from SE)
Drugs, Raw Materials
Types: Agricultural, Biotech, Bulky
Base (galatic) price: 200 credits/ton
Total avaliable: 100 tons
Minimum lot and increments: 10 tons
Purchase price: 200 credits/ton
Special: Restricted or somehow harder to buy/sell in some planets (but not here)

Viridian root extract
Types: Rare, Medical
Base (galatic) price: 50,000 credits/ton
Total avaliable: 8 tons
Minimum lot and increments: 1 ton
Purchase price: 50,000 credits/ton

If you wanna reroll to buy something else with increased friction, just let me know
Oct 20, 2024 8:30 pm
OOC:
I would say it would probably make more sense to Buy&sell here and also Buy&Sell at the station.
I want that ton of Viridian Root.

If someone, or the CV wants to splitsies the Viridian Root. i'll do that.

Either way I'll be buying a few tons of the raw drugs.

What do we get paid for the journey here? What was the travel time?

PS.I am interested in that infiltration mission.
Last edited October 20, 2024 8:53 pm
Oct 20, 2024 11:34 pm
OOC:
Not sure what happened to some of the posts, so I'm just going to roll for everything here ...
Quote:
Grav plates
Types: Postech, Astronautic, Rare
Available to sell: 3 tons
Base price: 25,000 credits/ton
Sells for: Roll 4d6h3 to let us know
Got a "10".
Quote:
Data storage drives
Types: Postech, Compact
Available to sell: 0.2 tons
Base price: 50,000 credits/ton
Sells for: Roll 4d6h3 to let us know
Got a "12".
Quote:
Stunner rifles
Types: Postech, Military
Available to sell: 41 tons
Base price: 10,000 credits/ton
Sells for: Roll 4d6h3+2 to let us know
Got a "13".
Quote:
Vibroswords
Types: Postech, Military
Available to sell: 28 tons
Base price: 10,000 credits/ton
Sells for: Roll 4d6h3+2 to let us know
Got a "16".
Last edited October 20, 2024 11:36 pm

Rolls

Grav plates - (4d6h3)

(5321) = 10

Data storage drives - (4d6h3)

(3415) = 12

Stunner rifles - (4d6h3+2)

(2542) + 2 = 13

Vibroswords - (4d6h3+2)

(3653) + 2 = 16

Oct 20, 2024 11:34 pm
OK, the rolls are above. The results will determine if we complete the sales. Regardless, Hank wants to unload the weapons, assuming we won't lose money or anything like that.

Once we know what we have earned, we can decide if we're gonna buy anything. We get no discount, so it just means we have to roll well to sell. I have to double-check, but I expect to get all of the Viridian Root because I think those modifiers will help in the sale. Have to check on the drugs, but Hank isn't as hot on that. I don't plan on any rerolls, as the friction is already ridiculously high, bumping it higher isn't likely to help much.
Last edited October 20, 2024 11:42 pm
Oct 21, 2024 9:19 am
OOC:
PhoenixScientist already rolled for the weapons but not the rest. So here are the final prices....
PhoenixScientist says:
What do we get paid for the journey here? What was the travel time?

PS.I am interested in that infiltration mission.
7 days, so 700 credits each. The missions are for the main thread (the group), so either all of you go or we move on to the station, ok?

What do you do?

Trading....

Selling to Stellar Express...
Grav plates
Types: Postech, Astronautic, Rare
Available to sell: 3 tons
Base price: 25,000 credits/ton
Sells for: 75,000 credits (25,000 credits/ton)

Data storage drives
Types: Postech, Compact
Available to sell: 0.2 tons
Base price: 50,000 credits/ton
Sells for: 11,000 credits (55,000 credits/ton)

Stunner rifles
Types: Postech, Military
Available to sell: 41 tons (Hank have 1, Peter 1, Corbin 1, Mercer 3, the new ships funds 1. The remaining is for the CV)
Base price: 10,000 credits/ton
Sells for: 11,000 credits/ton

