HOUR 2

Feb 14, 2025 8:09 pm
While Seth continues to the ship, Bob heads back to the admin office. Chief Marshall Quinton is not there, but one of her deputies is. When you ask about Frankie Battista, she very nearly shuts down. "Look. All I can tell you is that he must know someone big. We've only managed to slap him with a fine or two, and I think those only stuck because he has to keep up appearances. If you saw guys with him, they're probably bouncers at the Starfire, but they rotate in and out nearly with every freighter. I wouldn't go looking for trouble there. You'll find it. That's all I can tell you. And hopefully no one heard me say that."

As Bob leaves the office he's met by Seth with carrying Theodore's crate. The cat was a tortoise shell domestic mix - at least partially maine coon - with an orange and blue eye. "Ah, Bob, meet Theodore. Theodore, meet Bob."

When the cat meowed, it looked directly into Bob's eyes. And as uncanny as it was, it sounded like the cat had attempted to say. "Hi!" Considering Seth's economy with words, extremely limited social skills, and generally obsessive and hyperfocused personality; it wouldn't be a stretch to consider his only hobby was teaching Theodore the cat.

"Ah it is well. Theodore likes you."

Where is the cat to accompany you to next? Back down to the shafts, or up to the Starfire?
Feb 17, 2025 11:42 am
Bob sort of pets the huge creature from as far as he can. He understands Seth is training the animal, but he is not quite sure on what, and you never know how deadly a thing of that size can get...

"I sure hope he does" gives a nervous smiles back to Seth's observation, quickly changing the subject to avoid eye contact with the massive cat. "So turns out this Frankie guys is well know and the station admin sort of stay out of his way. Got connection to someone big by the looks of it. Maybe we can figure those out? I also couldn't find any maps of the shafts... I wonder if those secretly connect to wherever Frankie is operating from..."
OOC:
I have a feeling we will end up at the Starfire anyway, so maybe the shafts for the long way around? We could technically split since being marshals should keep us out of major problems long enough to meet back together
Last edited February 17, 2025 11:44 am
Feb 17, 2025 12:54 pm
"The traffic in that shaft was high. It *could* be utilized by any number of people. But it has piqued my curiosity as well. Let me get Theodore to my apartment and we meet by them in a few minutes? I can collect one of the many broken pipes around as a weapon, and I have this if it comes to shooting." Seth motioned to the commercial grade hot rivet gun built into his armor. It was meant to seal breaches in reactor housings, which meant it had the power to blast through carbonfiber like it was nothing. "We should get you some EVA gear. If there is much gunfire, well..." In a rare human moment Seth let Bob draw his own conclusion.

"Anyway, best we move swiftly."
Feb 17, 2025 1:16 pm
"Well, I hope there is not much gunfire as it could decompress the entire station" Bob quickly adds to Seth unnerving unfinished sentence. "I'll meet you by the shafts then, maybe we can find a way into the Starfire's archives without having to go through any gunfire"
Feb 17, 2025 4:42 pm
The lift works for Bob on his way back to Life Support. Food is also life support of a kind, which is why the assembly line for the food packs is located there. He waits for Seth. And waits. And waits.

The lift works for Seth too, at least on the way up. The dwellings here are utilitarian one-room affairs... painted walls, a simple bunk - couples get two, stacked, unless they know someone. There's a small kitchenette along one wall along with what is actually a copious amount of storage, at least for Seth's needs. The combination shower/toilet is in the corner by the door. Sit for one stand for the other, nothing fancy and it's self-cleaning when it works.

It's on the way back out that the lift has issues again, and so Seth is forced to walk. He climbs down the stairs to the main level and then heads out the main hallway. He hits wide marble stairs (you know the kind in every mall) going up that lead to the Galleria Mall, so-called because of the observation gallery that's located just above the main mall level up another set of nice generic marble stairs. The map says to go left though, and so he does, past Lee's Shop-MART and Anarchy Ink. A narrower hallway leads to the Starfire Lounge, but there's a lift here too, and it works. He's able to take it down to the Life Support level, where he meets up with Bob again.

The vents await. So does Adam, having waited here for you to return. He's staring at the blood stains, not really processing anything.
Feb 17, 2025 5:57 pm
Falconloft says:
The vents await. So does Adam, having waited here for you to return. He's staring at the blood stains, not really processing anything.
OOC:
Just quick check that it is indeed Adam who is there not just Bob!
Feb 24, 2025 10:12 pm
Yep! Seth and Bob met back up at the Life Support level, but Adam is still just sort of... existing there in the food assembly room where he had previously stopped existing.
Feb 25, 2025 2:08 am
Seth claps Adam on the back when he sees him again in a sort of friendly gesture. But remains resolutely neutral in his facial expression. Adam, barely reacting, discouraged further interaction.

