Just to make it clear, Ajit shared his thoughts on optimal search patterns with everyone, not just thinking them to himself.
Just to get something up, here's a thumbnail and a collection of kit:
Njall invested in the Wildcard on the strength of his past acquaintance with Maiokus and Silvertongue, and hasn't regretted the decision. The ship may be old, but apart from cataracts she's still pretty sound. The crew seem to be solid too, now. Experienced, competent, easy enough to live with on a working ship. Apart from the lack of a trained Steward, well skilled Tramp crew. Interesting times too.
The mission on Ruie confirmed Njall's opinion that Dirtsiders are chaotic and untrustworthy people corrupted by living in a contaminated environment. So different from the good honest Pirates that attacked the Wildcard. Proper Spacers. Njall is glad that most of them survived. It's easy enough to slip onto the wrong side of the law. Pity to have lost the opportunity to strip out the Sensor Array on that one.
So, back to that hell-hole Ruie.
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Shopping List
Electromagnetic Probe (TL 10): This handy device detects the electromagnetic emissions of technological devices, and can be used as a diagnostic tool when examining equipment (+1 Dungeon Master to work out what’s wrong with it) or when searching for hidden bugs or devices. Cr 1,000. The Sensors or Investigation skills can be used to sweep a room for bugs
Geiger Counter (TL 6): This is a simple handheld device that picks up the ambient or projected radiation in the area and registers it to the user as a series of clicks and fl ashing lights. The normal TL 6 counter will detect the presence of any source of rads of 30 or more.
A TL 8 version can determine exactly what element is producing the radiation and the direction it is coming from. Cr. 250
Metal Detector (TL 6): A handheld device able to detect the presence of metal within a 3 metre radius (Including underground), with the indicating signal growing stronger as it gets closer to the source.
Cr. 300.
Binoculars, PRIS (TL 12): PRIS (Portable Radiation Imaging System) binoculars or goggles have no lenses but instead project an image for the user as if she were using optical binoculars. The image can be gathered using a variety of wavelengths: optical, infrared, ultraviolet, radio and x-ray to name a few. The binoculars do not emit these, they read emissions and reflections of naturally-occurring wavelengths, then convert the data into an optical display using false colour. Composite images using different spectra are possible and can highlight things missed when viewing in just one mode but can be very confusing to a new user.
PRIS goggles, which are essentially the same but have close-range magnification capability instead of distance magnification, are used by engineers for a variety of applications. One of their most important features is the ability to see stresses and cracks in materials long before they become visible to the unaided eye. Cost is the same for both types. Wt. 1 kg, Cr. 3,500.
Dive Suit (TL 6): A basic wet or dry diving suit designed to give a swimmer some protection from cold water. Cr. 60.
Rebreather (TL 6): The rebreather is a bulky backpack containing breathable atmosphere and a face mask that collects exhaled gasses and ‘scrubs’ them back into breathable gasses again. A rebreather provides six hours of breathable atmosphere and can be used to breathe in any environment that is not otherwise harmful, such as underwater. Wt 10 kg, Cr. 250
Depth Gauge (TL 6): The depth gauge allows a character to know how far underwater he or she is. It is a simple device at TL 6. More advanced versions have more functions including air-remaining calculations and decompression-halt warnings. Cr. 25.
Artificial Gill (TL 8): An artificial gill extracts oxygen from water to allowing the wearer to breathe for an unlimited time while submerged. Functions only on worlds with thin, standard, or dense
(Type 4 through 9) atmospheres. Artificial gills are used with a mask of some kind, such as the life-support mask. Wt 4 kg, Cr. 4,000.
Swimming Equipment (TL 3): Includes swim fi ns, face mask and a snorkel. Improves speed and manoeuvrability underwater. Cr. 200.
Tool Set, Excavation (TL 3): A set of basic digging tools; shovels, picks and sledgehammers to equip 2-3 people. Working with improvised tools instead of these will increase the time taken for any excavation task by at least four times. Wt. 12 kg, Cr. 30.
Laser Transceiver:
TL 11 (Computer/0), 0.5 kg, Range: Regional (500km), Cr. 1,500
Radio Jammers (TL 6+): First available in base-camp versions and then made portable by Tech Level 8, the radio jammer suite is a static generator that fills the wavelengths with incomprehensible noise. Most jammers are not effective against tight beam laser communication, however.
TL 8: This version is more efficient, raising the range to 5km. Cr. 2,000.
Cold Light Lantern (TL 6): A fuel cell powered version of the electric torch which will last three days with continuous use. Produces a wide cone of light up to 18 metres away with a radius of 6 metres at the end of the beam. Also capable of producing a tight beam of light up to 36 metres away with a 1 metre radius or be used to illuminate a 10 metre radius. Wt. 0.25 kg, Cr. 20
Iris Valve Opener (TL 10): A crank device designed to allow Iris valves to be slowly opened or closed when no power is available.
