((Sorry for the delay. Done with classes for the week.))
Port Newton, Northern Ridge, Askarian | 233d/3008AD | Von Hapsburg System
Askarian Shores
Snow (Low visibility. Actions toward distant objects incur a small penalty based on distance)
Freezing Wind (-1 to all actions when exposed)
"Come on. Let's at least check whether is he around."
If I am still in the elevator going up, try to open the hatch on top of the elevator if there is one, then climb down the emergency ladder that probably still is in the shaft.
If not, then get out and search for his things yet again.
Deuce shrugged. "Yeah, I didn't feel much like chasing him either. Cold as balls out there, and if you chase him down it's not really a barfight. Loses the fun."
He looked up as his radio squawked.
'Nah, he got away. We're coming back up now.'
Group up!
Hal: Curiously, the elevator you and Deuce are in had its entrance directly open to the outside climate, although it still has lockers, presumably for emergency use. What this suggests is that the airlock for this one is either part of the elevator, or up in the stopping point. Making the elevator the airlock would result in too many complications, engineering wise, so you are willing to bet it's the first option.
[6/3] The elevator itself is apparently a pressure vessel. Its walls are a mere few millimeters of steel, but its rounded cylindrical shape and the fact that the floor is raised separately from the hull makes it clear. This means that there aren't any panels you can simply break open, but there is a heavy duty hatch in the top. It's locked.
Deciding that it won't matter too much, you start elbowing the hatch in order to tear it off its hinges. The servos in your Atmo-suit assist in doing this. After a few hits, and fifteen precious seconds, you rip the hatch off. Surprisingly, it doesn't fly off due to air friction. Askarian's atmosphere has only 0.15 bars of pressure, so consequently friction is very low. However, simply glancing out the hatch reveals that you are already almost at your destination. This elevator is
fast, though the aforementioned low atmosphere probably helps.
The elevator slows to a halt.
Deuce: Well, it seems you've arrived. You look to the door, awaiting its opening. Instead, however, you get an alarm, followed by text on the screen (which itself is behind heavy glass. The 'L' in 'LCD' stands for liquid after all):
IMPROPER SEAL--ACCESS DENIEDYou also hear your pilot on the radio:
'My suit's picking you up. Get over here!'You look at Hal, whose expression you cannot see due to the reflective faceplate on his suit. But he seems to have a solution! He grabs onto the hatch and takes advantage of the low gravity in order to flip himself over. Placing his feet squarely against the pod ceiling, he braces himself and pulls as hard as he can on the hatch, eventually creating an airtight seal. The elevator opens its doors, although the hatch seal isn't perfect, as evidenced by a faint hissing noise.
There's an emergency closet right outside the elevator. It should probably contain some sort of adhesive resin, since airlocks are involved here.
Port Newton Bar
Medium Chatter (+1 to deception, -1 to intellect)
"...Just another day in the guild...
Let's away gents, to the fish market. That's our only other lead." McMarlo squawked.
Action: Excavate myself from the documentaries, then to the fish market!
As you leave the office, you see one of the bar entrance doors on the floor, along with some of the rippling fluid inside it spilling out over the floor. You notice a small gathering in the bar near the counter, and Jaina, your pilot, calls you over.
"Hey get over here! We found the person we were looking for."Nidoma emerges from the office, having heard Jaina. You also hear something scraping and tapping against metal, although you're not sure what it is. You approach the crowd.
"Ah shit. Better hide."
Crawl up to the ceiling and stay there for a while. Be careful not to hit the lights or fans. When I get the chance head back to the bar for the headcount.
[6/2] Your suit might not be satisfactory just yet, but
Head back to the bar. Hope that we get to blow something up soon.
"Ah, an infiltration mission. Seeing as is was the reason I was built, I would say I am capable for the job."
"Ah, an infiltration mission. Seeing as is was the reason I was built, I would say I am capable for the job."
"I'm a cultural researcher, but that does entail infiltration by nature. I'm qualified to do engineering, research, sales, and certain other civilian jobs which should allow for the initial integration. Once inside, I may be able to access inner systems through the plumbing, or collect intelligence from their personnel."
You all await Deuce and Hal to make their appearance.
Mission 1
[Operation: Gate Crash]
((Deuce and Hal's adventure will be continued via mini-roll))
Mission Briefing:SpaceInc, a local conglomerate, makes its profits off of controlling he-3 trade within the von Hapsburg, von Karling, and Haunaua local group (including several border stars without further worldgate links). Its gas mining platforms are primarily operated by workers who are entirely dependent on receiving supplies and equipment from the corporation. This system has evolved into something resembling slavery, where workers are forced to work at zero pay in order to meet quotas for their very survival. Lacking transmitters of significant power, these workers cannot even call for help, and local militaries lack both power and motivation to put an end to these practices. However, the workers may have hope yet.
