6: Reunions.   Posted by Arbiter.Group: 0
Arbiter
 GM, 1804 posts
 The whispering winds
 of Fate...
Mon 14 Jan 2013
at 15:53
6: Reunions
It's a long trip from Farana to Farside Station, skirting the edges of Imperial and Corporate Sector space.  But it's also an uneventful trip.  Everyone gets a chance to rest and get caught up on events.  Stories are swapped and information exchanged so that everyone is up to speed on what happened during the delivery run and back "home" on Farana.

During the occasional slip back into realspace for astrogation recalculations the group convenes on the Clear Skies to share a meal cooked by the team's newest tag along, Y'Tes.  The big, lumpy Houk manages to impress everyone with his culinary skills, even if his temper leaves something to be desired.

At the third "pit stop" to recalibrate the hyperspace data, the hulking brute almost goes after A'den over a misunderstanding concerning a slice of pie.  But the situation is diffused before Y'tes can knock the Mandalorian through a bulkhead and/or A'den ventilates the cook with his blaster.  Compared to what you're used to, the diverted dust-up is a relatively minor bit of entertainment.

Eventually, the small flotilla of freighters arrive at Farside Station.

The station is more of a worldlet, a massive asteroid the size of a small moon hanging in empty space.  There are a few visible external structures--including scattered wreckage of at least one very large ship--but for the most part it just looks like a wayward space rock in the middle of nowhere.  Docking bays are cleverly hidden in craters scattered around the station, allowing ships access to the inside.

Given the size of the station and the amount of traffic buzzing around it as you approach, it's amazing that the place has remained hidden from CSA and Imperial "justice" for so long.

The ships are recognized by flight control and routed to a docking bay near the station's south pole.  Massive, rock-covered hangar doors open wide to allow the ships to enter, then shut closed behind them, returning the crater beyond to its seemingly innocuous appearance.

Inside is a bustling landing pad as busy as any spaceport you've ever been to.  It's the typical mix of rust buckets and high-performance ships common to places where smugglers, pirates, and other ne'er-do-wells congregate.

The group's ships fit right in.

Once the freighters are parked together and engines shut down, the group meets in front of the Sun Tracker.  There's no customs official or worker waiting to take their docking fees, though.  In fact, the hustle and bustle continues as if nobody even noticed the group's arrival...
Roice Delfinn
 player, 681 posts
Mon 14 Jan 2013
at 16:42
Re: 6: Reunions
Roice descends the ramp of the Tracker, strapping his holster around his leg.

"I'm only going to say this once," he says, snapping the strap over his pistol.

"I'm not your master."  He motions around the landing bay.  "This is the kind of place that with enough creds, you could hop on any number of ships and head off in your own direction."

He crosses his arms.  "Nor am I your keeper.  This is also the kind of place that a person could get into trouble in, real quick.  Keep that in mind one hundred percent of the time here.  We're in this thing together, and as long as you are a team player, you'll have the strength of my assets behind you."  He nods up at the Tracker.

"But if you choose to take things too far, then I've got no problem flying off this rock and leaving you to your own devices.  Things here are going to be hard enough without our own brashness and impatience working against us."

He flicks some dust off his jacket.  "So by all means, if you feel the need, go ahead and take off, it's no skin off my back, and hell, I wouldn't even blame you, really.  But if you're with me, then keep things cool, mysterious is better than familiar.  If in doubt, just don't.  Let's make a name for ourselves here, but let's not do it by burning our welcome here with a fiery blast off."

He stands straight, and scans the bay.  "Go by handles, but beyond that, stick to your new profiles," he says, referring to the aliases Chatterbox put together.

This message was last edited by the player at 16:42, Mon 14 Jan 2013.

Harry Selous
 player, 594 posts
 Killer of beasts
 sentients not excluded
Mon 14 Jan 2013
at 21:25
Re: 6: Reunions
Harry leaned against one of the landing struts of the tracker as Roice spoke, tucking bola's heavy pistol in to the back of his pants. The words blah blah blah went through his mind once or twice, though saying that out loud was something he'd probably never do. Roice was alright, but Harry had his doubts about the rest of the teams ability to keep a lid on things. All that aside though, he had credits burning a hole in his pocket, and this seemed like just the place to aquire some of the gear he'd had to do without while working to pay off his debt to splynn.
Bulyip
 player, 201 posts
 Fear the Bulyip!
Tue 15 Jan 2013
at 04:19
Re: 6: Reunions
Wandering down the ramp right away, he runs about, hardly able to stand still long enough. Excited immensely, his head keeps snapping back and forth, far too impatient as he waits for Roice to finish speaking.