Vibroswords
Types: Postech, Military
Available to sell: 28 tons (Mercer has 3, the new ships funds have 1, the remaining is for the CV)
Base price: 10,000 credits/ton
Sells for: 10,000 credits/ton

Buying from SE...
Drugs, Raw Materials
Types: Agricultural, Biotech, Bulky
Base (galatic) price: 200 credits/ton
Total avaliable: 100 tons
Minimum lot and increments: 10 tons
Purchase price: 200 credits/ton
Special: Restricted or somehow harder to buy/sell in some planets (but not here)

Viridian root extract
Types: Rare, Medical
Base (galatic) price: 50,000 credits/ton
Total avaliable: 8 tons
Minimum lot and increments: 1 ton
Purchase price: 50,000 credits/ton

Maya Chen

htech

Oct 21, 2024 9:40 am
Maya Chen
Maya tells Hank that she received some of the money from selling her shuttle in Zyronis and would like to invest another 20,000 credits into the ship's funds.
Oct 21, 2024 3:15 pm
OOC:
Wouldnt the Vibroswords be 10,500 from a roll of 11?
Ok we sell our weapons and go to buy.

Rolls

Drugs, Raw Materials - ((4d6l3-2))

(2321) - 2 = 3

Viridian root extract - ((4d6l3-2))

(1253) - 2 = 4

Oct 21, 2024 3:50 pm
So that would be 130 for Drugs, Raw Materials 35,000 for the
I should have 63,000 from the sales.
I'll get a Viridian root extract, If someone wants split another ton of them I will.
I can afford 96 tons of the Drugs, Raw Materials, if someone goes halvsies with the Viridian Root, and all of it of not. I'll buy up to 75 tons of the Drug, Raw Materials, whatever everyone else doesn't get.


Ok I make 63,000 for my sales. I can get a ton of Viridian root extract and I would like to go halfsiss with anyone who wants to split.
Also I will get up to 75 tons of the Drugs, Raw Material. Whatever everyone else and the CV doesn't want.

Hank, Peter, And Corbin (and the New Ship Fund) get 11,000 each for sale of the Stunner Rifles.
The New Ship Funds gets 10,000 for the sale of the Vibroblades.
The CV makes 240,000 for the sale of Vibroswords, and 374,000 for the sale of Stunner Rifles. A total of 614,000. Can afford as much of anything the CV wants.
I am saying this on the assumption we still have access to the old items, and probably bought them all up, but just have yet to divy them up. If that is true, let us try to get some new goods rolled..
Last edited October 21, 2024 4:51 pm
Oct 21, 2024 4:24 pm
OOC:
Quote:
Wouldnt the Vibroswords be 10,500 from a roll of 11?
Nope. 10 and 11 are Base Price. It just increases with a 12 or higher roll.
Quote:
Ok we sell our weapons and go to buy.
Buying was already rolled. All the prices are there.
Oct 21, 2024 5:06 pm
OOC:
For some reason, both the "Celestial Voyager" and "Status" character sheets are gone again. So, I ask the following questions in light of that ...
So what is the profit we have made on the weapons? Is PhoenixScientist correct on his totals? If so, we definitely sell them so we don't get attacked for them again. Lesson learned there. On the other two items: is there a profit with my average rolls? This likely isn't the best place to sell them, so trying again later is fine by me.

Now, on the buyable material. Getting the Raw Drugs could be good at Castand with the +2 Agricultural. However, how are their laws. If it'll be a hassle to sell, then I don't see the allure. However, if it won't be an extra hassle (above what trade normally involves), it is probably worth the effort. The Root Extract, on the other hand, is a conundrum. It would be perfect to try and sell at Altairia, but that is a long way to go to have 400K wrapped up in it. And since we are getting it "at value", that is a major risk and problem for that much stuff. So, in Hank's assessment, if we can unload the Raw Drugs at Castand, then we can get some. But he thinks we need to just skip the Root Extract because we would be buying it "at cost" and have to hold onto it for a long time, trapping a whole lot of money. In both cases, buying it at market value really hurts the incentive to try either of them and the base level Friction of 5 removes the incentive to try for different goods.