So Seth enters the vents and gets to work.
Feb 25, 2025 10:32 am
"Did you go for a walk?" bob jokes after Seth finally shows up, but does not try to stop the android from going into the vents first. He does, however, make sure his gun is easy to reach... in case they end up somewhere they shouldn't
Feb 25, 2025 9:42 pm
Seth took a beat to assess all forms of locomotion his bipedal body could use. Finding he could, walk, jog, run, crawl, clamber, mantle, roll, and tumble. Assessing that Bob had inquired about the form of locomotion Seth had used while absent from Bob, he concluded he had indeed "gone for a walk."

"Affirmative."
Feb 26, 2025 1:36 am
The vents are mostly, short passages, some carved into the rock itself as the asteroid slowly became the base. It's easy to tell which way you should go at first, but as you reach the end of the life support section, you're left with almost no trace clues at all.The cavernous central vent goes in two directions here. One way is warmer than the other, but beyond that you have no real way to tell which way you should go.
OOC:
A Fieldwork check might give you a clue. You can also just choose a way to go if you'd like.
Feb 26, 2025 9:33 am
OOC:
I do have fieldwork and am supposed to specialize in rocks

-- INTENT Find which way has been more (recently) used
-- ACTION Check the rock for signs of erosion and any traces of recent use
-- APPROACH Precisely. I might forcefully damage the rocky surface or be too noise and fail to be discreet.
Advantage: Specialty and maybe assistance and equipment (Science things to check rocks)

Roll: w/ 3 adv: 19 otherwise 14
Last edited February 26, 2025 9:35 am

Rolls

MEN - Roll - (5d10h2+6)

(34548) + 6 = 19

Feb 28, 2025 7:54 pm
The rocks show no real signs of erosion from air or water; it's very dry and cool in the vents, and the air circulates slowly through the station. However, in one direction you do find areas where the stone is worn smooth from continued use. Both on the ground and at about hip-level - or slightly above - the sheen of the rock indicates that someone has been walking through here regularly, relying on touch as much as sound. And these marks are, while not easily traceable, at least remarkable. Once they're pointed out, they're obvious, and so slowly, you follow those marks. The shaft angles down and then takes a ninety degree turn, then another, and another. The air is blowing from behind you now, and it's slightly warmer in front.

Eventually, the shaft opens up onto a high, cavernous area, and you find yourself looking down at the reactor that powers the entire station. You're about a hundred feet up. No one is supposed to be up here, so there's no guardrails or vent covers blocking your view.

The shaft overlooks the cathedral-like ducts and pipes of the reactor. Occasional arcs of electricity illuminate condensation running down the large plexiglass window that is there solely for the purpose of blowing out in the event of a reactor overload. The station would need to be saved, after all. The people could be restocked.

There's no clear way down from here, so you keep moving.

The tunnel continues its downward cubic spiral, and eventually ends at an intersection. To the left, a grate much larger than the one you started at is screwed in securely at one corner, but the rest are loose, letting it swing to the side to open your way out. The station's elevator is nearby, but its buttons are unresponsive. Overhead, lights flicker and buzz.

If you turn the other way, there is an endless labyrinth of gloomy tunnels, each slightly smaller than where you started. They all at some point lead out to rooms lined with maintenance access panels.

The entire level is hot and humid, and nothing is maintained well.
Feb 28, 2025 7:56 pm
The only good thing to note is that here again, just next to the lift, is a layout of the level.

I've marked your location with an X.

https://i.imgur.com/Vbh8Xtx.jpeg
Mar 3, 2025 9:51 am
"Was this... in the original map?" Bob turns to ask Seth, confused about the poor state of maintenance here. It's not like maintenance is particularly good elsewhere, but this looks like one of those post-apocalyptic soap opera comedies shows that they keep playing on the interplanetary travels.
Mar 3, 2025 11:19 am
"Affirmative, this section of the station is meant for maintenance and upkeep making it the oldest habitable sections of the entire station. I would recommend extreme caution."

Seth was already regretting this. Much as his flat tone disguised it, his verbose explanation might as well have been a shriek of terror. Taking the lead he motioned for Bob to keep behind him. He raised his boltdriver to the high ready as if it were a rifle and crouching a bit began to slide forward.

