Alright--to keep things simple, then, I'll go with the majority vote of Engines and Comms. Updated Stats: [hider=Crew Stats] [b]Crew Quality:[/b] 0/3 [b]Comms:[/b] 3/4 [list][*]Long-range Scanner ([i]Provides a variety of EM spectrum and gravimetric readings, giving the crew advance warning up to a dozen light-minutes away[/i][/list] [b]Engines:[/b] 2/4 [list][*] Jump Drive ([i]A special engine that can activate Ur gates that connect systems and translate ships into hyperspace lanes[/i])[/list] [b]Hull:[/b] 0/2 [list][/list] [b]Weapons:[/b] 1/3 [list][*] Grappler Arm ([i]Officially for latching onto asteroids and netting cargo, it's an array of nets, grappling lines, and arms that can tie two vessels together for towing or boarding. Legal.[/i]) [/list] [u][b]Starting Upgrades[/b][/u] [b]Auxiliary[/b] [list][*] Brig ([i]Space jail. Not meant for long-term incarceration. Will prevent most attempts to escape.[/i])[/list] [b]Training[/b] [list][*] Prowess ([i]When training Prowess during downtime, earn an additional XP.[/i]) [/list] [/hider] Next we get into some actual roleplaying, albeit at a remove. The [b]Wreckers[/b]--a gang of scavengers who provoke battles between other factions and then swoop in to pick over the wreckage--helped you out with the parts and expertise for the upgrades to your engines and sensors, out of their spare parts stocks. In return, did you: [list][*] [b]Pay them off[/b]--it was purely a business transaction. [u]Lose 1 CRED[/u]. [*] [b]Owe them one[/b]--instead of exchanging money, you exchanged favors. [u]Gain +1 status[/u] with the Wreckers--but you'll owe them a one, and they'll call in that marker at some point. [*] [b]Stiff them[/b]--it's their fault they didn't take payment up front. [u]Lose -1 status[/u] with the Wreckers.[/list]