[The dull thumping of the aft autocannons echoes through the ship as they encourage the giant space eel to keep her distance. You feel the weight of acceleration press against you as the Coleridge begins a sustained 1.5G burn away from the Swan and onward toward velocity sufficient for a transition to warp.]
“Operation alpha complete. I know that we had to cut it a bit short back there, but it beats being digested by a space eel. Nobody wants that. Congratulations! We generally budget for crew attrition of 20% by this point, but y’all seem to have the magic touch even with the bickering and infighting.”
“Now that you’ve survived your first job, we have an old tradition among voiders: picking out a callsign. You don’t get to do it yourself, your fellow scavengers get to pick it out for you. That’s the tradition. Folks usually pick something related to a memorable event on that first gig, like ‘Pincushion’ or ‘Duckbutt’ or ‘Droidgrabber’. You get the drift. Talk amongst yourselves as I get us aligned for the next stop.”
“Kass? Fetch that crate of honeymead that we keep in back for special occasions. I think this calls for a bit of celebration. We take it where we can get it these days.”
SPECIAL: Scavenger Callsign - pick out a callsign for your fellow crewmembers, winner selected by popular vote from available choices via discussion, poll, or coin toss. Any scavenger that accepts their callsign as chosen by the rest of the crew receives GLO+1.
Idle fee: 50Ʉ
"Of all the rounds to sit out, I’m here to tell you this is the worst possible time."
Mission 1 - Specialization: Digger
"Diggers take pride in being able to move the heaviest gear, penetrate the impenetrable, and stop the unstoppable. You need to dismantle an asteroid? You get yourself a digger or two."
Cost: 50Ʉ
Requirements: POW 25
Effects:
- Some missions may only be available to this specialization
- POW+3 SEN+2 EVA+1 HP+10
Mission 2 - Specialization: Warden
"Wardens are the ones that go where no one else can go. Gamma ray bursts? Crazed attack droid? Horde of Xenomorphs? A warden holds the line so others can reach the salvage."
Cost: 50Ʉ
Requirements: DEF 25
Effects:
- Some missions may only be available to this specialization
- DEF+3 POW+2 SCI+1 MaxHP+10 HP+10
Mission 3 - Specialization: Recon
"Recon scavengers get on station in a flash, gather any available data points, and provide the analysis to the rest of the squad. Recon data is often essential to help a team avoid dangerous situations en route to salvage."
Cost: 50Ʉ
Requirements: EVA 25
Effects:
- Some missions may only be available to this specialization
- EVA+3 SCI+2 SEN+1 HP+10
Mission 4 - Specialization: Guardian
"Guardians monitor all EMF bands looking for anything that resembles a threat. Although guardians may not uncover the best salvage or hold their own in dangerous situations, they are essential in preserving salvage teams that get in over their heads."
Cost: 50Ʉ
Requirements: SEN 25
Effects:
- Some missions may only be available to this specialization
- SEN+3 EVA+2 DEF+1 HP+10
Mission 5 - Specialization: Scholar
"Scholars are essential when the salvage itself may be the biggest threat to the mission. With access to restricted databanks, scholars often mean the difference between bringing home a rare item and triggering a deadly trap."
Cost: 50Ʉ
Requirements: SCI 20
Effects:
- Some missions may only be available to this specialization
- SCI+3 EVA+3 SEN+3
Mission 6 - Specialization: Iconoclast
Cost: none
Requirements: None
Effects:
###Company Shop
"Items this round are intrinsic updates to your suits and cannot be traded. They will be mapped directly and permanently onto your exosuit. If you need a little extra boost qualify for a specialization, these improvements should get you there."
20Ʉ Power_Upgrade (POW+1)
20Ʉ Defense_Upgrade (DEF+1)
20Ʉ Evasion_Upgrade (EVA+1)
20Ʉ Sensor_Upgrade (SEN+1)
30Ʉ Science_Upgrade (SCI+1)