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Minor Storyline


Escape Velocity Nova Bounty Hunters Minor Story Transcribed

Intro to Bounty Hunters Guild

Offer
As you sit enjoying a well-earned drink, an athletic looking, lean faced man walks out of the crowd and sits down at your table.

"You are Captain <PN>?" he asks politely.

You cautiously nod in agreement.

"I'm Jack Folstam, Captain of the 'Hunter' and member of the Guild of Bounty Hunters," he continues quietly. "You have quite a reputation for combat, and I've been called in to see if you would like to make a little extra cash?"

Briefing
"Okay, here's the deal," Folstam continues. "The Guild is prepared to offer you membership, and a share of the reward if you can destroy an Auroran ship named the <SN> that has been nosing around this system and its surrounds. The military is not prepared to spend the enormous resources required to locate this single ship so they have posted a bounty and that's where we come in. We're a little thin on the ground right now so we're offering the job to you. Simply put, if you want to get your share of the bounty and become a member of the Bounty Hunters Guild, you have to go out, find the <SN> and destroy it. Then to collect your payment find the Guild offices on the Kane Band.

"The actual bounty from the Federation government is 20000 credits, but the Guild will take fifty percent in a one-off membership fee. If you succeed they will give you clearance to access all the bounties through the Mission BBS' every time you land."

Mission Log Entry
Locate and destroy the <SN> and then collect your bounty at the Guild offices on the Kane Band.
Completion
After going through your post-flight routine you head off to find the offices for the Guild of Bounty Hunters. After a bewildering half-hour you eventually find it in one of the many promenades that dot the Kane Band. The officious receptionist greets you, and after seeing your external camera shots of the action, pays you 10000 credits.

She explains to you that this is the only place where you can collect your bounties. She adds that you will only receive bounties if you have a clean record with the Federation. She goes on to explain that there are two Guild rules that must be obeyed. Firstly, the Guild takes ten percent of all bounties received and secondly, never attack another bounty hunter on pain of Guild retaliation.

25,000 Credit Fed Bounty (Auroran Prey)

Offer
Apparently an Auroran ship has been raiding in and around this system. The bounty for its destruction is 25000 Federation credits.
Briefing
In the last few weeks a rogue Auroran ship, the <SN>, has slipped past Federation border patrols and has been harassing ships in this and the surrounding systems. Track it down and destroy it before heading back to Sol to collect your bounty (less the ten percent Guild fee) from the Guild offices on <RST>.
Mission Log Entry
Locate and destroy the <SN> and then collect your bounty at the Guild offices on the Kane Band.
Completion
You go through your post-landing routine and then walk to the Guild offices to collect you payment. The receptionist gives you a warm smile and transfers 22500 credits into your account.

25,000 Credit Fed Bounty (Pirate Prey)

Offer
Apparently a Pirate ship has been raiding in and around this system. The bounty for its destruction is 25000 Federation credits.
Briefing
In the last few weeks the lone pirate vessel, called the <SN>, has managed to avoid the regular Federation patrols in this sector and has been harassing ships in this and the surrounding systems. Find it and destroy it before heading back to Sol to collect your bounty (less the ten percent Guild fee) from the Guild offices on <RST>.
Mission Log Entry
Locate and destroy the <SN> and then collect your bounty at the Guild offices on the Kane Band.
Completion
You go through your post-landing routine and then walk to the Guild offices to collect you payment. The receptionist gives you a warm smile and transfers 22500 credits into your account.

Auroran Negotiations

Offer
You are about to take a swig from your first drink when you recognize the easy grace and long stride of Jack Folstam weaving through the crowd. Without thinking you wave to the alk-obot for a second drink and nod a greeting to him.

"Well, Captain <PN>, you are a hard act to follow," he grins, "I have been trying to get in touch with you for some time now.

"As you know, the Guild only works in Federation space," Folstam continues, after a long pull on his drink "but the Guildmaster and his Day- and Night-masters want to open negotiations with the Aurorans to open another Chapter House. So the Guild would like you to take a little side trip for them down to the Auroran capital.

"Interested?"

Briefing
"All you have to do is pick up the negotiators on <DST> in the <DSY> system, travel to Aurora, drop them off, wait around for them to finish and then bring them back to Earth," Folstam raises his eyebrows. "Sounds fairly straight forward, but I can tell you that it won't be that easy.

"You can expect the Aurorans to test you all the way and probably all the way back," he warns seriously. "You see, they have a warrior culture, and they will judge us by our ability to fight and survive as much as they will on our actual proposals. From their point of view, if you can't survive, then what hope have you of working in their space?"

Folstam shifts in his chair, leaning a little closer, "A word about the negotiators," he grins wryly. "Treat them with respect, but be aware that they are desk-jockeys. They will not know the first thing about space-flight, and you had better watch that they don't panic and get in your way when the fighting starts.

