Moravia Orbital Colony, Ulysses | 237d/3008AD | Von Hapsburg System
Megacity Time: 7:18Moravia Complex Alpha, Commerce Sector
Civil Unrest (-1 Diplomacy)
Morale Boost (1/6th chance of a lockdown on the streets. All combat toward law enforcement receives a +1 to initiative and attack rolls.)
Action: Time for more espionage! Let's spread subtle rumors among the station-folk that Aeonia is behind all the chaos that's happening to help her Monarchist flunkies...
The riot seems to be contagious, and it is in fact spreading to the population complex as well. Unfortunately, this means people will have a harder time taking you seriously in all the chaos. On the other hand, if your crew fails at their jobs, there will be less security available to track them down.
For fairness, no penalties have been applied yet.[4] Aeonia is a well-known figure around here, with her friends and enemies. It would take a lot to convince the populace that she is one of the bad guys here. Fortunately for you, the rebellion has given you a perfect backdrop for spreading rumors that terrible conditions on the station have all been set up as part of a sinister greater plan to create a rebellion that would allow a popular figure to rise up and show the people how effective a strong autocrat can be. Normally, telling people that they are acting all according to a plan would discourage them... but not these people! Your efforts have made Aeonia Zeal a much more respected and revered figure--among the populists.
The investment class, on the other hand, is outraged at the idea that one of the biggest shareholders of several major companies is involved in a plot to overthrow the government. War is bad for business, at least for companies that don't sell arms, and while SpaceInc would certainly stand to benefit from armed conflict, it won't benefit much when they are fighting their own population.
As the middle class starts to join in on the rebellion, the police make an announcement over the intercom.
"This is Moravia Alpha Law Enforcement. A message to all citizens, rebels and bystanders: we will enact a lockdown if unrest persists. Please return to your homes and stay out of trouble. Nobody else needs to be hurt."Hm, a lockdown entails that the doors will be locked to . People will be trapped in their own homes, which would be problematic if emergency personnel didn't have a means to open them. This is great potential ammo, should you spread rumors that the lockdown will threaten the lives and safety of the citizens. On the other hand, it would be in your best interest to gain access to a keycard or something that can open a locked door.
As you search for the nearest fire station, a large glass cube held up by red tinted steel girders, you encounter a group of teenagers and college freshmen, just out of school.
A tall girl wearing a thick winter coat: Darn it, I was just planning to go shooting.
A short boy wearing a hoodie: They're bluffing. Maintenance has half the doors due for repair.
A tall boy with no shirt: They're upgrading the hardware for the official halls. It's obviously staggered. Your house will be closed if you stay out.
A medium-height girl wearing some sort of city nametag (her name is Elizabeth Bacon): I don't think we should be talking about this in plain sight...
...
Primary Elevator Control Room
High Security (-1 Stealth)
Huh. Score for me, then!
Pocket the card. If I hear the door opening, drop my own card in the same spot and grab them both. Keep looking around in the meantime.
[1] -
The door opens [1/2] You drop your own card and start reaching for it. The intruder, apparently a manager that you haven't met yet, pulls on your shoulder before you can pick up the cards.
"We need to get out of here, security wants full access to the room."Someone else walks into the room.
"Anyone seen my card?"Well snap, you were just getting started. The first guy starts leaving, but the second guy stays, looking around on the desk for his card.
While you were looking around, one thing stood out to you: this room, for all its utility as a security office, has no cameras monitoring the state of the room itself. Your stunrod, if placed to the back of someone's neck, can incapacitate them almost instantly. Should you ever need to... deal with somebody, you can
Additionally, you set the cameras to delete records every 30 seconds, the lowest it can go. This should at least make it difficult to track your crew through the elevator, although it won't affect most of the cameras on the floor. There are a number of other changes you can make, but it'll take a bit of time as you're not used to the controls:
- Depressurize the elevators (Mostly for the troll factor. They will suck air back in when opened)
- Gain remote access to the console (Managers only)
- Disable the cameras altogether (will be suspicious)
- Heighten elevator security for the elevators to the outer docking bay or the inner headquarters (or both). Doors will require a security override to open.
- Lower elevator security for the elevators to the outer docking bay or the inner headquarters (or both). Doors will no longer require a keycard, although this can be reversed by anyone at the console.
- Shut down the console (will forfeit manager access)
- Get the password to the secure wi-fi used for security and control
Each of these will take some time, so doing more than 1 will incur a -1 penalty for the first two past the first, or -2 total for more.
[/list]
...
Headquarters, Floor 3
Professional Atmosphere (+1 Intellect)
((Sorry, been busy/unsure of what to do))
"Adieu, gentlemen. Unless it should happen we have the same destination, but I think not."