A Milanese prince, son of a wealthy noble family, has decided that enough is enough. SpaceInc's monopolgy really cuts down on entrepreneurial efforts, and the Milanese have a great desire to extend their commercial net beyond their rugged world. The prince is willing to shovel out a lot of gold if you can sabotage SpaceInc's efforts, moreso if you can shut them down for good. The gold is already being held by a local escrow agent in the Republic of Georgia.
The terms are simple. Cause as much havoc as you can, minimize civilian casualties. You are paid by the damage you can deal. Good luck!
Selection Process:This will begin as an infiltration mission, although combat is inevitable. A freelancer named
Atlos will be joining the Guild as part of the infiltration team. Five or six more agents will be selected from the following pool:
WARDENHal GrizzyZiggo the GreatNidomaNerin and
ValrakDeuce HolagMcMarloThe method of selection? Why by the highly sophisticated method of drawing straws, of course!
[2]
WARDEN picks out a short one with his electroadhesive grabbing arm.
[1]
Hal gets a pretty short straw picked out for him.
[4]
Ziggo gets one slightly big for his size.
[1]
Nidoma draws a short one.
[1]
Nerin reaches for the bundle, but
Valrak intervenes and draws a really short one.
[3]
Deuce fares much better than Hal, with a moderately long straw
[5]
McMarlo is victorious.
Hal, Nerin/Valrak, and Nidoma all get straws that are ambiguously short. They get rid of them and draw new ones.
[5]
Hal gets a much longer one drawn for him while he's away.
[2]
Nidoma gets another short one. Oh agony.
[5]
Nerin grabs one himself, getting one that's identical in length to Hal's.
[Hal: 1, N/V: 2] In the end, Jaina decides that Nerin and Valrak are too useful together, and decides to leave Hal out of this one for now. After all, he seemed tad too... aggressive for an infiltration mission. He'll get his chance.
Nidoma, not only late to the bar, also won't be participating in this one. Disappointed!
Mechanics:Before we go on, I'll post a character sheet for each of you.
Every character starts off with two traits assigned based on their specialties. After completing a mission without dying, a character gains a level, in which that character can go on to pick a trait based on what they've learned.
Every time a mission begins, the lowest-level characters are picked first, then higher-level characters from people who want to join the next mission are randomly used to fill in.
Traits:
Close Combatant (+1 Strength)
Swift Defeat (+1 to initiative rolls when attacking)
Injuries: None
Inventory: n/a
Augments:
Mechanical (You are immune to most poisons, lack of atmosphere, and excessive G-force, but still require food and oxygen.)
Maneuvering Jets (You can fly several meters in 1G, fly dozens of meters in half G, and fly around freely in low G. Don't overheat.)
Injuries: None
Inventory: n/a
Traits:
Small Size (+1 Stealth)
Silent Blade (If undetected, you always have the highest initiative.)
Injuries: None
Inventory: n/a
Traits:
Space Technician (+1 to repairing and modifying electronics and machinery. You get no penalties for being in zero gravity.)
Imaginative (When talking to strangers, +2 Diplomacy)
Injuries: None
Inventory: n/a
Traits:
Ravenian Diplomat (+1 Diplomacy. You get no penalties for being in zero gravity.)
Fabulous (Gain bonuses based on how fashionable your loadout is. Current bonus: 0)
Injuries: None
Inventory: n/a
Nerin
Traits:
Hacking Suite (+1 Intellect)
Injuries: None
Inventory: n/a
Valrak
Traits:
Brute Force (+1 Strength)
Injuries: None
Inventory: n/a
Traits:
Experienced Tinkerer (+1 to crafting and modifying equipment. You get no penalties for being in zero gravity.)
Markswoman (All ranged weapons have +1 Accuracy, unless their base Accuracy is smaller than -2.)
Injuries: None
Inventory: n/a
Traits:
Cultural Researcher (+1 Diplomacy, plus +1 extra Diplomacy if you get an exploded dice roll.)
Alien (-1 Diplomacy the first time you meet a character. You can fit into narrow spaces and swim very well.)
Injuries: None
Inventory: n/a
Loadouts:Each person can specify what he/s wants to bring on Arial's ship. Remember, you'll have to pass through security, so heavy weapons will be outright rejected (but you can still bring them). Likewise, armor and such won't work unless you can convince security that uit's necessary. Otherwise you'll be suspicious, and possibly get the whole team discovered.
The Guild can easily supply you with the following. Anything outside of common sense will have to be specifically asked for:
-Weapons ([retty much any common sci-fi tech. No pocket BFG's, but that's about it.)
-Armor (ranging from discrete stuff to hide under clothing, to full out combat gear printed to match your shape)
-Computers (tablets and phones can't hack, laptop-sized computers can but you have to get it through security. If they see a hacking program on it you are probably done.)
-Tracking tools (bugs, tracking devices, chemical agents, cameras, radars)
-Sabotage tools (tiny explosives, chemicals, other stuff)
-Toolkits (soldering tools and small drills will get past security. Thermal lances won't)
-Crafting components (batteries, capacitors, tachyon emitters, whatever you can think of that's not contraband)