(…)most popular watering-hole in the system:( (…)
<< so the place is having a landing field for surface-to-orbit vehicles? Or is it just –near- such an installment? (see “Gloom Haunt” below)
(…)that Asteroid in Mass Effect 2 (…)
I do not even know “Mass Effect 1”. J But I guess I get the picture anyway
(..)orks (…)hanger (…)
I am curious: how did those smuggle themselves into the system, anyway? I got it that this world isn´t a “frontier world” anymore. And why did they strayed so far away from “ork turf” in the first place? As far as I got it they CAME here and aren´t any leftovers from this once-great-war, are they? Far away from home just for “hunting” a creature..they end up not hunting themselves, anyway.
Imported Fenksworld Pit Thing
How long has the “pregnant mother” and later “mother and brood” be around in the tunnesl? What did they feed upon? These things are LARGE and the larger a thing is the larger its prey needs to feed on (see “GrimeSlugs”)
“We have a Guardsman, Scum, Psyker, Assassin, Tech Priestess, and an Adept. We are pretty well rounded.”
Since you already have made up your mind regarding your beasties I will simply pester you with some random stuff to incorporate while you are the GM and have them down in that bunker complex.
The place would not be overly dangerous in its own right, so. People party above it, many a looter will have delved down there over the course of the years and almost all valuables will have been stripped away by the PDF/Imperial Guard before they “abandoned” the installation. After all, it is not like that place was devastated in the war, was it? Last but not least, the mere presence of that Pit Things will have driven off most other things living there expect those quick and small enough to hide from it. Or those too dumb to flee.
Environmental Effect: Stale Air
If the lower levels aren´t officially used anymore, there will be no powered ventilation systems that helps bringing fresh air down there. While the complex is large in itself, it wasn´t used for a –long- time. If you feel like it, you could impose a routine(+20) Toughness test on the characters after a couple of hours (or a strenuous scene like “combat” or “running” or “breaking up something that was sealed”. If you use “a couple of hours”, the TB is a good rule of thumb for the “hours” the pc can go on before needing a check.
If the character in questions does not pass the test, she will gain a point of fatigue. This is not successive. Once a character suffers from that point, she will not get another for this environmental effect. If the air is just “stale/used up” it will not make you drop in its own right.
Task: Opening Blast Doors
Since this was a military bunker complex meant to be held against invading troops I guess there will be a lot of “blast doors” installed. Not as entrance doors to different areas but perhaps in the middle of corridors as well. Since the installation wasn´t in use for years, I guess those doors down below aren´t powered anymore. Blast doors usually have some means of “manually” opening them in case of a system power failure (and the power usually comes from a point “farest” form any possible entry angle of invading forces …just to get sure that THEY do not cut off the power).
So, you can ask for Strength tests ranging from “routine(+20)” to “difficult (-10)”, with the difficulty reflecting the relative amount of time the characters give themselves to get that door open. A failure means a level of fatigue; three level or five level of failures could mean a strained muscle which could be played as -1 to STB for the next one or two days.
Difficult 1 Minute; minus 5 seconds for every additional level of success
Challenging 2 Minutes; minus 5 seconds for every additional level of success
Ordinary 3 Minutes; minus 10 seconds for every additional level of success
Routine 5 Minutes; minus 15 seconds for every additional level of success
Of course, somebody with a bit of equipment could bypass the security circuits of the door systems. Use “Tech-Use” or “Security” or “Trade(Technomant)” and the table above, so the times are doubled and there is no fatigue to failed tests…if a character cannot do it quick, she simply has wasted time and can try again with a lower difficulty. Of course, the door needs to be POWERED for that. A Tech-Priest might to this with his Potentia Coil (and the matching talents)… or it could be done with a portable battery pact.
As they gear up to venture below, ask them for easy(+30) Common Lore (Tech or War) or “Trade”(Technomant) test.If they pass it, there characters are clever enough to foresee that kind of problem & know about the possible solutions to it. Needless to say, a lot of blast doors will already have been opened. Looters haven here, the orks have been here…
Oh! And if you want to give your characters a moment to pause…have them come along one or more a blast doors that were obviously bend out of shape by something large…doesn´t mean the Pit Thing actually broke it up, but finding those doors bend out of shape with a lot of large claw marks on the surface gives testimony of the size and ferocity of the thing they are going to face…
Ambient: Rats in the cellar
If there are humans, then there are rats. This has been true since the dawn of civilization, when we started hording stock. The characters will hardly see of the rats, so. They will see them hushing about in the corner of the beams of the light sources they carry with them, will hear them in the air ducts above them & see their droppings litter the floor in some places. Perhaps they see a dead cadaver or have some jumping at them if they corner them accidently (no real danger, so!). These creatures are NOT the fat, large things you might see in our sewers today. And they are not half as numerous. They will be much smaller, and leaner. Not much waste to go around and no supplies left. The businesses above might simply drop down there waste along old waste chutes, so. The rats feed mainly from this trash and waste from the business going on above them and hunt the insects and other small vermin that inhabit the complex as well.
