recursal/Fanatic-Fandom huggingface dataset:
Debt Collector

**Debt Collector** is one of the quests in The Pit.

## Description

Whiskey Jack asked you to collect on the debt of Jed Walker. Jed's current whereabouts are unknown, but you can ask around in Camptown, starting with the local bars.

## Expiry

This quest will become unavalaible once player moves to the The Factory.

## Rewards

* 90 Encounter + 60 Quest XP
* 90 Encounter XP for persuading Jed
* 90 Encounter XP for killing Jed after dealing with Black Will
* Jed offers to join your party
* 2 Regen (RCR-3) stims and 1 Aggro (AGR-72) stim
* 250/1200 credits

## Quick Walkthrough

1. Talk to Jack
2. Talk to Boone in Boone's Moonshine
3. Find Jed and talk to him
4. Help him get money from Black Will
5. Talk with Jed again
6. Return to Jack

## Detailed Walkthrough

1. Talk to Jack
2. Talk to Boone in Boone's Moonshine
	* He will tell you that Jed can be found in the Forest Mews apartment near The Drain
3. Find Jed and talk to him
	* Jed is broke and has no money but if you pass Combat Reputation:[3], Persuasion:[2] or Streetwise:[2] check, he will suggest getting the money from Black Will
	* You can also just kill him
4. Help him get money from Black Will
	* "Let's kill 'em all"
		+ [Initiative Bonus] - You fight against Black Will and two thugs
	* "Never underestimate the power of persuasion" - try to con Will into giving you money, +40 LP to all Speech Skills if you succeed (this option disappears if Braxton is dead)
		+ Impersonate:[2], "I wouldn't advise that, friend." - failing this check starts combat
			- Persuasion:[3] or Streetwise:[3]
				* Impersonate:[3] or Streetwise:[4]
					+ Success: You gain 1200 credits
					+ Failure: [Initiative Penalty] - Defend Yourself
				* Attack
			- Attack
		+ [Initiative Bonus] - Attack
5. Talk with Jed again
	* If Jed has survived the fight, he will ask whether his debt has been settled
		+ Tell him to consider his debt fully discharged
			- Jed will then offer you another job and will join your party
		+ Kill him anyway and take all of the money
6. Return to Jack
	* If you killed Jed before getting the money from Black Will, you get no reward
	* If you got the money from Black Will, he will give you two Regen (RCR-3) stims, one Aggro (AGR-72) stim and 250 credits as your share
	* If you killed Jed before after getting the money from Black Will, you keep 1200 credits but get no reward from Jack

## Enemies

### Jed

Interestingly, Jed gains a Bucket Helmet after you accept his offer to get money from Black Will.

### Black Will's Crew

 Thug | 40 | 32 | Bolter, Toothpick, Maintenance HUD, Traveler Coat

## Next Quest in Chain

Righteous Vengeance (Jed's quest in The Heart)
Delta Nine

**Delta Nine** is a cyborg of House of Ecclesiastes that can be encountered in Chapter 4.

Depending on player choices regarding The Machine, he might be an ally or an enemy later in the game.

## Feats

* Dodge This!
* Cyborg
* Armored Warfare
* Big Game Hunter
* Critical Thinker
* Gunfighter
* Guns, lots of Guns
* Rifleman
* Sharpshooter
* Tough Bastard

## Gear

Delta Nine wears Enforcer Helmet, Combat Armor, Combat Armguards, Combat Leg Armor and uses Abbadon rifle in combat and has Viper knife as a back-up weapon. He also has Energy Shield with all MK2 upgrades.

## Implants

Delta Nine has all Cyborg Implants except Cyborg Broadcaster.

## Quests

* Out for Delivery (Monks)
* Out for Delivery (Habitat)
Romeo

**Romeo** is a damaged Robot found in the Security Quarters of Mission Control in an area unlocked after completing Teamwork quest. Player might try to repair it during the course of The Last Lawman quest, unlocking it as a conditional companion, helping you in combat in the lower levels of Mission Control and The Armory.

## Overview

Overall, Romeo is a weaker version of Robots the player might encounter during their adventures, it can be however upgraded at the maintenance stations found in the lower levels of Mission Control and in the Armory to become more powerful in combat.

### Armor

* SteelCage (light armor), DR: Ballistic 8, Melee 9, Energy 7 - default
* Bullwark (medium armor), DR: Ballistic 11, Melee 12, Energy 10 - unlocked at the maintenance station in Inner Sanctum with Computers:[9]
* Goliath (heavy armor), DR: Ballistic 13, Melee 14, Energy 12 - unlocked at the maintenance station in Launch Deck with Computers:[8]
* Goliath XT (shielded heavy armor), DR: Ballistic 13, Melee 14, Energy 12, Shield HP: 80 - unlocked at the maintenance station in The Armory with Computers:[9]

### Targeting

* Marksman 3000: Accuracy 60, Thermal Vision 70 - default
* Terminator M5Xi (Damaged): Accuracy 75, Thermal Vision 85 - unlocked at any maintenance station for free
* Terminator M5Xi (Rigged): Accuracy 95, Thermal Vision 100 - unlocked at any maintenance station with Electronics:[6]
* Terminator M5Xi: Accuracy 130, Aimed 10, Thermal Vision 100 - unlocked at any maintenance station with Electronics:[9]

### Combat Response

* Integrated module: Action Points 14, Initiative 30, Reaction 50 - default
* Spearhead SM2 (Broken): Action Points 14, Initiative 40, Reaction 50 - unlocked at the maintenance station in Launch Deck for free
* Spearhead SM2 (Rigged): Action Points 16, Initiative 50, Reaction 50 - unlocked at the maintenance station in Launch Deck with Electronics:[7]
* Spearhead SM2: Action Points 18, Initiative 50, Reaction 100 - unlocked at the maintenance station in Launch Deck with Electronics:[10]

### Power Level

Romeo uses up 10% of its power for each fight he is brought to. Its power level can be increased by 10% in each maintenance station as well as with Heavy Power Cells. Transporting Romeo to The Armory will also drain 10% of its battery, while bringing it with you for the journey to the Hydroponics during Out for Delivery quest will drain 20% of its battery.

### Weapons

Romeo can be equipped with Energy Cannon and Grenade Launcher using Smoke (high-grade) grenades. Its Energy Cannon is also capable of using Aimed attacks.

