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Frella Station and Denizens

A kind of relative of Gert Station, or rather an offshoot, Frella station is the slightly more obvious station devoted to "the trade of scientific ideas." Meaning this is where stolen inventions go to be traded off to someone else. The station is replete with labs and offices, and is composed of lots of breakable parts so if something dangerous breaks containment, they can snap that off real fast and save the station as a whole.   There's a main hangar for some level of control as to who comes and goes, but this facility is less about permanent vendors and more about being a meeting place, to facilitate trades between two parties who don't typically require this kind of thing. It's rare to have repeat customers, although an individual stay can be rather longer since people will want to explore devices and concepts before leaving. And sometimes they're just investigating as fast as they can before the thief has to take back the original to go unnoticed.   Getting down to the lab would be fairly easy since they don't have a ton of security on station. You're expected to provide your own since you're the one worried about things being traceable. The biggest challenge would be finding directions to this particular unlabeled lab. (Will be easier if they've identified Tiajo at this point)   The lab itself is meant to be a modular lab, similar to on the ship. The furniture and tables and equipment can all be pulled in and out of the walls and is meant to be put away and flexible. It's fairly standard stuff, nothing special, and the more specialized spectrometer would be something the scientist brought and would be fairly unsecured. The door has a good lock, and an airlock. There's a safe to the back of the room, and also sterilization protocols designed to annihilate whatever's in there (these would be difficult to enact without admin privileges, however).  

People

  There's a wide rotation of people who come in and out, usually without so much as revealing their faces. Still, there's a handful of necessary staff for the station, and faces who might become more familiar.   (Minor NPCs unless otherwise stated)   Bescheri: male Edosian (tripedal species, pg77A). Bonus to Fitness, Insight, Reason. Basically the hangar master. Comes across as sullen and surly but he's quite amiable once you get to know him, and he knows a lot about everyone who comes in (basically second in command for the station).   Zaynab Tylo: human female. Bonuses to Control, Daring, Insight. A science expert, who handles the rudiments of making sure that the things coming into the station aren't going to kill everyone. Calm and reasonable, until you push back too hard against her orders.   Eigrim Dridak: male Betazoid. Bonus to Insight, Presence, Reason. Security. It's his job to preempt any issues. Which actually mostly means containing issues to singular parts of the station.  
Control 7
Daring 8
Fitness 9
Insight 9
Presence 8
Reason 7
 
Command 2
Conn 0
Engineering 1
Medicine 0
Science 1
Security 2
  Dauntless: Whenever you attempt a Task to resist being intimidated or threatened, you may add a bonus d20 to your dice pool.   Technical Expertise: Whenever you attempt a Task assisted by the ship's Computers or Sensors, you may re-roll 1 d20 (which may be the ship's die).

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