"What's the plan then boss?"
Arbiter
 GM, 1810 posts
 The whispering winds
 of Fate...
Tue 15 Jan 2013
at 20:27
Re: 6: Reunions
The group chats about how they plan to spend their money as they approach the exit gate.  There's a small queue of beings waiting to get out into the station proper.

One at a time, each being hands over their possessions (typically one or more blasters) to a guard then step through a detection arch, receiving their guns on the other side.

More than once the arch goes off and a handful of heavily armed beings pop up to confront the surprised and disgruntled person who set off the alarm.  "Take it back to your ship now and nobody gets hurt..." the checkpoint guard says each time.  Invariably, the violator snarls and pulls out some serious piece of hardware.  (Thermal detonator, blaster rifle, etc.  Really heavy weapons.)

One offender, a fidgety Rodian, tries to make a break for it.  Six stun blasts converge on him, dropping the Rodian like a sack of potatoes.  A glass vial of something that's a rather unhealthy shade of chartreuse rolls free from his limp hand.  One of the guards scoops the vial up with practiced precision and dumps it into a metal hopper next to the gate.  The gate guard slams a lid shut on the hopper, revealing a prominent "biohazard" decal.

"Next," he calls out as the Rodian is dragged off.

OOC: Blaster pistols, knives, and other "personal" weapons are allowed (and encouraged).  Anything bigger is verboten.

If you want to try to sneak something past the gate, PM me and let me know and I'll tell you what you need to do to attempt it.

Harry Selous
 player, 596 posts
 Killer of beasts
 sentients not excluded
Wed 16 Jan 2013
at 01:25
Re: 6: Reunions
Harry checked himself to make sure he didn't have any of his nicer toys with him, and just had Bola's blaster. When he got up to the security arch, he handed over the pistol and stepped through, certain nothing he had on him would set it off.
Arbiter
 GM, 1812 posts
 The whispering winds
 of Fate...
Wed 16 Jan 2013
at 02:10
Re: 6: Reunions
The gate guard's eyes widen as Selous hands over the "pistol".  He stares at it for a minute as the hunter passes through the gate without incident.

Looking back up, the man says, "This... thing barely qualifies as a pistol.   But, letter of the law and all that." He reluctantly hands it back to Selous.  "You watch yourself.  I'll be notifying the Watch about this hand cannon of yours and if you fire a shot it better be on your way somewhere where they won't find you.  Understand?"
Harry Selous
 player, 597 posts
 Killer of beasts
 sentients not excluded
Wed 16 Jan 2013
at 02:50
Re: 6: Reunions
Harry grinned as he tucked the hand cannon back in his pants, "Won't be firing it unless somebody makes me."

He turned back to the rest of the crew, "I'm going shopping."

With that, he headed off to look for the stores. His home made armor had helped him a bit, but he didn't feel like making it from scratch again. It was time to find a better outfit.
Bulyip
 player, 202 posts
 Fear the Bulyip!
Wed 16 Jan 2013
at 04:23
Re: 6: Reunions
Bulyip was watching the search for weapons and being scanned, and thought those trying to smuggle something in was quite a show to watch. He ducked a few times in case a blaster shot was going to come his way. He was about to let Selous know about the weapons policy, certain Selous would have failed any such search.  But, when Harry got there first, it was too late, but it all worked out.