Cannon Shot:

* Damage: 16-18 Energy damage
* Effect: Applies Stagger (-5 Evasion for 1 turn)
* AP: 6
* Crit: 10
* Critical Multiplier: 1.25x
* Graze: +25
* Penetration: +10
* Ammo: 6
* AP Reload Cost: 6

Fire Grenade:

* Effect: Throws Smoke (high-grade) grenade at the targeted spot
* AP: 4
* Ammo: 6
* AP Reload Cost: 5
Trader (Hydroponics)

**Trader (Hydroponics)** is a merchant in Hydroponics (Green). He sells armor and meds.

## Store

* Granger Coat
* Welding Boots
* Damaged Enforcer Armguards
* Damaged Tactical Armguards
* Scavenger Goggles
* Hazmat Respirator
* Regen (RCR-3)
* Aggro (AGR-72)
* Zen (Z4N2c)
* 25 Medkit
* 2 Electronic Modules

During Out for Delivery quest, he will gain bonus merchandise:

* Flashbang (standard)
* Smoke (standard)
* Flashbang (high-grade)
* Smoke (high-grade)
* Pulse Grenade
* 2 Regen (RCR-3)
* 2 Aggro (AGR-72)
* 2 Zen (Z4N2c)
* 50 Medkit
* 100 Shells
* 100 0.45 Ammo
* 100 5.56 Ammo
* 100 9mm Ammo

## Special Merchandise

He has a unique Granger Respirator which can be bought for 200 credits if you have Master Trader feat.
Stats

Stats in Colony Ship serve as the base for all characters and consist of six attributes: Strength, Constitution, Dexterity, Perception, Intelligence and Charisma. Some feats require a minimum score of a certain stat to be avalaible. Each stat has a minimum of 4 and a maximum of 10.

**Strength** - Modifies melee damage and affects interactions requiring brute force.

**Constitution** - Determines Hit Points and implants tolerance, and affects interactions requiring endurance and fortitude.

**Dexterity** - Determines Action Points and affects interactions requiring endurance and fortitude.

**Perception** - Modifies accuracy with all weapons and affects interactions requiring sharp senses and awareness.

**Intelligence** - Determines the number of tagged skills, modifies learning speed and affects interactions requiring insight and understanding.

**Charisma** - Determines the number of party members and effects interactions requiring personal magnetism.
Falkner

**Falkner** is a character who can be encountered in The Pit in Chapter 3. He can be found above The Drain in Camptown.

## Feats

* Pistolero
* Armored Warfare
* Big Game Hunter
* Gunfighter
* Sharpshooter
* Tough Bastard

## Gear

Falkner wears Enforcer Helmet, Night Vision Goggles, Pilot Mask, Heavy Ballistic Vest, Damaged Riot Armguards, Trooper Leg Armor and uses Colt Classic pistol in combat and a Combat Knife as a back-up weapon. He also has Energy Shield gadget with Emitter MK2 upgrade and Pulse Capacitor and Power Cell MK1 upgrades and carries one Smoke (standard) grenade and two Regen (RCR-3) stims.

## Implants

Falkner has Subdermal Armor, Bionic Eye, Synthetic Heart and Motor Cortex implants.

## Quests

* The Sons of Liberty
* There Can Be Only One (Falkner)
* There Can Be Only One (Riggs)
Rowley

**Captain Rowley** is an officer of Protectors of the Mission leading the attack on The Shuttle Bay.

## Feats

* Sprayer
* Sarge
* Artful Dodger
* Gunfighter

## Gear

Rowley wears Enforcer Helmet (Visor), Soldier Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor and uses Rusty XM5 SMG in combat and Combat Knife as a back-up weapon. He also has Distortion Field gadget and carries one Regen (RCR-3) stim.

## Implants

Rowley has Neural Uplink and Squad Leader implants.

## Quests

* The Showdown (Moses)
* The Showdown (Nico)
Foley

**Lazarus Foley** is a diver of some repute who recently murdered the family of Faythe Ward.

## Feats

* Rifleman
* Sarge
* Controlled Burst
* Fast Draw

## Gear

Foley wears Reinforced Bucket Helmet, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Raider Boots and uses Howler assault rifle in combat and Toothpick knife as a back-up weapon. He also carries one Regen (RCR-3) and one Aggro (AGR-72) stim.

## Quests

* Damsel in Distress - Faythe needs help to take her revenge on Foley
Silas

**Silas Reis** is the current Mission Commander of the Protectors of the Mission. Following the execution of his mentor and predecessor Matheson for treason, Silas is in a hard situation with Executive Committee keeping a close eye on all his actions.

To gain an audience with him, player needs to complete Spy Hunt quest.

## Quests

* Matheson (quest) - Silas wants to knows what Matheson planned before his death
* A Deal with the Devil (Braxton) - Braxton wants you to make contact with Silas and ask for an alliance
* The Holy Grail - Silas is one the possible recipients of The Machine
Harbinger

**Harbinger** is one of the recruitable Followers, mutually exclusive with Knurl.

She can join the player party in The Heart if you unlocked Bounty Hunter quest and killed Knurl for her.

## Character Sheet

Harbinger starts at level 7, with weak loyalty and has one free feat slot. She is specialized in using energy rifles.

### Starting Stats

* Strength 6
* Constitution 6
* Dexterity 10
* Perception 8
* Intelligence 8
* Charisma 4

### Starting Skills

Note: because of her weak starting loyalty, the skills might be lower than shown here.

* Bladed 4
* Blunt 1
* Pistol 3
* Shotgun 1
* Rifle 6 (tagged)
* SMG 1
* Critical Strike 6 (tagged)
* Evasion 6 (tagged)
* Armor 5
* Biotech 3
* Computers 5
* Electronics 4
* Sneak 2

### Starting Feats

* Mutant
* Master Blaster
* Sharpshooter
* Opportunist
* Artful Dodger
* Slow Metabolism
* Second Wind

### Unique Feat

* The Third Daughter - Experience Bonus +20%, +30 Neural Resistance, Party Initiative +4

## Starting Gear

Harbinger starts with an Reinforced Tactical Vest, Third Daughter's Helmet (this item cannot be unequipped from her), Tactical Armguards, Explorer Coat (Blue), Trooper Leg Armor, Energy Rifle, one Regen (RCR-3), one Aggro (AGR-72) and Cloaking Field gadget.

