1922 Kurzu

Eris
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Eris
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Re: 1922 Kurzu

#21 Post by Eris »

The ship flies into high orbit around Kurzu. There is no Highport here, so the ship will have to land. You are given a slot and the ship flies down to the surface.

Library data on Kurzu is extensive:
World: Kurzu
Subsector: Argent
Sector: Quental Main
Coordinates: 1922 (K0302)
UWP: B966888-A-000

Starport: Good
Size: Large (13600-15200 km)
Atmosphere: Standard
Hydrographics: 60% water
Population: ~500 million
Govt: Civil Service Bureaucracy
Law Level: High
Technology: Early Stellar
Native Life: Sterile
Resource: Barren
Export: None
Planetoid Belts: 2
Gas Giants: 1

Allegiance: CSA
Bases: None
Trade Codes: Ri
Travel Zone: Green

Kurzu has a Good Starport with shipyards able of handling Spacecraft up to the Overhaul level, and provides *Refined* fuel.

The main world is roughly 15,500 kilometers in diameter, and is *a Large terrestrial*.

The atmosphere has a pressure of 0.98 atmospheres. The atmosphere is a standard oxygen/nitrogen mix, which is breathable
without assistance.

The surface is roughly 64 percent surface water, which qualifies it as a *Wet world* world.

Given Kurzu's physical attributes you would expect abundant life, however, when rediscovered that was not the case. Kurzu was sterile
with only a few ruins visible. The prevailing theory is that the planet was "cleaned off" during the Ancient Wars.

Active terraforming is in progress. Flora and fauna are being imported and planted on Kurzu with dangerous predator, invasive, or noxious species being excluded.

The main world has a general population of ~500 million local residents, which qualifies it as a *Moderate population* world. Almost the entire population lives in one of three megalopolises: Randi, Port City, and Digiri in order of population.

The local government is characterized as *Civil Service Bureaucracy*, with government by agencies employing individuals selected for their
expertise. Visitors may find the law highly restrictive as beyond the Starport's confines, all firearms are banned, except for government use and Bladed Weapons are tightly controlled.

Technology is described as Early Stellar (2120 AD). Kurzu has no native life, outstanding resources or products, but is considered a
*Rich *world.

Kurzu is home to several famous theme parks and entertainments. Hundreds of thousands of upper middle and upper class people visit
Kurzu every year. OOG: Think Disney World, West World and Dream Park combined, or as was suggested to me the Orlando of this sub-sector.

There are ruins from before the Ancient Wars and investigating these ruins is another of Kurzu's major enterprises.
You are quickly cleared by Port Authority and as you don't wish to sell your cargo here and have a full load already. You need only stay as long as it takes to refuel for the jump to Surt. However, seeing as Kurzu Port Authority requires that the ship pay the 2,000 weekly docking charge, you could stay for up to a week before leaving the planet.

OOC: You do need to see if you can put Paris into a Kurzu hospital for advanced care. Keeping her aboard (and hoping that John is going to return to the game) isn't doing any of you/us any good. <sigh>
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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joertexas
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Re: 1922 Kurzu

#22 Post by joertexas »

Brent settles the ship down onto its landing gear and reduces the grav lifters to zero. "We're down, " he announces. "I need to contact a medical team for Paris."
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursila, 486B97, Army, Major, 3 terms, 31
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

bruce.desertrat
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Re: 1922 Kurzu

#23 Post by bruce.desertrat »

Eris wrote: Sat Aug 21, 2021 6:24 pm
joertexas wrote: Mon Aug 09, 2021 3:37 am Brent monitors the ship as it follows the programmed approach instructions given by Kurzu space control.

Back in Engineering, Joxe wraps up her diagnostics and goes to find Hendrick. "Here's the telemetry data from the emergence. What do you think?"
Hendrick is up on the Bridge. When Joxe finds him there he is seated to the side of the controls going through Akus' journal. Adrian is taking calls from local brokers asking about the ship's next port of call, how much room you have to take on cargo, and about any cargo you have for sale. Brent and Sir Randal are at the helm and sensor stations flying the ship toward a large blue and white marble centered in the ship's forward view screen.

Handing the telemetry to Hendrick Joxe waits to see what he has to say about it....