This task is slow and strenuous, taking 3-5 minutes. Cr. 2,000.
Tool Laser (TL 12): A handheld laser welder/cutting-torch powered by a small internal powerpack (Providing power for up to 20 minutes of continual use). The Tool Laser’s energy output is variable and thus it could be used from anything from gentle electronic welding to small-scale metalwork or cutting through several centimetres of steel; anything beyond that would require a heavier welding torch.
At TL 12 the Tool Laser is about the size of a large flashlight; at TL 13 or above it can be as small as a pen. Cr. 500.
Cutting Gear, Laser (TL 9): A backpack power supply and laser or plasma cutting unit, this cutting gear is standard for use aboard starships. It can cut through most materials, though cutting through hull armour requires a very long time to create a breach. Cr. 4,000.
Flare Launcher (TL 5): A simple pistol or tube type launcher for use with signalling or illuminating flares. Used as a weapon, a fl are gun is highly inaccurate, imposing a -2 Dungeon Master on all hit rolls and only does
1d6 damage, though it may set flammable objects on fire. Cr. 75.
Flare, Signalling (TL 5): A coloured flare designed to be highly visible but which casts little light, launched from a flare launcher. A signal flare can last for a few seconds to several minutes, depending upon its design. Cr. 5.
Flare, Whistling (TL 5): A brightly coloured flare built to emit a piercing whistle when drifting back to the ground after it has been fired. This sound is not terribly pleasant but it can be heard for
2d6 miles in every direction and lasts for five minutes after being fired. Cr. 6.
The Reliant calls itself a ‘survival blade’ but it is at least halfway to being a sword meant for combat. This weapon is too big to be considered a knife as such, but is often carried by explorers for heavy-duty field work such as chopping through undergrowth, and for emergency self-defence. Hand protection is provided by a rather minimal half-cup. The blade is double edged, but halfway along the back edge it transitions into a saw blade; the front (Or
‘true’) edge is razor sharp for the length of the weapon.
The Reliant is sold with a very basic survival kit contained in the hollow handgrip, a compass on the end of the grip, and a belt/sheath arrangement that includes a whetstone and container of oil plus a few extra survival-related items such as a small collapsible water bottle, fishing line and hooks, and a couple of emergency field dressings.
The Reliant weighs 1kg and sells for Cr65. It has a heft of 1 and does 2d6 damage. It is a hacking weapon, used in a similar manner to a machete. Although it does have a point, this is rarely used in combat.
I can't find a small inflatable boat (Zodiac-alike).
Sorry for being late to the party everyone, just posted. Looking forward to the next episode. As for our situation now, maybe we can make a base camp to operate out of. Does anyone else have recon?
Edited: Rogueleader on 9th Sep, 2016 - 7:38am
Addendum (If I could edit this into the previous post I would):
One of the things Njall finds interesting aboard the 'Card is the new things he's learning. As well as piloting the ship he has done more work as an Engineer (And occasion to study the Sensor array) than ever before, working on problems with the wiring and turning his J-Drive experience to maintenance of the other drives and systems. The chance for a working EVA was a welcome opportunity too, refreshing old skills. Njall always liked working free in space.
I am giving Gaden Steward-0 based mostly on his interactions with passengers, the crew needs someone with the Steward skill to haul passengers, and because Gaden needs some sort of skill that fulfills a regular role on the ship outside of combat to help make his character a little more relevant as far as ship operations go.
Ajit’s sensor skill increases to Sensors-3 (Very thorough write up by the way)
Maiokus gains Comms-1 based on his use of the skill during the last adventure
Njall gains Engineer/Electronics-1... Working on those lovely sensors
Silver gains Broker-0; this represents his time spent “investing in various Galactic Markets and Trades” and because, like Gaden, he needs a skill that makes him a bit more viable in terms of operations (In this case being able to engage in speculative trading)
Shuth does need to assign the science skills to specializations. At the moment his character sheet just shows the points assigned to the general skill category; for example the skill 1 that he has for the physical sciences needs to be assigned to physics, chemistry, or electronics; the point in Life Sciences needs to be assigned to Biology, cybernetics, genetics, or psionicology; the point in the Social Sciences needs to be assigned to Archeology, economics, history, linguistics, philosophy, psychology, or sophontology.
I am going to give Shuth a point in Chemistry (So if you choose to put the physical sciences point that you already have into Chemistry, this will give you Chemistry-2; if you put the point somewhere else then you will have Chemistry-1) based mostly on his work with the serum for the disease the crew ran into on Ruie.
Thank you, I wasn't sure if you wanted it to be that in-depth or not, but when I commit, I commit. Sensors-3 means he is one of the foremost experts on Sensors, correct? Hmm, I guess that means he will be heading up using the sensors we buy to search for this ship. Guess we found our 'volunteer' to be dangled from the wildcard.