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Lancer: In Golden Flame: Downtime
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==GO CUBBYING== You strap on a mobility hardsuit, pack a few rations and set off into the Gate’s abandoned sectors. Some only have emergency lighting. Some are without power. Some aren’t even pressurized. But all of them have something interesting hidden inside, if you can find it. Describe your exploration, then roll: On 9 or less, you get trapped behind a security door, stuck in a vent or just hopelessly lost. You’re forced to call for rescue. Jerry tearfully chews you out for setting a bad example, and has a maintenance team seal off a few common access points that cubbyers use. No other PC can take this action until next downtime, and you are now persona non grata at the Gate’s cubbying club. On 10-19, you find something interesting on your adventure: a forgotten cache of supplies, a functional console with useful data, an access card to a door nobody’s been able to open, or something like that. You can treat these as a RESERVE, as useful materials for a future downtime action like Get Creative, or as currency to give you +1 accuracy on a few social rolls. On 20+, not only do you find a bunch of useful stuff, you discover something in a forgotten corner of the station that’s been causing a bunch of those problems the wrenchies couldn’t figure out how to fix. Jerry eases up on the whole cubbying deal, so the station’s cubbying club now thinks you’re rad as fuck. You get a RESERVE, and until the end of the next downtime, anyone else who takes this downtime action gets +1 accuracy on the roll.
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