"Erdain..." Lilen sighs. "I was there, Wilhelm. Right at the heart of it. I was there when molten stone dripped through the cracks in the walls. When it rained on screaming masses and pooled on the floor.
"Do you know how I first realised my power?" Lilen whispered, leaning closer. "I had to make a roof, and a raft, shelter from fire above and below. I had to get out. And all I had were bodies... scorched, ruined, melted flesh. I wrapped myself up in death and got out alive. Do you know what that does to a person?"
Her voice now lacks its usual sing-song confidence. Lilen disengages, pulls away. "Afterwards the High Council comes with their ships and their medics and they act out being the heroes... But they knew it was going to happen, and did nothing! Not until it was too late!"
Pudge keeps himself shielded from the sensory component of Lilen's psi and gets to work. The system is complicated beyond measure, drowning in backup subroutines and security measures, but Pudge already has a feel for the Vault's wider network.
For it's grander than expected: there's a shaft beneath this chamber, a shaft housing dozens, perhaps a hundred additional stasis pods. The machine in the chamber is designed to retrieve them on demand, swapping out the four present for their fellows below ground.
Moller, then, must be seeking the deepest, most secret part of the Vault. Pudge analyses his options. He's not sure how much time he has...
When hacking the system, Pudge may attempt two actions: 1 Tech roll with his standard modifier [1d20+6] and 1 with a -2 penalty [1d20+4]
or one full action: 1 Tech roll with a further +2 bonus [1d20+8]
Damage the stasis array (3/3 HP) DC18 for 1 HP, DC24 to reduce it by 2 HP
Track occupants of vault (1/1 HP) DC16, Success will negate enemy stealth attempts
Compromise DNA-lock security (1/1HP) DC11, Success will grant Pudge an additional +1d6 bonus when challenging the DCs of the other options
Rolls
Secret Roll