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ataraxites) wrote2011-08-18 09:41 pm
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EXPLORATION & SALVAGE.
E X P L O R A T I O N A N D S A L V A G E |
Looking to salvage tech from the ship? Want to organize a charting expedition out into the jungle? Then you've come to the right place! Read the information below and use the forms to submit a request for mod-generated information on your characters' exploration efforts. E X P L O R E ( T H E J U N G L E ) |
As a general activity, trips out into the jungle do not need mod input. If your character is venturing out to do some hunting or foraging, or heading down to the river, you need only work off the information available on the SETTING page and use your discretion. However, if your characters are venturing deeper into the jungle or down the cliff on a more concerted mission to explore, then this is the place for you. Only one jungle exploration will be granted per character per month. While exploration is the primary avenue by which the game will expand and progress, large plot reveals are not guaranteed as we will also have to keep in mind pacing and game adjustment. If your exploration does involve a plot reveal, you will be required to disseminate this to the rest of the game upon your characters' return. Please give us at least one week from the time of your request to your preferred date to write up the information for you. S A L V A G E ( T H E S H I P ) |
The wreckage of the Tranquility is extremely unstable, making expeditions inside to salvage technology or supplies very dangerous. At the moment, Medical is the only freely accessible area - any attempts to press in further than Medical must be submitted here. Due to the amount of damage which has been caused to the Tranquility's internal structure, your character knowing where they're going is a necessity to navigate the obstacles and blockages they are likely to encounter. Some areas will also need the nanite access granted by having signed up to that department while on board to enter or for the successful salvage of particular items. Activity in an area will also increase that area's instability; return trips will not be possible until it's had time to stabilize again. Only one salvage attempt will be granted per character per month, any one specific area of the ship can only be salvaged from once a month, and only one salvage attempt can happen at a time. Please give us at least one week from the time of your request to your preferred date to write up the information for you. NOTE Barring timing conflicts, your character can be involved in any one exploration attempt AND any one salvage attempt per month, but not two explorations or two salvages in a single month. |
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Characters:
L (
Darcy (
Eleanor (
Death (DC) (
Rey (
Firo (
Fenris (
Tadashi (
Carlisle (
Rikku (
Preferred Date: First week of September
Preferred Length: No more than a couple of days -- how long will it take?
Area: Comms Hub, and potentially corridor areas on the path to and from, or right nearby.
Intention: Tech and tools, as well as maybe a handful of personal items stored in Comms.
Skills: Tech knowledge, engineering knowledge, magical skills, healing skills. This group has been arranged more or less like a large D&D party, with a handful of people who know the equipment and area well, and other people who can help move large items either physically or magically, as well as help out if the group runs into trouble.
Supplies: I don't have a lot of info about what's available for them to take, to be honest. They'd take what they needed, depending on how long the whole expedition would take. i.e. if it's a few hours or just "all day" then food is much less of a concern than it would be if it takes several days.
GRANTED
For future salvage and exploration requests we ask that you please give a thorough breakdown of all character skills and supplies being taken. As characters have no idea how long any attempt will take, supplies should be decided off this IC mindset - planning for the worst may be the safest course of action!
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COMMS | SEPTEMBER 4
Entering the ship through Medical and the empty elevator shafts, characters will find themselves in pitch darkness, with the air feeling stagnant and slightly musty. With the ship on its side, the elevator shafts will more resemble tunnels, stretching onwards into the dark and showing no nearby signs of damage or any debris. The first five doors characters encounter as they progress will be inaccessible, either damaged and warped in such a way that they cannot be forced open, or open to reveal the corridor behind collapsed in. At the sixth, characters will be able to gain access, though this will take them a level above where the comms hub is located.
The corridor will be mostly clear; halfway in, a storage room has opened, dumping its full load of crew uniforms, underwear and gym clothes out into the corridor. A few metres further beyond this, the corridor has collapsed in from some impact to the hull. While this will impede further progress, it offers an opportunity in having damaged the corridor floor. Working carefully so as not to exacerbate the structural stability of the collapsed debris, characters should be able to clear a large enough space through the floor to access the corridor below.
This corridor will be in a far worse state, with many wall and ceiling panels damaged, leaving structural bars and cabling hanging into the corridor. Though main power is dead, some of the exposed wiring is connected to the emergency power system, posing a risk of severe electrocution. Likewise, the status of any of debris will be very delicate - one wrong foot, or a caught cable, could bring the rest down on your head. Picking through the obstacles safely will take time, but characters will be able to work their way back to the comms hub. Due to the ship being on its side, this will be beneath them.
The hub, when accessed, will appear to be severely damaged. One side of the hub will be caved in, with many of the consoles having been ripped or knocked free and fallen into a heap at the back of the room. The sub-level, containing the network servers, will be completely destroyed. Despite this apparent level of destruction, characters will find on sorting through the debris that much of the equipment is intact, with only a few knocks and scratches. The equipment contained in the adjoining storage room will be the same, though the shelving will need to be lifted clear to access much of it. The hub will be stable enough for characters to take their time in sorting through what's available to decide how much and what they want to take back with them.
