The Alexandrian

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Eclipse Phase: Crater Dreams - Black Mercury

DEVELOPMENTS

These developments can be used flexibly by the GM to model ongoing events at the crater. They might complicate things during the PCs’ operation (for example, the corrupted hab robots attack them). Or they might be used to describe ongoing events for PCs who place the compound under surveillance (for example, security responds to Balthasar’s breach of the Asteroid Dome, perhaps creating an opportunity for the PCs to infiltrate areas left temporarily undefended).

BALTHASAR BREACH:

  • The researcher named Balthasar succumbs to the basilisk dreams.
  • Balthasar enters the Asteroid Dome, removes the protective glove from this suit, and touches the asteroid. He is rapidly infected by Silver Basilisk.
  • A high-security alert is triggered, with security personnel moving into the research spike. (The most likely outcome is that the first people to breach the Asteroid Dome succumb to Balthasar’s Silver Basilisk effect.)
  • Another option would be to trigger this event just after the PCs have secured the security feed at the Security HQ. (So they’ve secured the compound, but then everything starts going to hell.)

HAB CORRUPTION:

  • Silver Basilisk manages to infect the Sensor AI through an intermittent visual basilisk hack which appears on the surface of the asteroid (and is picked up by the sensors).
  • Sensor AI corrupts the hab repair robots, which begin rebuilding the Research Spike in disturbing ways.
  • Sensor AI begins trying to hack and corrupt the other AIs.

CARLYLE’S INSANITY IS DISCOVERED

  • He attempts to flee across the Martian plains, but is tracked down by the security personnel and then shipped to a mental institution in Pathfinder City for study.
  • He remains there for a week before the people assigned conclude there’s nothing more of use that can be gleaned from him; then his ego is wiped and his morph is destroyed.

Go to Part 7: Security Team

Eclipse Phase: Crater Dreams - Research Spike (Side View)

Roof: 50 meters wide. Upper level: 40 meters wide. Lower Level: 30 meters wide.

Shaft: 6 meters wide. 40 meters high.

Asteroid Dome: 12 meters wide. 6 meters high

SURVEILLANCE
  • Every room has standard audio/visual feeds sent to Security HQ.
AREA 1 – PREPARATORY LAB

This lab contains equipment for preparing and decontaminating samples before they’re sent over to the labs in the Research Hab.

PERMEABLE NANOBARRIER: A large hole in the floor leads to the Shaft below. The hole is sealed with a gel-like substance – a permeable nano-barrier which can be easily passed through, but which will effectively decontaminate anything passing through it.

  • Unprotected flesh would literally be flayed away by disassemblers if it passes through the nanobarrier.

AREA 2 – SECURITY DOOR

STAIRWAY: Of a white, gleaming plastic. It can collapse down and become a lift pallet.

DOOR TO AREA 1: This door features biometric identification and can only be opened by the Security AI (or other personnel in the Security HQ).

AREA 3 – OBSERVATION ROOM

Eclipse Phase: Crater Dreams - Research Spike (Map)A window of transparent polymer looks into the shaft chamber.

AREA 4 – DECONTAMINATION CHAMBER

The full decontamination process takes 2 minutes.

STEP 1: NANODETECTORS: In the ceiling, suck air out of the chamber for analysis.

STEP 2: DECONTAMINATION MIST: To unprotected biomorphs, this acts a toxin that causes eye irritation and difficulty breathing. 1d10 damage, -30 modifier to sight-based Perception tests, and a -20 modifier to all other actions.

STEP 3: NANOSWARM – MICROBIAL CLEANERS: Released into the room.

AREA 5 – HALLWAY / HAZMAT SUITS

Sharp angling of the exterior wall.

HAZMAT SUITS: 12 hazmat suits hang in individual sterilizing chambers.

STAIRWAY: Of a white, gleaming plastic. It can collapse down and become a lift pallet.

AREA 6 – HALLWAY / RESEARCH DRONE STORAGE

Sharp angling of the exterior wall.

RESEARCH AI FORK: The Research AI Fork is running off a server in this room.

DRONES

  • HAB REPAIR ROBOTS (x2)
  • ROBOMULE

HAB REPAIR ROBOT: Crab-like frame. Panopticon, pg. 157.