OOC: The telemetry looks absolutely bog standard. It appears the anomalies only appear during entrance to jump space. You'll need to apply the fixes to the software and add the part that you've 3d printed to the jump drive before you jump out of Kurzu. That should tell you a lot more about how things are going.
Hendrik looks at it, and scowls slightly. "perfectly normal! I was hoping for some sort of indications of something weird. We're goign to have to fix the software and install that part before we jump out. I hate blondly applying a fix when I don't know what was wrong in the first place...so..." he holds up the telemetry record she just brought him, "...let's hope your secret locket fix is what we need!"

Still digging through old emails for info about Akus' diaries. We did a LOT of gabbing back and forth!
Pedro "Wong Way" Wong, 98BA77,
Navy, Starman, 3 Terms, 31,
Electronics-1, Engineering-1, Gravitics-1, Grav
Vehicle-1, Pilot-2, Steward-1, Vacc-1, ZeroG-2. Benefit:
Blade.

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ateno
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Re: 1922 Kurzu

#24 Post by ateno »

Adrian stands up from the console. "Well we have some freight, not matter where we go from here. I'd like to take some time double checking our fix on the grav plates and running tests on the whole system. Do we have enough time here?

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Re: 1922 Kurzu

#25 Post by bruce.desertrat »

ateno wrote: Mon Aug 23, 2021 12:03 pm Adrian stands up from the console. "Well we have some freight, not matter where we go from here. I'd like to take some time double checking our fix on the grav plates and running tests on the whole system. Do we have enough time here?
Hendrik says "We have to make the modifications to the J-Drive, and I want to be very careful about this; really don't want a repeat of the first jump. I say we stay here until we're finished; can we do it in orbit or do you want to do it groundside?"
Pedro "Wong Way" Wong, 98BA77,
Navy, Starman, 3 Terms, 31,
Electronics-1, Engineering-1, Gravitics-1, Grav
Vehicle-1, Pilot-2, Steward-1, Vacc-1, ZeroG-2. Benefit:
Blade.

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ateno
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Re: 1922 Kurzu

#26 Post by ateno »

"I only needs about 5 days for the grav system, I don't know about the engines. Adrian

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Re: 1922 Kurzu

#27 Post by bruce.desertrat »

Eris wrote: Sun Aug 22, 2021 7:38 pm The ship flies into high orbit around Kurzu. There is no Highport here, so the ship will have to land. You are given a slot and the ship flies down to the surface.

Library data on Kurzu is extensive:

There are ruins from before the Ancient Wars and investigating these ruins is another of Kurzu's major enterprises.
You are quickly cleared by Port Authority and as you don't wish to sell your cargo here and have a full load already. You need only stay as long as it takes to refuel for the jump to Surt. However, seeing as Kurzu Port Authority requires that the ship pay the 2,000 weekly docking charge, you could stay for up to a week before leaving the planet.

OOC: You do need to see if you can put Paris into a Kurzu hospital for advanced care. Keeping her aboard (and hoping that John is going to return to the game) isn't doing any of you/us any good. <sigh>
Oh crap, NOW I remember Kurzu..this is where we blew up the Ancients base by accident. :wink: Hendrik takes care to store his smuggled vacuum cleaner attachment carefully out of sight.
Pedro "Wong Way" Wong, 98BA77,
Navy, Starman, 3 Terms, 31,
Electronics-1, Engineering-1, Gravitics-1, Grav
Vehicle-1, Pilot-2, Steward-1, Vacc-1, ZeroG-2. Benefit:
Blade.

terrymixon
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Re: 1922 Kurzu

#28 Post by terrymixon »

bruce.desertrat wrote: Mon Aug 23, 2021 9:13 pm
Eris wrote: Sun Aug 22, 2021 7:38 pm The ship flies into high orbit around Kurzu. There is no Highport here, so the ship will have to land. You are given a slot and the ship flies down to the surface.

Library data on Kurzu is extensive:

There are ruins from before the Ancient Wars and investigating these ruins is another of Kurzu's major enterprises.
You are quickly cleared by Port Authority and as you don't wish to sell your cargo here and have a full load already. You need only stay as long as it takes to refuel for the jump to Surt. However, seeing as Kurzu Port Authority requires that the ship pay the 2,000 weekly docking charge, you could stay for up to a week before leaving the planet.