"Good luck <PN>, you have your work cut out for you."

Mission Log Entry
Take the Guild negotiators from <DST> to <RST> to talk with the Aurorans about opening a Guild Chapter House there.
Loading Cargo
As you do a little maintenance on your ship, you notice three nervous looking men walk up to your ship.

"Um.. ah, excuse me?" one of them asks anxiously. "Is this the <PSN>, and are you Captain <PN>?"

You look skyward for a moment and then ask if they are the Guild negotiators.

"Ah, yes," replies their spokesperson, looking a little uncomfortable. "Um.. Captain, if it's all right, could you show us where to put our gear and give us an idea of what to expect? You see, ah... none of us have actually been into space and we really have no idea about, ah... what we should be doing."

You look skyward a second time before closing the access panel you were working on and giving them a quick tour of the ship followed by a rundown of the procedures you want them to follow in any emergency. Never before in your experience has it taken so long for a group of people to learn that when things start going wrong they should strap themselves in and shut up.

Completion
Upon landing you are more than happy to open the hatch so that your passengers can get to work. One glance outside and they turn back to you, terrified. You lean over to see ten savagely tattooed men holding various bladed weapons waiting not ten feet away. You realize that the Aurorans aren't finished testing you yet, so you step out drawing your blaster. One of them charges and you calmly step sideways, your arm in motion . You slam your forearm down onto the warriors neck. He collapses to the ground, poleaxed. The rest grin and another steps forward, lowering his weapons.

"I am Gurackh Dechtakar," he says simply. "Know that we have accepted your proposal and we have recognized your skill in travelling here. So we will destroy your criminal records so that you can operate here safely," he concludes respectfully. "Meet us in the bar and we shall talk more."

You stand, momentarily surprised, before nodding and turning back to your ship.

"Well, that was easy," comments one of your passengers.

You give him a long quiet look before shaking your head and heading off to have a few drinks.

Return from Aurora

Offer
You make your way to the bar where you are greeted by the sights and sounds of over one hundred revelling warriors.

Upon seeing you a there is a sudden hush, and you get a warning itch on the back of your neck. The silence drags on until one of the brutally tattooed warriors steps forward.

"I am Achmar," he intones proudly, "warrior of the Heraan House, currently serving my time in the armies of the Empire, and I am the brother of Druckmar who died proving your strength today. Druckmar was a brave man, and you must be skilled to be able to best him. He was my battle brother, but I bear you no ill will. He has simply gone to meet his death proudly"

He holds out his hand, and you shake it. You are amazed at the strength of his grip. The remaining warriors return to their drinks and as the mayhem resumes Achmar asks you.

"Tomorrow you will begin the long flight home and passing on the good news to the masters of your Guild, yes?"

Briefing
"Druckmar was not only my Battle brother, but my kinsman as well. You fought with great skill, and I know that I can nominate you to become a warrior." Achmar continues. "You look puzzled. It is an old tradition, but it is still legal. Druckmar knew the dangers of a warrior's life, and I know he was prepared, as we all are."

You carouse long into the night, sharing stories and drinks, and Achmar bestows an honor upon you that somehow remained clear in your mind.

"If you ever return, come to Heraan, and," he slurred magnanimously, "I will make sure that you are offered the test to become a warrior. If you survive, I will gladly call you my brother."


In the morning you wake up to see your three passengers hovering over you.

"We must get back to Earth," they start excitedly. "We must pass on the news so that the Guild can start on its new Chapter House!"

You wince, wondering why you had to have such irritating travelling companions, but you get up and begin readying your ship.

Mission Log Entry
Return to <RST> with your passengers to share the news of your successful mission with the Guild.
Completion
With a sigh you finally land in one of the Kane Band's countless docking bays, and you immediately begin your post-flight routine. When everything is finished you lead your passengers to the Guild offices to pass on the news.

As soon as you walk in your three passengers start telling stories about the voyage. You have to look skyward when you hear them say that it was their idea to get you to deal with the Auroran warriors. Noting your reaction, the receptionist comes over and takes you aside.

"Ignore them," she intones quietly, "they have no real standing in the Guild. I will make sure that the Day-Master is aware of your work and I am sure she will be pleased."

She continues in a louder voice, "Now, in payment for your efforts in this mission the Guild has decided to give you a bonus of 50000 credits ," she grins, "and the Guild will now make available some of the higher-paying and more difficult bounties. To collect, bring them here and ask for Corrin, and I can assure you I won't be far away."

