07-28-2023, 00:58:30 AM
Maj. Harrier's Prison Plan
- The law is on your side, perhaps, but as much as the Alliance does have safety regulations, they apply rather less to indentured prison labor. Your request is deemed "Low Priority" and you end up having to stay in a waiting room for 11 hours before they actually requisition a vehicle to take you across.
- Maze Techniques end up failing. The Acid Concentration and Storage Silos cut through lower floors and make pillars rendering left turn strategies ineffective, there's multiple layers within the complex, and it ultimately takes you several more hours before you eventually wander into the listening post, tired of feet and aching of eyes (what with the acid mist in the air)
- Captain Breakspear does indeed try to speak with you, and you provide your lawyerly excuse about it. He checks, and does indeed verify that this is correct, your lawyer did register you to be here doing an inspection. You spend hours doing socialite things (drinking, mostly drinking) while the storm passes.
- Running and using agility and figuring out who's being targeted is an excellent technique, and it works well enough. You get out, it's not like the prisoners can pursue you quickly or accurately through the acid fog. Your eyes are burning from how long you spent in the mists, but you safely escape.
Cpt. Blixbo's Prison Plan
- You look for repair plastics. As it turns out, there's barely enough to make a boat out of, and you end up standing on a very wobbly and dangerously-low-in-the-liquid raft. The panels are fairly flat because they're designed for bigger ships. You do steal a small jug of acid, though you needn't have bothered, as your makeshift raft repeatedly fills with it as you slowly row across the sea, burning you.
- Mysterious Potions as bribes? What a turn. Most of the guards are fairly skeptical of such things, the Alliance cracked down brutally hard on mountebanks early on, but you eventually find one desperate enough to try potions. You're led to the post without further incident.
- You hold the mostly flat sheet of plastic over your head as protection. This does fine blocking the rain from overhead. It does rather less well blocking your legs from the splashes of the liquid pouring off the back of the sheet. You're probably going to have to get those looked at, your exoskeleton is not in great condition and you should probably seek treatment when you get back before it gets infected.
- You throw a bottle of acid into the middle of a prison riot. It's unclear what that was supposed to achieve as you try to run away along the ceiling. The prisoners might not have noticed you if you hadn't thrown the bottle, but they certainly see you now. You barely escape, with the prisoners hot on your acid-eaten spider-heels.
Cpt. Banks's Prison Plan
- You use Alliance Resources and get ahold of some protective gear. It won't save you if you're fully immersed in the acid, but it'll keep you mostly safe otherwise. You can't find anyone who personally owns a small boat or an aircraft, (what with this being a penal colony in addition to the Alliance generally frowning upon personal property) and end up having to pay an extortionate bribe to a captain to pay for the crew, the electricity, and the inconvenience of having to take you across in one of the big boats.
- You bribe one of the guards, and get through without difficulty. If only everything was this easy... though this trip is annoyingly expensive.
- Wearing all this protective gear is actually extremely suspicious. The only people who normally wear such gear work directly in the worst parts of the facility, and people of status don't tend to go there. Breakspear asks for your identification, but you bolt out the door and into the storm. He can't identify you because of the hazmat-type suit you're wearing, at least. You hope. His exploits in uncovering things is legendary, and you hope that they truly are only legends.
- Nicotine products are heavily restricted in the Alliance, (they don't even grow that well in most environments, and never achieved broad popularity outside of some human immigrant communities) and most prisoners don't know what to do with them seeing as they're not given easy access to lighters either. This leads to a very awkward situation when you try to bribe a group of prisoners looking for hostages with a drug that nearly none of them have used, much less are addicted to. You end up being released in a resource exchange, but you kept the list. Valdragon is thus only mildly annoyed about the new valves and protective equipment he had to send to a different Colonel's Domains to get you out of there.
I am the They who says it!

