Dead Belt
Dead Belt
Dead Belt
www.acoupleofdrakes.com
On Twitter: @DrakeandDice • @NaviMusing
DEAD BELT
This game is based on the Carta SRD
(https://peachgardengames.itch.io/carta-srd)
Copyright © 2021 A Couple of Drakes
All rights reserved.
Happy gaming!
Break Break
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You're Alone Out Here
But that’s the way we like it. Out here in the Dead Belt,
surrounded by the carcasses of space-faring history ripe for
plunder and picking, another heartbeat means enough time
for someone else to give your justly prised and prized salvage
the old hairy eyeball. That means trouble, and there’s enough
of that out here as is.
But that isn’t you. If you can only rely on your gear, your
smarts, and your grit, you’re going to make a stack of cred out
here among these hulks. Or you’re going to die trying.
But you aren’t here for the hard work and low wages, are
you? No, you came out to the Dead Belt for the salvage.
When ships get too old, too dangerous to be of use anymore,
they get dragged out here and left at the tide-line. The super-
massive black hole, SAG-A, pulls the old wrecks inexorably
into its maw to be crunched down into singularities...so that
the powers that be don’t have to worry about them anymore.
That’s sort of how they feel about the most of us, I expect.
Out here on the edge, living by our wits and trying our
best to scrape by. It’d be more convenient if SAG-A pulled us
in, too.
What you see is what you get, and what you get is a good
old-fashioned frontier lifestyle, Belter. There’s folk trying to
make a life out in the wilderness, boomtowns in the form
of habitat stations, plenty of villains picking at the seams of
civilization, and a few hard-nosed prospectors who come
out to the Belt to find their fortune; mining for gold in the
bones of Concordat technological prosperity. That’s where
you come in.
How to Play
Dead Belt is an oracle-powered solo strategy RPG. It’s about
skillful and desperate scavengers picking over the remains
of junked starships in hopes of a juicy payday.
This section will discuss the function of your primary stats, and
provide a broad stroke look at other key mechanics that will be
explained in detail later in the book. Most often, while playing
this game you’ll be asked to roll a d6 and review the outcome.
LOAD - How much stuff you can fit in your carryall in a single trip.
GLOW - You’ve also got an OmniFlash. Its beam will be enough
to see by, but if you really want to banish the dark between the
stars, it can dump its entire battery pack in a focused beam.
Doesn’t last long, but it’s enough to get a sense of what’s
ahead of you before it becomes a problem. Battery packs are
expensive, but that’s only because they’re worth it. You
always start with 1 Glow (unless you’re a Void Rat).
CRED - Cold hard digital cash. When you sell off the Cargo
you scavenged on trips out to the Belt, Cred is what you
get paid in. Use it to pay Upkeep, pay down Debt, make
Investments, or purchase Upgrades.
Load, Cargo, and Cred are all a happy family. One Load
is converted to one Cargo once it’s back in the Cargo Bay
of your ship. Each Cargo you sell off is worth one Cred.
DEBT - How deep you’re in with the Bank. Everyone starts off
with Debt based on which Belter they decide to play, and
which ship they decide to finance at the start. Debt can go
down by paying it off, or it can go up by taking credit when
the Bank makes the Extend Credit Move, or when they make
the Compound Interest Move. 1 Debt has the same value as
10 Cred.
INVESTMENTS - For half the cost of paying off 1 Debt you can
take out 1 Investment instead. Every Investment you make
pays dividends and lowers the Upkeep cost of your ship by 1.
BIRDS - A pet name for the dead ships floating out in the Belt.
There are a total of nine different ship types to scavenge
out here. The Deck Plans for you to build them using your
playing cards are available under the Birds section.
THE AIRLOCK - This is the part of your boat that you send smash-
ing through one of the dead ship’s Modules to dock and
begin your work. It is represented by the Red Joker Card.
THE PAYDAY - Aside from bit parts and treasures you can
scavenge along the way, every ship has a Payday on it, some-
where. It will be represented by the Black Joker Card. Your
goal is to get that Payday for the big Cred.
This is always risky, and some Belters are just better at it than
others. Proceed with caution.
BANK MOVE - In-between each trip out to the Belt, the Bank
makes a Bank Move roll. Depending on the outcome,
nothing changes, they Extend Credit at a rate of 9 Cred for 1
Debt, or they Compound Interest and your Debt increases
by 1.
