Branching Decision
Junction Black
The last cyber-hound collapses in the coolant runoff, its claws still scraping at the deck. Ahead, the maintenance conduit ends at a dead switching station where three route lamps blink through the dark. Rook's safehouse beacon is too weak to give turn-by-turn directions, but all three paths eventually reach the abandoned Hollow Vein mine.
The party has time for a brief argument, not a full rest. Explain the three routes plainly and let the players choose. None is the hidden “correct” route. Each emphasizes a different set of skills and leaves a different mark on Act 2.
| Route | Best For | Main Danger | Act 2 Effect |
|---|---|---|---|
| A. Exhaust Gate | Direct combat, Athletics, Computers, Crafting | Warden Mech and exposed gate consoles | Fastest route, but Network Heat begins 1 higher. |
| B. Coolant Spine | Stealth, Survival, Acrobatics, environmental problem-solving | Pressure cycling, freezing coolant, and trapped maintenance prisoners | Network Heat begins 1 lower if the party seals the route behind them. |
| C. Ore Transit Line | Crafting, Computers, Thievery, Diplomacy | Repairing a damaged mag-tram while security drones close in | The party reaches Act 2 with transport parts and a corporate freight manifest. |