Move 2 (Chapter 1.2)
Jul. 8th, 2017 04:41 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
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: Virmad's agenda (paging Sulen?)
Date: 2017-07-10 08:53 pm (UTC)Re: Virmad's agenda (paging Sulen?)
Date: 2017-07-12 12:03 am (UTC)He takes a moment to collect himself. “Apologies. I’m just. Surprised. But pleased! When I started — I always wished — that is — I wished I were brave enough to put my ideals into practice like that. I’m —” he corrects himself “—I was a second-level inquisitor. In 858. When I saw your signifier, I worried — but I guess it’s not going to be an issue.”
Re: Virmad's agenda (paging Sulen?)
Date: 2017-07-14 10:26 pm (UTC)Virmad seems actually impressed. Which is better than disgusted, though not by much.
"858?" Sulen says. "How did you end up here?"
Re: Virmad's agenda (paging Sulen?)
Date: 2017-07-15 06:41 pm (UTC)He pauses and looks at Sulen, considering, for a moment, before continuing: “Maybe this is too forward of me, but — how did you do it? Not logistically; I mean, how did you find the conviction necessary to do it?” He stops again and gestures vaguely as he tries to find the right words. “I know, or knew, a few other heretics. Outside of...my work.” He frowns. “But never among the Rahal. If it hadn’t been for you, I might have thought I was the only one. When you’re surrounded by Scrywolves Circling, it’s so easy to just fall in with the pack...”
(His tone suggests that the irony of this statement, given his own signifier, has not escaped him. If Sulen was watching Virmad’s signifier — and there’s probably no reason they would have been, but just in case — they would have seen a flicker of Scrywolf Uncircled when he asked them about the source of their conviction.)
Re: Virmad's agenda (paging Sulen?)
Date: 2017-07-16 07:23 pm (UTC)"I think," they say, slowly, "that at some point you have a moment of total conviction, when you know for certain, and in that moment, you have to act, because it won't last. And you have to act so dramatically that turning back is impossible. And- I can't speak for you, but I never got that certainty from careful study. It has to come from personal emotion."
They tend to compulsively check on people's signifiers, and they see something flicker, but don't catch what it is.
"You can reason out logically that the Heptarchate is evil," Sulen says, proud of how evenly they can speak the words, "but we're Rahal, not Liozh. We know how faulty reason is on its own without data. But if you wait for the right amount of data you'll never be satisfied. You'll never truly convince yourself until you think about how it affects you personally. Or how it affects people you love."
Re: Virmad's agenda (paging Sulen?)
Date: 2017-07-17 02:19 pm (UTC)He stops — truth be told, he’s not really sure where he thinks the rest of that sentence was going. Instead of finishing it, he takes a moment to look at Sulen appraisingly, double-checking their signifier just to be sure. To have done what they did while Trapped in Glass... “You’re not what I expected, Aricura Sulen. I’m glad we met; I’m looking forward to working with you. Mm — speaking of which, I asked the mothgrid to compile information about the High Calendar in this period. If anyone is going to be leaving the moth, or otherwise interacting with temporal locals, they should be aware of the differences between our — various — times and this one. I was going to compile some notes to provide as a briefing to anyone going off-moth; I’d be grateful for another pair of eyes, if you’d be amenable.”
Re: Virmad's agenda (paging Sulen?)
Date: 2017-07-17 09:37 pm (UTC)Re: Virmad's agenda (paging Sulen?)
Date: 2017-07-18 12:16 am (UTC)[I think this interaction has gone about as far as it can go.]