## Implants

Harbinger starts with already installed Exo-Spine and Motor Cortex and has one more free implant slot.

## Loyalty unique effects

* Engaged - Harbinger: Skill Gain +20%
* Inspired - Harbinger: Skill Gain +20%, Party: AP +1

## Location

Harbinger can be found in a small apartment in The Heart in the SE part of the Train Station.

## Gallery

Harbinger starting statsHarbinger starting equipment
Predictive Analytics (Chip)

**Predictive Analytics (Chip)** is a type of module used to upgrade Neural Uplink implant.

## Description

This military upgrade calculates a ballistic trajectory based on the shooter's stance, distance, weapon, and a dozen of other factors, vastly improving combat performance.

## Locations

* Can be extracted from a corpse in Hydroponics (Red) with Biotech:[8]

## Details

* Effect: Combat Skills Gains +20% LP
* Value: 300 credits
Heavy Infantry (Chip)

**Heavy Infantry (Chip)** is a type of module used to upgrade Exo-Spine implant.

## Description

Tired of day labor jobs? Join the heavy infantry to protect the Pan-American mining operations in the Solar System. Free upgrade and maintenance with a 5-year contract, competetive salary and benefits, traveling opportunities.

## Locations

* Can be extracted with Biotech:[6] from a mummified body in Mission Control level 5
* Can be extracted with Biotech:[6] from a mummified body in Maintenance Deck during First Law of Robotics quest
* Can be extracted with Biotech:[6] from a mummified body in Hydroponics (Red) research complex, first floor

## Details

* Effect: +4 Armor Hanlding
* Value: 300 credits
McNeil

**James McNeil** is a diver living in The Pit. His apartment can be found near The Drain in the Camptown. He appears to be one of the more notable citizens of the town and is recognized by both player and Evans, among others.

McNeil can be first encountered during the Lamb Among Wolves quest. If not killed, he can be later encountered outside of his home in the company of Falkner. During There Can Be Only One (Riggs) quest, McNeil will confront the player if they sided with Riggs.

## Combat Information

In the first encounter, McNeil wears Work Goggles, Ballistic Vest, Traveler Coat, Worker Boots and uses Pipe Dream assault rifle, with Camp Knife as a back-up weapon and carries one Regen (RCR-3) stim. His feats are Rifleman, Sarge and Gunfighter.

During the second encounter, McNeil wears Work Goggles, Enforcer Armor, Granger Coat, Raider Armguards, Diver Leg Armor and uses Battered XM7 assault rifle, with Camp Knife as a back-up weapon and has a Distortion Field and one Regen (RCR-3) stim. He also additionally gains Tough Bastard feat and Bionic Eye implant.

## Quests

McNeil is involved with these quests:

* Lamb Among Wolves
* There Can Be Only One (Riggs)
Protectors of the Mission

The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission.

## Quests

* Spy Hunt
* Soldier of Fortune
* Matheson (quest)
* Warring Kingdoms (The Protectors)

## Members

* Silas - Current Mission Commander
* Sheffield - Head of Mission Security and a member of the Executive Committee
* Buford
* Rowley
* Yasmin
* Cobra
Garret

**Garret** is an enforcer of Brotherhood of Liberty and one of the faction-exclusive Followers.

He can join the player party if you offer The Machine to Hanson.

Rumour had it that Bill Garret got his first lesson on human nature at the tender age of fourteen, a double-cross that cost him every credit to his name. After that he began to pay attention, and what he learned was that smooth talk and manners were a blind. Every man was a snake and a back-shooter if you gave him the chance and, except for smelling better, women were the same. Better to save the talk and do your shooting first. That way you control the situation. That way you stay alive.

## Character Sheet

Garret starts at level 6, close to level 7. His exceptionally high Perception, Critical Chance and Reaction make him a very deadly combatant.

### Starting Stats

* Strength 5
* Constitution 7
* Dexterity 8
* Perception 11
* Intelligence 6
* Charisma 5

### Starting Skills

* Bladed 5
* Pistol 8 (tagged)
* Rifle 5
* Critical Strike 9 (tagged, starts at 900/1000 LP)
* Evasion 7
* Armor 6
* Biotech 3
* Electronics 2
* Lockpick 3
* Steal 2
* Sneak 2

### Starting Feats

* Dodge This!
* Opportunist
* Sharpshooter
* Gunfighter
* Critical Thinker
* Pistolero

### Unique Feat

* Enforcer - Critical Chance +4, Critical Damage +0.15, Stagger +20

## Starting Gear

Garret starts with an Reinforced Guard Armor, Ranger Armguards, Infiltrator Jacket, Diver Leg Armor and Marshall revolver (this item cannot be unequipped from him).

## Implants

Garret starts with already installed Bionic Eye, Synthetic Heart and Motor Cortex. If he takes the Bionic feat, he may pick one more implant.

## Loyalty unique effects

* Engaged - Garret: Skill Gain +5%, Critical Damage +5% (+0.05)
* Inspired - Garret: Skill Gain +5%, Critical Damage +5% (+0.05), Party: Critical Chance +3

## Gallery

Garret starting statsGarret starting equipment
Distortion Field

**Distortion Field** is a type of gadget. As long as it is active, it will reduce enemy ranged hit chance and deal some energy damage to the enemy when hit with melee weapon.

## Description

Designed for rapid response operations, a personal Distortion Field Generator makes it difficult for enemies to target its user. Difficult, but not impossible.

## Details

* Enemy Ranged Accuracy: -35%
* Zapped Accuracy: -10% (1 turn)
* Duration: 2 turns
* Zap Damage: 1-3 Energy damage (100 penetration)
* Value: 350
House of Ecclesiastes

**House of Ecclesiastes** is a faction controlling ECLSS. Its members are heavily augmented cyborgs commonly known as 'monks'.

When the Mutiny broke out, the Chief Technical Officer John Miller promptly sealed the ECLSS, declaring that neither side will use it in their war. Knowing that the warring factions would be coming for the ECLSS, Miller decided to use deep space technology to augment their bodies. These augmentations amounted to a fundamental reworking of the human body, giving them strength of body and mind, allowing them to live for centuries, but also depriving them of human emotions. With this transformation, the ECLSS crew would become what they needed to be: above the Ship's passing struggles, devoted solely to its survival.