If you want to give the characters a clue about the location of a PitThing, have a score of those run towards and past them in PANIC. The aura of those things should be enough to drive them around in large numbers, making them dashing about in the open as their instincts order them to GET AWAY. And again.. the rats are NOT a danger to the acolytes. They are ambience. If the characters fail an awareness test, you can explain to them that they dismissed the sound/motion (of the real danger) as another sign of the rat infection “at first”.
The “Grimslugs” are either native to the planet or they were “brought in” early on with the first settlers…just like sailor ships of the old times spread the rats over the world. Those creatures are best described as naked slugs, but they have only one eye socket, have a much more malleable body (which allows even the largest examples to press themselves through cracks about 4 inches wide) and have color best described as “a pale and dirty yellow”.
The “new born” about the size of a thumb but from that point they grow in size slowly but constantly. Most are the size of dogs and the truly “old ones” have reached the mass of a human (cowering on all fours, so). The slow moving creatures are not a danger but a pest. If something but another of their kind moves close to them, they form pseudo-mouthes on their body and spew forth digestive juices onto them. Those stink, they temporarily blind if they hit the eyes (10% chance) and cause a burning sensation on the skin that will quickly die down to an itching skin rash after two combat round. If you don´t –know- about all of that, this comes as quiet a mean surprise, so. And I bet some of your characters will reach for a cantina to water down the “acid” they were just covered in J
The things simply slime about and take in all the grime and filth and any other organic material they get themselves over, breaking it up slowly, discharging all of the things they cannot digest with the slim they “sludge about on”. Their wobbly bodies are basically edible, but so foul tasting that most predators refrain from it unless starving …or hailing from a chem-wasted environment like the bowls of a hive... A human would need to pass a routine(+20) Toughness test to avoid throwing up).
Even a large grimeslug is easy to kill. No matter if you try to shoot it or to chop it up, no tests are needed to hit. But since there physique is so simple (and lacking “single vital organs) it needs between 2 and 6 shots (depending on size and weapon used) to kill the larger ones, no matter how well you place them. Flamers do the trick quiet well (one shot). Killing them in melee is easy as well, but one will end up with two to three “hits” of the digestive juices before it is done. Of course, one can just try to hurry by without getting hit by the juices they spew forth (routine Dexterity test).
In general, these things are meant as answer to “what way my brood eating, anyway?” Of course, the PitThings will decimate the population of Grimeslugs in the installation rapidly! In addition…it is good to give the characters something to waste their ammo on, isn´t it? The fact that “unknown large slimly things encountered in the dark” are good for the mood of a monster hunt is just icing on the cake.
Have your group encounter the “dried out” slime trails and later some smaller or large life specimen. And as the character get closer to the area where the PitThings roam, make them encounter the dried out “skin husks” of those slugs the PitThing have devoured on sight. This will look a lot like an old, discard piece of plastic plane.
Creature: Gloom Haunt
Do you own the “Creatures Anathema” Book? If this “fortress” has its own landing field for shuttles, some “Gloom Haunt” might be encountered below. Use only one of them, so, as a mean little surprise attack to one of the characters… a “side show”, so to speak. They will only encounter one of it. Shall they check the ceiling for the reminder of the session, so.
Ambience: Markings on the wall
Have the characters find some old marks made with chalk or spray paint on different walls. Very simple marks, like “X” or arrows point towards the location the characters came from. These are old marks from loot pickers and reclaimators who searched the place for valuables. A routine(+20) test for logic will not only tell that but that the arrows point towards the direction that lead to EXITS (“they found in and wanted to make sure they found back out again”) and that the “X” marks areas that had already been searched. These marks are YEARS old, but since there is no rain or cleaning servitors to wash them away…they simply stay.
I always suggest to ask for Intelligence (or Navigation) tests to avoid getting lost in large, unknown, unlit places. Unless the characters have some way of tracing their steps themselves.