TL;DR
- We sell the Vibroswords and Stun Rifles and take that profit. We hold onto the Grav Plates and Storage Drives and try again at Englene Station.
- Depending on the answer to the question of selling Raw Drugs at Castand, we buy some or don't buy any. We do not buy the Viridian Root Extract.
- This is what the CV, Ship Fund, and Hank do. Mercer and whomever can do what they think is best.
Oct 21, 2024 5:18 pm
On a different subject, Hank is not interested in the infiltration mission. All of the identified factions suck to varying degrees and we're not going to make any kind of lasting change to this world without staying and becoming warlords ourselves. Hank has different goals. He's interested in moving on to Englene Station and hopefully never visiting this world again.
Oct 21, 2024 5:22 pm
daryen says:
On a different subject, Hank is not interested in the infiltration mission. All of the identified factions suck to varying degrees and we're not going to make any kind of lasting change to this world without staying and becoming warlords ourselves. Hank has different goals. He's interested in moving on to Englene Station and hopefully never visiting this world again.
If everyone will move on before he has a chance for the mission Mercer won't do it. But I am interested in the creds from the mission.
Maybe I just do a side thread for it?
I do think it's a good idea to get some, even one, Viridian Root and sell it at the station for a minimal profit.
It's better than no profit.
Last edited October 21, 2024 5:26 pm
Oct 21, 2024 11:31 pm
Hank can be talked into 1 ton of Viridian root. We can then just keep trying until either we make a profit or we reach Altairia and have to sell it for whatever we can get.
Oct 21, 2024 11:53 pm
OOC:
Have we collected 'daily pay' since we left the last stop over?
Oct 22, 2024 12:09 am
Esidrix says:
OOC:
Have we collected 'daily pay' since we left the last stop over?
Htech said we get 700 creds.
Oct 22, 2024 8:23 pm
PhoenixScientist says:

If everyone will move on before he has a chance for the mission Mercer won't do it. But I am interested in the creds from the mission.
Maybe I just do a side thread for it?
I do think it's a good idea to get some, even one, Viridian Root and sell it at the station for a minimal profit.
It's better than no profit.
The viridian root appeals to Douklan, but his credit is far too small to make a meaningful contribution to the purchase of even a ton. The idea of buying here and selling it at the station for a small profit percentage does make sense. He certainly agrees with Hank's assessment that it's not worth the risk to hold onto pricey commodities for a long time, but a short trip? A small percentage on a big investment could still be a significant amount.

As for the mission, Douklan is also game, if there's time with all the sales that are happening. He's still a bit anxious about cash flow after becoming a civilian, and making money is a relatively new and unfamiliar concern. 1000 credits seems like a lot to him.
Oct 22, 2024 8:40 pm
Quote:
As for the mission, Douklan is also game, if there's time with all the sales that are happening.
@Esidrix, what's Corbin's opinion? Does he want to go on the infiltration mission?

If Corbin is also going, Daryen, can you control an NPC (Erin?) and we all get into it. Makes sense if Hank doesn't want to go there, although I don't think you mind if you play an NPC for that. Do you?

This mission is only viable for me in the main thread. It's a lot of effort (and timeline juggling... What if Mercer dies?) to run it in parallel in a side thread.
Oct 22, 2024 10:01 pm
OOC:
Daryen says:

- We sell the Vibroswords and Stun Rifles and take that profit. We hold onto the Grav Plates and Storage Drives and try again at Englene Station.
- Depending on the answer to the question of selling Raw Drugs at Castand, we buy some or don't buy any. We do not buy the Viridian Root Extract.
- This is what the CV, Ship Fund, and Hank do. Mercer and whomever can do what they think is best.
Considering that Mercer is planning to buy around 70 tons, selling more than that in Castand will be a hassle. A couple dozen tons can be sold to pharmaceutical companies using the default rules, but those are licensed or restricted goods, so selling much more than that at once is complicated.