In Dead Belt, the cards from a standard playing deck are used
to build the ships you’ll scavenge, with each card represent-
ing a different Module to navigate, with its own prompt.
They’re also used to fuel the Threat, Push, and Spacewalk
oracles. The Black Joker will always represent your Payday,
shuffled into the Bird’s Deck Plan cards before they’re laid
out, and the Red Joker will always represent your Airlock.
Belter Creation
Choose Your Belter
SPECIAL FEATURES
Brute Force & Ignorance - If brute force and ignorance doesn’t
fix it, use more. Fire in the hole! Spend Gear when you would
fail an Obstacle Roll, you may choose to succeed instead.
Do More With Less - You did more and more with less and
less. Now you can do anything with almost nothing at all.
When you find a Gear Supply, you roll 2d and take the better
result to acquire it.
DEBT
Starting Debt: 1
Debt Move: Cut Off - When you have 9 Debt, you lose the
benefit of your Brute Force and Ignorance ability.
Aspiration: Buy the Farm - One day you’re going to get the peace
you were promised. There’s a little spot on a frontier world that
you’ve had your eye on for a while now. The sun hits that ridge
right around coffee time and the hills sing. You’ve got a picture
of the view from where you’ll build the farmhouse taped above
your rack back on the ship. Just have to scrape the creds together.
The Cowboy
Out here on the raggedy edge, not everyone’s a hardscrabble
scavenger doing it because the world didn’t leave them any
option. Some folks are like you: doing it for the glory, the
prestige, and the red-hot adrenalin thrill that only comes
of laughing at the empty wheeling of the stars. You’ve got a
wild soul, friend.
SPECIAL FEATURES
Lucky Break - She keens before she keels, hear? When the
ship comes apart, you may roll 2d and select which of the two
possible Bird Break-Points split.
DEBT
Starting Debt: 2
Debt Move: High Risk, High Reward - When you have 9
Debt, you must check every Module of the ships you scav-
enge before you can leave.
SPECIAL FEATURES
Vent Rat - Bigger belters miss all the best shortcuts and
getaways. When you scurry through the vents and access
corridors on these old birds, roll a d6. You appear in the
corresponding Threat start area. You may use this move when
a Threat is generated, even if it is generated in your Module.
DEBT
Starting Debt: 2
Debt Move: Back to Basics - When you have 9 Debt, you
must sell back all of your ship Upgrades at half of their value
in order to reduce your Debt.
Aspiration: Get Out of Here - It’s not an evil dream. You just
want to pile enough together to buy a ticket out of the Belt and
have enough left over to set yourself up right for the rest of your
life. Belting is a decent enough trade, but retirement isn’t an age
most people see, if we’re being honest. You’re not going to be
like the rest of these broken-down vultures. You’re getting out.
The Scoundrel
You’ve got a reputation, Scoundrel, and depending on who’s
telling the tale it may be an unlovely one. You’ve spent your
life dodging one kind of trouble or another, though you
can’t charm a locked bulkhead with a silver tongue and a
wink. You’ve still got to turn a cred at the end of the day, and
whatever’s just behind you won’t be behind you for long.
Stay sharp, and you can stay a step ahead.
SPECIAL FEATURES
Just Get It to Limping - You know what corners can get cut
and keep flying. When you pay Upkeep, roll. On a 1-3, you
pay Upkeep as normal. On a 4/5, you pay 1 less Upkeep. On
a 6, you pay 2 less Upkeep.
DEBT
Starting Debt: 3
Debt Move: Some Guys Are Coming - When you have 9 Debt,
all ships begin with a Threat in play. These are Debt Collection
Engineers. They function identically to Merciless Pirates (Threat).
SPECIAL FEATURES
I Can Fix This (Give me a second…) - Spend Gear when you
would fail a Bad News roll, you can choose to succeed instead.
DEBT
Starting Debt: 3
Debt Move: Mostly Duct Tape and Prayer - When you have
9 Debt, you lose the benefit of your Cannibalize move.
Your Ship
The Jackdaw
The JK-43W is a clever little scrapper with improved cargo
space and module-mounts to fit a 5-slot Spares Bank. Often
thought of as the choice of the discerning Belter who’s come
into a little bit of prosperity, the W’s zip around the Belt
often enough that “thick as Jackdaws” has become a common
idiom out here for general hurly-burly.