OOC: You do need to see if you can put Paris into a Kurzu hospital for advanced care. Keeping her aboard (and hoping that John is going to return to the game) isn't doing any of you/us any good. <sigh>
Oh crap, NOW I remember Kurzu..this is where we blew up the Ancients base by accident. :wink: Hendrik takes care to store his smuggled vacuum cleaner attachment carefully out of sight.
Lily is for staying the week. For some odd reason, she wants to go kayaking.

Just imagine what we can do if we really, REALLY try!
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 1,000 Cr, Auto Pistol, Explorer's Society (or TAS) membership.

Into the Marches: Emily Green, 566997, 34, LCDR Imperial Navy, 4 terms.
Foil-1, Engineering-2, Gunnery-1, JOAT-1, Mechanical-1, SMG-1, Ships Boat-1, Vacc Suit-1
16,000 cr, Travellers' Aid Society, MCG medal (good for free beers in many bars), Letter of Introduction

Silverband: Des Karst, 3rd Level Fighter, Two-Handed Axe, 6' 6", long red hair in a warrior's braid.

Akus Moby: Lily Stone, 897CB3, 42, Marine Gunnery Sergeant, 6 terms.
Skills: Gambling-6, Streetwise-4, Brawling-3, Combat Rifleman-3, Pistol-3, Battledress-1, Dagger-1, Grav Vehicle-1 (Air/Raft group), Survival-1
14,000 cr, 1 High Passage

Eris
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Re: 1922 Kurzu

#29 Post by Eris »

bruce.desertrat wrote: Mon Aug 23, 2021 9:13 pm
Eris wrote: Sun Aug 22, 2021 7:38 pm The ship flies into high orbit around Kurzu. There is no Highport here, so the ship will have to land. You are given a slot and the ship flies down to the surface.

Library data on Kurzu is extensive:

There are ruins from before the Ancient Wars and investigating these ruins is another of Kurzu's major enterprises.
You are quickly cleared by Port Authority and as you don't wish to sell your cargo here and have a full load already. You need only stay as long as it takes to refuel for the jump to Surt. However, seeing as Kurzu Port Authority requires that the ship pay the 2,000 weekly docking charge, you could stay for up to a week before leaving the planet.

OOC: You do need to see if you can put Paris into a Kurzu hospital for advanced care. Keeping her aboard (and hoping that John is going to return to the game) isn't doing any of you/us any good. <sigh>
Oh crap, NOW I remember Kurzu..this is where we blew up the Ancients base by accident. :wink: Hendrik takes care to store his smuggled vacuum cleaner attachment carefully out of sight.
OOC: You did get some money out of it, though. :)
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

Eris
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Re: 1922 Kurzu

#30 Post by Eris »

The ship slowly descends and hovers over the bay off shore from Kurzu's Starport. The Starport occupies the western rim of the bay while the main city on this world, Kurzu City, occupies the north and eastern part of the rim. To the south there are barrier islands made of glittering white sands. Straight north are docks for ships and you see several are occupied. To the west there are docks and pads for space and star ships.

You are directed to L12, a pad near the northern edge of the Starport. The ship glides over the water making ripples as the water is pushed down and away by your ship's grav drive, then moves over the tarmac surface and into the semi-circular berm that surrounds a portion of Pad L12. The landing legs extend and you gently settle Akus Moby down as dust blows up and around, quickly settling down. The engines get noticeably quieter and you have landed on Kurzu. Back in Engineering you'll be checking things and shutting down all systems.

Straight ahead of the ship is an opening in the berm leading along a road to the rows of warehouses where cargo can be stored and collected. Beyond the warehouses and to the left you see a tall control tower for the Starport. Looking down the row of pads and docks you can pick out several 3 to 5 thousand ton ships as well as a number of smaller ships more your size. You don't see much traffic on the tarmac, just a few vehicles and a few people walking from warehouses to ships and back.

Pad L12 is at the far right, the north most landing pad, so you can see the 20 foot high chainlink fence topped with coils of tangle wire that marks the end of the Starport on this side. There are more warehouses over there to service the sea traffic for Kurzu City. That area is more busy with ground vehicles moving freight as well as people trundle up and down the streets around the docks.

A small wheeled utility vehicle (looks like a jeep) is coming up the tarmac toward Akus Moby. You can see a pair of figures in the jeep as it pulls to a stop near where the gangway to your hatch will be extended. Clearly this is an official from Kurzu Port Authority and probably the Port Doctor coming to welcome you, collect docking fees and do some inspections.

