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Encounter Conditions
None
Initial Text
A stream of people enter and exit the headquarters, each of them badging in with a quiet beep.
Summary of Choices
- Scan the badge (with a downtown ID badge equipped) - go to HQ Lobby and possibly gain Lobby Alarm.
- Scan a Midgard Records ID (with a Midgard Records ID equipped) - go to HQ Lobby and possibly gain Lobby Alarm.
- Scan a Slags medical ID (with a Slags medical ID equipped) - go to HQ Lobby and possibly gain Lobby Alarm.
- Slip in - go to HQ Lobby under some circumstances and possibly gain Lobby Alarm.
- Rush in - gain 10 Lobby Alarm, fight 2 Internal Security (baton) (win: 10 HQ Alarm / lose: deactivated ID) or, if you have Lobby Alarm: fight 2 Internal Security (baton) and 2 Internal Security (baton) (win: 20 HQ Alarm / lose: deactivated ID)
- Leave it be - walk away
Choice Text and Results
Scan the badge/Scan a Midgard Records ID/Scan a Slags medical ID
Needs more investigation. In general:
If you have an ID badge equipped and no weapon:
You swipe your badge and head inside.
Go to HQ Lobby.
If you have an ID badge equipped and a weapon appropriate for your disguise (and no counterculture cyberware):
- janitorial ID: with mop/commemorative mop needs one of janitorial shirt / janitorial pants
- mailroom ID: with package opener needs one of Midgard cap / trendy Midgard cap
- mailroom ID: with ornate letter opener works on its own with any ID??
- internal security ID: with collapsible baton(other security weapons?) needs 3? Midgard Security Outfit? parts
You swipe your badge and head inside.
The door chirps as you pass through it, but a guard deactivates it and waves you through.
Go to HQ Lobby.
Otherwise, you can still enter but attract alert depending on equipment:
- With non-threatening weapons X = 10
- With threatening weapons (see discussion) X = 15
- With custom weapon? X = 20
- With counterculture cyberware X = 15 (minimum?)
- TZR weapon in gadget slot also counts as a weapon?
- With Midgard records ID/Slags medical ID, X = 15
You swipe your badge and head inside.
Alarms chirp as you pass through the door, attracting attention from the guards.
You've gained <some> duration of Lobby Alarm. (Gain X Lobby Alarm. If you already have Lobby Alarm, it will bring the alarm total up to X. If you have more than X alarm, it will not add any but gives same message.)
Go to HQ Lobby.
Slip in
Normally:
As you try to slip in, the person in front of you closes the door pointedly.
Or, with at least 6 Stealth Power:
You slip in behind someone else without them noticing.
Go to HQ Lobby.
Or, with at least 6 Stealth Power and a weapon equipped:
You slip in behind someone else without them noticing.
Alarms chirp as you pass through the door, attracting attention from the guards.
You've gained X duration of Lobby Alarm.
Go to HQ Lobby.
Where X is enough to take you to 10 duration, with a downtown ID badge equipped, or 15 without.
Rush in
You rush in as two guards near the door close ranks to stop you.
You've gained 10 duration of Lobby Alarm.
(Fight 2 Internal Security (baton); gain 10 HQ Alarm if you win; ?? if you lose)
Or, with Lobby Alarm?
You rush in as a squad of guards assembles to oppose you.
You've gained 20 duration of Lobby Alarm.
(Fight 2 Internal Security (baton); 2 Internal Security (baton); gain 20 HQ Alarm if you win; deactivated ID if you lose)
Leave it be
Yeah, it would probably be best to prepare some more or find a different entrance. The front doors? That's a lot of eyes.