PhoenixScientist totals are correct. That means that the Celestial Voyager's current funds, together with the money that will be available from selling the CV's fittings to the Colonial Division are enough to reach Altairia and pay the wages, repairs and six months maintenance, so…
Trade Era 1235, Day 175. 14:00 UTC
Celestial Voyager, in orbit of Dianreti III

Valeria Zaytsev leaned back in her chair, gazing through the broad viewport behind her desk. The stars glittered in the distance, distant jewels scattered across the endless black sea of space. The faint hum of the Celestial Voyager’s engines filled the air, a comforting sound she had known for years. Soon, however, it would become a memory—one more thread in the rich tapestry of her life as a trader, cut short as she prepared for the next chapter of her journey.

She sighed and tapped the comm panel on her desk.

"Hank, meet me in my office."

A moment later, Hank Heron strode in, the door hissing shut behind him.

"Captain," he greeted, tilting his head with a grin. "You summoned?"

Valeria smiled as she motioned toward the chair opposite her desk. "Sit down, Hank."

He dropped into the seat, casual and relaxed, but she could see the flicker of curiosity in his eyes.

"Big day," she began, her voice soft but laced with satisfaction. "I just saw that the deal on Dianreti III is complete. We cleared over 600,000 credits. That's enough to fund the trip to Astralon comfortably. And as you know... The governor’s office is waiting. The papers are signed. Once we reach Astralon, the ship will be disassembled. Every bolt, panel, and engine core will be repurposed for the colony."

Her voice softened, the weight of the moment pressing down on her. "The Celestial Voyager will become homes, workshops, power grids... Everything those settlers need to survive."

The silence stretched between them for a moment, filled with a quiet sense of finality. Hank leaned back in his chair, drumming his fingers on the armrest.

Valeria paused, the weight of years pressing in on her. Memories flooded her mind—her first trade route, the exhilarating leap into the unknown, the intricate negotiations where a single word could mean the difference between fortune and disaster. She remembered the thrill of success and the lessons learned through failure, the faces of countless crew members who had come and gone, each of them leaving their own mark on the Celestial Voyager.

"I never thought I’d make it this far," she finally said, softly. "When I first got my merchant license at twenty, I thought I was in way over my head. A kid playing at being a trader, just trying not to screw up too badly."

"Yeah, right," Hank scoffed with a grin. "I heard that even back then, you were a force to be reckoned with."

Valeria laughed. "Maybe. But it’s been a long journey since those days. And it’s been a hell of a ride, Hank. I wouldn’t change any of it."

She leaned forward slightly, resting her elbows on the desk. "But this is the right time to leave. Astralon needs leadership, and... well, I’ve had my share of the stars. Which is why I wanted to talk to you today. Endings are just new beginnings waiting to happen. And I wanted to talk to you about what’s next for you."

Hank arched a brow. "Me?"

"Yes, you." Valeria opened the top drawer of her desk and pulled out a data pad. "I know you’ve been talking with Mercer and a few of the crew about staying together. About getting a ship."

She reached into the top drawer of her desk and pulled out a sleek datapad, sliding it across to him.

Hank picked it up, eyebrows raised. "What’s this?"

"That," Valeria said, her tone light but meaningful, "is your trader license application. Approved. Fully paid for."

Hank blinked, his eyes widening as the weight of her words sank in. "You... you paid for my trader license?"

Valeria leaned back, folding her arms with a satisfied smile. "I know you have been using the Celestial Voyager's and my license in your trades and how hard it is to break into this business. The costs, the red tape—it’s enough to scare off anyone who doesn’t have a fortune or a sponsor. I had my family. I figure it’s the least I can do to thank you for everything you’ve done over the years."

Hank stared at the data pad for a long moment, as if trying to convince himself it was real. "Val, this... this is too much."

"Nonsense," she said briskly. "You’ve earned it, Hank. You’ve been my right hand for a while now. I trusted you with my ship, my crew, and my life. If anyone deserves a shot at building their own legacy, it’s you."

He shook his head, a rare moment of speechlessness overtaking him. "I don’t know what to say."

