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!]
matter printer shenanigans: fashion edition
Date: 2017-07-10 05:42 am (UTC)"I was planning to test it on simpler things, but if this thing really is judging us all based on antique aesthetic opinions, textiles might turn out just as ornery," he says blandly to Sasha. Given how much time he has spent around the Shuos, he finds the collective paranoia of this group amusing for its sheer volume, but not surprising.
He calls up some fashion plates from his historical research and feeds the parameters to the matter printer, watching the output with genuine bright anticipation.
Re: matter printer shenanigans: fashion edition
Date: 2017-07-10 11:29 am (UTC)She recognizes the logo on Istradez's fashion plates, though: the images come from one of the glossy magazines you can get from vending machines, the kind that sell iced tea and packs of seaweed crackers.
The first part of the outfit Istradez specified is a gauzy, drapey tunic. Sasha is pretty sure the fabric is coming out right-- at least, it's stretchy and floppy-- but it's printed with little squares, and what she suspects is a chemical formula.
Re: matter printer shenanigans: fashion edition
Date: 2017-07-10 03:47 pm (UTC)"You said you wanted to try integrated circuits. Do you think the printer is too glitchy to manage some aesthetically concealed surveillance devices? That may come in useful if we need to send a small infiltration team with the rest of the crew waiting behind for backup." Also, he just really loves the idea of a camera nose ring.
Re: matter printer shenanigans: fashion edition
Date: 2017-07-10 07:54 pm (UTC)"Infiltration and surveillance is all well and good," says Ashari, trying not to laugh. "But are we sure we want to do it while emulating a particular, uh, herb-obsessed subculture?"
[Ashari thinks the formula is the one for space weed.]
Re: matter printer shenanigans: fashion edition
Date: 2017-07-10 08:05 pm (UTC)"Well, that certainly would be a cover story," he points out, amused. "It's not as if that particular subculture has never caught up a Nirai or two."
Re: matter printer shenanigans: fashion edition
Date: 2017-07-10 08:39 pm (UTC)Ashari produces a tablet with pictures of some very simple matte black outfits pulled up. "Can we try replicating one of these pieces? They seem fittingly... minimalist."
Re: matter printer shenanigans: fashion edition
Date: 2017-07-10 09:37 pm (UTC)"Yes, I'm hoping black will work, though I don't know how well we can expect to determine matte vs. shiny. Do you have any information on dimensions or materials? The physical printing parts of the printer seem to be doing just fine; it's the blueprinting routines that are all snarled up."
Re: matter printer shenanigans: fashion edition
Date: 2017-07-10 09:52 pm (UTC)"I don't know if this will be enough, but it's all I have at the moment."
Re: matter printer shenanigans: hey, GM, does it work?
Date: 2017-07-11 12:36 pm (UTC)Re: matter printer shenanigans: hey, GM, does it work?
Date: 2017-07-11 07:18 pm (UTC)Re: matter printer shenanigans: we can make anything, as long as it's black!
Date: 2017-07-12 12:53 am (UTC)