7 · DOCKING COLLAR EXITS 1 / 2
Ventral airlock, amidships. Through the port: a scarred little prospector, engines warm, name half sandblasted off. …AGPIE.
◆ The Magpie, clamped outside — the only star-capable hull in play. Sen aboard; Sen never leaves. O2 for 5.
◆ The collar iris — seals when the docking checklist completes (Clock 4 commit). After that: nothing docks, nothing leaves.
▲ Chokepoint. Everyone's exit route crosses someone else's here — rescuers extracting, PCs boarding, security containing. Whoever holds the collar holds the argument.
▲ Flagged hull: the Magpie tripped alarms boarding. From the moment it undocks, Helios patrol vectors in — whoever flies it wants to jump out-system, fast.
People here
Likely moves
- Earn seats — Negotiation/Charm 🟪🟪⬛, drops to 🟪🟪 if you lead with something useful (Yuki found, clamps freed, O2 in hand). See Exit 1 routes.
- The con ("they didn't make it") — vs Sen's one verification instinct. See Sen.
- Take the ship — 3-on-2 and they're desperate; the ship's chaos should do most of the killing if players steer it.
- Stow away / sabotage the clamps — Skulduggery/Mechanics 🟪🟪🟪 under Sen's eyes.