Tarran SmithTake a peek in both the scanner offices and clerk offices. Just a small peek into the door, not a whole room inspection.
[Observation 3, 3] You take quick peeks in both the scanner offices and the clerk offices. They both look like rooms, with the scanner office having workstations for two dozen while the clerks office has workstations for about twice that. Both of the offices have adjoining rooms, the scanners office has two and the clerks office has one. Nothing hostile appears in either room, but they don't seem to have anything immediately useful in them either.
---
James Evan"Hm, scanner offices... Used to be a scanner for a while... shotgun crates... Anyway, I'll check the scanner office." James went and looked at the scanner offices.
You follow Tarran into the scanner offices, and you stay there after he pulls his head out after a glance. All of the familiar equipment is oddly comforting, not exactly homey by any stretch of the imagination, but at least you know what everything in this room is for. Not something you've been able to say very often since being deported.
There are twenty-four workstations here, each equipped with a terminal, a lamp, and variety of personal effects. The door to the offices of the two coordinators is on the left wall. The temporary storage for contraband items, dangerous objects, and (if the coordinators aren't complete hard asses) employee lunches, is on the right.
[int 3+1] You think you might be able to login to one of the terminals. Scanners issue guest keys for when they shuffle staff around to ensure accurate reports, and you remember a couple of yours. If you're very lucky, one might still be active.
---
Dominique WakemanDom thought for a moment. "Well... we should try to herd him and the others to the hangar, get them out of here. Safely. While they're doing that, you can show me to this door and we can take a look at it. Also, is there any way we can get in contact with him? I kinda took the only radio we had on us."
"Easily done," Taric says as he walks back into the security booth. You watch as he goes inside, touches the terminal, frowns in concentration, and then nods. Then entire operation might have taken half a minute, and was done without any visible action other than touching the terminal.
"Done," Sizier says when he comes back out.
"It will take a little bit of time for them to reach him, but the nearest group I can find will attempt to give them directions and aid. It will take some time and effort to get a message back, but I've sent one to be delivered. Direct contact will be impossible unless he goes to sleep or manages to find a terminal." He shrugs.
"Limitations of the current system, but the psionic adjustments will largely eliminate it. Shall we?" For a moment it almost looks like he's going to offer you his arm, then he laughs to himself and taps the contorted immortal. It snaps upright and heels him once more, seemingly no worse for wear. You follow without further comment.
The door he's referring to is, as would be expected, the heavily scarred door that makes up the far wall. He explains a great deal about it, going into considerable depth about its construction and the methods the Father used in his attempts to circumvent it. The conversation goes over your head after the word "door".
[A. Kinetics 4+1] [Passive Kinetics 3+1] You sound the door out carefully while he's talking. It's solid, mostly, with only tiny weights and counterweights set into its structure. Nothing connects to them, and you can't see how they'd open the door, but it's not too difficult to figure out how they should move. After a few minutes of observing its structure, you're confident that you can get it open. The required action is complex, but not overly tiring. You have no idea why it's going to work, but, if it moves like you think it moves, that shouldn't matter.
---
Aaron White"OK ... Hack it, unless we have the tools to cut this thing open anyone?"
Paula kneels in front of the door and starts working on getting it open. [Paula Mechanical 1] She's about midway through when she starts cursing. The panel hums, the door twitches, and then the access panel starts sparking. [Luck 1] The jacketing for the circuitry catches fire almost immediately, and the fire suppression system turns on right after that.
"Not a word," Paula growls as Cale opens his mouth.
"Not one goddamn word." Slick foam covers everyone and everything within ten meters of the fire, giving the stairs the oddly festive look of fresh snow. Nobody seems particularly admiring of the effect. The door is now locked, bar drilling it with tools you don't have, or cutting it with power and time you can't spare. On top of that, the fire suppression call and damaged door will have undoubtedly pointed out your location to the Shifting Man like a beacon.
Relevant ItemsMemory Stick (Dom)
Security Card November (Dom)
Ident Badge -Kira Masse- (Tarran)
Ident Badge -Naomi Weiss- (Tarran)
Unpowered Pad (Tarran)
L1RF Key (Tarran)
Jake's Engraved Plate (Dom)
Radio (Dom) [On]
Health: 71/85
Stamina: 85/85
Carried weight: 92/180
Attire:Red Maintenance Jumpsuit, Heavily Modified Red Maintenance Suit (30/115, 45 lbs).
Inv:
Phoenix pistol (1/3) (9 lbs)
CFG bars x2 (3)
Crowbar (8lbs)
Simple Knife (2lbs)
Bone Spike (1lbs)
Fenrir pistol 5/7 (6lbs)
Fifty feet of rope (10 lbs)
Homemade grappling hook (2 lbs)
D-Grade rations x4 (4 lbs)
First-Aid Kit 5/5 (5 lbs)
Energy cells x3
Status: Floor 10 stairwell, fire retardant.
Paula Ria
Health: 39/55
Stamina: 47/55
Description: Short, brown haired. The years she spent as a researcher at Delphi added lines to her face, the year she spent as a prisoner here added a decade and stole what weight she had from her frail body.
Personality Complication: Soft. Despite her recent hellish ordeals, Ria was a born and raised Technocrat. She's gotten conditioned to hardship, but the pain and the cold decisions that need to be made in her new life still stun her.