Atlos takes his place amongst the crowd of aliens, checking for any signs or directories nearby, and (as soon as is safe) informs the others over the secure channel that he has entered into the HQ ring.
There are a few things that immediately come to mind:
- Find a way to infiltrate the high-security zones. Deuce seems to have access to some sort of security room, so perhaps he can tell you which areas are not currently being watched. If all else fails, you can look for a life support area or perhaps hydroponics, leave your fishtank in a closet, and take to swimming in the irrigation channels. You know that human stations are still reliant on water supplies, and it will be difficult to enter a water treatment facility directly. If anyone could just waltz in, then who knows what sort of biological terror could happen? Humans aren't good at trusting each other.
- Stalk the strange people from before. The person in the Zebra robe seems to be looking for military support somewhere. If you could get close enough, you could find out where SpaceInc's assets will be. That would be useful info for the Guild if its goal is an orbital assault.
- Acquire some sort of security access. You could do this by attacking a guard in quiet, or taking advantage of a drunk human, perhaps.
You sit down next to a human female and a humanoid alien.
Alien: Well you know, I've never considered anything like this cross-species romance thing.
Human: Well all that stuff about humans you hear is flat out wrong. We could just have a drink together, watch a movie, kiss, you know... nothing awkward about that.
Alien: Won't my beak puncture your lips?
Human: Let's forget I said that.
Warden's Elevator Hiding Spot
Hidden (+1 Stealth)
Those times when you regret not upgrading your climbing magnets. At least I didn't fall out.
Enter through the maintenance shaft and find a path into the main building through the main elevator shaft.
[5] Bah, who would let filthy crewmen reach high-profile areas without clearance? You don't expect to find much of use. It turns out you were wrong, however. Since ventilation is necessary on a station (humans don't like to breath stale air for some reason), there are ventilation shafts everywhere. You don't fit in any of them, but the openings in the ceiling encompass more than just the diffusors--each opening has a grate which lets you peer into the room below. You really expected this to be harder.
You stop at a couple places of interest.
- A security room with a sleeping guard amidst several dozen camera viewscreens. Half of them monitor the crawlspace, but you realize why you haven't been caught yet: The darkness combined with your lack of body temperature means that your body appears black like the rest of the infra-red image.
- A dark, humid chamber with several pools of water. A figure in a white suit and a fedora appears to be emptying bags of something into one of the pools.
- A conference room. You just missed the conversation, but several executives are already leaving the room toward a lounge area. The lounge, as you notice, features a fountain. The crawlspace extends down around the lounge (humans can descend via ladder) and holds access to the water pump and plumbing. Here the ceiling is high enough for a human to stand. There is also a hatch that allows you to drain the water through a rubber tube that is currently detached from the drain and is simply lying on the floor.
...
Moravia Lab
High Security (-1 Stealth)
"Could just temporarily detain them and get them tested. You have cause and reason. And nice to meet the two of you, I'm Valrak, and I'm pretty sure you figured out that's Nerin. Nerin's a 49b Tactilogiform with a focus on mechanized unit control and KX9 unit coordination and I'm a 51c Combatform with protection, bodyguard, and object retrieval training and augments."
"There are increasing numbers of people with clothes that block the Milliwave."
Both continue scanning.
Dr. Chance signals for a team of guards wearing class II hazard suits to assemble. About four guards show up, each equipped with stunrod and plasma pistol in case things get out of hand.
"Our studies indicate that plasma weaponry is highly effective at containing the slime, for the same reason that plasma weaponry tends to have a lot of stopping power against humans. Since their tissue is saturated with nerve endings, a single shock from a plasma bolt will give it severe and lasting nerve damage, at least until it gets a chance to eat and regenerate. It's important not to let that happen."She instructs the guards to move forward and apprehend the suspicious humans, bringing them into the emergency room while having most emergency workers leave the vicinity.
[2] Valrak sees nothing with his sight. Once again using the milliwave scanner, he finds that the suspicious humans continue to lack skeletons even though they are moving closer.
[4+1] Nerin, on the other hand, catches a glimps of something in his peripheral vision--a side effect of his wider field of view.
Nerin: There's definitely something going on. You spot a little glob of goo
leaping from a person's exposed ankle, landing on the floor and darting behind a counter just outside everyone else's field of view.
Some of the humans protest convincingly, however. It's difficult to tell if they've been assimilated somehow or not. One complains that the pressure suit that he wears under his clothing tends to block most forms of scanners. One of the guards asks how he got past the milliwave scanner. The human explains that he did run into trouble, and that he had to show his Stellar Federation license and threaten the guards not to harm him. He once again flaunts the iridescent badge, threatening that bad things will happen to the station if he is detained unjustly.