Dia 23 - Mani

O grupo examina algumas um pouco das áreas em volta depois de derrotar os robôs, e encontra uma sala de distribuição de energia, mas não mexe nela. Ele volta sua atenção para a porta que os robôs estavam guardando. Quinn destranca a porta e recua, e 7 abre a porta usando telecinese. Um androide que está dentro da sala fala com o grupo, perguntando quem eles são e o que querem.

Quinn levanta seu rifle para atirar no androide, mas ele reage com uma velocidade sobre-humana, jogando uma granada de gás no meio do grupo e fugindo por um portal. O gás enlouquece Singular, Halri, e 7, que começam a atacar uns aos outros. Por sorte os ataques enfurecidos não são muito efetivos, e quando o efeito do gás passa os três não têm ferimentos graves. O grupo se recupera, e examina o escritório que o android abandonou, encontrando vários itens.

Explorando as outras salas, o grupo encontra uma sala com o último robô de segurança, destruindo ele e recuperando peças para construir dois rifles avançados. Em outra sala o grupo encontra o núcleo de computação do laboratório.

Seguindo em direção ao submarino, o grupo vê que o submarino foi embora, mas encontra o par do anel de teleporte que foi abandonado. Examinando o laboratório o grupo não encontra mais nada de valor, e resolve voltar para a cidade.

Dia 26 - Mani

O grupo passa o tempo enquanto a nave está sendo consertada examinando o que encontrou no laboratório e descansando. Quando a nave está pronta o grupo entra em contato com John sobre o trabalho de assassinar o Barão Jörgessen.

XP: 10000 (2000 para cada)

Quinn: 34980/40000
Halri: 34980/40000
Singular: 34980/40000
7: 29980/40000
Remy: 29980/40000

Tesouro:

Hate bomb (granada):

These small cylinders are loaded with extremely powerful neurochemicals. They can be thrown as a grenade, with an AC10 hit roll to land on target and a 1d10 meter scatter on a miss. When they land, they burst to affect all targets within 10 meters. Victims in range can make a Tech saving throw to resist the gas, and those in sealed vacc suits or other contained environments are not affected. Aliens and non-terran animals are also unaffected.

Victims affected by a hate bomb are seized by a sudden, blinding fury directed at all living creatures around them. They will immediately attack the closest available target, friend or foe. The most immediate means of attack will be used, whether bare-handed or with the weapon they are presently holding. This rage lasts for 1d4 rounds for all affected. Those affected by a hate bomb are immune to further uses for 24 hours afterwards as the necessary brain chemicals are depleted by the effects of the bomb.

Chip de crédito com 10.000 créditos
Espada pretech ornamental: +2 hit/damage

Stim box com quatro doses de stims:

Ironhide: Kinetic dampers are spun around the skin of this stim’s user, invisible buffers to absorb and redirect damage from high-velocity impacts or sharp objects. An ironhide stim absorbs the first 15 points of damage inflicted by a physical attack in the hour following its administration. Use of an Ironhide stim adds 1 System Strain.

Zephyrstep: While it makes for truly impressive dance performances, Zephyrstep has more practical function for most adventurers. When applied, the user becomes capable of moving on vertical or inverted surfaces at their full normal movement rate. Gravitic compensators even allow them to stand on surfaces that would not normally bear their weight. The user must keep moving, however, at least 10 meters per round; if she spends a round without moving far enough she will fall if not situated on a suitably horizontal perch. A dose of Zephyrstep lasts for one hour and adds 1 System Strain to the user.

Nullity: A military stim for use by infiltrators, Nullity stims dampen the user’s signatures- thermal, olfactory, radio, and visual, leaving them translucent and blurred. A user is effectively invisible to TL3 infrared viewers or similar security measures and gains a boon on all Security and Stealth skill checks against TL4 tech or living observers. A Nullity stim lasts for one hour and adds 1 System Strain to the user.

Integrity Stims: Usually found in the form of a skin-spray applicator, integrity stims restore twice the First Aid hit points to a subject for each dose applied, considering Heal-2. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.

Temporary Structure Support (bastão do tamanho de uma lanterna):

Favored by miners, underground dwellers, and excavators of unstable ruins, the temporary structure support takes the form of a short black rod with a twist-off activator. When twisted and
dropped, the support immediately analyzes its surroundings out to a 30-meter radius, detecting impending structural collapses and potential falling debris. The support freezes these structures,
balancing the load with its own kinetic and gravitic adjustments. If the structure is merely dangerous rather than imminently doomed, the support will keep it stable and safe for 24 hours. If the structure is about to collapse or is collapsing even now, the support will only hold it for 1d4 minutes, blaring a deafening klaxon during that time. The support stabilizes and freezes only building structures, not any smaller or more mobile objects.

Ring gate:

These gates are usually found as a pair of silvery, metallic rings. One is the primary and the other secondary. The diameter of the primary can be expanded or contracted from a mere few centimeters in width out to a maximum of one and a half meters, and the secondary will match.

If a Type A power cell is attached to the primary it can be activated with a Main action, briefly opening a translocation gate between the rings. Anything that enters one side of the ring will emerge from the opposite side of the other, provided the other ring is within a five-kilometer distance.

The gate remains open for 1d6+2 rounds and can admit up to one person per round if at maximum size. Objects partially through the gate when it closes flick back to their original location without
injury. The gates cannot penetrate areas shielded against teleportation, and a single activation will drain a Type A cell. The gate can be only be activated from the primary ring, but can be deactivated from either side with an On Turn action.

Peças para construir 2 Shear Rifle