[Stars Without Number] Hard Light


log in or register to remove this ad

"Hello Mr. Dutta. I'm Jase McMoon. I hope your injured crew will be fine.

It looks like we may be here a while. I've served as a Space Marine in the past, so that should give you an idea of my skill set."
 

Dutta glances over the shoulders of the new arrivals. "You're dismissed, Livingston."

The security chief's eyes harden, but otherwise his expression doesn't change. "Roger that, sir."

After Roy has departed, Dutta speaks again. "Openings, huh? Well, I guess that depends on what you think you're capable of doing. I've skimmed your files, but I prefer to hear directly from those I'm dealing with. 'Space marine' is a little vague. Dazzle me with specifics."
 

"Bellarune. It's a barely habitable planet, small population. Harsh places breed harsh rulers. The rebels - Hedtekkists, you know - held a scientific base, and ten of us were sent to capture it. We wore exosuits for the cold and low pressure. We couldn't just blast our way in, since we were supposed to preserve the research. We built an ice cave around the door, to hold in the pressure, then cut open the door with plasma torches.

We had laser rifles, but were ordered not to use them, in case we blasted the science stuff or made a hole in the wall. So we went in with monoblades in hand. Initially there was no resistance. As we moved deeper into the lab, walking among colored test tubes and bubbling beakers, there was suddenly an explosion. Turns out they'd rigged the chemicals to explode. I lost six buddies then.

The remaining four of us pressed on. Hot for revenge, we killed one man soon after. The one who triggered the bomb. We continued searching the complex, very carefully now, probing ahead of us with improvised long sticks.

Eventually we found the rest. Blades out, we were ready to finish the rebels. But something felt wrong, and I made the others stop. There were men and women, unarmed. These rebels weren't soldiers. They were the scientists.

So we had control of the base, but now what? We had the small ship we'd come in, and after burying the men we'd lost we headed into space with the scientists. I helped operate the ship, and the scientists made themselves useful, so we were able to manage despite the losses.

Turned out the scientists had been working on some kind of powerful bioweapon. That's why they joined the rebellion - it didn't sit right with them. Well, we issued some threats to both sides of the conflict, claiming we had the weapon, gave a few key details, and got them both to stand down. The actual research had been destroyed long before we showed up. You won't get this story from official channels, of course.

True, I didn't obey orders to the letter. But I stand by my actions. We defended the whole planet, the way I see it.

That specific enough for you, sir? I've served in a number of other conflicts, but that story is my favorite."
 

Dutta grins. "Sound like a man who understands the importance of initiative. What of the rest of you? No one stays on station for free, not even employees. If you want work while your here, the pay will cover your berth and meals, plus a little extra."
 

"What is cost to stay? I have credits. Where I come from I learn it not good to speak about my particular talents. So I learn look out for myself. So what is cost of room? I pay."
 

He listens to Jase's story and nods at its ending. He looks to Mara and rubs his chin in thought as he thinks that it must have been real tough for the woman, but then, it usually is for all kinds of folks.

He looks to Dutta and starts, "I have worked on starships pretty much from when I could walk. First with my Dad as he did some local transporting and later taking out on my own. I can fly a starship and have worked as security, mostly the pat you down make sure you remain civil on the ship type. Had a few scraps, but no major combat experience. I can use basic firearms, know my way around a computer." he takes a breath or two and adds, "I left Calarn, well, to get out. Too much religious tension between the alien folk and myself. So yeah I had a few run in with them. That kinda sums it up."

[sblock=Cameron's Mini-Stats]Cameron Jhal
Expert 1
Initiative: +0 (1d8) Perception +0
Conditions: none
Physical Effect Save: 16 Mental Effect Save: 17 Evasion Save: 12 Tech Save: 11 Luck Save: 14 (1d20, roll higher than save)
AC: 9
Hit Points: 2 of 2
In Hand: nothing
Like a Charm: 1/hour

Cheat Sheet
Inaitive: 1d8 + (dex modifer)
Combat: 1d20 + (target's AC) + (Combat skill) + (Attriute) + (attack bonus) = 20 or higher to hit (-2 to use non-proficent weapon, +1 to use energy weapons)
Skills: 2d6 + skill (if no skill, -1 to skill) to roll over DC 6 to 14[/sblock]
 

Dutta says, "There's a five credit a day air tax and you can rent a bunk and footlocker in the transient quarters for another five credits. Employees don't pay those fees. If you're working, we run eight hour shifts all the time. If you've tech skills, you can make twenty-five credits a day as day labor. Security work is different. I'd have to discuss the matter with Roy. Otherwise, there's always refinery work for twelve credits a day."
 

"As technical expertize is what I have, I'll take the former." Sigfried stated bluntly. "I've previously maintained the facilities that have kept my home world habitable since its creation; and while I can't say how similar the technology employed there and here are, I'm confident that I can overfill any technical role you have open at this point in time." he said with an even tone, not worked up, not barging, just stating what he saw as plane and simple fact.
 

The man nods at Dutta's explanation of things, "Well... I know how to use most computer systems. I can serve as security, or I could pilot a space vessel, big or small, if anything of those have openings?"

He then asks, "Do you have anything better than transient quarters for a decent price?"

(( Persuade check 2d6=7 ))

[sblock=Cameron's Mini-Stats]Cameron Jhal
Expert 1
Initiative: +0 (1d8) Perception +0
Conditions: none
Physical Effect Save: 16 Mental Effect Save: 17 Evasion Save: 12 Tech Save: 11 Luck Save: 14 (1d20, roll higher than save)
AC: 9
Hit Points: 2 of 2
In Hand: nothing
Like a Charm: 1/hour

Cheat Sheet
Inaitive: 1d8 + (dex modifer)
Combat: 1d20 + (target's AC) + (Combat skill) + (Attriute) + (attack bonus) = 20 or higher to hit (-2 to use non-proficent weapon, +1 to use energy weapons)
Skills: 2d6 + skill (if no skill, -1 to skill) to roll over DC 6 to 14[/sblock]
 

Remove ads

Top