Tarran SmithGo take a more thorough examination of the clerk offices.
You head back to the clerks office and examine it more thoroughly. There are fifty workstations, arranged in a long five by ten grid and color coded for purpose. Unlike the Scanner offices, the workstations here feature only the black box of the computer core and a panoramic headset. The lack of holographic displays or any form of tactile manipulator makes the room look strangely barren.
There is a single door at the far end of the room, which, you would assume, leads into the personal offices for the group managers. [Int 2] You don't really know what you're going to find here, a young start in the life of a revolutionary has left your experience in the practical job market somewhat lacking.
---
James Evan "Hmm... Wonder if I'll find any old lunches." James first checks contraband storage, then attempts to sign on.
Contraband storage is, as it should be, sealed. It takes two scanners acting in dual control to unseal contraband storage, or an executive access code from a coordinator or someone higher up the chain of command. You shrug and sit down at one of the desks, waving the terminal to life and inputting your first code. [Luck 4] Surprisingly, it works. Say what you will of them, but it's Technocrat bureaucracy that lets a man get up from a desk, travel light-years, and then resume his job on the other side without getting held up in red tape.
Of course, considering that Technocrat bureaucracy just benefited
you, maybe there should be more red tape.
The system welcomes you as a guest and reminds you to get a permanent login from your supervisor. It also writes you up more citations that you can shake a stick at for being late to work, late to renew your identification, late for your bi-monthly review, et cetera. You get them out of the way and start looking for something more useful. [Mechanical 5] Scanners don't generally spend a lot of time at their desk, paperwork and reports on suspicious subjects taking second place to actually observing subjects, and the guest layout is fairly bare. You do recognize everything well enough to generate a guest access code that will work on the contraband vault, and to find the calendar that will let you set up a meeting with one of the coordinators.
---
Dominique WakemanDom ran a hand through her hair. "OK. I'm hoping I don't end up regretting this." She performed a few stretches, figuring warming up physically might help her warm up mentally, and focused on the mechanisms inside the door. I just have to swing this bit down, push that one over... rotate this one like... seventy degrees, I think... OK, that bit lifts up... move this to the left and turn it clockwise... "Might take a few minutes if you want to sit back down. There's a lot of little fiddly things in here that need to be moved," she said, letting Taric know she was working on the door and that it might be awhile.
[A.Kinetics 2, 5+1, 3+1, 4, 3+1, 3+1, 4+1, 2, 3+1, 4+1, 4, 4, 1, 5, 4+1 Meets 50] (Stamina -75) Each individual action is small and inconsequential, but each action requires a dozen others to support it. You do your best, pinning, pulling, and twisting where necessary, but the effort is incredible. It isn't a question of strength, each manipulation individually wouldn't have been a danger to a stout champagne glass, but the unceasing precision required makes it something akin to balancing a dozen spinning bowls while dancing a particularly vigorous haka.
The final piece clicks into place audibly, and you almost collapse from mixed relief and exhaustion. You feel cold all over, and you're more tired then you've been in a long, long time. This isn't the first time you've skirted the edge of your wall today, and even your exceptional levels of regeneration can't replace old fashioned sleep, but, at the very least, the soft rasp of the blast door sliding open seems to validate your efforts.
Taric's unnerving smile stretches from ear to ear, and he squeezes his way through the still opening doors without so much as a 'thank you'. The immortal continues you heel him, leaving you alone. You stand wide and breathe deeply for a couple seconds. The effort was very close to what you were capable of, anyone with less skill or less staying power would probable have been killed in the attempt. As it is, you're too weak to throw so much as a psychic burp. You can still walk, talk, and maybe shoot if you don't have to do have to do any of it in a straight line, but a fight right now would probably push "in dire need of a bed and a beer" into "in dire need of a slab and coroner".
(Level 22 is now open)
---
Aaron White"Next... floor... NOW!!!... Oh god it tastes awful, why did i take off my mask?"
Go up the stairs
You order everyone to start jogging up the stairs again, making as good a hustle as you can through the slick foam. Just once you'd like the pull-apart-the-door-panel-and-hack-the-security trick to actually work like it does in the movies, right now it only seems good for giving away your position.
The stairs stop at the next landing, making you very thankful for the dried corpse that's jamming its door open. You and Cale muscle the door the rest of the way open while Henry and Paula go through, then you kick the corpse out of the way and shut the door behind you. This way it'll at least lock if you need it.
The glowing red arrows that you'd noticed on the stairs continue across this level, all across this level. Every single wallscreen that you can see has a large red arrow on it, all pointing to one path. [Observation 4] You hear a faintly cheery noise coming from the direction the arrows are pointing.
Forgetting the arrows, the path branches into three parts ahead of you. The near right (leading away from the arrows) says it leads to the assemblymans offices, the near left (on the path of the arrows) leads to the elevators, and the far right (also leading away from the arrows) leads to the central office block.
---
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: 72/85
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)
Gingerbread
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 9, 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: 63/75
Stamina: 75/75
Carried Weight: 146/150
Attire: High-prelate Uniform [8lbs] Standard Reindeer embroidered 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: 9/135
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)
Jingle bell knucklers
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: 75/75
Carried weight: 111/240
Attire: Exarch Dress uniform [8lbs] James' Light Body armor 35/50 (50/50) [25lbs] An elf hat
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.