"Just say you’ll use it," Valeria replied with a grin. "I expect to hear stories about my legendary crew soon enough. You, Mercer, Corbin, Douklan, Erin… You all have got what it takes, Hank. More than you realize."
OOC:
What do you do?
Oct 22, 2024 11:40 pm
OOC:
If The CVHank wants to use the new ship funds get however many of the drugs Mercer will agree to selling with a 70/30 split of what is available until whatever the CVShip Funds buys is sold off. So the CVShip Funds has priority.
So If the CVShip Funds buys 50 and the Mercer buys the other 50 and we sell 24 somewhere 16 of the sale will be for the CVShip Funds and 8 will be Mercer's, until all of the CVShip Fund's are sold. Letting the CV have less risk.
OOC:
If Corbin doesn't want the mission I am willing to forgo.
Last edited October 22, 2024 11:59 pm
Oct 22, 2024 11:55 pm
OOC:
Quote:
If The CV wants to get however many of the drugs Mercer will agree to selling with a 70/30 split of what is available until whatever the CV buys is sold off. So the CV has priority.
The CV is out of the game. Valeria / the ship won't speculate with cargo anymore, there is no need nor benefit, the money is now enough for everything up until disassembly. So now it's only up to you guys, with the new ships funds and your own money. Hank even has an ITC license for it ;)

See my IC post above.

Did you mean the new ships funds?
Oct 22, 2024 11:56 pm
OOC:
Yes. The New Ship Funds.
Oct 23, 2024 2:56 am
OOC:
Okie dokie!
Hank is still completely taken aback and stunned by the surprise. "I ... I don't know what else to say other than, thank you! I will definitely use this starting here and at Englene!"

He pauses some more, genuinely touched by the gift. He quietly says, "Thank you."
OOC:
As a complete aside, this new development means I am now 100% locked into what skills Hank will be taking for levels 5 and 6!
---------
Now, on to the Ship's Funds. According to PhoenixScientist, the returns were as follows:
- Hank got 11,000 for the Stunners
- Funds got 11,000 for the Stunners
- Funds got 10,000 for the Vibroblades.
Hank will now just roll his money over into the Ship's Funds and not do any personal speculation on the side. He is now all-in on getting that ship. So, that knocks us up to 32,000 as a return for the Ship's Funds.
We add in the 20,000 more from Maya's shuttle sale and 500 from Douklan's contribution and we now have a total of 52,500 for the Ship's Funds.
OOC:
Do I have that correct?
Assuming that is correct, the Ship's Funds will invest in:
- 1 ton of Viridian Root Extract (a total of 50,000 to do so).
- 10 tons of Raw Drugs (a total of 2,000 to do so).
- Have 500 credits left in "cash".

Since the CV is no longer speculating, Hank is going to be taking a bit of a different tack. Instead of trying to truly optimize speculation (like he has been doing with the CV cargo), he will instead focus on churning through as much as possible each jump. Better to make some money each stop than trying to maximize just one piece of cargo.

Also, on the last little bit of the CV speculative cargo, Hank still wants to wait until Englene Station to sell the drives and grav plates because they should do *way* better there. That and the freight destined for there will finish out all of the CV's trade related activities.

Finally, for the freight, after the ship's modifications, how much cargo space do we have? At a minimum, we'll take the Skysilk Juice and Exotic Jewels. Not much profit, but I guess Mercer is correct and it's better than an empty hold. Plus they are both small so they won't cause us any issues on preventing us from doing anything later. If we have lots of space available, we will also take these Raw Drugs, too. But we won't if we are getting tight on available space. There is no way I want anything to do with livestock.
Oct 23, 2024 3:11 am
According to the sheet
Available cargo space: 358 tons
Oct 23, 2024 12:43 pm
OOC:
Corbin's not big on local politics, and Infiltration sounds like 'sneak' instead of a stand up fight. His sneak is not so good. If it's cool with the others, I'd like to slide onto Englene station and see what missions are there.
Oct 23, 2024 3:03 pm
PhoenixScientist says:
According to the sheet
Available cargo space: 358 tons
Then we will grab the Raw Drugs, too, as freight.