Cargo Bay Size: 20 Cargo
Cost: 3 Debt
Trade-in Value: 20 Cred
The Albatross
When you’ve got to get it all in one trip, the AL-47S is your
bird. With a cavernous hold and expansion modules aplenty
to mount the largest collection of necessities that a Belter could
ever need, the Albatross is a spendy luxury for scraphounds
who really mean business. It fits a 7-slot Spares Bank.
Cargo Bay Size: 30 Cargo
Cost: 5 Debt
Trade-in Value: 35 Cred
Mechanics
The Bank
You’re in Debt, Belter. That’s just the nature of the job. You
think that ship paid for itself? Think that suit was a gift? Think
that air in your tank is free? Transit out here to the nether-end
of all creation isn’t cheap and getting set up to strike it rich
requires an outlay of capital that makes the cred-jockeys at
your nearest Credit Outreach Station salivate. They’re happy
to lend you all the rope you need, Belter...but one way or the
other, they’re going to recoup their investment.
Debt is not Cred. That’d be too clean and easy. Debt points
may be bought off for 10 Cred apiece.
1-3 DEBT
1: Compound Interest
2-4: No Change
5-6: Extend Credit
4-6 DEBT
1: Compound Interest
2-5: No Change
6: Extend Credit
7-9 DEBT
1-2: Compound Interest
3-5: No Change
6: Extend Credit
The Payday
This is what you’re out here for, Belter. All the salvage you
find is a nice bonus, but there are certain pieces that are
troublesome, dangerous, or otherwise just left to go down
with the ship. You’re not going to let that happen. They’re
too valuable for that.
The size of your Payday scales with the Tier of the Bird you’re
picking over.
There’s going to come a time where your hands are full and
the Gas isn’t yet low enough to give you cause for concern.
Let me tell you, Belter, there’s probably some more booty on
that old bird to make a profit on.
When you have a Load and you return to the Airlock, roll a d6.
When you are in the Airlock, you may take Supply from
your ship’s Spares Bank if you have one without making the
Airlock move. It just works. Good thing, too...
Spacewalk
Look, Belter, I’m going to level with you about a peril of the
job. Maybe the ship’s falling apart. Maybe you drifted out
through a mouse hole. Maybe there’s something after you.
At some point, you’re going to take a walk through space.
You can Spacewalk between any two Modules separated by
a gap. This gap may be part of the ship’s original design or
caused by the ship breaking apart. You check Gas as usual
when you arrive in the next Module.
1324
If you draw a Red Card (or 2), you can bridge the gap, but it’s
going to cost you something. Use a Resource (Grit, Gear, or
check Gas), and consider how you use it to get across.
If you draw a Red Card (or 2), you can bridge the gap, but it’s
going to cost you something. Use a Resource (Grit, Gear, or
check Gas), and consider how you use it to get across.
When you enter the Dead Belt to find a likely Bird for salvaging:
• When you generate your Bird, shuffle your deck and draw
the number of Cards required for the ship’s Deck Plan then
add the Payday (Black Joker Card). Shuffle this smaller deck
and lay out the cards face down in the pictured arrangement.
Tier 1: 10 Cards + Joker
Tier 2: 14 Cards + Joker
Tier 3: 17 Cards + Joker
• When you find the Payday card, roll the Payday Move.
Shipbreaker
Some of these Birds have been floating out here, falling into
disrepair for decades. Stress fractures can turn into a total
hull split quicker than you can spit. When prompted to make
a Shipbreaker Move, roll your d6 and consult your Bird’s
Deck Plan to see which parts go tumbling off into space.
Deck Plan Overview
Civilian Station Hopper TIER 1 : 10 Cards + Joker
Designation: Civilian Class - TRC-17R “Tracer”
The Terran Civilian R-series is a cheap, reliable vessel for
getting between the stations that make up the core of
Concordat territory. There are so many of these birds in the
Dead Belt that if we’re ever absorbed by the wigs back core-
ward, they’ll probably put one on our flag.
Light Cargo Freighter TIER 1 : 10 Cards + Joker
Designation: Merchant Class - CM-23L “Camel”
Civilian Mercantile’s L-series is basically a drive frame
strapped to a central spine. The cargo units are modular, held
in place with magnetic clamps. Those get finicky as they get
older, so keep an eye on that.
Light Militia Patrol Craft TIER 1 : 10 Cards + Joker
Designation: Military Class - SC/R-P10 “Scorpion”
The “Scorp” is a scout and reconnaissance vessel often
repurposed for general patrol and peacekeeping endeavors.