Behind it is another vehicle, a truck, coming your way with several people aboard wearing coveralls. This is the crew that will hook you up to shore utilities once you've paid the docking fees.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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joertexas
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Re: 1922 Kurzu

#31 Post by joertexas »

Eris wrote: Thu Sep 02, 2021 10:11 pm A small wheeled utility vehicle (looks like a jeep) is coming up the tarmac toward Akus Moby. You can see a pair of figures in the jeep as it pulls to a stop near where the gangway to your hatch will be extended. Clearly this is an official from Kurzu Port Authority and probably the Port Doctor coming to welcome you, collect docking fees and do some inspections.

Behind it is another vehicle, a truck, coming your way with several people aboard wearing coveralls. This is the crew that will hook you up to shore utilities once you've paid the docking fees.

"The port inspectors are here," Brent says over the general comm. "We may want to put up the research materials for the jump drive." He rises and heads aft to the stairwell, where he lowers the gangway to the tarmac.
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursila, 486B97, Army, Major, 3 terms, 31
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

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Re: 1922 Kurzu

#32 Post by joertexas »

Eris wrote: Thu Sep 02, 2021 10:11 pmA small wheeled utility vehicle (looks like a jeep) is coming up the tarmac toward Akus Moby. You can see a pair of figures in the jeep as it pulls to a stop near where the gangway to your hatch will be extended. Clearly this is an official from Kurzu Port Authority and probably the Port Doctor coming to welcome you, collect docking fees and do some inspections.

Behind it is another vehicle, a truck, coming your way with several people aboard wearing coveralls. This is the crew that will hook you up to shore utilities once you've paid the docking fees.
Joxe double checks that the jump drive's disguise is in place, and that none of the research materials are in sight. She brings up the ship's documentation to have on hand.
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursila, 486B97, Army, Major, 3 terms, 31
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

Eris
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Re: 1922 Kurzu

#33 Post by Eris »

joertexas wrote: Thu Sep 02, 2021 11:34 pm
Eris wrote: Thu Sep 02, 2021 10:11 pmA small wheeled utility vehicle (looks like a jeep) is coming up the tarmac toward Akus Moby. You can see a pair of figures in the jeep as it pulls to a stop near where the gangway to your hatch will be extended. Clearly this is an official from Kurzu Port Authority and probably the Port Doctor coming to welcome you, collect docking fees and do some inspections.

Behind it is another vehicle, a truck, coming your way with several people aboard wearing coveralls. This is the crew that will hook you up to shore utilities once you've paid the docking fees.
"The port inspectors are here," Brent says over the general comm. "We may want to put up the research materials for the jump drive." He rises and heads aft to the stairwell, where he lowers the gangway to the tarmac.

Joxe double checks that the jump drive's disguise is in place, and that none of the research materials are in sight. She brings up the ship's documentation to have on hand.
Hendrick makes sure all the calculations on the Jump Drive and its software are hidden, and then goes to the airlock where he meets Brent.

OOC: Anyone else going to meet the Port Inspector as they board?

Heads up to Bob, Tamaka needs to talk to the Port Medical Officer and get him/her to help transfering Paris to a local hospital where she can get more/better treatment for her head injury.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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ateno
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Re: 1922 Kurzu

#34 Post by ateno »

Adrain will meet the inspector. Let him know of our medical problem and get their assistance in getting a med ambulette here for treatment.

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Magdalena
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Re: 1922 Kurzu

#35 Post by Magdalena »

Magda watches the descent as she always does from the front windows, she likes going planet side, it feels good, right. Even if sometimes the people are wrong. Once they're on the ground she heads back into the medical bay and puts a hand on Paris' lowberth, "I is sorry you are not waking up Paris." She says quietly, "I rather am liking you, you is rare good person in a universe full of bad ones. I am going to be missing you." She takes a deep breath and wipes her eyes, "I hopes you get better and I hopes I can see you again."

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bobk2323
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Re: 1922 Kurzu

#36 Post by bobk2323 »

Eris wrote: Mon Sep 06, 2021 8:28 pm
joertexas wrote: Thu Sep 02, 2021 11:34 pm
Eris wrote: Thu Sep 02, 2021 10:11 pm OOC: Anyone else going to meet the Port Inspector as they board?