Still don't want the livestock.
Oct 23, 2024 3:04 pm
Account balances after sales and wages paid
Celestial Voyager / Captain Valeria Zaytsev: Enough for the trip. We won't track the ship's/Valeria's credits anymore. This "mini-game" is over, you won. =)
New ship's funds: 52,500 credits (including money invested by Hank and Maya)
Corbin: 13,000 credits
Hank: 3,333 credits, 10% shares in Therion Provisions Inc.
Douklan: 1,900 credits
Mercer: 65,127 credits, 45% shares in Therion Provisions Inc.

Account balances and goods after purchases
New ship's funds: 1 ton of Viridian Root Extract, 10 tons of Raw Drugs, 500 credits
Corbin: 13,000 credits
Hank: 1,233 credits, 25% shares in Therion Provisions Inc.
Douklan: 1,900 credits
Mercer: 1 ton of Viridian Root Extract, 75% shares in Therion Provisions Inc., 50 tons of Raw Drugs, 927 credits
OOC:
Is that it? Is Corbin and/or Douklan investing more into the ship's funds? Is Corbin buying something?

OOC:
Esidrix says:
If it's cool with the others, I'd like to slide onto Englene station and see what missions are there.
Okay! I will prepare something while we finish these trades.
Daryen says:
Then we will grab the Raw Drugs, too, as freight.
Valeria/the CV won't deal with freight anymore. No need for it. Let's deliver what's already at the holds in Englene Station and finish this. You can deal in Stellar Express freight (using the same rules) when you have your own starship ;)

Oct 23, 2024 3:37 pm
OOC:
Quote:
Valeria/the CV won't deal with freight anymore. No need for it. Let's deliver what's already at the holds in Englene Station and finish this. You can deal in Stellar Express freight (using the same rules) when you have your own starship ;)
Ok, fair enough. No more freight. Was just trying to grab a little more money along the way. 😎
Oct 24, 2024 7:15 am
OOC:
Can I get a look at The CV sheet? It went private again and I want to look up it's fittings and such.
Oct 24, 2024 8:48 am
OOC:
Yeah, it's an annoying bug. The site owner/ developer is looking into it. I made it public again.
Oct 24, 2024 3:53 pm
When Mercer gets back to the ship after all the trading he goes to find RB. RB, Could you help me with a little project? I don't know much about ship mechanics or turning a ship into a Colony Core, but seems not every bit of the CV's current fittings would be needed. Could you do some research and see what will be needed for the remodel and coming core. I am especially interested in the Sandthrower, Ship's Lockers and Cold Sleep Pods, but really any fittings that won't be needed once we get our final refit in Altaria. I want to buy the fittings from Captain Zaytsev.
Oct 24, 2024 10:51 pm
OOC:
The cold sleep pods are absolutely needed until we get the the final destination and the ship is disassembled.

And honestly, I don't see any of the ship-related ship components that can be abandoned at Altairia. Rather, I would expect we need them until we get to Astralon. We can probably abandon the sandthrower. But that would be to make room for a better weapon. We have to have the cold sleep pods because they are required for us to make spike jumps. The ship's locker is still required for all of the sundries we're gonna need during the trip from Altairia to Astralon. In the case of the ship's locker, I'd even argue that it will be needed at Astralon and will be indirectly repurposed for some boot-strapping with the new colony.

But if Mercer wants to buy ship's systems, the time to do it will be Astralon, not Altairia. The CV needs to be a fully functioning starship until then.

Looking at the list of components, the only item I can see that could be jettisoned at Altairia is the armor (because it should be jettisoned now as it provides no benefit) and the cargo lighter (since we're not going to be doing big cargo runs anymore and the shuttle should be sufficient). Everything else is required to get us to Astralon. And, honestly, all of it will be useful to the colony as it is being set up.

The armory, ship's stores, and extended stores will be good to help bootstrap the supplies while the colony is first being built.