## Quests

* The House of Ecclesiastes
* Into the Wild
* Hydro Alliance
* Out for Delivery (Monks)
* Bearer of Bad News
* Shutdown
* The Greater Good

## Members

* Ava - hereditary CTO of ECLSS and a daughter of John Miller
* Eli
* Zeta Four
* Azrael
* Tau Six
* Delta Nine
Trader (The Protectors)

**Trader (The Protectors)** is a merchant in Protectors of the Mission.

## Store

* Hauser 67
* Expandable Baton
* Tactical Dagger
* Explorer Coat (Red)
* Reinforced Ballistic Vest
* Flashbang (high-grade)
* Gas (high-grade)
* Smoke (high-grade)
* 200 .45 Ammo
* 200 5.56 Ammo
* 200 9mm Ammo
* 200 Shells

If you complete Into the Wild, staying loyal to the Protectors, you will gain access to his restricted merchandise. Additionally, based on your Protectors of the Mission Reputation you might get a 10% or 20% discount on the items (5 Reputation and 20 Reputation required respectively):

* XM5 Delta
* XM7 Sentinel
* Long John
* Assault Shotgun
* Old Glory
* Hardballer
* Spiked Mace
* Warblade
* 2 Flashbang (high-grade)
* 2 Gas (high-grade)
* 2 Smoke (high-grade)
* Trooper Jacket
* Trooper Armor
* Trooper Helmet
* Combat HUD
Grenades

## Common Grenades

* Flashbang - Upon detonation, this grenade emits a blinding flash designed to disorient the enemy. Effects can be countered by optic resistance.
* Gas - A grenade containing low grade poison gas in liquid form.
* Smoke - Upon detonation, this grenade creates a smoke screen that conceals tactical movement and reduces the accuracy of enemy fire. Effects can be reduced with thermal vision.

## Old-Earth Grenades

* Disruptor - Upon detonation, this grenade disrupts all brainwave activity within its radius for a short time. Anyone caught within it will have trouble focusing and will be less effective in combat.
* Pulse Grenade - Upon detonation, this grenade emits an electromagnetic pulse that damages all unshielded electronics within its blast radius.
* Stasis - Upon detonation, this grenade generates a stasis field that suspends the flow of time within its blast radius. Anyone caught within it will be frozen in time and impervious to damage.
Cage Fighter (Chip)

**Cage Fighter (Chip)** is a type of module used to upgrade Exo-Spine implant.

## Description

Illegal in 72 states, this module overhauls your Exo-Spine and reprograms it for cage fighting. Finesse doesn't sell tickets, tearing your opponents apart with your bare hand does.

## Locations

* Can be extracted with Biotech:[8] from a mummified body in Mission Control level 4

## Details

* Effect: +1-1 Melee Damage
* Value: 300 credits
Robot

**Robots** are deadly combat automatons, created back on Old Earth. At the start of the combat, Robot will use Disruptor grenade, following with shooting you with its Energy Cannon. Each shot applies Stagger effect and Robot can also use Aimed attacks, targeting your weak spots. Knockdown effect and Pulse Grenades can be useful in combat against Robots, as they will disable their reaction shots (they have 100% Reaction) and reduce their AP.
Knurl

**Knurled Top** is one of the recruitable Followers, mutually exclusive with Harbinger.

First met in Mission Control during the Bounty Hunter quest, he can join the player party if you kill Harbinger for him or convince her to cancel the bounty.

## Character Sheet

Knurl starts at level 5, close to level 6. He is specialized in using energy pistols and his decent Armor skill and Armored Warfare Feat allows him to wear heavy armor with minimal penalties.

### Starting Stats

* Strength 7
* Constitution 7
* Dexterity 9
* Perception 8
* Intelligence 7
* Charisma 4

### Starting Skills

* Bladed 4
* Blunt 2
* Pistol 7 (tagged)
* Shotgun 2
* Rifle 4
* SMG 1
* Critical Strike 7 (tagged)
* Evasion 5
* Armor 5
* Biotech 5
* Computers 3
* Electronics 4
* Lockpick 5
* Steal 3
* Sneak 3

### Starting Feats

* Mutant
* Master Blaster
* Fast Draw
* Tough Bastard
* Armored Warfare
* Critical Thinker

### Unique Feat

* Outcast - Critical Damage +15% (+0.15), Evasion +20, Regen +1

## Starting Gear

Knurl starts with Tactical Vest, Scav Helmet, Hazmat Respirator, Ranger Armguards, Granger Coat, Diver Leg Armor, Damaged Energy Pistol, Old Ranger revolver, one Regen (RCR-3), one Aggro (AGR-72) and Energy Shield gadget.

## Implants

Knurl starts with already installed Bionic Eye, Motor Cortex and Subdermal Armor. If He takes the Bionic feat, he may pick one more implant.

## Loyalty unique effects

* Engaged - Knurl: Skill Gain +5%, Critical Chance +3
* Inspired - Knurl: Skill Gain +5%, Party: Critical Damage +5% (+0.05)

## Gallery

Knurl starting statsKnurl starting equipment
All In (Jonas)

**All In (Jonas)** is one of the quests in The Pit if player sides with Jonas.

This is an alternate quest to You Shall Not Pass! (Jonas). Compared to it, it's harder and can be solved only through combat but also provides more loot.

## Rewards

* 270 Encounter XP
* 60 Quest XP

## Other Effects

* Your bond with Evans grows stronger
* Your bond with Faythe grows weaker

## Quick Walkthrough

1. Talk to Jonas when ready
2. Defeat the welcoming committee on the first floor then head upstairs
3. Defeat Braxton and his guards on the upper floor
4. Leave Regulators HQ
5. Return to Jonas

## Detailed Walkthrough

1. Talk to Jonas when ready
2. Defeat the welcoming committee on the first floor then head upstairs
	* You start combat surrounded by six Regulators with Red Beard and SMG Guard on your side as allies. Additionally, for each follower below the party limit you gain one additional ally
	* You will be able to loot anyone who falls in combat, allies included. You will also have a time to heal and prepare before going upstairs
	* In the side room on the first floor is a medical locker with Regen (RCR-3) stimulant and 8 Medkits (Lockpick:[3] required). Regulator Badge can be also stolen from that room (however with Braxton's death it becomes useless)
3. Defeat Braxton and his guards on the upper floor
	* You fight against Braxton and three guards. Any ally survivors from the previous fight will join you
	* Braxton's room can be unlocked with Lockpick:[2]. There's a crate that can eb opened with Lockpick:[3] containing Scanner, Pipe Dream and 50 5.56 Ammo
4. Return to Jonas

## Allies

 Guard #3 | 50 | 40 | Pepperbox, Toothpick, Scav Helmet, Maintenance HUD, Fancy Ballistic Vest, Scrapper Coat, Shield Armguards, Heavy Boots
Heat Absorber (Chip)

**Heat Absorber (Chip)** is a type of module used to upgrade Subdermal Armor implant.

## Description

Originally designed for firefighters and hazmat teams, this reinforced tissue upgrade propagates a network of heat absorbers and microscopic thermal exhaust ports. Now you're ready for the fire!

