The Captain says, "As to sapes, we had three Yazirian crew members. They would know better than I about the sapes, since your planet developed them. Castuss is our sape handler. Sapes are about as intelligent as a four-year-old Human and learn quickly, especially by mimicry. They speak their own language which consists entirely of simple, one- or two-word phrases, and normally wear poly-voxes programmed to translate Sape into Pan-Galactic and vice versa. They are bred to be docile and obedient and will normally obey any one- or two-word command given by a member of one of the major races unless this will expose the sape to obvious danger. Thus sapes will not normally obey orders to attack, and I do not think they will attack other sapes. I'm sure you will be very curious to interact with them."
He takes a breath. "As to the rescue crew, I spoke too quickly. They may not be dead. This is something I want you to find out. I just assumed..." He trails off. "What I would really like you to do is repair the systems down there. If anyone is still alive, that would be a great relief, but I admit I am not hopeful after this much time. And if you can get more tanks of crude, I would be very appreciative of you for helping save the mission."
"I will see if I can find a portable schematic for you. You can talk to my crew, but they are very busy now that we are down to just six of us. The last shuttle is being modified for your journey. The ship's engineer, Ellen Coopermann, and her assistant, Fiator Geauis, are busy modifying the shuttle, and I will soon be occupied putting the data file into the shuttle's computer. Let me just finish explaining to you what terms I propose. I am sure your friend Krilik will appreciate the importance of these terms:"
quote:
The following are Captain Akizk's terms:
1. The characters should not return to the freighter but should remain on the Moneyspider occupying the empty cabins (areas M16, M17, M20 and M22) until it is time to descend to Jetsom. Any baggage that the characters have on the freighter will be transferred to the Moneyspider.
2. The entire incident must be kept secret by the characters after they leave the Belnafaer system. The crew of the starship freighter will be told that the characters have accepted jobs with the ByChem Corporation and will not be continuing their journey. After the mission, transport from Belnafaer will be provided for the characters.
3. Each character will be provided with the following equipment, in addition to any which they may have as baggage on the freighter:
- a chillsuit (with 50 SEU) and a breathing mask with 2 oxygen tanks (see NEW EQUIPMENT)
- a ByChem Corporation uniform (skeinsuit with vibroknife - see Uniforms, Pull-out Sheet IV)
- a chronocom, a torch and survival rations.
In addition, the characters may use the CRL-E1 maintenance robot, and divide the following:
- 2 electrostunners, 1 laser rifle, 5 laser pistols
- 1 needler rifle, 2 needler pistols
- 2 albedo screens, 2 gauss screens, 2 sonic screens
- 15 powerclips, 8 power beltpacks, 2 power backpacks
- 18 needleclips (12 pistol, 6 rifle)
- 2 toxy-rad gauges, 2 freeze-fields, 3 ropes, 5 vials of solvaway
- 2 techkits, 2 robcomkits, 2 medkits and 1 envirokit.
- The shuttle computer will be provided with a data file containing technical specifications of Jetsom and other relevant information. The file will be being compiled right up to the time that the shuttle leaves.
5. The payment you receive will depend on how successful you are. For going to Jetsom, and repairing whatever systems are necessary to leave the platform in a stable, working condition, each character will receive 7000 Cr. This does not mean that the characters would be expected to repair all damage, merely
that Jetsom should be made habitable, operational and safe. For every crewmember
rescued (not including sapes), the characters will receive 1500 Cr each, and for every tank of crude bio-chemical, they will receive 150 Cr each (sapes and Jetsom robots should not be brought back.)
You will not be allowed to keep the equipment they use, but will not have to pay for any which is destroyed or used up during the adventure.
6. The characters should expect to remain on Jetsom for 38 days, until the time of Snobol's next close approach to Venturi (Day 114). In dire emergency, however, you could take the shuttle into a low orbit around Venturi (the limit of its range) and the Moneyspider would detach itself from Snobol and come down to rescue them. This would ruin the Snobol micro-distillation column, however,
and condemn the Venturi Project to becoming a financial failure. If you choose to
make use of this last resort, and leave Jetsom in this way, you will receive no reward.
"I'm very much hoping," he says, "that you will find our crewmembers alive, repair the systems to the extent you can, and get some more tanks of crude so we can have some level of operational success."
This message was last edited by the GM at 00:18, Thu 10 Sept 2009.