Ghosts in the Machine
Moving about you get used to this strange luminescence. As you approach each door you are met with the same results, nothing seems to be working. In frustration Viktor takes one of this bolts and jabs it into the ceiling with no effect. Taking turns at different doors both Cirok and Rael begin to fiddle with the doors and the corresponding mechanisms.
[Private to Rael Gol: Like most "animals" you know about the "knee-jerk" reaction. When you hit a body part at a certain part you can invoke an involuntary reaction. Sadly with the hard "skin" you are not finding this spot. Seeing that the eyeball is "separate" from the wall you may be able to pry it out to get to this softer spot.
07:05, Today: The Grey Lords, on behalf of Rael Gol, rolled 45 using 1d100. Idea.
07:05, Today: The Grey Lords, on behalf of Rael Gol, rolled 75 using 1d100. Physik.]
[Private to Cirok: You see Rael also start to fiddle with the doors and their mechanisms. You do not see any external latches to allow for easier access and it is infuriating. That is until you remember a small incident aboard the Mistress where one of the crewmen had complained that there was "no power" to a particular item. He went and got Mikkl who started to trace "conduits" back to a "regulator". In the long run it was discovered that a "breaker" had tripped and was denying power. You think you remember the humanoids mentioning that the Power center was all the way at the front of the ship, in control of the mad ones. These creatures do not seem the physical type, so there should be an easy "switch" somewhere that the can access. Not that you like it, but their form of communication may mean that they can access things without touching, thus the trip mechanism may be behind the nearly impenetrable walls.
07:06, Today: The Grey Lords, on behalf of Cirok, rolled 55 using 1d100. idea.
07:06, Today: The Grey Lords, on behalf of Cirok, rolled 94 using 1d100. Repair/Devise.]