50,000 Credit Fed Bounty (Pirate Prey)

Offer
Apparently a Pirate ship has been raiding in and around this system. The bounty for the capture of its Captain and crew is 50000 Federation credits.
Briefing
In the last few months the lone pirate vessel, known as the <SN>, has managed to avoid all attempts at capture by all local authorities and the Federation Navy. It has been continually harassing ships in this and the surrounding systems. Find it, disable it, capture its Captain and crew and bring them to Earth to be placed on trial for their crimes. While there you can collect your bounty (less the usual Guild fee) from the Guild offices on <RST>.
Mission Log Entry
Locate and disable the <SN> in order to capture its Captain and Crew so that they can be brought to trial.
Loading Cargo
After setting explosives on the hull of the disabled ship and watching the resulting explosion you dash in and take control of the flight deck of the ship amidst the smoke and flames.

Neither the Captain or the crew is in any condition to resist as they all look as if they have spent the last few minutes being pummelled by a polar bear. You stow them in your cargo hold under lock and key for the trip back to Sol.

Dropping Cargo
Seemingly before you land you are surrounded by members of the local military garrison, and they escort your prisoners away under strict security.

The leader of the contingent politely thanks you for your efforts in securing the criminals and tells you that you can collect your well-earned payment from the offices of your Guild.

Completion
After going through your post-landing routine you head off to the Guild office to collect your payment. You walk in and Corrin greets you with a warm smile.

"Another successful hunt I see," she congratulates. "Good work, the Day-Master will be pleased."

She demands you tell her everything that happened, and after hearing the entire story with only a few minor embellishments she looks impressed and transfers your payment of 45000 credits into your account.

50,000 Credit Fed Bounty (Auroran Prey)

Offer
Apparently an Auroran raider has slipped into the Federation undetected and has been seen around this system. The bounty for the capture of its Captain and crew is 50000 Federation credits.
Briefing
In the last few months A lone Auroran ship, called the <SN>, has managed to avoid all attempts at capture by all local authorities and the Federation Navy. It has been continually raiding the shipping lanes in this and the surrounding systems. The Federation wants to make an example of these men and they want you to find this ship, disable it, capture its Captain and crew and bring them to Earth to be placed on trial for their crimes. While there you can collect your bounty (less the usual Guild fee) from the Guild offices on <RST>.
Mission Log Entry
Locate and disable the <SN> in order to capture its Captain and Crew so that they can be brought to trial.
Loading Cargo
After setting explosives on the hull of the disabled ship and watching the resulting explosion you dash onto the flight deck of the <SN> amidst the smoke and flames.

Although neither the Captain or the crew is in any condition to resist after the firefight they have just endured they somehow manage to raise the effort to fight back. You spend the better part of the next hour subduing the valiant and skilful defense of the warriors of this vessel.

You stow the few survivors in your cargo hold under lock and key and immediately head off to find your first aid kit to take care of your own not insignificant injuries.

Dropping Cargo
Seemingly before you land you are surrounded by members of the local military garrison, and they escort your prisoners away under strict security.

The leader of the contingent politely thanks you for your efforts in securing the criminals and tells you that you can collect your well-earned payment from the offices of your Guild.

Completion
After going through your post-landing routine you head off to the Guild office to collect your payment. You walk in and Corrin greets you with a warm smile.

"Another successful hunt I see," she congratulates. "Good work, the Day-Master will be pleased."

She demands you tell her everything that happened, and after hearing the entire story with only a few minor embellishments she looks impressed and transfers your payment of 45000 credits into your account.

Bounty Hunter Link to Auroran Storyline

Continue as a Bounty Hunter Become an Auroran Warrior
Open Auroran Chapter House Heraan Warrior Initiation

Open Auroran Chapter House

Offer
You nearly choke on your drink when a hand claps you on the shoulder as you take a sip.

"There you are," smiles Jack Folstam, "I've been following you for ages trying to catch you."

He sits down opposite you and waves for a drink before continuing.

"The Day-Master wants you to go down to catch the first bounty that the Aurorans are offering to us," He grins. "It's obviously something of a test seeing as they have several outstanding matters that we know of that they could refer to us, but they are only offering us this one."

Your mind wanders as he pauses momentarily. You are beginning to be a little suspicious about the identity of this 'Day-Master'. You quickly shake off your reverie when you notice that he is eyeing you curiously.

"Are you interested?"

Briefing
"I never doubted you," he chuckles. "I don't actually know that much about the mission. Apparently the Aurorans have a small pirate problem with a particular sector of their space. It seems that two of the major Auroran Families are saying that it is the others job to deal with these outlaws."

Jack shrugs his shoulders.

"Apparently that is where you come in," he continues. "They want you to do something about it, exactly what, I'm not so sure.

"That's it, I'm afraid. To get any more information, you are going to have to get it from the new Chapter House on Aurora.

"And while you're at it you have to go and pick up Bindi," Folstam smiles. "She is going to be the new receptionist for the Auroran Chapter House and she needs a lift. Seeing that you have to go that way, the Day-Master would appreciate you giving her a ride. You can pick her up on <DST> in the <DSY> system."

