Re: Floor B25 - Building a Revolution
Third takes several minutes to scratch a map of B25 in the dirt, much more rough than its more complete map of the Lost Corridors.
According to the crude map, the entire floor -- much like all others in the Coils -- is a circular shape. Dead center is the location of the central elevator, encased in a large structure Third recalls as "Inner Temple". The B25 Laborer's Conclave is located south of that structure, and the Lost Corridors (including the Celestials' mining settlement and the builder bug hive) are much further away, somewhere at the south-southwest edge of the floor.
Unlike the Water floors, Third remembers four elevators in B25, though it can only mark their approximate position. The northeast and southwest elevators are for resources only (the southwest one is likely the one Nanaret has passed), while the northwest and southeast are the district-wide elevators, typically used to move people. Interestingly, Third's map shows that there ought to be a stairway close to the location of the Celestials' camp, but no one who bothered exploring has ever discovered one.
This is the extent of information the earthen map shows. Third does not know for certain about any other laborer camps, or how the mining operations have shifted since it has last been allowed to memorize a map. However, it and Harmony's combined memory stores hold quite a bit more about the automaton sentries of Earth District -- so much that it takes effort to formulate how to explain it all. [Private to Third Beneficiary of Orderly Knowledge: You got 10 successes for this, so here comes infodump! Also your general knowledge about these automatons will give you bonuses (I'll determine) in combat or other contested rolls against them. You might even pass on some bonuses to the others, should you explain enough details for them to take advantage of.
There are two types of Earth District automatons, the Hulking Armor Sentinel and the Spider Eye Spy. In any one quadrant there are usually 4-6 Armors and anywhere from 6-12 Spider Eyes. They all have to cover a wide area though so it's likely you'd ever only encounter a fraction of these at once (unless an alarm is tripped).
The Armors are large sized automatons programmed to regularly sweep their assigned quadrant. Their bodies are much like unmanned warstriders, basically hollow walking armors, and their perfectly spherical heads can swivel 360 degrees. The head bears their characteristic 'red eye' sensor, which 'sees' a long cone-shaped area in front of it, probably several hundred yards. Their weakness is that they can typically only be looking at one direction at any time, so moving behind or even under them makes it easier to pass by undetected. They are also large sized enough that they require a prominent Essence battery, a 'heart' if you will located in the armored shell where the pilot would otherwise be. Destroying or disabling the heart would shut it down, but that assumes one is fast enough to get close--the Armors are equipped with heavy weapons, both ranged and melee, and their hands and feet are large enough to crush any human.
The Spider Eyes are much much smaller. Unlike the Armors, which are made to deter by intimidation, these are made for spying and infiltration. They are the size of a human head, including their legs, and move with 8 legs much as arachnids do. Their sensors are not as long-range as the Armors (in tens of yards rather than hundreds), but they are more mobile, do not emit any light and cover an entire 360 radius around them. Should they find a target they consider a threat to security, they will alert all Hulking Armors and human patrols in the vicinity, while 'webbing' the target in place with sticky tendrils or delivering an essence venom bite. Otherwise they default simply to recording all they see, and may follow a suspicious person a long way to make sense of what they are doing. Their main weakness is that they're not made to be fighters -- if discovered in time, they may be crushed or evaded before they can set off an alarm.
Another possibility that may work for both automatons is basically setting up a distraction. They're not as sophisticated or intelligent as Harmony or the Gatekeepers -- they have a purpose and they stick to that purpose. So they can be drawn away by some sort of stimuli their programming cannot ignore (unidentified threats, suspicious behavior, the more obvious the better!)]
[Private to Alus Tycho: Post what you want to do with the voucher, then I'll reply about that.]