DAY 2
Morning
Burt Goldstine11, 15
It may be due to his tiredness, but it's difficult for Burt to manage keeping himself awaken. Anyway, that doesn't stop the ex-chemist to get himself to work.
The morning is long and tiresome, and Burt suffers several small fire and chemical burns, but the work he is doing brings him back to the days of the factory. It's not the same environment, but the spirit feels the same.
Eventually, he finishes. The final products are
15 inflamable and poisonous explosives. They aren't very safe, and some may not actually blow up, or release the gases, but theoretically, all of them will cause the same amounts of damage.
After all his work is finished, Burt allows himself to sleep the rest of the morning.
7 v 6
No one enters the building this morning.
Sally Groves8 v 9, 17+2(Dexterity) v 3
Sally leaves the inn, acting happy and carefree, carrying her backpack which contains her plant books, her botanist tools, etc...
But her carefree act is nothing but a facade. In fact, Sally notices that a woman she saw at the train yesterday has stopped her newspaper lecture and is casually walking in the same direction as Sally.
Sally decides to try something different, and instead of going through the path that would take her to the greenhouse, located North, and go through the forest, which leads Westwards.
It's only once Sally enters the forest, when the other woman loses all attempt at discretion and starts running after her prey.
What the woman doesn't know is that Sally is in her domain. The trees are Aurecas, famous for the robust moss that grows in the roots that are in contact in the air. While it's true this moss is sleepy, any good botanist knows that it's one of the worst sound transmitters, as the moss absorbs the impact of vibrations. And it's slimy properties actually are a defense mechanism, if one walks quickly enough, they won't fall to the ground.
Sally starts to walk through the moss, using quick and decisives steps to avoid falling to the ground. The other woman is less lucky, Sally hears her tripping and falling down several times.
Eventually, Sally comes across a blue teared deer, and she quickly throws a pebble at him, causing the animal to start running in panic, while Sally hides behind a tree. The woman arrives a few minutes later, panting in exhaustion, but once she sees the trail of broken twigs the deer has left, she breathes in and keeps chasing her false target.
Sally allows herself to breath in relief, and follows the moss, which always points towards the North.
By early afternoon, she reaches the end of the forest, which leads to a plain. There, the greenhouse is the only nearby building.
Benedict Burton3+4(Strength), 1+2 (Wisdom) v 3
The training session of the morning is not really that effective, but it surely helps Benedict distract himself from any doubts he may have.
Anyway, once Benedict finished his training, he quickly marches towards the assigned destination, trying to be as self aware as possible of any suspicious intent he may give.
The man travels across the streets of Forsika, but he is so focused inwards, that he doesn't notice the Striker who is coming the other way. The two men collide and fall to the ground.
D12: 11 v 3
Instead of running away, Benedict helps the man get up, stating that he is sorry, making up a story about finishing his janitorial cleaning night turn, and that he is going to see his little daughter, who is celebrating her birthday today.
The Striker (must be a new recruit) simply nods and urges Benedict to keep walking and be more careful. The few bystanders quickly disperse, and Benedict keeps walking, this time more aware of his surroundings.
Eventually, the man reaches the ruined building he has been directed to, and enters it, only to find it empty. The contact, as the Resistance said, won't arrive until the afternoon.
LizaRemini wastes no time. She gets up early, and puts everything she needs to in a school backpack, and after setting up the "
CLOSED" sign, she leaves towards Marham Station. Once she reaches the nearby lateral alleys and starts to change herself into her disguise.
19
Remini remains undetected.
Using the money she's has gained from her job, Remini buys a ticket towards the Ministry of War.
Remini approaches the secretary at the reception, and waits until the woman looks at her.
"Can I do anything for you, sweety?"
"Well, yes,
medrian. I had a meeting in this ministry today. I'm Razzaza Tefra, from the Ministry of Ethics, and I was given this date for an interview with your boss regarding his job policies."
14 +3 (Charisma)
The secretary looks dumbfounded for a second, looking at several of her papers, as she clearly doesn't know what to think.
"I'm sorry sweetie, I can't find it..."
"What? I knew Reggie shouldn't have been the one to write the message! I'm sorry, my dear, but my work colleagues in Ethics are terrible."
Liza notices the spark of complicity that crosses the woman's eyes. She has her.
"I totally understand you, sweetie. But since you are here, there's no point in sending you back immediately. Come with me, I'll talk to Mr.Ferein to see if he's available."
After signaling a nearby member to take over her job, the secretary takes Remini towards the inside of the Ministry of War.
13 +2(Dexterity)
As soon as she gets the chance, Remini abandons the woman, and quickly changes her disguise to a totally different one, just changing a series of minor details. She follows the mental directions that she has marked in stone inside her mind.
As soon as she gets near the corridors which contain the plans and tests, Remini "collides" with a female researcher, and steals her access wallet without the other woman noticing it.
The guards, who Remini realizes are clockwork automatons, simply look at her wallet, and proceed to touch it. Once they detect the symbol that marks her as a scientist, they let her enter.