Walker 4/20 (max 20 kph), Armor 4/4, DUR 40, WT 8

Access Jacks, Chem Sniffer, Electrical Sense, Enhanced Vision, Extra Limbs (6), Grip Pads (+30 Climbing), Headlights, Maker, Nanoscopic Vision, Repair Spray, Tool Kit, Utilitool

AI: Hardware: Industrial 40, Hardware: Robotics 40, Perception 30.


ROBOMULE: Human-sized, but horizontal and with six legs. Legs can also transform into flippers for swimming (deploy reusable flotation bladders). Carry 250kg of cargo over long distances.  Upper surface made of smart materials that transform into straps, etc. Gatecrashing, pg. 162.

Walker 4/20 (max 35 kph), Armor 4/4, DUR 40, WT 8

Access Jacks, Extra Limbs (6), Headlights, Maker


 

AREA 7 – ACCESS SHAFT

SENSORS: Monitored by the Sensor AI; 40% chance that the feed is also being monitored by a human.

  • HYPERSPECTRAL: +20 Perception modifier (Panopticon, pg. 162)
  • INFRARED: With active infrared lighting (+10 Perception modifier).
  • INFRASOUND: Capable of detect footprints within 20 feet (+30 Perception modifier).
  • PRESSURE SENSORS
  • QUANTUM RADAR (Active)
  • RADIATION SENSE
  • T-RAY/X-RAY/GAMMA RAY (Active)
  • ULTRAVIOLET
  • SPECIAL VISION: Nanoscopic Vision, Polarization Vision

MOVING LADDERS: Four moving ladders spaced around the walls of the shaft. Grabbing onto the runs will cause the ladder to begin moving. (Two ladders go down; the other two go up.) The ladder can also be climbed normally.

AREA 8 – ASTEROID DOME

SENSORS: As per Area 7, but with 80% chance that feed is being monitored by a human.

  • CHEM SNIFFER
  • GHOST IMAGER (Panopticon, pg. 152)

FLOOR: The floor of the crater itself. A wide pit has been excavated (using scourer nanoswarms), revealing the asteroid which thrusts up out of the ground.

ASTEROID: A multi-faceted prism of silver crystals filling a latticework of silver-black. The lattice is constantly sheened with Silver Basilisk oil.

FRACTAL ARMS (x3): Fractal, mechanical arms extend from the walls. These can divide down to micrometer scale; have enhanced chemical sensor suites; and can release scourer nanoswarms.

  • SCOURERS: Analyze the dirt, regolith, ice, etc. in a region and then remove it, layer by layer. Anything not matching that pattern is location tagged and the swarm uses ultrasound to clear the item and clean it. (Gatecrashing, pg. 160)

MANIPULATOR CUFFS (x3): Stored in silver tubes attached to the dome wall.


MANIPULATOR CUFFS: Attached as a forearm cuff to the outside of a vacsuit. Utilitool and mobile lab. Controlled through arm movements and mesh signals. Protrudes 2-meter long telescoping manipulator. Can bend, flex, and squeeze through openings only 2mm wide. Can also detach and move under its own power (using flexible treads). Feels like an extension of the user’s hand. (Gatecrashing, pg. 160)

Tracked 2/8 (max 8 kph), DUR 5, WT 1

Access Jacks, Electrical Sense, Enhanced Vision, Fractal Digits, Grip Pads (+30 Climbing), Mobile Lab, Nanoscopic Vision, Shape Adjusting, Telescoping Limb, Utilitool


Go to Part 6: Developments

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Eclipse Phase: Crater Dreams - Research Hab

(150 meters wide)

EXTERIOR

  • Building is on 10-foot high stabilizing stilts.
  • Mostly made out of white plasteel. The windows are clear plastic with protective metal blinds on the outside.
  • Bundles of cable run from the Research Hab around the perimeter of the crater to the Security HQ.
    • These contain hardwired camera and communication feeds.

SURVEILLANCE

  • Every room including the private quarters are monitored with standard audio/video feeds. The sensory feeds are hardwired to the Security HQ.
  • Chemical sniffers and radiation detectors in the labs (areas 5-12).

AREA 1 – CENTRAL CORRIDOR

Generally only the door facing the crater is used. (The building is prefabbed.)

AREA 2 – MESS

Cheap, one-piece plastic chairs and tables secured to the floor using solid adhesives.

The fabber here has broken down. Canned goods are being fabricated in the Security HQ and then carried over here.