Seeing how easy it was, Bulyip quickly got in line, and looked forward to the search. It looked like it was pretty interesting to see the images up on the scanner. He placed his own blaster pistol in the section he was directed to, asking, "Which way to the food?"
Metzz
 player, 109 posts
 Verpine Engineer
 and best Tech in the CSA
Wed 16 Jan 2013
at 13:53
Re: 6: Reunions
Metzz had his Shutter Gun at his hip.  It was a pistol, just like Bola's Cannon.  He also had a Banthar skin satchel with his personal comm's gear inside.  He looked and listened to see if he recognised anyone.
13:52, Today: Metzz rolled 9 using 3d6+2 with rolls of 1,5,1. Streetwise.
Arbiter
 GM, 1813 posts
 The whispering winds
 of Fate...
Wed 16 Jan 2013
at 13:57
Re: 6: Reunions
The gate guard takes Bulyip's gun as the Aleena passes through the checkpoint.  He looks skeptically back and forth between the gun and little Bulyip, then shrugs and mutters, "Try not to shoot your foot off...  Next," as he hands it back.
Garret Haskel
 player, 804 posts
Wed 16 Jan 2013
at 20:36
Re: 6: Reunions
Garret moves into the check point and places his utility belt; to which is attached his blaster and knife (but no thermal detonator; assuming there ever was one) and empty backpack in a bin before walking through the gate.
Arbiter
 GM, 1815 posts
 The whispering winds
 of Fate...
Wed 16 Jan 2013
at 20:52
Re: 6: Reunions
"Have a nice day..." the gate guard mutters as he hands Haskel back his gear without issue.

Metzz is up next behind Haskel, craning his insectoid head around to see if he notices any familiar faces.

But none present themselves.

He's so distracted that he isn't watching where he's going and steps through the gate without handing over his gun.

Immediately lights start flashing and the armed guards pop up, blasters ready as the gate guard yells, "WHOA, WHOA, WHOA!  Hold it right there, Verpine!"  As the 6 guards point their blasters at Metzz he says, "Shattergun's a prohibited weapon.  Take it back to your ship and you're free to enter the station."
Metzz
 player, 111 posts
 Verpine Engineer
 and best Tech in the CSA
Wed 16 Jan 2013
at 21:07
Re: 6: Reunions
Dissappointed, Metzz returns to the ship to stow his Shuttergun safely away...
Arbiter
 GM, 1816 posts
 The whispering winds
 of Fate...
Wed 16 Jan 2013
at 21:33
Re: 6: Reunions
PM
Garret Haskel
 player, 805 posts
Wed 16 Jan 2013
at 21:41
Re: 6: Reunions
Garret stops to watch the commotion Metzz caused; and to wait for him to return in case he wanted to stay with someone.
Roice Delfinn
 player, 684 posts
Thu 17 Jan 2013
at 00:10
Re: 6: Reunions
Roice unbuckles and hands over his heavy blaster, then kneels and pulls the holdout from his boot, and holds it out to the guard.

"If one was looking for a few good business leads on this rock, where might be the best place for one to go?" he asks nonchalantly of the guard.
Arbiter
 GM, 1818 posts
 The whispering winds
 of Fate...
Thu 17 Jan 2013
at 14:57
Re: 6: Reunions
The excitement now over, the gate guard returns to his bored expression as he checks through Roice.

"There's vendors and diners all over the station," he replies to Bulyip.  "Just follow your nose.  But I'd stay away from the Hutt Quarter if I were you, they don't serve anything I'd recommend to an enemy, let alone a friend."

As he hands Roice's gear back he adds, "Same thing with 'business'.  Go plunk yourself down in a cantina and a job'll find you.  Also, there's a station-wide posting system where various employers will put up listings looking for hired hands.  Good way to get hired on short-term on a ship or pick up some quick pocket change.  Same warning about the Hutt Quarter, by the way.  You're best just to avoid it..."
Harry Selous
 player, 598 posts
 Killer of beasts
 sentients not excluded
Thu 17 Jan 2013
at 15:10
Re: 6: Reunions
Harry overheard the guard's comments to the others as he headed away in to the station. He stopped and waited for them.

"So, Hutt quarters?" He asked with a grin, "I'm willing to take bets on them having the best black market gear on this whole rock. Anybody coming with?"
Roice Delfinn
 player, 685 posts
Thu 17 Jan 2013
at 15:59
Re: 6: Reunions
"Very sound advice," Roice deadpans as he restows his blasters.

"Very generic advice," he adds.  He quickly drops his hand into his coat pocket.

"I was hoping for something slightly more specific," he says as he leans in slips a 50 cred chit into the guard's hand.