Seth took a moment to commit the entire map to memory. Then took the left hand path. "Left, Right, straight ahead, right, left." Seth began to repeat like a mantra, the directions to the workshop.
Mar 3, 2025 12:04 pm
Bob instinctively checks his suit oxygen levels before following Seth, from a safe distance that is. If things go south, Bob might be able to claim some sort of insurance to pay putting the android back together, but humans are not as easy to fix.
Mar 10, 2025 7:41 pm
YOu follow the hallway until you come to the corner. At the end is a sign that points to the left, proclaiming the next room to be:

Maintenaince Access A2.

Yes, it is misspelled. The door shoots open with a smoothness and speed that belies its age. The motors are in pristine condition, probably because it only gets opened once a year, if that.

The room is a bit lower than the hallway, and ankle-deep oily water covers the whole floor. It's slippery. You'll have to make your way through very carefully.
OOC:
I need two checks. First come first serve, but whoever makes them gets one bonus advantage because you're cooperating.
-- 1) Parkour. It's the closest we have to balance.
-- 2) Situational Awareness.

Rolls

. - (d10)

(9) = 9

Mar 11, 2025 2:18 am
OOC:
so Seth has a Parkour of 3+1 and a situational awareness of 5

Thats a roll of 4d10 best 3 and 6d10 best five right?
Mar 11, 2025 9:55 am
OOC:
yeah all those are better than mine. My sheet auto roll suggests it would be 3d10+3 Parkour and 3d10+5 awareness, keep the two highest.

I guess we can try to claim an android is more stable/balanced for another advantage die on parkour
Last edited March 11, 2025 9:55 am
Mar 18, 2025 3:13 pm
Seth definitely has the best Awareness.
Best Parkour probably too. Does he want to try both those? or do one and one? It's up to you guys.

@Jomsviking - Lets go ahead and have you make the Awareness roll, and then in your post, let CESN know if you want him to try the Parkour roll or alternatively, you can make it at the same time you make your Awareness roll.
Mar 18, 2025 7:37 pm
OOC:
rolling
Seth is, precise, careful, artful.
Last edited March 18, 2025 7:38 pm

Rolls

Situational Awareness - (6d10h5)

(5731103) = 28

Parkour - (5d10h4)

(65442) = 19

Mar 19, 2025 4:38 pm
OOC:
Remember, you always discard down to two dice. Advantage lets you keep the two highest (so having four advantage lets you roll more dice, but you still keep the best two); disadvantage, the two lowest. Then, add your skill.

I made this check sheet that can tell you how many dice to roll.

In other words...
Your SA roll should be 4d10h2, so we'll use the first 4, giving your the two highest of 5 and 7, so 12 + 5 = 17.
Your Parkour roll should als o be 4d10h2, so that's 11 + 4, so 15.

Those are both mixed.
You both look around carefully, and it seems safe. The two of you wade out until you can find a good box to climb up on, and then cooperate to make your way across. It's not until you're balanced precariously in the middle of the room that you notice there's something down there, just below the surface of the water. That bit of attention divide is all it takes for the box to shift off balance just a bit, and all of a sudden you're seconds away from falling all the way to the floor. Make a Reflex save to save yourself, or a Body save to take the hit.

A save is just 2d10 straight, and then you add your save score. You want 10.
Mar 20, 2025 9:40 am
"What is tha... aaah" Bob shifts his balance with the box, trying to stabilize it before it's too late.

Rolls

SEC - (2d10+2)

(26) + 2 = 10

Mar 27, 2025 4:43 pm
OOC:
@Jomsviking - need a save.
Mar 27, 2025 5:02 pm
Saving throw

Rolls

Saving - (2d10+5)

(44) + 5 = 13

Mar 27, 2025 6:44 pm
You come down with a great splash, but not much else is worse for wear. The water broke most of the impact. You're all oily though, and as you pick yourself up and try to wring whatever moisture you can out of your clothes, you can very clearly see that there is a tripwire stretched across the room, just under the surface of the water. Someone did not want anyone else down here.

It's not stopping you from going forward; it'll just need to be handled on the way back. The far door opens when you approach it, just the way it's supposed to. It reveals a long, wide hallways that's stacked on both sides with detritus form decades of use. Old keyboards, burnt out servers that once upon a time were the upgrade for the junk that now sits beside it.

Midway down the hallway there's a disabled android pierced with several spikes. Motion sensors blink when you approach, apparently setting off some sort of warning system. Air begins to event, and the dust from the ground reveals a laser grid that covers the hallway in front of you.