AREA 3 – RESEARCHER QUARTERS

For security purposes, these chambers are kept extremely depersonalized. (Security monitors this using the sensory feeds.)

AREA 4 – CARLYLE’S QUARTERS

The security feed for Carlyle’s quarters have been compromised: Carlyle’s muse is feeding false data to make everything appear normal.

BED: The bed is affixed to the ceiling. (Carlyle melted the solid adhesive bonding it to the floor and then secured it to the ceiling.)

  • A nest of bedding has been huddled up on the floor beneath the bed.

TABLE: A table has been magnetically attached to the wall. The surface of the table is covered in a multi-colored mélange of scrawled symbols and diagrams.

  • UNDER THE TABLE: If the table is removed from the wall, a tiny diorama will be found glued to the wall in the hollow space beneath the table’s central pillar. The diorama is a replica of the asteroid dome (area 8 of the Research Spike), including, most notably, a replica of the crystal-like extrusion which appears to be smeared with blood.
  • SCRAWLS: If each color of ink is separately extrapolated as a layer of data, they are revealed to be star charts. Specifically, they are constellations as viewed from the Martian sky directly above the Research Spike, with each layer of color representing an epoch of time progressively farther in the past. (Starting 50,000 years ago and increasing to 500,000,000 years.)

AREA 5 – LAB SECURITY CHAMBER

BRAINSCANNING: Access to the labs requires identification verification using a portable brainscanner (Panopticon, pg. 152). A set of six chairs line the room, allowing an entire lab team to be processed simultaneously.

  • This process is monitored by the Research AI.

HAZMAT SUITS: 12 hazmat suits hang in individual sterilizing chambers.

AREA 6 – SAMPLE STORAGE

This room contains a number of freezers and shelving units with individual components formed from self-sealing smart materials.

  • Usually used for storing scientific samples, but the only samples currently being held here are a number of soil samples extracted from the surrounding terrain.
  • Most of the storage space is going unused.

BURN UNIT: The room also contains a sterilizing burn unit suitable for destroying toxic or dangerous materials.

  • This unit vents to a containment unit which can either be sealed and removed or vented to the outside atmosphere.

AREA 7 – GENERAL LAB

Fully-stocked laboratory suitable for general scientific study, but it’s going essentially unused on the current project.

RESEARCH AI: Research AI is running off a server in this room.

AREA 8 – DECONTAMINATION CHAMBER

The full decontamination process takes 2 minutes.

STEP 1: NANODETECTORS: In the ceiling, suck air out of the chamber for analysis.

STEP 2: DECONTAMINATION MIST: To unprotected biomorphs, this acts as a toxin that causes eye irritation and difficulty breathing. 1d10 damage, -30 modifier to sight-based Perception tests, and a -20 modifier to all other actions.

STEP 3: NANOSWARM – MICROBIAL CLEANERS: Released into the room.

AREA 9 – SUPPLIES

This room contains supplies for the laboratories. It notably includes:

  • Nanodetectors
  • Nanoswarm – Scientific Nanoanalyzer
    • Specifically designed to analyze compounds down to a molecular level.
  • Nanoswarm – Cleaner
  • Specimen Containers

AREA 10 – SOIL LAB

SAMPLES: The samples have been carefully tagged with the GPS locations where they were picked up (mostly from within the crater, but also samples up to 3 km away from the crater).

REPORTS: Stored on the local servers.

  • No foreign matter was found in the ejecta, which would suggest that whatever impacted in the crater didn’t vaporize or suffer structural disintegration of any kind. (This is extremely unusual for an impact crater.)
  • The 3D map of the asteroid dome (area 8, Research Spike) prepared by the scourer nanoswarms is on file here.

AREA 11 – BIOCHEMICAL LAB

WORK: The primary work here was an effort to replicate and map the DNA traces from the silver-black oil taken from the asteroid.

SILVER BASILISK SAMPLE: A small sample of Silver Basilisk in a diamond-crystal faraday container is kept in the lab’s sample case.

  • FARADAY CONTAINER: Gatecrashing, pg. 160. Superconductive charged wires block radio signals, electrical charges, and electromagnetic radiation from getting in or out.

SHREDDED BASILISK: In order to study the complex, interlaced DNA of Silver Basilisk, the researchers have ripped it apart using terahertz lasers and are attempting to individually cultivate the DNA strands. “Shredded basilisk”, however, remains highly toxic due to the fractal nature of the exsurgent virus (which will attempt to reconstitute itself).