Jack stands up and sticks out his hand.

"Good luck."

Mission Log Entry
Go to <RST> and take Bindi with you after picking her up from <DST> in the <DSY> system.
Loading Cargo
You walk off your ship wondering what Bindi looks like when you hear a discreet cough off to your left. You turn to see a slim young brunette smiling in your direction. She comes over and introduces herself as Bindi.

After you show her around your ship she begins telling you a little about herself. You learn that she has been involved with the Guild since her early teens when Folstam rescued her from starvation on the impoverished Brass in the Glimmer system. Since then she has worked as a low-level courier between Guild members, operated as a secure contact and spent a few years studying under Corrin in the Federation office.

Despite her youthful enthusiasm, you sense a deep intelligence behind her words, as if she is deliberately trying to draw you into conversation. To your surprise she succeeds, and while you go through your pre-flight checklist you find yourself telling her many of the things that you haven't told anyone for years.

You make a mental note to pay close attention to this young lady.

Dropping Cargo
Bindi fills your ears with pleasant banter as you pilot your craft down to the landing platforms of the arcology that houses the new Chapter House. You feel like you have known this pleasant young woman for years, not just a few weeks.

However, you still get that feeling that she is trying to find out as much about you as possible, almost as if she is trying to figure out how best to handle you. You realize that this bubbly young lady is a very effective operator, if only because she is capable of hiding her true abilities behind a screen of pleasantries and youthful exuberance.

You remind yourself for the thousandth time on this trip to watch yourself around her.

Completion
"Well, thanks for the lift," says Bindi gratefully as she exits your ship. "If you want to find out more about the bounty that the Aurorans have for you, it should be in the Mission BBS."

She shifts her weight, striking a seemingly girlish pose.

"Oh, well," she sighs, "I guess I'll see you when you come back this way to collect your pay." She looks down at her shoes, suddenly nervous.

"{G"Make sure you take care of yourself" "I've never met anyone like you"}," she says {G"shyly" "with a strange admiration in her eyes"}. "{G"It would be a shame if anything were to happen to you" "Maybe one day I will have my own ship and travel the universe like you"}."

In a sudden motion she leans over and gives you a {G"quick peck on the cheek" "admiring hug"} before giving you an embarrassed smile and hurriedly walking away.

You stand, a little stunned, and remind yourself once again to pay very careful attention to that girl. She suddenly got that much more dangerous{G"." " as you are somewhat unsure about how to deal with the hero-worship she so obviously has towards you. After standing there stunned for a few moments, you shake your head and head back onboard your ship."}

First Auroran Bounty

Offer
You walk into the bar, but you don't recognize anyone as being even vaguely like Kaniuhk from the photos that came with the bounty. That is until you look up to the second floor balcony and see a man who looks as though he has the right build to be your mark.

The man notices you looking in his direction and immediately bolts out of sight. You immediately sprint up the stairs after him only to be met by two muscular tattooed Auroran warriors bearing various types of bladed weapons barring your way. With no other option, you decide to take these men down. You pull out your blaster and blast their legs away. You leap over their groaning forms and continue your pursuit.

As you step onto the balcony you see a number of older Auroran warriors leaping to their feet, and baring a door through which you presume Kaniuhk has fled.

Briefing
You switch to rapid fire and blast away at the warriors, putting rounds down range and forcing them to put their heads down or have them taken off. As you get closer some of the warriors begin to shoot at you, but without a second thought you turn your field of fire to them and take them down. Blaster bolts fly past your head and graze your arm. You go to cover, slam home a fresh charge clip, and hammer away at your foes. Soon, you have a clear approach, but are pretty sure that your mark has escaped. Cursing, you break cover, and burst through the doorway.

No sooner have you leaped through than a storm of fire erupts all around you. You switch you selector back to single, power level to stun, and go to ground to start picking off the enemy. Once you take stock of the situation, you become aware that there are only a few targets in the room. Watching for their muzzle flash, you pick them off before fumbling for the light switch. You quickly cast about the inert warriors and find Kaniuhk. He is deep in blaster induced unconsciousness. Hurling him over your shoulder, you quickly make your escape.

After dodging some warriors who were obviously looking for you, and having to put a couple more into Kaniuhk to keep him under, you finally reach the safety of your ship. It seems like days since you left, but in actual truth it has only been a couple of hours.

As soon as you get on board you secure Kaniuhk, slapping some leg irons and para-drugs into him to make sure he wont disturb you. You strap in, and blast off, probably committing a number of port violations on the way.

Mission Log Entry
Go to the asteroid <RST> in the <RSY> system and capture Kaniuhk returning him to the Chapter House on Aurora to receive your payment.
Dropping Cargo
You land as close to the central stem of the arcology as you possibly can, calling for medical help for your prisoner as you recklessly plummet down through Aurora's atmosphere.