## Locations

* Can be extracted with Biotech:[9] from a body in Mission Control high security vault in a locked storage (Electronics:[9] required)

## Details

* Effect: +2 Energy DR
* Value: 300 credits
Lord's Mercy (Braxton)

**Lord's Mercy (Braxton)** is one of the quests in The Pit if player sides with Braxton.

## Description

Braxton wants you to recruit Mercy. Her fort is in Camptown.

## Quick Walkthrough

1. Talk to Braxton
2. Talk to Mercy in Mercy's Fort
3. Deal with Mercy (if you failed to convince her)
4. Return to Braxton

## Detailed Walkthrough

1. Talk to Braxton
2. Talk to Mercy in Mercy's Fort
	1. Convince Mercy to join Braxton
		* Streetwise:[2] - this option reduces Disposition by -2
			+ Charisma:[8]+Persuasion:[3]
				- Persuasion:[4]
				- Streetwise:[2] - this option reduces Disposition by -3
					* Persuasion:[4]
					* Streetwise:[4] - this option grants +1 bonus Disposition
			+ Persuasion:[2]
				- Persuasion:[4]
				- Streetwise:[2] - this option reduces Disposition by -3
					* Persuasion:[4]
					* Streetwise:[4] - this option grants +1 bonus Disposition
			+ Streetwise:[2] - this option reduces Disposition by -3
				- Persuasion:[4]
				- Streetwise:[4] - this option grants +1 bonus Disposition
		* "And yet we're still talking."
			+ Persuasion:[3]
				- Persuasion:[4]
				- Streetwise:[2] - this option reduces Disposition by -3
					* Persuasion:[4]
					* Streetwise:[4] - this option grants +1 bonus Disposition
			+ Streetwise:[3] - this option grants +1 bonus Disposition
				- Persuasion:[4]
				- Streetwise:[2] - this option reduces Disposition by -3
					* Persuasion:[4]
					* Streetwise:[4] - this option grants +1 bonus Disposition
		* [Extra Initiative] Attack
	2. Wait for her answer
		* If you passed the Disposition Speech check, she will back up Braxton, +40 LP to all Speech skills
		* If you failed, she will stay loyal to Jonas
			+ Attack - two Jonas' Gunmen join the fight on Mercy's side
			+ Return to Braxton
				- He tells you to kill Mercy and gives you three Regulators as support
3. Deal with Mercy (if you failed to convince her)
	1. Deal with the guard
		* Critical Strike:[4], Kill him
			+ Sneak into the fort
			+ [Initiative Bonus] Attack
		* Sneak into the fort while Regulators distract the guard
	2. Sneak mission:
		* There is a pipe you can climb with Strength:[6] to reach one guard on a balcony
		* You can also access his room with Lockpick:[2] from the other side
		* Locker in Mercy's Fort can be opened with Lockpick:[3]. It contains 30 9mm Ammo, 20 .45 Ammo, 20 5.56 Ammo, two Regen (RCR-3), one Aggro (AGR-72) and one Flashbang (standard)
4. Return to Braxton

## Allies

 Regulator | 50 | 37 | Pipe Dream, Camp Knife, Scav Helmet, Smart Glasses, Ballistic Vest, Gunslinger Jacket, Heavy Boots

## Enemies

### Jonas' Gunmen (optional)

 Gunman | 40 | 26 | Pepperbox, Camp Knife, Bucket Helmet, Traveler Coat, Worker Boots
Moses

**Moses Jackson** is the leader of Jackson's Riflemen, a mercenary group which few years ago moved to The Shuttle Bay and made their base there. Unfortunately for him, it has become a popular refugee destination, with Protectors of the Mission beginning to look less than favorably on the growing city right under their noses.

## Quests

* United We Stand
* Kindness to Strangers
* The Showdown (Moses)
Thomson

**Bo Thomson**, also known as **Mad Dog Thomson** is a former officer of Protectors of the Mission who deserted their ranks and joined the army of the Church of the Elect. This action led to him being declared a traitor to the Mission and a bounty being placed on his head. Player can claim this bounty by killing him and reporting to Yasmin.

He can be found in the Residential Decks in Church of the Elect.

## Feats

* Gifted
* Shotgunner
* Captain
* Tough Bastard
* Fast Draw
* Critical Thinker

## Gear

Thomson wears Enforcer Helmet, Scavenger Goggles, Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor and uses Rusty Doomsayer shotgun in combat and Blackjack as a back-up weapon. He also has Energy Shield gadget with all MK1 upgrades and carries one Regen (RCR-3) and one Aggro (AGR-72) stim.

## Implants

Thomson has Subdermal Armor and Synthetic Heart implants.
Warring Kingdoms (The Protectors)

**Warring Kingdoms (The Protectors)** is a quest in Maintenance Deck if player gives The Machine to the Protectors of the Mission.