Eventually their last patrol takes them out this way. These
birds have seen some things, so step with care.
Civilian Transport Vessel TIER 2 : 14 Cards + Joker
Designation: Civilian Class - TRC-12K “Tracker”
The Terran Civilian K-series boasts an improved drive-sys-
tem and a few creature comforts to support longer voyages
through the void. Problem with them is largely a matter of
cost of repairing that improved drive system. Easier for them
to end up here.
Medium Freightliner TIER 2 : 14 Cards + Joker
Designation: Merchant Class - CM-42D “Commodore”
The Commodore is everything that made the Camel famous,
but with a larger bay and an efficient layout to ensure that
the voyage can be completed safely with minimal crew. That
doesn’t mean that it’s easy for you to make your way through
them safely, Belter. Watch your pinch points.
Fast Attack Corvette TIER 2 : 14 Cards + Joker
Designation: Military Class - FA/R-31T “Ferret”
Don’t listen to what the Concordat rocket-jocks call it. The
Ferret is an overgrown space-superiority fighter which was
once the very bleeding edge of military technology. There
are a good few that got sufficiently chewed up in the course
of the Consolidation War that they got dragged out here.
CIVILIAN SECTOR LINER TIER 3 : 17 Cards + Joker
Designation: Civilian Class - TRC-135S “Traceless”
Sleek and sexy, the S-class of Terran Civilian’s astronauti-
cal offerings is luxuriously appointed and packs all of the
comforts of home, even in the depths of space. That big
open Deck Plan looks like a treat, but let me tell you, it’s just
a different kind of problem.
Heavy Freight Hauler TIER 3 : 17 Cards + Joker
Designation: Merchant Class - DM-D41R “Dromedary”
The Deepspace Mercantile R-type is a venerable dinosaur
that built the Concordat, one cavernous bay-full at a time.
It’s like the Camel, but it’s got a couple extra humps. The
cargo-clamps have gotten bigger, but not better.
Concordat Destroyer TIER 3 : 17 Cards + Joker
Designation: Military Class - D/R-13G “Dirge”
They used to call this bird “War in a Can” but the Concordat
PR firm couldn’t let that fly. The Dirge isn’t much better,
really, but it at least is a more sonorous appellation for a
flying artillery battery that could support an armored lance
and a regiment of Concordat marines for weeks at a time.
Push
When you uncover a Red Card, either Salvage (4Diamond)
or Supply (2Heart), you may elect to Push the card. When
you Push a card, you take a risk, linger, or otherwise push
your luck for benefit.
• When the card you uncovered is Salvage, you hope to
eke out a little extra profit.
• When the card you uncovered is Supply, you are trying
to get the maximum available Supply from the room.
d6 Threat
1 The Alien
2 Rival Scavengers
3 Rogue AI
4 Murderous Ghosts
5 Merciless Pirates
6 Nanite Swarm
When the Alien shares a Module with you, roll your d6.
6: You dodge its ambush, knock some stuff over, and
manage to get away.
4/5: You get clear, but it’s right on your heels. It’ll follow
you into the next module, and you’ll roll again.
1-3: You aren’t getting clear of this one. Sorry you got et.
When the Rogue AI shares a Module with you, roll your d6.
6: It taunts you, calls you “a pathetic creature of meat
and bone.” But it doesn’t do much else yet.
4/5: It keeps a cold, mechanical eye on you as you strug-
gle on. For all Barrier and Bad News cards, roll 2d and
take the lower roll.
1-3: It resets all Barrier and Bad News cards on the ship.
Turn any exposed Obastacles face doen once more. If
you cross them again, navigate the prompt again.
When the Merciless Pirates share a Module with you, roll for
d6.
6: They haven’t spotted you yet. Move on and be quick.
4/5: They kindly ask over leveled weapons that you wire
over any Cred you may have accumulated. Empty your
personal account.
1-3: They kindly ask over leveled weapons that you wire
over any Cred that you may have accumulated. Then
they shoot you.
When the Nanite Swarm shares a Module with you, roll your d6.
6: You outdistance the nanites before they consume the
room around you.
4/5: you narrowly escape the Swarm, but lose all remaining
Gear. If you have no Gear, raise your Gas number by 1.
1-3: The Swarm has eaten the room and everything in it. Yep.
You, too.
When the Nanite Swarm reaches your Airlock, it eats it. Your
ship follows.