As soon as you touch down you throw your post-flight routine out the window and immediately get the severely injured Kaniuhk out to the waiting medical teams as quickly as possible.

After watching the men depart, you notice several Auroran warriors standing several meters away observing the proceedings. Before turning away they all give you a small nod, acknowledging your skill.

You nod in return, before heading inside and arguing over the com unit with the Dock Master as to how much the maintenance and repair of your craft is going to cost you.

Completion
After taking care of your ship you head off for what your insides tell you is the most {G"dangerous" "trying"} part of your mission - returning to face Bindi.

As soon as you set foot in the Guild Offices she almost pounces on you and asks question after question after question trying to find out everything that happened. Eventually you manage to tell her pretty much everything, {G"only to have her scold you for being careless about running through the rear door of the bar" "all the while her shining, adoring eyes drink it all in"}.

"You {G"could have been killed" "are the bravest woman in the whole universe"}!" she exclaims. "{G"We can't have good people like you taking stupid risks with their lives just for a little money" "Maybe one day I can get enough money together to get out of this office and own my own ship and travel the galaxy and do some of the things you have done"}."

At that you jump at the chance to change the subject and ask her when you can pick up your pay. She looks at you {G"askance" "admiringly"} and without saying a word hands over a credit chip.

You thank her profusely {G"only to have her admonish you to 'take more care next time'" "and make your getaway as quickly as you can"}.

25,000 Credit Empire Bounty (Pirate Prey)

Offer
Apparently a Pirate ship has been raiding in and around this system. The bounty for its destruction is 25000 credits.
Briefing
In the last few weeks the lone pirate vessel, called the <SN>, has managed to avoid the constant patrolling by Auroran warriors and has been harassing ships in this and the surrounding systems. Find it and destroy it before heading back to Aurora to collect your bounty (less the ten percent Guild fee) from the new Guild offices there.
Mission Log Entry
Locate and destroy the <SN> in and then collect your bounty at the Guild offices on Aurora.
Completion
You go through your post-landing routine before nervously walking to the Guild offices to collect you payment. Bindi flashes you a warm smile upon seeing you and spends slightly more than the next hour asking you about everything you have done since you last came by before reluctantly giving you your money and allowing you to leave.

{G"The ease at which she can make you comfortable in her presence bothers you, and you remind yourself as soon as you get out of the office to watch yourself around her" "The worship you see in her eyes every time you walk into the room is both embarrassing and disarming at the same time. Strangely enough for you, you have no idea how to deal with this sort of behavior, and every time you manage to get away from young Bindi you breathe a sigh of relief"}.

25,000 Credit Empire Bounty (Fed Prey)

Offer
Apparently a Federation Battleship has been raiding in and around this system. The bounty for its destruction is 25000 credits.
Briefing
In the last few weeks a lone Federation warship, called the <SN>, has managed to avoid the constant patrolling by Auroran warriors and has been wreaking destruction in this and the surrounding systems. Find it and destroy it before heading back to Aurora to collect your bounty (less the ten percent Guild fee) from the new Guild offices there.
Mission Log Entry
Locate and destroy the <SN> in and then collect your bounty at the Guild offices on Aurora.
Completion
You go through your post-landing routine before nervously walking to the Guild offices to collect you payment. Bindi flashes you a warm smile upon seeing you and spends slightly more than the next hour asking you about everything you have done since you last came by before reluctantly giving you your money and allowing you to leave.

{G"The ease at which she can make you comfortable in her presence bothers you, and you remind yourself as soon as you get out of the office to watch yourself around her" "The worship you see in her eyes every time you walk into the room is both embarrassing and disarming at the same time. Strangely enough for you, you have no idea how to deal with this sort of behavior, and every time you manage to get away from young Bindi you breathe a sigh of relief"}.

50,000 Credit Empire Bounty (Pirate Prey)

Offer
Apparently a Pirate ship has been raiding in and around this system. The bounty for the capture of its Captain and crew is 50000 credits.
Briefing
In the last few months the lone pirate vessel, known as the <SN>, has managed to avoid the countless patrols by Auroran warriors. It has been continually harassing ships in this and the surrounding systems. Find it, disable it, capture its Captain and crew and bring them to Aurora to be placed on trial for their crimes. While there you can collect your bounty (less the usual Guild fee) from the new Guild offices.
Mission Log Entry
Locate and disable the <SN> in order to capture its Captain and Crew so that they can be brought to trial.
Loading Cargo
After setting explosives on the hull of the disabled ship and watching the resulting explosion you dash in and take control of the flight deck of the ship amidst the smoke and flames.

