This area is found east of the SEPT 2 area. It is 20 yards long by 10 yards wide. This room is mostly trashed due to a recent battle taking place here, so all the various machines and furniture that would normally be in operation are either moved out or in ruins. The wreckage of electronics and gadgetry litters the floor.
On guard for intruders coming through this area is a detachment of Nx2.5 Greys (see stats below) with ready weapons. They are annoyed with being stuck on guard duty while the place is being repaired and restored. They might grudgingly let the adventurers walk back the way they came if the delvers don’t steal anything, or go about their business without a fight if the party submits to a pat down and intense grilling.
The Greys have a huge metal chest in the middle of their detachment, keeping some eyes on it at all times. The chest is unlocked, and contains a metal tumbler (itself weighing 0.8 lbs.) filled with gold dust ($20000, 1 lbs.), big bundles and spools of copper wiring harvested from trashed machines (in total; $4688, 75 lbs.), two backpack-sized canisters all filled with exotic liquid fuel (each canister of fuel is worth $64000 to a sage and weighs 20 lbs.), two ceramic bottles of otherworldly wine (each bottle worth $200 and weighs 12 lbs.), an empty ultratech 15mmCLP Magnum Pistol (can’t be made or bought outside of this floor, see Ultra-Tech page 137 for complete stats, worth $27840 to a sage, weighs 3 lbs.), 3 loaded magazines of 9 bullets for the Magnum Pistol (can’t be made or bought outside of this floor, each worth $486 and weighs 1 lb.) and 20 silver ingots (each $1000, 1 lb.). Note to GMs: the pistol and its ammo can should not be called as such (instead, describe the gun in physical terms as a vaguely crossbow-like metal contraption with weird switches and holographic displays) – the adventurers will probably not know what such “Elder Thing artefacts” are or how they function, unless they make a hard (-8 modifier) Hidden Lore (Elder Things) skill roll or talk to a distant and insane sage about it. Needless to say, no adventurer can learn Guns (Pistol) skill to use the item as a weapon without special and hard-to-get training.
Additional exits from this area include a door on the north wall and a door on the east wall in the northern half of the room (both doors are unlocked).
Enemy: Grey
This large-headed alien stands about 5’ tall, with huge black eyes, no nose, and a toothless mouth completely hidden by a flap of skin. (It digests food in the mouth, using acid glands.) Its telepathy is not universal, which means it can only communicate with humans via images and emotions.
| ST: | 9 | HP: | 9 | Speed: | 7.00 |
| DX: | 13 | Will: | 16 | Move: | 7 |
| IQ: | 16 | Per: | 16 | ||
| HT: | 13 | FP: | 13 | SM: | +0 |
| Dodge: | 10 | Parry: | 9 | DR: | 15/5 |
Laser Pistol (15): 3d(2) burning. Acc 6, Range 200/600, RoF 10, Shots 33(3), Bulk -2, Rcl 1.
Acidic “Bite” (13): 1d‐1 corrosion damage. Reach C.
Telepathic Shout (16): Two Quick Contests of Will with the victim. Winning the first inflicts injury equal to the margin of victory. Winning the second stuns the victim, who may roll vs. Will every second to recover. DR does not protect but standard range penalties apply.
Traits: Bad Temper (15); Curious (12); Hard to Kill 2; High Pain Threshold; Mind-Reading (Sensory); Regeneration (Regular); Resistant to Metabolic Hazards (+8); Telesend (Video); Unusual Biochemistry.
Skills: Beam Weapon (Pistol)-15. Other intellectual and technical skills at level 18.
Class: Elder Thing.
Notes: Armour DR is from a bonded bioplastic suit (higher DR protects against piercing and burning). May negotiate but easy to tick off at a moment’s notice. Truly Evil if the GM decides they are, otherwise just weird and alien. Armour and weapons can’t be looted, they have self-destructs built-in that activate upon death of Grey or removal. Carrying two spare reloads of their laser pistols.
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