The shuttle and cargo lighter will be useful in managing what trade they get and for local transportation. The fuel bunkers will be useful to keep those vehicles refueled. Heck, even the sandcaster can be reinstalled on the shuttle to provide an emergency defense craft.

Even the cold sleep pods can be useful for emergencies where the medical team is overwhelmed. Keep many people frozen while the problem is addressed, then revive and treat them in batches.

So, really, I would imagine that all of those fittings will likely be useful to and used by the new colony in Astralon.

Of course, Hank is not going to be the governor and doesn't have to manage all of that, so I could always be completely wrong about that.
Oct 24, 2024 10:57 pm
OOC:
That's all theory until the GM decides, so we probably shouldn't be giving reasons to make things harder. Especially since we will have to be real lucky to get a working ship by then anyway.
Oct 24, 2024 11:13 pm
OOC:
Quote:
That's all theory until the GM decides, so we probably shouldn't be giving reasons to make things harder.
Don't worry, it's already designed. Most of the refitting will take place in Englene Station, by the way, after I designed it I saw there was really no reason to postpone much. But we need to finish trading first, let's wait the agreed days for Corbin and Douklan's comments and/or decisions.
Oct 25, 2024 4:53 am
htech says:

Douklan: 1,900 credits
OOC:
Is that it? Is Corbin and/or Douklan investing more into the ship's funds?
OOC:
Douklan can't afford anything on his own, and he's not yet experienced enough to suggest buying a partial share of a minimum lot with someone else.
Oct 25, 2024 1:17 pm
OOC:
Corbin wasn't buying anything at Danretti III - I'm not sure I understand the benefit of the ships fund at this point.
Oct 25, 2024 3:29 pm
OOC:
The main point of the Ship's Funds is to give a mechanism for the NPCs to contribute to the "get a new ship" effort. Hank has merged his efforts into the Ship's Funds to make my life easier. Hank is going to do the same things with both, so there is no reason for me to keep them separate. On his end, I am sure that the GM wants all of the players to use the Ship's Funds to make his life easier.

So, given that, each player gets to make a choice:
1) Leave the Ship's Funds to the NPCs and Hank. Every PC invests on their own and by themselves. That means each PC keeps track of their own funds and investments. The advantage to this is that each person can see how their own investments are growing and can make more detailed choices on commodity selections.
2) Put your investing money into the Ship's Funds and let it go from there. The advantage to this is you don't need to deal with it.

Note that regardless of whether you your investments separate or put them in the Ship's Funds, each sale will be managed through the same rolls, so there is no pricing difference between the above options. Keeping things separate does allow you to not make a sale when the Ship's Funds do, or visa versa. But, considering that there are only four more stops to do this in, and that there are only really two options per stop, the flexibility becomes somewhat ephemeral.

So, pick your poison. I personally don't mind whichever way you want to do it. As I mentioned before, I am perfectly happy to just have Hank and the NPCs in the Ship's Funds and everyone else managing their own funds separately. On the other hand, I am sure the GM would prefer to have everyone's investments in the Ship's Funds in order to keep things simpler on his end.

RB (Repair Bot)

htech

Oct 25, 2024 4:26 pm
OOC:
As Daryen said, it basically comes down to whether you (the player) want to track and manage your PC's money yourself to help buying the ship or whether you just want to merge all your credits into a single account to streamline this "minigame" of trading and buying a ship while you focus your time and effort on other things... If you don't wanna use the funds, no problems from my end. All players can trade (and have fun) dealing with goods and credits, we'll be waiting for all your choices on each planet =)

So, we have all the trading done for Diarenti and no missions here. Moving on...
Mercer says:
RB, Could you help me with a little project? I don't know much about ship mechanics or turning a ship into a Colony Core, but seems not every bit of the CV's current fittings would be needed. Could you do some research and see what will be needed for the remodel and coming core. I am especially interested in the Sandthrower, Ship's Lockers and Cold Sleep Pods, but really any fittings that won't be needed once we get our final refit in Altaria. I want to buy the fittings from Captain Zaytsev.
"Sure, boss. Let me check here... I guess the standard Colony Cruiser uses the following fittings..."
Loading Ark-Class Cruisers...
Massive colony vessels engineered to transport not only people but the very building blocks of a society.