Neither the Captain or the crew is in any condition to resist as they all look as if they have spent the last few minutes being pummelled by a polar bear. You stow them in your cargo hold under lock and key for the trip back to Aurora.

Dropping Cargo
Seemingly before you land you are surrounded by many of the colorful Auroran warriors garrisoned here, and they escort your prisoners away under strict security.

The commander of the Auroran squad salutes you in acknowledgment of the skill shown in securing the criminals before turning away and rejoining his men.

Completion
You go through your post-landing routine before nervously walking to the Guild offices to collect you payment. Bindi flashes you a warm smile upon seeing you and spends slightly more than the next hour asking you about everything you have done since you last came by before reluctantly giving you your money and allowing you to leave.

{G"The ease at which she can make you comfortable in her presence bothers you, and you remind yourself as soon as you get out of the office to watch yourself around her" "The worship you see in her eyes every time you walk into the room is both embarrassing and disarming at the same time. Strangely enough for you, you have no idea how to deal with this sort of behavior, and every time you manage to get away from young Bindi you breathe a sigh of relief"}.

50,000 Credit Empire Bounty (Fed Prey)

Offer
Apparently a Federation Battleship has been raiding in and around this system. The bounty for the capture of its Captain and crew is 50000 credits.
Briefing
In the last few months a lone Federation warship, known as the <SN>, has managed to avoid the countless patrols by Auroran warriors in this sector. It has been continually conducting raids on this and the surrounding systems. Find it, disable it, capture its Captain and crew and bring them to Aurora to be placed on trial for their crimes. While there you can collect your bounty (less the usual Guild fee) from the new Guild offices.
Mission Log Entry
Locate and disable the <SN> in order to capture its Captain and Crew so that they can be brought to trial.
Loading Cargo
After setting explosives on the hull of the disabled ship and watching the resulting explosion you dash in and take control of the flight deck of the ship amidst the smoke and flames.

Neither the Captain or the crew is in any condition to resist as they all look as if they have spent the last few minutes being pummelled by a polar bear. You stow them in your cargo hold under lock and key for the trip back to Aurora.

Dropping Cargo
Seemingly before you land you are surrounded by many of the colorful Auroran warriors garrisoned here, and they escort your prisoners away under strict security.

The commander of the Auroran squad nods to you in acknowledgment of the skill shown in capturing these Federation scum before turning away and rejoining his men.

Completion
You go through your post-landing routine before nervously walking to the Guild offices to collect you payment. Bindi flashes you a warm smile upon seeing you and spends slightly more than the next hour asking you about everything you have done since you last came by before reluctantly giving you your money and allowing you to leave.

{G"The ease at which she can make you comfortable in her presence bothers you, and you remind yourself as soon as you get out of the office to watch yourself around her" "The worship you see in her eyes every time you walk into the room is both embarrassing and disarming at the same time. Strangely enough for you, you have no idea how to deal with this sort of behavior, and every time you manage to get away from young Bindi you breathe a sigh of relief"}.

Meet the Polaris

Offer
You realize that your well earned rest is going to have to wait for another day as soon as you recognize Jack Folstam heading toward you.

"You really get around," he says as he sits down across from you. You shrug, saying that it is necessary in this line of work. "I seem to spend all my time looking for you."

You grin, waiting to here what new escapade the 'Day-Master' wants to pass along to you.

"The Guild wants to expand into Polaris Space," he continues smoothly, "and guess who comes highly recommended?" he finishes with a smile.

You snort, thinking that perhaps there should be some other space-jock to run the Day-masters errands.

Jack continues, "The Guild wants you to go on over there to find out a little more about the Polaris before we actually put together a formal proposal," he continues. "Think you're up to it?"

Briefing
"Well, the planet you're supposed to land on is called 'Kelarree'(?) and the system is something similar," he grinds out. "Hang on, I've got it written down here."

You wait while he reaches into a belt pouch before handing over a data crystal.

"All we want you to do is to meet with whoever is in charge over there and find out what they're like," he continues. "Shouldn't be too dangerous, but the Polaris do like to be left alone, so just keep an eye out. Remember, the Polaris have technology centuries ahead of ours, so think about running before fighting if things start getting out of hand. When you've finished all that, head back to <RST> to get a little cash reimbursement and a debrief."

He stands up, slugging down the rest of his drink .

"Good seeing you again <PN>, and good luck."

After finishing your drink you head back to your beloved <PSN> and read the data crystal he gave you, to see that the Day-Master wants you to go to <DST> in the <DSY> system. Looks like a long trip.

Mission Log Entry
Go to <DST> in the <DSY> system, meet the Polaris leaders and find out a little more about them before returning to <RST>.
Loading Cargo
You feel a little bit nervous as you complete your post-flight checks and cycle the hatch. You aren't very sure what to expect of the Polaris, but from what you have seen their technology makes your ship look like a dinosaur. You exit your ship to see an elderly brown-robed woman flanked by two gray-robed men who have a frightening aura of stillness about them.