Skills: Mechanical 3, Intuition 1, Dodging 1
Attributes,
Strength (Str): 1
Dexterity (Dex): 3
Endurance (End): 1
Charisma (Char): 4
Intelligence (Int): 9
Willpower: (Will): 3
Equipment: Light Body Armor 36/50, Stained Labcoat, Military grade night-vision goggles. Manticore Pistol (9/10, 6lbs), .30 cal clips (10) x2, Chimera Pistol 15/15, Diagnostic pad, energy cell x2, Light Plasma Torch (60/100), Basic Medical Kit (2/5), Fifty feet of rope, Homemade grappling hook, D-Grade rations x4, ORS pack (3/3).
Henry Myers
Health: 43/75
Stamina: 40/75
Description: An emaciated man of average height. He's mostly bald now, thanks both due to a receding hairline and to a chemical spill that permanently injured his scalp.
Personality Complication: Maudlin. Henry has a dark streak a mile wide, and he usually shares it at every available person. He's a good man, but the tendency to vent every depressing thought that runs through his head makes him a little irritating.
Skills: Soak 2, Marksman 2, Stamina 1
Attributes,
Strength (Str): 6
Dexterity (Dex): 6
Endurance (End): 3
Charisma (Char): 1
Intelligence (Int): 3
Willpower: (Will): 4
Equipment: Maintenance Jumpsuit, Heavily Modified Maintenance Suit (23/90). Kapre Light Rifle 9/15, .30 caliber clips (15) x2, Pack of Flares, Fifty feet of rope, Homemade grappling hook, D-Grade rations x4, ORS pack (2/3)
Cale Levi
Health: 105/105
Stamina: 105/105
Description: A tall young man, blond and brown eyed. He's in fairly decent shape, considering his recent lifestyle.
Personality Complication: Young, and kinda Stupid. Cale is a young man, and though time has aged him quickly, he still occasionally acts on wild impulse.
Skills: Mechanical 1, Melee 2, Dodge 1
Attributes,
Strength (Str): 3
Dexterity (Dex): 6
Endurance (End): 6
Charisma (Char): 4
Intelligence (Int): 3
Willpower: (Will): 1
Equipment: Maintenance Jumpsuit, Heavily Modified Maintenance Suit (78/90). Sleipnir SMG (5/30 | 35/60), .223 clips (30) x2, Energy cell x2, Crude Combat Blade, Neuroflash grenade x2, Fifty feet of rope, Homemade grappling hook, D-Grade rations x4, ORS pack (3/3).
Health: 62/75
Stamina: 75/75
Carried Weight: 146/150
Attire: High-prelate Uniform [8lbs] Standard Body Armor 19/100. [35lbs]
Inv:
Tarran's Ichneumon Anti-Armor Rifle -Scope- (1/1, 20lbs, 1 rounds in speed loader)
1' sabot packs x1 (2)
Combat Knife (1lb)
Sleipnir SMG (A0, E25 9lbs,)
Sleipnir SMG (A0, E25 9lbs,)
Energy cells x3
8 .220 gauss clips (35)
Basic First Aid Kit 3/5 (5lbs)
Jormungandr Assault Rifle (A16, E26), 16lbs. In hand,
Artemis Railgun (E 1/3, A 2/3, 18lbs)
.50 Rail Clip (3)
Credit Chit (Unknown)
Status: Floor 9.
Health: 106/135
Stamina: 75/135
Carried Weight: 135/210
Attire: Arbiter dress Uniform, pristine [10lbs] Standard Body Armor, 29/100. [35lbs]
Inv:
Dominique's Abassy Heavy pistol -laser sight- [5, 8lbs]
Stun club (50/50 11lbs)
Fuath Riot suppression carbine [5, 13lbs, Caustic load]
.50 caliber pistol clips x7 (7, 2lbs)
Full Bottle of Wine x1 (1lb, sealed)
Jormungandr Assault Rifle (A35, E70, 16lbs.)
LR Jormungandr Battle Rifle (13/35 A, 8/15 E, Damaged, 17lbs)
Artemis Railgun (E 3/3, A 3/3, 18lbs)
.220 gauss slugs x1 (35)
.220 gauss slugs x1 (30)
Smoke Grenades x1 (neg)
Energy cells x3
Energy cell (90%) x1
.50 Rail Clip (3) x1
Field rations x1
Phoenix Pistol [2, 9lbs]
Basic medical kit (1/5) (5lbs)
Data storage drive [Romance novels]
Unknown Chemical Hypo x3 (Neg)
Partially sorted (1/3) stack of Technocrat stamped papers (Bad novel)
Status: Floor 22
Health: 38/75
Stamina: 73/75
Carried weight: 111/240
Attire: Exarch Dress uniform [8lbs] James' Light Body armor 35/50 (50/50) [25lbs]
Inv:
Renfield SMG (10, 10lbs)
Riot shield (10lbs 1/30, in hand)
Piru Gauss Rifle (E5/5 A5/5 16lbs)
.45 Gauss slug clip (5)
Simone's Song (6lbs 3/7 -Frangible Rounds-)
.50 caliber Frangible pistol clips (7) x1
Irin Combat Shotgun 3/6 (15lbs)
Dybbuk Flechette Canister Rifle (1/2 35 lbs)
20 mm flechette canisters (x2, 1 lb)
Status: Floor 9. Incredibly Smelly.