## Rewards

* 90 Encounter XP, +2 Protectors of the Mission Reputation and -2 Brotherhood of Liberty Reputation for defeating soldiers in the maintenance hub lower level
* 90 Encounter XP, +2 Protectors of the Mission Reputation, -2 Brotherhood of Liberty Reputation and Combat Helmet for defeating soldiers in the maintenance hub upper level
* 60 Quest XP on quest completion

## Quick Walkthrough

1. Speak to the Protector officer at the elevator leading to the Tunnels
2. Use the access code to enter Brotherhood's maintenance hub
3. Deal with the first Brotherhood squad in the tunnels
4. Deal with the second Brotherhood squad at the top of the elevator

## Detailed Walkthrough

1. Speak to the Protector officer at the elevator leading to the Tunnels
2. Use the access code to enter Brotherhood's maintenance hub
	* If you aren't much of a fighter you can return to the Protector officer to end the quest
3. Deal with the first Brotherhood squad in the tunnels
	* After you defeat the Brotherhood soldiers, Protectors squad will arrive asking you to help them take over the upper level. You will have a choice to leave if you wish to do so
	* You will have time to heal and loot the bodies after the combat
4. Deal with the second Brotherhood squad at the top of the elevator
	* You won't be able to loot any of the bodies here

## Allies (Second Stage)

 Protector | 50 | 24 | Energy Shield, Regen (RCR-3), XM5, Combat Knife, Trooper Helmet, Security Goggles,Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Teamwork

**Teamwork** is a quest in Mission Control given by Hargrave.

## Expiry

This quest will become unavalaible once player moves to the The Factory.

## Rewards

* 90 Encounter XP for killing Mind Worms
* 90 Encounter + 60 Quest XP for completing the quest
* Access to the lower level of Mission Control

## Quick Walkthrough

1. Talk to Hargrave
2. Kill the Mind Worms OR find a way to get past them
3. Return to Hargrave
4. Use the console to open the power room
5. Shut down the force field
6. Return to Hargrave

## Detailed Walkthrough

1. Talk to Hargrave
2. Kill the Mind Worms OR find a way to get past them
	* If player wants to avoid fighting the worms, they can find a secret entrance in the small pump room to the east of Hargrave leading to the console room. Lockpick:[4], Perception:[8] and Electronics:[4] required
3. Return to Hargrave
	* Hargrave will give you a password to the console
		+ [Initiative Bonus] Attack him
		+ Agree to do what he says
4. Use the console to open the power room
5. Shut down the force field
	* Electronics:[4] or Computers:[4] required to turn off the force field
6. Return to Hargrave
	* He will double-cross you and try to attack, You can either:
		+ Fight (Hargrave will now be armed with Annihilator, a unique energy SMG)
		+ Convince him to let you go: Either Combat Reputation:[20] or Persuasion:[4] (+40 LP)
			- If you succeed, he will give you Annihilator and let you go. You can then attack him anyway (but he will no longer have Annihilator)
			- If you fail, he will attack you and you will suffer Initiative Penalty
		+ Try to sneak past him to escape (or assasinate them from stealth)

## Enemies

 Scav | 40 | 54 | Longslide, Diver Helmet, Scanner, Old Scav Armor, Scav Jacket, Damaged Tactical Armguards, Guard Boots
Frank

**Frank Boswell** is a gunsmith in The Pit. He sells firearms and ammo.

## Store

* Longslide Pistol
* Pipe Dream Assault Rifle
* Old Betsy Rifle
* Grinder Submachine Gun
* Tommy Gun Submachine Gun
* Street Sweeper Multi-barrel Shotgun
* Maverick Pump-action Shotgun
* 200 9mm Ammo
* 200 Shells
* 150 .45 Ammo
* 150 5.56 Ammo

After you return to The Pit from the Habitat, he will also gain new merchandise:

* Raider Submachine Gun
* Lancer Assault Rifle
* Ranger Revolver
* Colt Classic Semi-Automatic Pistol
* 300 9mm Ammo
* 300 Shells
* 300 .45 Ammo
* 300 5.56 Ammo
Friend in High Places

**Friend in High Places** is a quest in Brotherhood of Liberty.

This quest can be unlocked by convincing Whatley in N-Tab Profiteering quest to name his supplier.

## Description

Menzel, Whatley's supplier, lives in one of those fancy gated buildings. Perhaps you should pay him a visit.

## Rewards

* 90 Encounter + 60 Quest XP
* 2000 credits if you scam Menzel
* -4 Brotherhood of Liberty Reputation if you kill Menzel

## Quick Walkthrough

1. Visit Menzel's apartment in Admin District
2. Deal with Menzel

## Detailed Walkthrough

1. Visit Menzel's apartment in Admin District
2. Deal with Menzel
	* Talk to one of his guards to let you in his room
		+ Persuasion:[4] or Streetwise:[4]
			- Talk with Menzel:
				* Impersonate:[5]
					+ Impersonate:[6] or Streetwise:[6]
						- Persuasion:[7] or Streetwise:[7]
							* Success: you gain 2000 credits, +40 LP to all Speech skills
							* Failure: starts combat with Initiative Penalty
				* This is a robbery - starts combat
	* Lockpick:[4] (+20 LP), opens the door to the oxygen generator room
		+ Electronics:[6] (+20 LP), Fiddle with the generator - You start combat with Menzel and two guards heavily wounded and Initiative Bonus
		+ Sneak inside the vent
			- Loot the rooms (listed from right to left):
				* Lockpick:[3] (+20 LP) Open the safe: Scanner, +20 Sneak LP
				* Lockpick:[4] (+20 LP) Open the safe: Five-Shooter, +20 Sneak LP
				* Lockpick:[6] (+20 LP) Open the locker: Power Cell MK1, Pulse Grenade, +20 Sneak LP
Store Vendor (Mission Control)

**Store Vendor (Mission Control)** is a merchant in Mission Control. He sells various general goods.

## Store

* 3 Regen (RCR-3)
* 2 Aggro (AGR-72)
* Damaged Synthetic Heart
* Damaged Riot Leg Armor
* Rope
* 3 Electronic Modules
* Neural Dampener Upgrade for Squad Leader
* 100 Medkit
* 30 Shells
* 25 .45 Ammo
* 15 5.56 Ammo

## Special Merchandise

He has a Neural Dampener (Chip) which can be bought for 600 credits if you have Master Trader feat or pass Persuasion:[4] check.
Bearer of Bad News

**Bearer of Bad News** is one of the main quests if players sides with House of Ecclesiastes.

*Warning - this point onwards contains spoilers*.