7 +3(Charisma)
Once inside, Remini nearly breaks character. The place is, to be put simply, immense, full of books and artifacts, and test chambers. She can even see a few steam automatons.
But she quickly gets back on track. She approaches a nearby scientist who is studying a small Zeppelin.
"Hi! My name's Tara Mirthful! I'm new around here, and I was wondering if you could help me!"
The man turns around, and Tara nearly yelps in surprise, as the man's eyes and upper jaw are nothing but mechanical pieces, powered by steam capsules.
"You don't sound like someone from around here."This leaves Remini quiet for a few seconds before smiling nicely.
"That's...uh... cause I'm not! The ministry of War noticed my impressive ability in schematics when I was in the orphanage, and paid me to get an education! Now, I want nothing but to serve Alandria and President Cupper"
The man's mechanical eyebrows raise, and he mutters something that can be resumed as "
Has the system decayed to the point we have to give jobs to the rodents?". After a tense moment, he nods.
"What project have you been assigned to?""It's the latest model of... Zeppelin I think?"
"Aaaah, good, at least they aren't giving the rodents like you the important jobs. Go to Hangar 12" Remini wastes no time getting to the designated Hangar, only to find a massive beast of machinery. Zeppelin's always looked so small up in the sky, but up close, this thing is immense. Remini can only feel small in comparison to this single invention, and the Directorate is planning to build entire flotas. In a way, it's admirable the amount of effort to keep everything under their control.
Remini at first worries that she will be the center of attention, but in the Ministries, to be seen you must be either absolutely loyal to the state, or really useful to the state, which means that if she keeps her mouth shut, no one will notice her.
Acting like she's listening to the head of the project, she takes a long look at the blueprints of the Zeppelin Bomber, and after she has memorized it, Remini starts to make an accurate copy of the Zeppelin.
After an hour, Remini is nothing but proud of her work, though there's something that intrigues her. The Resistance letter said this Zeppelin Bomber objective was more accurate bombing strikes, but the way this thing is designed would make it impossible to carry bombs.
Sadly, Remini can't waste time in this mistery. Walking as silently as she can't, the disguised girl leaves the room, and makes her way back towards the front door, without forgetting to change her disguise once she's alone.
10 v 9
Remini barely is able to leave the building, as the secretary from earlier has returned to her post and is clearly waiting for her to reappear. Thankfully, lunch time arrives, and the members of the Ministry take a break to go to nearby restaurants. Using the multitude, Remini leaves the building without being noticed, and with a little mystery between hands, in the form of the blueprints copies.
Plan is a SUCCESS! Remini can interact with the copied blueprints however she wants or give them immediately to the resistance.Gerardus Mercator12, 13, 10
Upon waking up, Gerardus first goes to the board of his street, which regularly contains his main source of income, part-time jobs. The two most economically beneficiary jobs of the week are either repairing steam automatons for 2 days,
(You lose 1 action in the morning and another in the afternoon), or working as the temporary newspaper bringer of Hecterar Street for 4 days
(lose 1 turn in the morning).
You can choose whichever you prefer. Neither also counts.Anyway, once Gerardus has decided, he wastes no time, and quickly travels towards Hangman's Cross, and starts to look at the nearby libraries. He half wonders if it's possible that there may be uncensored books in one of this places, but quickly dismisses the thought. The Ministry of Education would never miss one rebellious word.
Anyway, Gerardus eventually finds a store named
The Wonders of Alandria, which seems to not be owned by the Bureau of Guilds. The insides of the shop are nothing too out of this world, and the shopkeeper seems to be exhausted. Based on the outside looks of this shop, it's clear some Guild militias have recently harrased this man.
Anyway, Gerardus day only improves when he finds an up to date map of the Valley. The place is located towards the South-East of Forsika, a right by Tarantia, a gas extraction town which is half a day away from Forsika in train.
The Valley has only one path that crosses it. It's inhabited by Strang reindeers, one type of deer that's famous for it's extremely durable antlers.
Anyway, Gerardus pays for the map, earning the thanks and appreciation of the shopkeeper, and proceeds to search for the rest of the products. It's a highly risky operation, as apparently, a Striker was wounded in the market by a crowd, which has caused an increase in Striker patrols.
Thankfully, due to his bulky appearance, the Strikers are convinced that Gerardus has just been assigned to a mine when asked about the suspicious nature of his belongings.
Detection Rolls•Burt Goldstine: 6 -70
(Low Government Suspicion)= Burt remains undetected, due to him staying inside the house the entire day.
•Sally: 48 -65
(Low Government Suspicion)= Despite Sally having shown irrational behavior recently, the Strikers have no evidence that may be deemed as incriminating. And due to their rivalry with the Eyes, the Strikers don't want to involve them.
•Benedict Burton: 58 -70
(Low Government Suspicion): Benedict remains undetected.
•Remini va le Steam: Due to her plan, she remains undetected.
•Gerardus Mercator: 74 -80
(Low Government Suspicion): Gerardus remains undetected.