Heads up to Bob, Tamaka needs to talk to the Port Medical Officer and get him/her to help transfering Paris to a local hospital where she can get more/better treatment for her head injury.
Depending on the specific protocol necessary for this sort of thing, Tamaki will either try to contact the Port Medical Officer directly via the ship's comm or bring it up to the Port Inspector as soon as he boards. Given that, and given that she feels it's appropriate for a ship's officer to do so, Tamaki will also go to meet the Port Inspector as he arrives.

--
Bob K.
--
Bob K.

Eris
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Re: 1922 Kurzu

#37 Post by Eris »

bobk2323 wrote: Wed Sep 22, 2021 5:04 am
Eris wrote: Mon Sep 06, 2021 8:28 pm
joertexas wrote: Thu Sep 02, 2021 11:34 pm
Depending on the specific protocol necessary for this sort of thing, Tamaki will either try to contact the Port Medical Officer directly via the ship's comm or bring it up to the Port Inspector as soon as he boards. Given that, and given that she feels it's appropriate for a ship's officer to do so, Tamaki will also go to meet the Port Inspector as he arrives.
The Port Inspector offers his sympathies on Paris' injuries and recommends Saint Olaf's Hospital for her care. In only a short time, an ambulance arrives and Paris is removed to the hospital where the doctors seeing her say that she is stable, but in a coma. She may recover or remain in the coma for years. They don't know.

OOC: John doesn't appear to be rejoining us, so Paris will remain here...:(
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Re: 1922 Kurzu

#38 Post by Eris »

Magdalena wrote: Thu Sep 09, 2021 1:58 pm Magda watches the descent as she always does from the front windows, she likes going planet side, it feels good, right. Even if sometimes the people are wrong. Once they're on the ground she heads back into the medical bay and puts a hand on Paris' lowberth, "I is sorry you are not waking up Paris." She says quietly, "I rather am liking you, you is rare good person in a universe full of bad ones. I am going to be missing you." She takes a deep breath and wipes her eyes, "I hopes you get better and I hopes I can see you again."
Although, there is no reply, Magda feels like Paris heard her and she is also there when the ambulance takes Paris away from the ship to the hospital here on Kurzu.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

Eris
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Re: 1922 Kurzu

#39 Post by Eris »

The inspection by the Port Inspector is short and casual. He doesn't blink at the engine room as he sticks his head in and back out. The only thing he talks to the crew about is after he glances over the ship's manifest.

"Remember, if you sell those Grav items, the belts and small craft here they will be subject to a 20% tariff." he says, "They were manufactured outside the CSA and are on the Import Tariff List. They will be subject to this tariff if you sell them anywhere inside the CSA. Now, I know there might be some shady brokers you could run into that will turn a blind eye to this, but it is a serious offense and can result in fines, confiscation and jail time, so don't risk it."

Having collected 2,500 cr for the landing and a secure berth for a week, the Inspector gives a handshake and a final "Welcome to Kurzu!" and leaves the ship.

You have up to a week here on Kurzu. You can refuel, resupply, and be gone in 2 days if you wish. However, you could stick around for a little R&R if you wished as well. So, what do you do now?
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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joertexas
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Re: 1922 Kurzu

#40 Post by joertexas »

Eris wrote: Fri Oct 01, 2021 7:15 pm The inspection by the Port Inspector is short and casual. He doesn't blink at the engine room as he sticks his head in and back out. The only thing he talks to the crew about is after he glances over the ship's manifest.

"Remember, if you sell those Grav items, the belts and small craft here they will be subject to a 20% tariff." he says, "They were manufactured outside the CSA and are on the Import Tariff List. They will be subject to this tariff if you sell them anywhere inside the CSA. Now, I know there might be some shady brokers you could run into that will turn a blind eye to this, but it is a serious offense and can result in fines, confiscation and jail time, so don't risk it."

Having collected 2,500 cr for the landing and a secure berth for a week, the Inspector gives a handshake and a final "Welcome to Kurzu!" and leaves the ship.

You have up to a week here on Kurzu. You can refuel, resupply, and be gone in 2 days if you wish. However, you could stick around for a little R&R if you wished as well. So, what do you do now?
Brent turns to the assembled crew. "I think we should be on our way as soon as possible."
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursila, 486B97, Army, Major, 3 terms, 31
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

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