"Surely someone with intimate knowledge of the happenings on-station would know a professional businessman could cut out a few useless middle men."
Arbiter
 GM, 1819 posts
 The whispering winds
 of Fate...
Thu 17 Jan 2013
at 16:13
Re: 6: Reunions
The gate guard slips the cred chip into his pocket with a sly grin and nods, "Someone like that might know a thing or two," he agrees.  "Like, anyone willing to haul for the Rebels can make a lot of money.  Fast.  High risk, but high reward.  I wouldn't know anything about that, myself, I have a real job.  But a buddy of mine heard the Rebels may or may not have set up shop on the station and might or might not be advertising for blockade runners and smugglers under an assumed alias on the posting network.

"Other than that," he shrugs, "I'd advise you to either start combing the bars, that's where the smaller operators tend to look to make deals.  You want big work?  Head to the Hutts.  They run most of the big operations out of Farside.  But, I wouldn't count on coming out on the right side of any deal you make with them."
A'den Nuhaatyc
 player, 119 posts
 I'm a bit busy right now
Thu 17 Jan 2013
at 17:23
Re: 6: Reunions
A'den follows the group to the gate. He pulls out a single throwing knife from a belt sheath and hands it over. On the other side of the gate he nods his thanks to the guard and walks over to Roice.
"Boss, I would like to keep your back covered. I dont have anything smaller than my rifle besides this knife, so I want to pick up a couple of personal weapons first. If you dont mind a small wait before going after a job."


OOC: A'den is wearing simple, rugged civilian wear. No other weapons besides the knife.

This message was last edited by the player at 17:24, Thu 17 Jan 2013.

Arbiter
 GM, 1820 posts
 The whispering winds
 of Fate...
Thu 17 Jan 2013
at 17:26
Re: 6: Reunions
A'den is waved through without incident and Metzz returns and is passed through after swapping his shattergun for a KK-5.

BTW: Not one mention has been made of the obvious Imperial make of many of the weapons.

Now on the other side of the ckeckpoint, the group is free to enter the station proper and explore.
Roice Delfinn
 player, 686 posts
Fri 18 Jan 2013
at 05:52
Re: 6: Reunions
Roice nods at A'den.

'Coming out on the wrong side of deals is our specialty,' he says truthfully to the guard.

'I didn't catch your name...'  Roice pats his jacket pocket.  'If I were to perhaps need additional station expertise in the near future, are you an easy man to find?'

This message was last edited by the player at 05:53, Fri 18 Jan 2013.

Arbiter
 GM, 1823 posts
 The whispering winds
 of Fate...
Fri 18 Jan 2013
at 16:18
Re: 6: Reunions
The guard glances down at his chest, where a shiny badge with the name "R. Hayes" is pinned.  "I'm pretty much always here," he says.  "Unless I'm off shift, in which case I prefer not to be bothered.  You gentlebeings have a nice day, now," he says, waving the group along.  It's clear that he's done talking and in more interesting in cycling the backlog of entrants who have piled up while he was chatting.
Bulyip
 player, 203 posts
 Fear the Bulyip!
Sat 19 Jan 2013
at 18:37
Re: 6: Reunions
With Harry offering a chance to join him looking for black market gear in the Hutt district, Bulyip doesn't hesitate about shaking his head side to side. He mutters, "Hutts mean bad poodoo."

He starts to walk off, saying, "Me no need big weapons. Smarter to stay hidden. Me hungry. Go look for food"

The little Aleena seems happy to wander off by himself.
Arbiter
 GM, 1824 posts
 The whispering winds
 of Fate...
Sat 19 Jan 2013
at 20:26
Re: 6: Reunions
OOC: Okay, before everyone goes off to look for whatever, let me give you a little bit of a lowdown on the station.

First off, it's huge, like Death Star big.  A person could spend their whole life in the place and never see half of it.  Also, it's chaotic.  The entire station feels and looks like it was built by committee.  It's all slapdash and jury-rigged, a lot of the interior seems to have come from old ships or prefab colony equipment.

Second, if you want it, you can probably find it here.  The station is a haven that caters specifically to criminals.  Smugglers, pirates, drug runners, slavers, you name it.  There's a reason the Hutt's have invested enough effort to secure a whole quarter of the station for themselves.  That being said, just because it's here doesn't mean it's cheap.

Third, don't expect the law to come to your rescue when (not if) you inevitably run afoul of someone's temper.  Again, this place is a haven for criminals and the CSA and Empire have no jurisdiction here.