Hey, all!
So-- Velarra, Luna, and I have an idea we need help brainstorming and lore-scheming for.
... Or, more particularly, Luna needs help and Velarra and I (HEY, ME! If you're reading this, STOP!) should stay the hell away to avoid spoilers.
Our scenario:
Aria and Velarra's alt, Varcutii Renalard, have an idea to go exploring down the crawl spaces and ventilation shafts of SFRIM's home station, the Nahyeen Zoar & Sons factory, where SFRIM maintains an office, medical, and housing complex called Gottin's Lamp. The goal of this plan is to check the SFRIM facility, and the station generally, for hidden security weak points and dangers, either so that they can be compensated for or, in case of trouble, made use of. Since SFRIM's more or less continuously operating in opposition to various enemies of the Empire (Luna herself was subject to a recent assassination attempt), the idea that someone might attempt infiltration isn't especially far-fetched. What's more, the information becomes more valuable the fewer people who know we have it, so we won't be going and requesting permission to conduct a survey from station security.
Hence, two trusted eggers with updated softclones approach Luna (IC) and volunteer to play tunnel rat. This idea, of course, has nothing to do with both Var and Aria having a mischievous/adventuresome streak an AU wide, and, in Aria's case, an itch to see the bits of the Empire she hasn't normally been allowed to on account of MIO minders and the like.
Unless the two become trapped in some way they can always withdraw and come back to continue their explorations another time, and Eve stations are frickin' huge, so this is apt to be a series of adventures and explorations.
Kit will tentatively include, but not be limited to:
* Spider silk rappelling cord, what we would probably consider an unreasonable amount of it, plus reels, casting devices, and molecular-adhesion grapples (because magnetism is so retro)
* Bolt cutters, crowbar, electronic and manual lockpicks, similar burglary/forced entry tools
* Suitable sturdy clothing (assume that if it is not black, Aria simply will not wear it, for reasons she doesn't fully understand and can't explain), including boots, utility belts, masks, and goggles
* Packs including chemical lights, flashlights, medical kits, rations for three to five days, but not tents/sleeping bags/similar camping kit
* Really solid scanners and analytical expert systems
* Aria has one of the scariest weaponized hacking kits known to humanity, and a hacking-specialized Anathema in her hangar serving as a backup processor and virus database if she can maintain a data link to it (she'll be using her specialized hacking clone). This is her go-to resource for handling security systems, etc.
* Light weaponry, because GRIMDARK. Aria, as always, has her dagger (which is also part of her hacking kit for reasons over-complicated to explain), and the two will probably have something beyond that, but the two aren't looking to get into trouble with station security for anything past trespassing, so the illegal low-tech firearms are staying at home
* Anything obvious I've forgotten
* Other ideas as we come up with them
What we need (or what Luna needs): what the hell are we gonna find down/up/over/around/through there?
Ideas we've had include:
How the Other Half Lives - that is, the unluckier half. Mizhara Del'thul doesn't think (perhaps correctly) that Aria has seen slavery's real face. Correcting this, if possible, is one of Aria's real goals for this series of explorations. If Var and Aria happen, for example, into an industrial section of the station, with enslaved workers-- what will they find?
Kingdom of the Mole Men - just because it's not a "house" or "approved living space" or "up to code" or "remotely safe" doesn't mean it's uninhabited. The station's depths may play host to any number of types of the dispossessed, from smugglers and gangs of street thieves to Sani cults.
We Don't Go to Ravenholm - the Empire has stood as an interstellar power for thousands of years, and Nahyeen is only a few jumps from Amarr. It is likely that this station has some serious history to it. There may be parts that have been abandoned, even sealed off, for any number of reasons. But why? And what history is there to uncover? Causes could range from structural instability to chemical spills to contagion to some official effort to evict undesirables. Hey, does that bulkhead look bent to you?
Mission: Hard - don'cha just hate it when you're deep in a spot you're not supposed to be and all of a sudden a bajillion old security systems all wake up at once?
Wrong Side of Town - just because you're out of the tunnel doesn't mean everything's fine. There may be parts of the station where a nifty bit of kit could fetch a high price on the black market, and the extreme illegality of low-tech firearms (and the threat they pose to station systems) doesn't mean a hell of a lot when your main concern is where your next square meal is coming from. (And just because such a place could get crazy-dangerous for a capsuleer wouldn't stop Aria from wanting to see it....)
Oops! Found what we were looking for - just because you're paranoid doesn't mean someone isn't out to get you. Might be someone really is trying to infiltrate, bug, tap, or otherwise initiate skullduggery around SFRIM corporate HQ.
Hello, Officer! - particularly after something goes badly wrong, station authorities may get a whiff that someone (beyond the ordinary) is scurrying around in their walls. This is an obvious security risk in and of itself. How will the authorities react?
Thoughts?