Ship fittingUsage
Exodus bay House vast numbers of cold sleep passengers
Colony core (usually just installed in orbit of Altairia) Ship can be deconstructed into a colony base
Cold sleep pods Keeps crew safe in hyperspace
Drive-2 upgrade Upgrade a spike drive to drive-2 rating
Lifeboats Emergency escape craft
Extended medbay Can provide medical care to crew and colonists
Ship’s Locker General equipment for the crew and colonists
Armory Weapons and armor for the crew and planetary militia
Workshops Can perform general maintenance before and after landing
Fuel bunkers Adds fuel for one more drill between planets
Fuel scoops Ship can scoop fuel from a gas giant or planet
Cargo space (300 tons) Ship can carry other vehicles and resources for the colony

Power usage: 15
Mass usage: 25
OOC:
Mercer, what do you do? For the other players, I'll post something later today (or tomorrow) as the CV arrives at Englene Station
RB (Repair Bot)
Oct 25, 2024 5:16 pm
OOC:
So ... in light of above, if the colony core won't be installed until Altairia, then that should effectively be cargo space until then?

Also, I notice the Solaris and cargo lighter are missing. Is that intentional?

And, again, it isn't possible to use a spike capable shuttle to go from Astralon to Altairia, correct?
Oct 25, 2024 6:18 pm
Mercer will send the captain the following message:

Captain Zaytsev,
Recently I had RB go over the planned modifications to the Celestial Voyager to determine the essential systems to the Colony Core and our final voyage. Once we reach Altaria I would like to make an offer for the following systems that were determined to be nonessential to the colony core or final journey.
Also I expect to have (or can ensure to have) 6-10 tons of the recently purchased Raw Drug materials. I know in new colonies such things may be more valuable than their monetary cost and am willing to use them to supplement payment for the aforementioned ship fittings.
Please take your time in considering this offer and make any consultations you may need to. There is no rush and I am only making this offer because I believe we both benefit.
Thank you for your time and consideration.
Mercer Canaan Furio, Celestial Voyager Security

Fitting New Market Cost Offer
Armory 250,000 125,000
Cargo Lighter 25,000 12,500
Fuel Bunker x2 125,000 ea 125,000 total
Sandthrower 50,000 25,000
Ship's Locker 50,000 25,000

Captain Zaytsev

htech

Oct 25, 2024 7:18 pm
OOC:
Quote:

So ... in light of above, if the colony core won't be installed until Altairia, then that should effectively be cargo space until then?

Also, I notice the Solaris and cargo lighter are missing. Is that intentional?
Yeah, there is no space for them. They will be uninstalled only in Altaria, though. So there will be extra cargo space + lighter + shuttle until them. In Altaria, we will install the Core and get the final configuration for the trip
Incoming response...
Mr. Furio,

Thank you for your offer. Unfortunately, with the exception of the Cargo Lighter, all those fittings will be sold right now, at the Englene Station, or will be necessary in the colony. Moreover, I have sucessfully negotiated with the Colonial Division to sell those fittings for their full prices (new market costs). As such, your offer is bellow my previous deals. Feel free to acquire your starship fittings from other suppliers and thank you for your consideration.

Regards,
Captain Valeria Zaytsev
Captain Zaytsev
Oct 25, 2024 7:29 pm
OOC:
Quote:
Yeah, there is no space for them. They will be uninstalled only in Altaria, though. So there will be extra cargo space + lighter + shuttle until them. In Altaria, we will install the Core and get the final configuration for the trip
Cool. Thanks! Thats what I figured, but wanted to make sure. So, if we want our new ship, we need to:
1) Get enough money to buy something at Altairia and travel in parallel in and out.
2) Hope to get lucky and find something at, or on the way to, Astralon.

Here's hoping!

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