((Apologies for the lack-luster approach earlier today; I've been trying to multitask and keep the story moving at the same time!))
Unfortunate. I guess I'll have to do this the old fashioned way; attempt to make new contacts on the station. Look for shady characters and potential business partners.
Criminology Roll
1d20 +1 = 15
You begin by scouting out the areas of the station you can access, limited as they are. A place this remote yet firmly in the territory of the Grand Republic, and moreso of high traffic, is begging for criminal activity, as it allows in the event a criminal needs to, to make a quick escape. That said, it depends on the station's approach to said activity.
The hangar and main corridor seems to be heavily scrutinized by remote cameras every ten meters - to be expected, of course, as per Grand Republic anti-smuggling regulations.
The only other area is the market hall. You walk throughout, analysing and expecting, seeking subtle callsigns or suspiciously unattentive behaviour.
Perception Roll
1d20 + 1 = 10
You make it to the end of the hall and spot no such persons or signs. You sweep again on the first and second floors, but again, to no luck. You now lean over the glass and white steel barrier of a crossover, looking down into the crowds, mulling with indecision.
+15 Experience GainedSaxson takes a quick look over the ship's weapons, evaluating what upgrades he could reasonably be expected to perform.
Starship Mechanic Roll
1d20 + 4 = 5
You tap into the systems to take a look at the weapon performance diagnostics through a combat simulation. Unfortunately, it seems any such activity has been disabled by the station, as per security, most likely.
take the elevated to the third floor and walk by the restricted section. See if there's an sign of what is within the restricted section. After that continue nonchalantly towards the market stalls and see what there is to see.
Perception Roll
1d20 + 2 = 18
Eventually you reach the
second floor and exit the market hall. Two armed and armoured soldiers, their faces helm'd, stand on guard outside of a thick-looking door about forty meters down the corridor to your left. Two blacked-out cameras sit in the corners, as does a single auto-turret attached to the ceiling. As you stop in the threshold of the market hall archway, standing and looking nonchalantly down the hallway, you believe you notice a camera within that black globule shift and turn toward you - though it could be your imagination.
"Fair enough. I just hope that it'll last by itself then."
after authorizing the purchase from his personal funds, he would go off hunting for trouble around the station. After all, Peacetime is rarely ever as peaceful as it seems
Finances Roll
1d20 + 0 = 8
You pay the full price of the UFAK, 15 Credits, and move on.
Event Roll
1d20 = 7
As you turn away, there's a sudden disturbance in the crowd.
"Move out of the way!" "Get her!"You step onto a extruding groove at the foot of the wall, about half a meter high, to take a look over the multitude of heads. A girl is running through the crowd like a bullet through jelly, with two security persons hot on her trail. She's small and nimble and making a distance from the security personnel - and heading your way.