  • Anyone exposed to shredded basilisk must make a DUR test (DUR x 4 if they have medichines or toxin filters). If they fail, there’s a 10% chance they’re affected as per second generation Silver Basilisk as the shredded basilisk migrates to the brain.
  • Otherwise, shredded baslisk inflicts a -5 modifier to COO, REF, and COG per week while simultaneously making the victim suffer extreme hallucinations and act as a focal point for Basilisk Dreams. Half this damage is dealt permanently to the ego (even if it resleeves). If any aptitudes are reduced to zero, the morph is effectively paralyzed and catatonic.

AREA 12 – BIOINFORMATICS LAB

WORK: This lab is using biological data analysis techniques to study the interactions, functions, and properties of the X-91 oil.

TISSUE SAMPLES: They’ve infected three major sequences of stem-cell-derived microbiological tissue with X-91 oil. (Each sequence consists of thousands of closely related samples that have had their DNA altered only slightly one from the next in an effort to analyze variant interactions with the oil.)

  • All of these are potential infection vectors for Silver Basilisk (although a character can make a DUR test or a DUR x 3 test if they have medichines or toxin filters).

SECURITY MONITOR: This room has access to the surveillance feeds from the asteroid dome (Research Spike, area 8).

  • This allows the researchers to remotely observe and study the X-91 asteroid.

REPORTS: Stored on the local servers.

  • The X-91 oil appears to use a partially synthetic cell structure featuring incredibly complicated systems of intracellular communication using a protean peptide (which is constantly changing its shape and apparent function according to principles and stimuli that the researchers have been unable to fully identify).
  • There are macro-level reactions in the “anomalous large cells” of the X-91 structure which appear to be in reaction to the presence and proximity of specific individuals. This has made isolating micro-interactions difficult.
  • Instructions have been prepared to begin testing on animal subjects when their work moves to a larger facility.

 Go to Part 5: Research Spike

Go to Part 1

Eclipse Phase: Crater Dreams - Security HQ

(120 meters wide)

EXTERIOR

  • The bulk of Security HQ is on 10-foot high stabilizing stilts, with the exception of the garage (area 1).
  • Mostly made out of white plasteel. The windows are silvered from the outside (but anyone inside can look out).
  • Bundles of cable run from the Security HQ to the Research Spike and around the perimeter of the crater to the Research Hab. These contain hardwired camera and communication feeds.

AREA 1 – GARAGE

VEHICLES:

  • Flying Car (Security Model) – Sunward, pg. 170
  • Martian Trike (x2) – Sunward, pg. 170
  • Hyperdense Exoskeleton – Eclipse Phase, pg. 344
  • Maintenance berths for two flying serpents (see pg. 6).

AREA 2 – ENTRY

FABBERS (x2)

WEAPONS RACK

  • Sniper Rifle (x2) (AP -12, DV 2d10+5 – SA – 12 reactive armor-piercing ammo – safety system, smartlink)
    • Also has bug ammo (EP, pg. 337)
    • Smartlink (EP, pg. 342): +10 attack test, microcamera, shoot around corner, control which ammo is being shot.
  • Automatic Rail Rifle (x12) (AP -9, DV 2d10+8 – SA, BF, FA – 30 ammo – safety system, smartlink)
  • Medium Rail Pistol (x12) (AP -5, DV 2d10+4 – SA, BF, FA – 12 ammo – safety system, smartlink)
  • Shock Batons (x12) (DV 1d10+3+shock)
  • Heavy Body Armor (x12) (armor 20/18, ablative patches, full helmet, shock proof)
    • Ablative Patches (EP, pg. 313): +4/+2 armor, reduce by 1 per hit
    • Shock Proof (EP, pg. 313): +10 bonus when resisting shock attacks

AREA 3 – LOUNGE

Chairs, tables, food fabbers

AREA 4 – SECURE ROOM

FEEDS: This room contains the hardwired security feeds from the Research Hab and Research Spike. It also processes the wireless feeds from the Security Perimeter.

DISPLAYS: By default, the security feeds are only available via the “silver snakes” which biometrically-validated users can attach to their skin. The feeds are then delivered as AR entoptics via a skinlink.

SECURITY AI: The security AI for the complex is housed in a server in this room. It has the ability to wirelessly broadcast the security feeds, but will generally try not to do that for security reasons.