ORACLES
ORACLES
Barriers 3 (Clubs)
Unless you pull something off here, you’re not getting past
this area. When you encounter a Barrier, roll your d6.
32: WELDED SHUT - Hard to say why they did it, but this
compartment’s sealed tight. Thermal weld, and a pretty good
job of it. Let us pry.
33: STACKED TO THE RAFTERS - Well, Belter, crates and cases and
plenty of them. Ain’t much else, to be honest. Not even an
easy way through.
39: ARCING WIRES - Crackle and burn and the worlds still turn.
Frayed copper and white-hot tungsten, dripping sparks and
arcing electricity. Don’t touch anything if you can help it.
3J: ACIDIC FUME - Smell that? No, of course not. Give it a second
though. Or better, don’t. That smoke is sizzling on your suit
and if it eats through it’ll be the last thing you ever smell.
3K: OPEN TO SPACE - Big chunk of this bay is just gone. Fell off,
I expect. Drifted away. And now you get to drift across. Don’t
you drift away, now. Spacewalk, and then remove the card
from the Deck Plan.
Bad News
1 (Spades)
Wrinkles and
setbacks, navigate
with care. When you
get Bad News, navigate
the appropriate prompt.
Roll d6.
6: Avoid trouble and step lively.
4/5: You can fix it, but it’s going to take time or some bits.
Spend a Gear, or check Gas.
1-3: Hull breach sucks you into the void.
Roll d6.
6: Watch your feet and navigate on.
4/5: You can disarm this, but it’s going to take time or
some bits. Spend a Gear, or check Gas.
1-3: Booby Trap goes off and you die.
13: SYSTEM LOCKOUT - Fatal error, terminal exception, System
Cache Purge. Abort, retry, fail? Hellfire and ruination.
Nothing’s ever easy.
Roll d6.
6: Coo gentle reassurances at the computer, and bypass.
4/5: You can reroute, but it’s going to take time or bits.
Spend a Gear, or check Gas.
1-3: Lockout freezes system, all Supply cards now grant 1
Resource on a success (6) or none on a weak hit (4/5).
Roll d6.
6: Reroute power and kick on the emergency lights.
4/5: You can rig it, but it’s going to take time or bits. Spend
a Gear, or check Gas.
1-3: If you do not have Glow remaining, roll 2d and take
the lower when navigating Modules.
Roll d6.
6: They were just passing through.
4/5: Vulture gang demands their cut. Your Upkeep goes
up by 1 for this trip.
1-3: Rightful Salvage holders confiscate your take. Lose
all Cargo.
16: BIOMETRICS ENGAGE - Authorized user module just clicked
on. That’s going to make getting the doors to play nice and
open up a little bit harder.
Roll d6.
6: Spoof some access credentials and quiet it down.
4/5: Movement is hampered as you find workarounds,
check your Gas.
1-3: Roll 2d and take the lower when navigating Barriers
and Bad News.
Roll d6.
6: Disable the Beacon before anyone comes calling.
4/5: It’s trickier or takes longer than you’d like. Spend a
Gear, or check Gas.
1-3: Terran Concordat comes looking for survivors. Your
Upkeep goes up by 1 for this trip to cover bribes.
Roll d6.
6: Turn that noise off.
4/5: Spend a Grit, or check Gas.
1-3: It’s got you rattled. Make your way to the Airlock and
head home. This place has ghosts.
19: EMERGENCY KLAXONS - Red lights just kicked on, sirens, and
a calm synthetic voice is advising that you should get to the
escape craft. What’d you touch, Belter?
Roll d6.
6: Easy fix. Cut the lead and get back to work.
4/5: Spend a Grit, or check Gas as you try to turn it off.
1-3: Draw unwanted attention. Generate a Threat. If
there’s already a Threat, it appears in your Module.
110: PICKED OVER - You’re not the first mouse in this house,
Belter. Looks like someone’s been shuffling through the
castoffs here, and they might’ve already claimed the juiciest
morsels.
Roll d6.
6: Amateurs. There’s plenty still to be found.
4/5: The choice bits are still here at least. All additional
Salvage is half value (rounded up).
1-3: Picked down to the bone. If you haven’t found the
Payday yet, it’s either missing or junked. No additional
Salvage to be found.
Roll d6.
6: That’s not ideal. Kick it. It’ll come back.
4/5: You can fix this. It’s just gonna take a minute. Spend
a Gear, or check Gas.