## Quick Walkthrough

1. Travel to The Habitat Entrance
2. Talk to Habitat factions leaders and deliver the warning
3. Talk to Ava in ECLSS

## Detailed Walkthrough

1. Travel to The Habitat Entrance
2. Talk to Habitat factions leaders and deliver the warning
	* Depending on your Reputation, actions towards the respective faction in the past (such as killing their men in previous quest) and dialogue options you choose, Hanson, Silas and Abraham will react more positively or negatively to monks' demands
3. Talk to Ava in ECLSS
The Showdown (Nico)

**The Showdown** is a quest in The Shuttle Bay.

## Rewards

* 90 XP for dealing with the Protectors
* -4 Protectors of the Mission Reputation and 24 Cells for defeating the Protectors in combat
* -7 Protectors of the Mission Reputation and 24 Cells for killing Rowley
* 60 XP for completing the quest

## Quick Walkthrough

1. Talk to Nico
2. Talk with Rowley
3. Talk to Nico

## Detailed Walkthrough

1. Talk to or Nico
	* You can leave the Shuttle Bay without solving its problems in which case this quest will be canceled and you receive no reward
2. Talk with Rowley - persuade him to leave, +40 LP to all Speech skills if you succeed
	* Streetwise:[4]
		+ Persuasion:[5] or Streetwise:[5]
			- Streetwise:[6] or Impersonate:[4]
			- Return to Nico
		+ Return to Nico
	* Return to Nico
3. Talk to Nico
	* If you persuaded Rowley to leave, Nico will ask you to speak with Abraham and ask for alliance, starting With Friends Like These... quest. If you work for Jonas, Nico will gladly accept his offer from United We Stand quest
	* If you failed to convince Rowley:
		+ "Is there another way to reach the maintenance depot?"
			- This options unlocks a maintenance hatch leading to Rowley's command room (Stealth mission). You will also need Lockpick:[4] to unlock the backdoor to his room
				* Successfuly killing Rowley awards 24 Cells and reduces your Protectors of the Mission Reputation by 7. If you work for Jonas, Nico will gladly accept his offer from United We Stand quest
		+ "Amen, Father. What can I do to help?"
			- Prepare for combat against the Protectors squad
				* Successfuly killing the Protectors squad awards 24 Cells and reduces your Protectors of the Mission Reputation by 4. If you work for Jonas and you persuaded Nazar to stay and fight in previous quest, Nico will gladly accept Jonas' offer from United We Stand quest. If Nazar left or is dead, he will refuse on the basis of losing too many men in the battle
		+ [End] Leave - you leave Nico and his men on their own

## Enemies

### Protectors squad (optional)

 Protector | 50 | 33 | Regen (RCR-3), Ranger, Combat Knife, Enforcer Helmet, Biolab Gas Mask, Heavy Ballistic Vest, Enforcer Armguards, Guard Boots

## Next Quest in Chain

* With Friends Like These... (peaceful path)
The Showdown (Moses)

**The Showdown** is a quest in The Shuttle Bay.

## Rewards

* 90 XP and Pipe Dream LX rifle for persuading Moses
* +4 Protectors of the Mission Reputation for persuading Moses to make an alliance with the Protectors
* 60 XP for completing the quest

## Quick Walkthrough

1. Talk to Moses
2. Talk to Rowley
3. Return to Moses
4. Speak with Rowley again
5. Return to Moses

## Detailed Walkthrough

1. Talk to Moses or Nico
	* You can leave the Shuttle Bay without solving its problems in which case this quest will be canceled and you receive no reward
2. Talk to Rowley
3. Return to Moses
	* Persuasion:[4] - persuade him to accept the alliance (or to ally with Jonas instead), +100 LP to all Speech skills if you succeed and Moses give you Pipe Dream LX rifle
		+ (If Jonas rules The Pit) Ally with Jonas - this option continues United We Stand quest
			- Persuasion:[5] or Streetwise:[5]
				* (If Stanton rules The Factory) Stanton too (+3 Disposition)
				* For now
		+ Persuasion:[5] or Streetwise:[5] - Ally with the Protectors continued
			- Persuasion:[7]
			- Streetwise:[7]
			- (If Braxton rules The Pit) Persuasion:[5]
	* "I assume the answer is no?"
4. Speak with Rowley again
5. Return to Moses
Ultra Regen

**Ultra Regen** is a type of ultra stimulant that can be synthesised in Hydroponics (Red) with Biotech:[5].

## Description

An experimental Rapid Cellular Regeneration compund that accelerates tissue regeneration for a short time, consuming all avalaible body energy in the process.

## Details

* Gain 20 HP and regenerating 15 HP for 1 turns.
* STR, CON, DEX and PER reduced by 1 each time is taken for the duration of combat.
* Value: 100
Aggro (AGR-72)

**Aggro (AGR-72)** is a type of stimulant.

## Description

Mankind's longest dream - to create super soldiers - has finally become a reality, but this reality turned out to be far less glamorous than the dream. The serum does make soldiers stronger and faster, but the effects wear off fast and the comedown leaves them tired and exhausted.

## Details

* 1-2 Extra Melee Damage, +4 AP, +15 Reaction, +10 Accuracy for 2 turns.
* Upon expiry, STR, CON, DEX, PER reduced by 2 for the duration of combat.
* Value: 200
Squad Leader

**Squad Leader** is a type of implant. It can be only installed into the player character.

Extracting this implant from a dead body requires Biotech 4.

## Locations

Squad Leader is the rarest type of implant and there are only few places where it can be obtained.

* Little Shop of Horrors quest - earliest possible source
* Can be extracted from the body of Rowley in The Shuttle Bay if player sides with Nico in The Showdown (Nico) quest
* Can be extracted from the body of Raynor, one of the enemies in the final case in Courthouse if player sides with Braxton, after returning to The Pit from Habitat
* Can be bought from Medic (The Heart) if you have Master Trader feat or pass Persuasion:[5] check
* Can be extracted from the corpse of Fifth Daughter during Righteous Vengeance quest in The Heart
* Can be extracted from the corpse of one of Great Mother's guards in The Heart
* Can be extracted from the body of Habitat faction Officer in Into the Wild quest
* Can be extracted from the body of Brotherhood/Protectors Officer in Out for Delivery quest
* Can be extracted from the body of Church Officer in Out for Delivery (Monks) quest

## Effects

Followers: Accuracy +4%, Evasion +4%, Critical Chance +3%, Followers Initiative +4

## Overclocking

Followers Accuracy, Evasion, Critical Chance and Initiative bonus doubled

## Upgrades

* **Neural Dampener (Chip)** : +1 Initial Disposition, +10 Neural Resistance, +10 Followers Neural Resistance
Quests

**Quests** are specific missions and tasks - usually given by a NPC - which are tracked in your Journal.

Although the game has no time limits - your character can travel back and forth between most locations on the Ship over and over again, without missing any deadline - certain quests and encounters are tied specifically to one of the game's four chapters. First chapter covers start of the game until the player's arrival to the Factory, where the second chapter starts, third chapter starts when you return from the Habitat and last chapter starts when you deliver The Machine to one of the four major factions.