  • Performs a security handshake with the Research AI once per hour.

AREA 5 – BARRACKS

Bunks for six.

DREAMLOGGER: One of the pillows is Dominic’s Dreamlogger, designed to record a person’s dreams while they sleep.

  • ACCESSING: Requires bypassing a firewall; Infosec test (-20). The data is essentially an XP recording and must be either experienced or processed into a visual feed (which would require additional tests).
  • CONTENTS: Roughly six days after coming onsite, Dominic begins experiencing increasingly disturbing dreams (see Basilisk Dreams, pg. 4).

AREA 6 – BARRACKS

Bunks for six.

AREA 7 – BATHROOM

With a feed line to the fabbers in area 3.

Go to Part 4: Research Hab

Go to Part 1

Map - Crater X-91

The crater is roughly 300 meters across.

Mars Fresh Impact Crater, 17 January 2009. Credit: NASA/JPL/University of Arizona

SECURITY PERIMETER

Direct Action has established their security perimeter with a 1 km diameter (350 meters from the edge of the crater).

MONOFILAMENT SPIMES: These spimes are dropped as “metal marbles” which uncoil to a height of seven feet. Once uncoiled, they’re nothing more than thin, silver threads.

  • SENSORS: Monitored by the Sensor AI; 10% chance that the feed is also being monitored by a human.
    • HYPERSPECTRAL: +20 Perception modifier (Panopticon, pg. 162)
    • INFRARED: With active infrared lighting at night (+10 Perception modifier).
    • INFRASOUND: Capable of detect footprints within 20 feet (+30 Perception modifier).
  • DETECTING:
    • SNIFFING: Interfacing test to detect the signal; Infosec (-30) to decrypt
    • SURPRISE: Infiltration vs. Perception; on success, spot the spimes before being spotted by them. (+10 to Infiltration test if a Perception (-30) test is passed to spot the almost invisible silver stalks.)
  • X: The “x” on the map indicates a hole in the spime coverage where a ridge blocks the sight line of the nearest spime.

FLYING SERPENTS: Two flying serpents orbit the security perimeter. These security bots look somewhat similar to a Chinese dragon. They have railguns bolted to their sides, they shoot plasma out of their mouth, and they have a seeker that can pop out of their underbelly.

  • TRACKS: When not in response mode, the flying serpents are snaking along the security perimeter. The deep groove of the track they’ve worn is easy to spot and trivial (-30 test) to identify.
  • REACTION: If any monofilament spimes go offline, a flying serpent will fly there at top speed (arriving in 1d10 action turns). Both flying serpents will be scrambled as part of a reaction to known intruders.

FLYING SERPENTS: Snake 4/16, Thrust Vector 8/60 (max 200 kph), Armor 16/16, DUR 60, WT 12

+5 COO, +5 SOM, Enhanced Hearing, Enhanced Vision, LIDAR, Neurachem, Oracles, Radar, Radar Absorbent (Panopticon, pg. 149), Structural Reinforcement, T-Ray Emitter

Railgun Assault Rifle (x2): AP -9, DV 2d10+8 – SA, BF, FA – 30 ammo

Plasma Rifle: AP -8, DV 3d10+20 – SA – 10 ammo

Underbarrel Seeker: 3 concussion seekers, 3 EMP seekers


 

LOCATION ROSTER – CRATER X-91

NormalAlert
Security HQ - Area 11 Basic Crater Security2 Basic Crater Security
Security HQ - Area 2-2 Basic Crater Security + Sniper
Security HQ - Area 31d3-1 Basic Crater Security-
Security HQ - Area 42 Basic Crater Security2 Basic Crater Security + Jammer
Security HQ - Area 52 Basic Crater Security + 2 Snipers-
Security HQ - Area 63 Basic Crater Security + Jammer
Research Hab - Area 1-2 Basic Crater Security
Research Hab - Area 3-1 Basic Crater Security
Research Hab - Area 4-1 Basic Crater Security
Research Hab - Roof-Sniper
Security Perimeter2 Flying Serpents2 Flying Serpents
Security AISecurity HQSecurity HQ
Research AIResearch HabResearch Hab
Research AI ForkResearch SpikeResearch Spike
Sensor AIResearch SpikeResearch Spike

* Basic Crater Security can use the exoskeleton in Security HQ 1, see stat block.

Go to Part 3: Security HQ

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