Rolls

Secret Roll

Mar 28, 2025 11:02 am
Bob instinctively checks his gun as they notice the tripwire. "Looks like we are not welcome here" He raises his hand to stop Seth as the laser grid becomes visible. "The entire room is trapped? Maybe if we can reactivate that android it would know something?" Bob suggests unsure if it is a good idea to activate anything at all in that room. But he was hoping there was some sort of android bro-code or something and counting of Seth to deal with the old piece of junk.
Mar 28, 2025 11:54 am
"Perhaps."

Seth considered his surroundings now, grateful his EVA gear was prophylactic.

"Though it could be trapped."

Seth began to examine the trip wire, looking for a means to either cut it or move it out of the way.
Apr 1, 2025 2:40 pm
There's no tripwire here in the hallway. Though, as Seth searches, he notices that the motion sensors don't seem to respond to his search.

Do you want to wake up the android? You could also simply test the system somehow, since it appears to not be working.
Apr 7, 2025 8:27 am
"Why would anyone trap this dump?" Bob keeps his hand close to the gun, but doesn't really get too close to anything, just waiting for Seth to figure out if there is any actual danger.
Apr 7, 2025 8:38 am
"Traps have always been used as area denial. These do not appear to be a deterrent but rather a means of destroying interlopers."

Seth interfaces with the Android running a diagnostic and attempting to enter its blackbox to see what disabled it.

Rolls

Technician 4, Specialist in Computers and Machinery - (5d10+4h4, RA)

(72127) + 4 = 23

Apr 7, 2025 7:51 pm
OOC:
The trap, as it turns out, isn't the lasers. It's the android. Reflex save, please, @Jomsviking.
Apr 7, 2025 7:59 pm
OOC:
rolin

Rolls

Saving Throw - (2d10+5)

(48) + 5 = 17

Apr 8, 2025 12:10 pm
There's a series of beeps from the android and then The voiceline that accompanies the Mk VI Veris line starts up. "Hello, I am you-- yo-- y--" The voice darkens. "I AM YOUR DOOM". Seth realizes the danger just in time to vault backwards away from the rigged android, and there's a rolling boom as the explosives buried inside the android go off, sending shrapnel and smoke everywhere. Fortunately, the scattering debris is mostly harmless, so aside from a few scrapes on Seth's paint, and a few metal splinters for Bob, you're safe. The lasers are knocked sideways, and there's a clear path through them.

You head to the end of the hall, to a large room that proclaims itself Maintenance Access 2, and then through the door to the right. In this last hallway, live cables dangle at chest height, and the subceiling wobbles precariously, making the cables sway to and fro, sparking and sizzling when they brush up against each other or the walls.
Apr 8, 2025 12:33 pm
"Well, that definitely got us noticed" Bob casually says as he tries to get as many of the splinters out of himself as he can. "An android? As a bomb? What a waste for good equipment"

It's unclear is Bob actually stressed the word equipment, or if coincided with more painful splinter being removed...

Spending only the time to check if Seth was still moving, Bob moves to the next room "Well, 2 is probably the amount of times this room has seen maintenance". He stops a looks around at all the cables dangling. "Now, there must be a power supply we can turn off somewhere no?"
OOC:
Generally looking for the power switch to "turn off the light"
Apr 8, 2025 3:42 pm
There is a rather complex panel standing a few feet away from the door where you came in. Surely one of the buttons turns on the light and one turns off the power supply...
OOC:
I'll need an Industrial Equipment check for that. Approach matters.
Apr 10, 2025 9:35 am
"Ah! There it is!" Bob slowly walks up to what looks like some sort of electricity control panel and tries to figure out which one of those turns the power off...
OOC:
Seth is probably way better for these rolls, but it's just a panel with buttons no?

Maybe two advantages? I have a lot of time to check the buttons, so not pressure and Seth's help?
Approach: Carefully, I fail for doing it too Quickly or not Insightfully, which probably mean pressing the wrong buttons xD

Rolls

PHY - Roll - (4d10h2+1)

(5156) + 1 = 12

Apr 10, 2025 2:38 pm
The lights come on with your first button push, but that's because the entire system has woken up. You're not sure what exactly they were trying to do here, or if all of this was even it's original configuration, but what you do know is that when the lights come up, the ceiling apparatus that supports all the sparking cables begins to sway precariously. You know that if you touch anything else, anything else at all, that it could all come crashing down. But you have to go through to get where you're going.
OOC:
We can do separate Parkour checks, or a single one for the group, but I need to know before (or as) you make the first roll. Add one disadvantage for doing it as a group.

Rolls

Secret Roll

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