1-3: Check Gas twice when you transit between Modules.
1Q: THRUSTERS FIRE - There’s a tell-tale hum that goes through
a bird when she’s about to try and shake you off. Feel it
through your boots, Belter? Grab something solid. We might
be going for a ride now.
Roll d6.
6: You were braced already. Press on.
4/5: Grab deck and hang on. Spend a Grit, or check Gas.
1-3: You should regain consciousness in a bit. Raise your
Gas by 1 and then check Gas twice as you come back to
your senses.
Roll d6.
6: You jam the sequence. The seals should hold until
you’re out.
4/5: Rerouting power might keep the bird mostly intact.
Roll the Shipbreaker Move and split the ship accordingly.
1-3: This module has detached, move it out of the Deck
Plan. You’re going to need to Spacewalk to get back.
Salvage 4 (Diamonds)
Things you can scrounge and sell. When you find Salvage,
compare its size to your remaining Load. If it fits, great! If
not, well, you can always make a few trips.
4A: KEEPSAKES AND TREASURES - Funny how all that’s left of the
people who called this place home is just little oddments like
this, ain’t it? Don’t write their eulogies, now. It’s just too bad
the junkers don’t deal in sentimental value.
Load: 1
45: GALLEY SUPPLIES - Fresh food’s all gone, sure, but there’s a
cred to be turned on the ovens and the cooktop and such. It’s
not glamorous, but it’s a cred.
Load: 5
46: SURVIVAL GEAR - Hostile weather gear, exposure shelter,
tools of every kind. Good stuff, this. Bulky, but probably worth it.
Load: 4
47: SLATES AND SCREENS - Best thing about all this tech, Belter?
Just a couple of bolts and wires between you and hauling it away.
Load: 4
4K: WHAT’S THIS DOING OUT HERE? - Now there’s something you
don’t see every day. Maybe ever. Now you just gotta get it out
of here.
Load: 8
Supply 2 (Hearts)
Places to refill your Gas, your Gear, or your Grit. When you
find Supply, roll your d6.
6: Gain 2 of the marked Supply.
4/5: Gain 1 of the marked Supply.
1-3: This place has nothing left for you.
22: GOOD TIMES - Some evidence that this place was someone’s
home. Makes you think of your own. (Grit)
25: MORALE CABINET - That bottle was old when this bird was
hauled out to the belt. But it’s not like a pull from it’s any less
bracing for all that. (Grit)
2Q: H2O CRACKER - This was her beating heart, Belter. Or the
crew’s, anyhow. Cracking water into O2 and fuel. Plug in and
breathe deep. (Gas)
2K: A SAFE SPACE - Look at this, Belter. If you close your eyes
and forget about the rest of the bird, this place still looks like
the inside of a ship. Take a load off, bolt the door, and sit a
spell. (Grit or Gas: Your choice.)
Spend Cred
You did the job, Belter. You got in, kept your wits about
you, scrounged about, and got out alive. Now you reap the
benefits of your hard work.
But let’s assume you’ve paid off those who need paying.
You’ve cleared some Cred on that last job. So now, you’re
probably wondering what you’re going to do with all of this
newfound wealth, aren’t you?
Grit: Spread a little Cred around and see if you don’t pick up
some extra tricks and tactics for avoiding the worst situations
the Belt can throw at you. Some of the old Belters have got
technique’s they’d be willing to share, so long as you make it
worth their while.
Spares Bank: Any Belter worth their salt has run across some
Supply in the course of their work and despaired that it
wasn’t going to do them any good. They had enough Gear,
enough Grit, and enough Gas to last the job. But what if you
could bring it back with you? Stash that Supply, and use it
another day! That’s where the Spares Bank comes in, with 3,
5, and 7 port models.
• The economy model allows you to carry a surplus of 3
Gear, 3 Grit, and 3 Gas.
• The classic model allows you to carry a surplus of 5 Gear,
5 Grit, and 5 Gas.
• The luxury model allows you to carry a surplus of 7 Gear,
7 Grit, and 7 Gas.
You can access this bank from your Airlock without having
to break the seal and use your Airlock Move.
You know, a lot of these birds started life full of folk convinced
that they were going to find their fortune out here on the Belt.
They all probably had heads full of good advice, or failing that, a
friendly voice on the radio to coach them around the corners...
Watch your O2. Watch your back. Keep an eye on the prize.
:Recording Ends: