Move 2 (Chapter 1.2)
Jul. 8th, 2017 04:41 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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Time: 702 (high calendar)
Place: a rebellion outpost near a stable rift
[GM's note: Elesa's player had to drop, so we'll just say that Crow tells you she's been called away to another last-minute mission better suited to her talents and move on.]
[Also, for your ease of reference, Mission information, mostly from Move 1 so far.]
The interior of the Wasp is more spacious than it looks. Crow, when asked, informs you that this is a precursor to variable layout technology. For the curious (and those from earlier eras), she explains that variable layout is a hexarchate-era technology that allows affected areas to be bigger inside than out, and for the "rooms" to be rearranged almost at will, or connected with internal teleporters. The Wasp's version isn't advanced enough for room-shuffling, but it does mean that the moth will easily accommodate all of you.
The Wasp contains, at minimum:
- a cockpit for a pilot and copilot
- a gunnery room (weapons/defenses can also be automated)
- an office for the commander [that's you,
smokedetective]
- a small medical bay--the Wasp can suggest first aid treatments with an expert system, and there's room in "freezers" to put up to two people in a primitive form of stasis so they can be taken to a real hospital elsewhere if someone gets badly injured [this will only happen to your character with your permission, but could make for fun drama if you are so inclined]
- a combination galley and dining room
- a large common room suitable for entertaining (which begs the question of just what kind of entertaining pirates do), although its decor is rather lacking unless someone wants to play with the matter printer
- sufficient quarters for everyone to have a cabin of their own
- a capacious storage hold filled with strange liquors and other miscellaneous trade goods, as well as occasional miscellaneous supplies
You can address the Wasp's mothgrid from anywhere within it, or access it through slates that communicate with the computers.
Once you reach the rift, travel through it is as simple as pointing the Wasp at it and going through. Inside the rift, you won't be able to see anything but a shimmering blue haze, and it is highly, highly disrecommended that anything alive go extravehicular while in rift transit; there are robots (non-sentient) to take care of any repairs that might become necessary.
[Note to Alaric: if he's paying attention to this, he may notice that, interestingly, Mothra itself appears to be unharmed by the rift energies, thanks to some sort of innate resistance. Mothra may or may not have anything to say about this if he can figure out a way to communicate with it.]
[General notes and formatting: Since I'm going to have probably limited internet access over the next odd-week per this announcement, this is what I suggest:
Players should familiarize themselves with the Wasp and feel free to set out toward the rift in order to commence their mission with travel through the rift. I don't think one day = one move makes sense, especially during boring travel bits. Feel free to use different threads for different conversations that may take place during different times in the journey (one thread for day one, another for day two, etc.)--whether that means making further plans, or devising clever weapons using the matter printer, or getting to know each other, or looking up the briefing materials on heptarchate culture/tech in the target year 361, etc. Just to make thread navigation easier, I suggest that henceforth threads about major topics be titled to help people navigate. If there's a major topic change, or you need to flag an OOC query/discussion, change the comment title, e.g.
We don't need to be strict about this, but if we do this for major topics it'll probably help navigating threads.
Once I get back the week after Readercon, we'll see about moving the action forward on the other side of the rift!]
Place: a rebellion outpost near a stable rift
[GM's note: Elesa's player had to drop, so we'll just say that Crow tells you she's been called away to another last-minute mission better suited to her talents and move on.]
[Also, for your ease of reference, Mission information, mostly from Move 1 so far.]
The interior of the Wasp is more spacious than it looks. Crow, when asked, informs you that this is a precursor to variable layout technology. For the curious (and those from earlier eras), she explains that variable layout is a hexarchate-era technology that allows affected areas to be bigger inside than out, and for the "rooms" to be rearranged almost at will, or connected with internal teleporters. The Wasp's version isn't advanced enough for room-shuffling, but it does mean that the moth will easily accommodate all of you.
The Wasp contains, at minimum:
- a cockpit for a pilot and copilot
- a gunnery room (weapons/defenses can also be automated)
- an office for the commander [that's you,
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
- a small medical bay--the Wasp can suggest first aid treatments with an expert system, and there's room in "freezers" to put up to two people in a primitive form of stasis so they can be taken to a real hospital elsewhere if someone gets badly injured [this will only happen to your character with your permission, but could make for fun drama if you are so inclined]
- a combination galley and dining room
- a large common room suitable for entertaining (which begs the question of just what kind of entertaining pirates do), although its decor is rather lacking unless someone wants to play with the matter printer
- sufficient quarters for everyone to have a cabin of their own
- a capacious storage hold filled with strange liquors and other miscellaneous trade goods, as well as occasional miscellaneous supplies
You can address the Wasp's mothgrid from anywhere within it, or access it through slates that communicate with the computers.
Once you reach the rift, travel through it is as simple as pointing the Wasp at it and going through. Inside the rift, you won't be able to see anything but a shimmering blue haze, and it is highly, highly disrecommended that anything alive go extravehicular while in rift transit; there are robots (non-sentient) to take care of any repairs that might become necessary.
[Note to Alaric: if he's paying attention to this, he may notice that, interestingly, Mothra itself appears to be unharmed by the rift energies, thanks to some sort of innate resistance. Mothra may or may not have anything to say about this if he can figure out a way to communicate with it.]
[General notes and formatting: Since I'm going to have probably limited internet access over the next odd-week per this announcement, this is what I suggest:
Players should familiarize themselves with the Wasp and feel free to set out toward the rift in order to commence their mission with travel through the rift. I don't think one day = one move makes sense, especially during boring travel bits. Feel free to use different threads for different conversations that may take place during different times in the journey (one thread for day one, another for day two, etc.)--whether that means making further plans, or devising clever weapons using the matter printer, or getting to know each other, or looking up the briefing materials on heptarchate culture/tech in the target year 361, etc. Just to make thread navigation easier, I suggest that henceforth threads about major topics be titled to help people navigate. If there's a major topic change, or you need to flag an OOC query/discussion, change the comment title, e.g.
immolationfox: Weapons Inventory
Shuos Jedao happily goes through ALL the crates in the hold to check for any weapons, including knitting needles.
overlyloyalhawk: re: Weapons Inventory
Gized sighs and goes tokeep an eye on Jedaohelp him count, since Jedao sucks at numbers.
immolationfox: [paging GM]
[Are there any small arms in here? Grenades? Also, whiskey?]
We don't need to be strict about this, but if we do this for major topics it'll probably help navigating threads.
Once I get back the week after Readercon, we'll see about moving the action forward on the other side of the rift!]
Re: Ashari's Agenda
Date: 2017-07-09 07:25 pm (UTC)- Vauhan Istradez: Related to a very powerful well-to-do family with Shuos and Andan connections from ca. 1250 and has the skills you'd imagine. Suffered physical trauma going through the rift that brought him to the rebellion, so someone should keep an eye on him for medical reasons.
- Sasha Zuhrovet: Hacker with borderline heretical influence over "luck," especially regarding games of chance. Nirai flunk-out, not because she wasn't good enough but because of aforementioned borderilne heretical tendencies.
- Aricura Sulen: Rebel Rahal inquisitor who turned up with you, Ashari. Standard scrying and inquisitorial abilities, probably not very good for undercover work.
- Vestar Ashari: Disarmingly, the grid does not have an available profile of you, although one almost certainly exists in the rebellion's records somewhere.
- Dah Iawa: Liozh heritage and Vidona background, but with a weak stomach for violence except as regards stopping torture.
- Eshegen Virmad: Former Rahal. His connection, however tenuous, with the arch-traitor Shuos Jedao should be monitored, especially if traveling to a time overlapping Jedao's.
- Zirvesi Ankat: Outprocessed infantry Kel. Useful in a firefight, but his grudge against Kel Command could become a problem. Adorable dog.
- Kaliyan Ette: A Kel's Kel despite being, technically, a heretic. Warmoth experience.
- Cherrewin Yehan: A polyglot Shuos linguist. Should not be used as Shuos infantry.
- Vauhan Mikodez: Shuos cadet, primarily an administrator/analyst candidate. It is imperative that his life be preserved. The profile doesn't say why--that information is need-to-know only.
- Liatris Alaric: Foreign Nirai-alike with the heretical ability to null local exotics. The rebellion wouldn't mind finding more of him.
[You can also refer to the character apps, but not all that info will be in the profiles. And as per
[Re: briefing, there is one note that sticks out--the person who initially assessed Nirai Remi highly disrecommends seduction as a contact method, and adds that Remi appears to be around 20 years old, unusually young for his position at the research station. Other specific questions, ask.]
Re: Ashari's Agenda
Date: 2017-07-10 07:02 pm (UTC)[Oops I definitely messed up the years. Ashari does still want the time period surrounding the year they're visiting though. Thanks for catching that! When it comes to minimalism, Ashari wants to know major themes and color schemes, what's considered tasteful, distasteful, and avante-garde.]
[Also, specific questions: what are Remi's likes, dislikes, major personality traits, and close relationships?]
Re: Ashari's Agenda
Date: 2017-07-11 07:50 pm (UTC)Remi's likes: surprisingly street-food-like cuisine, partnered dancing, and he really sincerely appears to love math and mad scientist science.
Remi's dislikes: He appears to have a highly ambivalent opinion of the Kel, and of military personnel in general. There aren't Kel at the station, but he avoids the bars where the security personnel hang out. It's not clear whether this is some kind of class prejudice or a dislike of the whiff of violence.
Major personality traits: Charming, dedicated to his research, curious. Has a soft spot for children and is known to babysit for some of his colleagues.
Close relationships: No known lovers in the past two years he's been on station. General good working relationships with his colleagues, especially Nirai Jienu's family, for whom he babysits regularly; they have preteen children.]
Re: Ashari's Agenda: science edition
Date: 2017-07-12 12:58 am (UTC)Re: Ashari's Agenda: science edition [Remi's papers]
Date: 2017-07-12 01:01 am (UTC)The one big thing that Alaric and Sasha will notice right off the bat is that Remi is stupidly versatile for being 20 years old. As in he's doing shenanigans with number theory AND general relativity AND bioengineering AND neuropsychology.]
Re: Ashari's Agenda: science edition [Remi's papers]
Date: 2017-07-12 01:20 am (UTC)Re: Ashari's Agenda: science edition [Remi's papers]
Date: 2017-07-12 01:22 am (UTC)GMs are never innocent]