"<PN>,thank you for making such a long and arduous journey ," she begins, "I am Bis Andreya, and I am here to inform you that we have no need of the services of your Guild."

She holds up a hand to forestall your protests.

"The crime rate amongst the Polaris is virtually nil," she explains, "and we are more than capable of defending our borders," she shrugs.

"That is why we met you here," she continues, "as we felt that there was no need to waste your time any further. You have made a long trip here for no return, and you have a long trip back. But before you go, please, feel free to wander around so that you can make a full report back to your superiors."

After she leaves, you wander around this technological heaven. You and your achievements shrink into insignificance next to it.

Dropping Cargo
As you pilot into the now-familiar docking bays, your mind wanders over the events of the past few weeks. In retrospect you can see why the Polaris were dismissive; they really don't need anything the Guild can offer. There seemed to be no poverty or crime amongst the Polaris, and if any of the readings coming from the Polaris ships were even vaguely accurate then you can see why nobody bothers them.

Going through your post-flight routine you mull over what to say in your debrief, as you doubt that the Guild hierarchy, whoever that is, will be overly happy with your report.

As you finish up you straighten your shoulders, look sky-ward for a second and stride off to tell the Guild what they don't want to hear.

You are surprised to see both Folstam and Corrin in the office when you enter. They both look up as you enter.

"So tell me about the Polaris," says Corrin cheerfully.

You look over at the more serious Folstam and shake your head. Corrin drops the smile and, in a business-like motion, locks the doors.

Completion
As she sits back down you quickly outline the events of your mission. You are met with a long silence when you finish.

"I take it you're starting to get a few ideas about my status in the Guild," Folstam begins quietly after the pause. You nod.

"Although I doubt that you have actually guessed the particulars," he indicates Corrin. "Corrin here is the Day-Master."

Your eyes widen slightly.

Corrin chuckles, "Well, the Day-Master's job is to take care of the day-to-day running of the Guild," she ruminates happily, "and I'm in the perfect position for that. The role of the Night-Master is to be ready to handle any extraordinary situations that arise."

You turn to Jack and he nods. "Yep," he agrees, "that's me. "I've been using you to help me deal with a great number of new situations as I've learned to trust you more and more," he continues. "Don't worry about this negative report, we can't win them all.

"Keep an eye out though, I have a few more things coming up soon that I'll need your help with."

Remember the 2nd Rule

Offer
You are about to order a drink when you see Jack Folstam heading your way. You switch from one finger to two, and the alk-obot spits out two beers.

"Thanks," says Jack, as he slides onto the vacant stool next to you. He sighs "I have been feeling a little parched the last couple of days; the atmosphere regulator in the Hunter has been playing up."

You nod to a vacant corner booth, and the two of you head over to have a little more privacy.

"The Guild has a problem," Jack begins seriously. "Do remember the second rule of being a Guild member?"

You reply that it was something about not attacking other members.

"Well it has come to my attention that someone, with a few friends, has been systematically violating that rule," he continues grimly, "and I need someone to go and do something about it. Are you available?"

Briefing
"It's actually something of a running problem," sighs Folstam. "You see, our Guild works along very similar lines to the 'Guild of Free Traders', read pirates, but we operate within the bounds of the law. They aren't so constrained and they make a lot more money. Therein lies the attraction.

"Once you becomes a competent bounty hunter," he explains, "you have all the skills necessary to become a very rich pirate. Every few years we lose someone, but, as far as I can tell, no senior members have gone over for about four decades. And nobody has ever gone so far as to deliberately target other Guild members.

"But that is exactly what Gareth Drisbon and his friends have been doing," Jack continues, slamming his fist on the table. "I want you to go to <DST> in the <DSY> system and pick him up. He'll probably have a few of his lackeys protecting him in orbit, but he'll be hiding on the surface.

"Once you've picked him up, take him to <RST> and we'll deal with him.

"Good luck."

Mission Log Entry
Go to <DST> in the <DSY> system, pick up Gareth Drisbon and bring him back to <RST>.
Loading Cargo
Almost before you land you launch yourself out of your seat and into this station. You know something of the rules by which this place operates and you know that what you are going to do breaks any number of them. If you are too slow you'll end up as yet another pirate casualty.

You sprint up to the palatial residence of Gareth Drisbon and shoot down the door, killing the door guards standing behind them with your blistering hail of fire.