Therefore, if certain quests are unfinished when you first travel to the Factory or leave the Habitat, they will be resolved by present circumstances, without your further input. (The same goes for timed quests which you haven't found or started yet - you may lose the chance to start them at all.) This will usually be reflected in a warning, so you can reconsider travel if you are about to advance the plot "too soon".

Note: After you complete Into the Wild quest late in Chapter 3, your ability to travel between different locations will become heavily restricted from this point onwards, starting Chapter 4, which effectively prevents completion of most left sidequests from earlier chapters in Habitat and few other locations.

## Quest Rewards

All quests provide rewards, from XP to credits, various items or Reputation gain with one of the factions.

There are two types of XP - Encounter XP and Quest XP. Encounter XP is spread equally among all your party members and is rewarded for completing various encounters or parts of the quests, such as winning a combat enounter or successfully completing a Speech challenge. Quest XP instead is rewarded for finishing quests, and the XP is awarded in full to all your party members.

## See also

* Category:Quests for comprehensive list of quests
* Category:Timed Quests for comprehensive list of timed quests (does not include quests that become unavalaible in Chapter 4)
Paper Lily

***Paper Lily*** is the name of the anthology video game franchise composing of *Project Kat* and Chapter 1. Project Kat is the first entry in the franchise and is rather a prologue of Paper Lily. Chapter 1 is the sequel to Project Kat, and takes place in the same universe, but the characters and settings aren't the same.
Cobra

**Cobra** is one of the faction-exclusive Followers.

She can join the player party if you offer The Machine to Silas and Protectors of the Mission.

Cobra's real name is Coby Rae Alden, Cobra being her old call sign. She was born in Brotherhood of Liberty and used to be a colonel but was forced to switch sides in a hurry and defected to the Protectors.

## Character Sheet

Cobra starts at level 6, close to level 7. She has very high Dexterity, Initiative and Evasion, making her excellent at moving around the battlefield and disposing of high priority targets quickly.

### Starting Stats

* Strength 4
* Constitution 6
* Dexterity 11
* Perception 8
* Intelligence 6
* Charisma 7

### Starting Skills

* Bladed 6
* Rifle 6
* SMG 8 (tagged)
* Critical Strike 5
* Evasion 9 (tagged, starts at 900/1000 LP)
* Armor 7
* Lockpick 2
* Sneak 4

### Starting Feats

* Fast Runner
* Fast Draw
* Artful Dodger
* Sprayer
* Gunfighter
* Tough Bastard

### Unique Feat

* Spec Ops - Evasion + 20, Reaction +20, Penetration +10

## Starting Gear

Cobra starts with an Soldier Armor, Ranger Armguards, Explorer Coat (Red), Reinforced Guard Armor, Queen Cobra Submachine Gun (this item cannot be unequipped from her) and Combat Knife.

## Implants

Cobra starts with already installed Bionic Eye, Motor Cortex and Subdermal Armor. If she takes the Bionic feat, she may pick one more implant.

## Loyalty unique effects

* Engaged - Cobra: Skill Gain +5%, Reaction +20
* Inspired - Cobra: Skill Gain +5%, Reaction +20, Party: Evasion +3

## Gallery

Cobra starting statsCobra starting equipment
A Deal with the Devil (Mercy)

**A Deal with the Devil (Mercy)** is one of the quests if player sides with Mercy.

## Quick Walkthrough

1. Travel to the Church of the Elect and gain an audience with Abraham
2. Return to The Pit and talk to Mercy

## Detailed Walkthrough

1. Travel to the Church of the Elect and gain an audience with Abraham
	1. Complete Deviant Faith quest given by Elona
		* If you fail the quest, you can still gain an audience if you have The Church Reputation:[5]
	2. Talk with Abraham about an alliance
2. Return to The Pit and talk to Mercy
	1. Complete Civil Disturbance (Mercy) and Hostile Negotiations (Mercy) quests
	2. Inform Mercy about Abraham's answer
Colony Ship Wiki

*Colony Ship: A Post-Earth Roleplaying Game* is a turn-based, party-based role-playing game set aboard a generation ship launched to Proxima Centauri. The game features a detailed skill-based character system, multiple ways to handle quests, choices & consequences, and branching dialogue trees.

Gameplay
* Character Attributes :
	+ Stats
	+ Skills
	+ Feats
* Combat
* Speech
* Stealth
* Followers :
	+ Evans
	+ Faythe
	+ Jed
	+ Garret
	+ Mathias
	+ Cobra
	+ Harbinger
	+ Knurl
* Enemies
* Reputation
* Quests

Locations
* Chapter 1 :
	+ The Pit
	+ The Armory
	+ Hydroponics (Green)
	+ Mission Control
* Chapter 2 :
	+ Factory
	+ Habitat Entrance
	+ The Shuttle Bay
	+ Brotherhood of Liberty
	+ Church of the Elect
	+ Protectors of the Mission
	+ Maintenance Deck
* Chapter 3 :
	+ The Heart
	+ Hydroponics (Yellow)
	+ Hydroponics (Red)

Items
* Weapons
* Armors
* Gadgets
* Grenades
* Implants
* Stimulants
* Medkits
* Cells
* Training Tokens
Trader (Habitat Train Station)

**Trader (Habitat Train Station)** is a merchant in The Habitat Entrance. He sells various scavenged items.

## Store

* Desperado Double-barrel Shotgun
* Blunderbuss Multi-Barrel Pistol
* 2 Flashbang (standard)
* 2 Gas (standard)
* 2 Smoke (standard)
* 2 Regen (RCR-3)
* Aggro (AGR-72)
* Zen (Z4N2c)
* Subdermal Armor (Damaged)
* Exo-Spine (Damaged)
* 100 9mm Ammo
* 100 Shells
* 100 .45 Ammo
* 100 5.56 Ammo
* 20 Medkits
* 3 Electronic Modules

## Special Merchandise

He has a Painkiller (Chip) which can be bought for 400 credits if you have Master Trader feat or pass Streetwise:[4] check.

## Training

He offers a training in Biotech skill to the player worth 200 LP for 300 credits per person.