Lifestyle Expenses: Difference between revisions

From New Horizons Wiki
(added page)
 
Line 34: Line 34:
=== Rules of Thumb For Living on The Ship ===
=== Rules of Thumb For Living on The Ship ===


* Pets are allowed aboard the ship, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as  Mata'ke Rafama would be considered too big to be comfortable within the confines of an employees cabin. The Void Bunk, being loosely or never enforced, can get away with hosting animal pens and livestock - a handful of black market abattoirs exist'''.'''
* Pets are allowed aboard the ship, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as  Mata'ke Rafama would be considered too big to be comfortable within the confines of an employees cabin. The Void Bunk, being loosely or never enforced, can get away with hosting animal pens and livestock - a handful of black market abattoirs exist'''.''' Celestial Suite residents can also use their substantial wealth to get a waiver on keeping large or unusual livestock in their cabins.


* Children, and/or being with child are required to take place '''out-of-round'''. While accommodations exist, they are '''exclusively''' in the residential decks. Characters who are expecting are given a leave from duty and must not board for a round during their term. Advanced Zeng-Hu Pharmaceuticals medical technology can allow you to rapidly speed up the development  if you want to shelve the character for the duration but not for a whole 9-irl months, to a minimum of ten days.
* Children, and/or being with child are required to take place '''out-of-round'''. While accommodations exist, they are '''exclusively''' in the residential decks. Characters who are expecting are given a leave from duty and must not board for a round during their term. Advanced Zeng-Hu Pharmaceuticals medical technology can allow you to rapidly speed up the development  if you want to shelve the character for the duration but not for a whole 9-irl months, to a minimum of ten days.

Revision as of 23:38, 18 February 2024

This guide is a metric to weigh the expectations of characters (both player and npc). A character set to "wealthy" will react very differently to having to bunk in a lower-class room than that of a destitute crewman.

The wealth level covers all of your earthly needs and access to luxuries, and governs your access to the different quarters available to crew.

If there is a disparity in your wealth and available funds at round-start, this may be due to all of your wealth going to maintaining your lifestyle, debts or expenses not covered by the following guide, or any other reason from your own backstory.

Residential levels

There are five levels to the ship's residential deck, which can be accessed by elevator, stairs, or other means. These are where your character is presumed to be whenever they are not currently in-round.

Wealthy - Celestial Suites

The upper echelons of the spaceship feature the Celestial Suites, luxurious private chambers outfitted with state-of-the-art technology. These opulent quarters boast personal AI assistants, zero-gravity relaxation pods, and access to exclusive virtual-reality entertainment. Each Celestial Suite is practically an entire terrestrial house, with possible ‘upstairs’ and ‘downstairs’, a full kitchen suite, a private dining room, and two Holo-Rooms that can be toggled to be anything from a home theater, a smoking lounge, a bar, a guest room, a sunny beach, or any set from over a hundred programmed possibilities. In many situations Service & Civilian staff may also split their time acting as servants for occupants of Celestial Suites. Climate control ranges from 0C to 40C.

Crew that live in the Celestial Suites tend to be Command staff, Medical Doctors, Scientists, and VIP visitors.

Well-Off - Galactic Cabins

The Galactic Cabins offer spacious and comfortable living quarters. They include advanced climate control, customizable lighting, and high-quality furnishings. They tend to have a small, one to two private bedrooms, a small kitchen, and a small living-room. Galactic Cabins also feature a single holo-room that can be toggled between a dining room or a small outdoor park. Climate control ranges from 0C to 40C.

Crew that live in the Galactic Cabins tend to be Bridge Crew, Pharmacists, Security, and Engineering.

Average - Nebula Cabins

The Nebula Cabins cater to the average spacefarer. These rooms provide practical and functional living with standard amenities. Nebula Cabins offer a balance between comfort and affordability, featuring compact one to two bedrooms connected to a small living-room and a small kitchenette with a mini-fridge. Recreation for Nebula Cabin residents are communal, with the rent covering access to the level’s communal kitchen and dining room, gym, and other recreational areas. Climate control ranges from 18C to 22C

Crew that live in Nebula Cabins tend to be First Responders and Operations.

Poor - Cosmic Cabins

The Cosmic Cabins house those facing economic hardship. These quarters prioritize functionality over extravagance, providing essential amenities and shared facilities to those on a tight budget. They consist of a single room with space for two beds, two chairs, a night-stand, and a dresser. Microwaves and other cooking appliances are forbidden in the Cosmic Cabins and all food must be purchased from the floor’s dining room. Climate control is locked to 20C across the level.

Crew that live in the Cosmic Corridors tend to be Interns & Apprentices, Civilian & Service.

Destitute - Void Bunks

For those on the brink of survival, the Void Bunks represent the bare minimum within the depths of the ship’s bottom deck maintenance tunnels. Its quarters remain officially offered, but rules and regulations are rarely, if ever, enforced. These shared sleeping quarters were retrofitted from maintenance closets and offer little more than one or two bunk beds and communal washrooms. The floor is bare steel. The “official” amenities and services are realistically empty rooms, and its occupants often must make ad hoc and ‘gray market’ shops, often out of their own rooms. There are little to no security cameras and security only sweeps the Void Bunks when its occupants have somehow drawn the ire of the ship’s command structure. Climate control is utterly lacking, and heat from the engines radiating through the level creates a wildly fluctuating temperature anywhere from -50C to 50C. Crew that live in the Void Bunks tend to be Interns & Apprentices, Civilian & Service, Stow-aways, and others that fell on financial destitution.

Rules of Thumb For Living on The Ship

  • Pets are allowed aboard the ship, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as Mata'ke Rafama would be considered too big to be comfortable within the confines of an employees cabin. The Void Bunk, being loosely or never enforced, can get away with hosting animal pens and livestock - a handful of black market abattoirs exist. Celestial Suite residents can also use their substantial wealth to get a waiver on keeping large or unusual livestock in their cabins.
  • Children, and/or being with child are required to take place out-of-round. While accommodations exist, they are exclusively in the residential decks. Characters who are expecting are given a leave from duty and must not board for a round during their term. Advanced Zeng-Hu Pharmaceuticals medical technology can allow you to rapidly speed up the development if you want to shelve the character for the duration but not for a whole 9-irl months, to a minimum of ten days.
  • Though the ship has an internal relay, it lacks an extra-net connection when deployed outside civilized space. Most messages to and from the ship come from Courier Shuttles holding electronic or physical mail. When docked at a port the ship connects to the local media services.
  • Privately-owned firearms are not allowed aboard the ship except for those given one for their job. You are allowed to purchase a weapon from a merchant and keep it if you submit it to be modified to be nonfunctional and purely decorative. The Void Bunk level often has a semi-active black market for small caliber weapons and its occupants are known to be regularly armed.