You leap through the shattered remains of the door, laying down enough blaster fire to make most of Drisbons' hired thugs to keep their heads down. You reach into your 'suit and flip out a large stun grenade. You hurl it at your foes, and dive behind cover. A huge flash nearly blinds you, and a rolling concussion wave washes over you. You quickly leap up, and run past the inert forms of Drisbon's heavies. Dashing up stairs, you find Drisbon coming down the hallway, armed with a wicked looking scatter blaster. You dive, firing from a full stretch, your blaster set to stun. You feel the heat of a number of blaster shots passing over and under your body. Luckily, none of them punch through you, but it is a close shave. Your bolts punch into Drisbons' body, and he flies backwards, falling into a deep unconsciousness. You quickly grab him and head for your ship.

Outside you see that the pirate overlords of Harbor have already sent some of their minions down to investigate, and you are forced into a pitched gun battle just to reach your ship.

Once inside, you slam the engines up to full, and you make your getaway.

Dropping Cargo
As you pilot your way into one of the Kane Bands countless docking bays Gareth Drisbon continually hurls various forms of abuse at you. Eventually his tirades set your teeth on edge and you give a cold look over your shoulder.

"Remember the second rule," you state icily. He immediately subsides.

You open your hatch to see the waiting Jack Folstam who looks pleased to see you bring in the traitorous Drisbon.

"Well," he drawls in a sugary tone, "if it isn't my old friend Gareth."

He turns more serious.

"Forget some of the rules, did we?" he asks sarcastically. "Perhaps you should learn what happens to those who bite the hand that feeds them."

Folstam turns to you and thanks you for your extraordinary service before telling you to see Corrin in the main office to get a suitable reward. He turns back to Drisbon.

"Come on, you snake," he hisses angrily. "You and I have much to discuss."

With that he frog marches the prisoner off to some dark hidey-hole to exact the Guilds' revenge.

Completion
After taking care of your ship you head off to talk to Corrin about getting your reward for this nasty piece of Guild business.

She is actually dealing with another Guild member claiming a bounty when you walk in. As soon as she sees you she stops her banter with the man and pays him his money before coming over to you.

"You keep impressing," she says seriously. "We have had a few problems dealing with renegade bounty hunters over the last few years, and up until now Jack couldn't trust anybody else to take care of them. That's what he has been grooming you from the time you joined."

Corrin looks around and leans a little closer before whispering conspiratorially, "Actually, I suspect he might be thinking of retiring soon," she winks stepping back arching her eyebrows. "Guess who would be next in line?

"Keep checking the mission BBS's," Corrin continues, "and if anything like this comes up again I'll post it for you. In the mean time, here's 250000 credits for your efforts. Have fun!"

150,000 Renegade Bounty

Offer
It has come to the attention of the Guild that a member has been attacking other members in an effort to steal their records and so claim their bounties.
Briefing
Message for the eyes of <PN> only:

Folstam has heard about another renegade. He says that the person you are looking for has a base on <DST> in the <DSY> system and goes about in a ship named the '<SN>'. Find it, destroy it and check his base for stolen goods and return to <RST> to pick up your payment. Good luck.


Corrin.

Mission Log Entry
Find the renegade bounty hunter in the '<SN>', destroy him and head back to the Earth offices to receive your payment.
Loading Cargo
You find your targets hideout fairly easily and you quickly gather together pretty much everything you can carry to take it back to Guild offices in the Kane Band.
Completion
You are greeted by a grim smile from Corrin as you enter the office.

"Thanks for that," she says seriously. "That traitor has been bothering our people for months now."

You are a little surprised at the heat in the voice of the normally congenial Day-Master.

She chats with you for a while catching up on the gossip since you were last in before transferring the money into your account and sending you on your way.

Bounty Hunter Link to Rebel Storyline

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Nova Civilians
Civilians Civilian Ships: Cargo Drone (v) (i) 2k as escort only, Shuttle (v) (i) 10k, Heavy Shuttle (v) (i) 17.5k, Viper (v) (i) 80k, Asteroid Miner (i) 150k, Terrapin (v) (i) 150k, Lightning (WG) (v) (i) 250k, Thunderhead (v) (i) 300k, Valkyrie (v) (i) 350k, Star Liner (v) (i) 500k, Starbridge (v) (i) 600k (Modified (v) (i) 750k), IDA Frigate (v) (i) 750k, Pegasus (v) (i) 2M, Leviathan (v) (i) 12M
Civilian OutfitsCivilian WeaponsFederation Licenses
Side Missions Cunjo HuntEscort BandGLi-Tech (Missions) • Launch ProbeSigma Shipyards (Main MissionsRepeatable Missions) • Temmin ShardTerraformingTutorialUnited Shipping (Main MissionsRepeatable Missions)
Other Missions DerelictsDuelsRevengePunishmentBlow Stuff Up
Bounty Hunters Bounty Hunters Storyline (Minor StorylineHeraan LinkRebel Link)
Wild Geese Wild Geese Storyline (PreambleIntro MissionsPath 1Path 2Heraan LinkAssociation Link)
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