Progress back the way they came will be slower as they transport the equipment through the obstacles and to the hole through to the next corridor. After about half of the chosen equipment has been moved through the hole, the debris of the collapsed corridor will begin to show signs of instability. Though any disturbances will speed this up, it will inevitably collapse back in on the hole, injuring any characters nearby and trapping any who haven't made it through.
Efforts to try and clear the hole again will only find the collapse continually unstable - though it may be possible to clear it for a short enough period of time to quickly pull someone through, it will collapse in again, and threaten to take much more of the corridor down with it if disturbed further. The structural groaning of the ship around them will grow louder and more constant, and characters will have to be very careful in progressing back down the corridor to the elevator shaft. However, from the elevator shaft back out to medical, their journey should be relatively easy.
This salvage attempt should take approximately a day in total. We will leave it to your discretion and character choices on whether the journey in will be longer or shorter than the journey out.
Please don't hesitate to contact us should you have any further questions about any of this information, specific interactions with the environment, or need anything clarified!
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Characters: Sirius Black (
Preferred date: Both MJ & I (icly Remus & Sirius, respectively) have pending salvage missions that will be taking place in September. I believe mine is still TBD with tentative intent for the 2nd week of September, and it looks like the one MJ is on is tentatively scheduled for the 3rd week of September but has not been officially requested (that I know of). with all of this in mind, and for the sake of organization and ic knowledge, I would like to request the 1st week of September if possible for this short expedition.
Preferred length: as I said above, we have some small salvage mission stuff pending that will narrow our ic time. maybe just a few days at the very most. I'll go into more depth in the INTENTION section below but they won't be going farther than the tether (15 miles).
Area: heading upstream along the river, for a general exploration of the depths of the jungle and to confirm rumors of a limited range of exploration.
Intention: (majorly edited this afternoon.) in specific we would like to discover the truth of the tether. after some initial ooc questioning I think it's safe to establish that the presence of the tether is at least the stuff of IC rumor. given the lack of initial resources, the trauma of arrival, and the transit time required for 15 miles in a single direction, without getting turned around, letting it stand as rumor seems reasonable and would allow for future corroboration of symptoms so whatever is experienced isn't a weird isolated incident of extreme nosebleeds. we would like to use our exploration to affirm the presence of the tether.
ICly there would be several objectives. heading up the river seems the best chance of finding signs of civilization, of finding the source of the acid/an untainted water source, or at least of heading as far out as possible with less chance of getting lost. obviously we don't expect to accomplish all of these goals, and we understand the first two are extreme longshots, but it makes sense IC to give it a try.
but at the very least the mission will allow PCs to test the rumor of a perimeter that can't be crossed and get some additional measurements and info about that so they can deliver it back to the group - but we've added in the other pieces as well, so if there are any cooler bones that could be thrown our way here, that'd be awesome.
Skills: both Remus and Sirius come equipped with magic. defensive spells and orienteering spells would be of specific use here, as well as general charms (levitation charms to clear obstructed paths, etc etc). it’s worth it to note that Remus is wandless but is still useful. Kate is a sharpshooter and comes armed with a bow. none of them are whiners and all of them like to explore; good positive attitudes are totally a skill. Sirius also has the Animagus transformation at his disposal, so they also have a bonus tracker dog.
Supplies: enough food to last them at least 3 days. a salvaged cup for the Aguamenti spell aka drinking water (only a little at a time though). bedding stuff with the intent to camp out under the weird new stars.
PENDING
However, the basic shape of your request being a straight-shot journey out to the tether's limits can be covered by information accessible in the setting and FAQ pages. As such, it would be possible for you to do this exploration sooner without mod-generated information, though it would include no more discovery than the perimeter caused by the tether.
Please let us know which you would prefer, as well as any further questions or queries you have!
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GRANTED
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FOLLOWING THE RIVER | SEPTEMBER 8-9
Heading south along the cliff edge towards the river, characters will encounter only the thick vegetation of the jungle and the average, perhaps expected sightings of wildlife. The journey will be impeded only by the density of the jungle, as well as a few fallen trees and unearthed rocks which force their path to detour slightly. Their nearness to the river will be indicated by the steadily increasing sound of water roaring over the side of the cliff - the waterfall is 2 miles wide, and once they reach the river bank, the noise will be nearly deafening.
The river bank itself is a wide shore of pebbles, stones worn to a slick shine by the acidic waters. The colours of these stones are mostly grey and brown, but there will be the occasional unusually bright rocks - green, blue and pink, as well as a few clear stones similar in appearance to quartz.
The pebbles don't make for particularly stable or comfortable walking, but the shore is clear from vegetation. Travel along the side of the river or veering back onto softer soil should therefore balance at the same pace regardless. It will take the rest of the day to follow along the river's side in this manner, with characters finding clearer, flat rock outcrops nearer the trees as the sun begins to dip in the sky. The jungle grows dark quickly due to the dense canopy, but progress could continue a little further on the river bank if characters choose to do so.
Making camp for the night, characters will find themselves surrounded by the sounds of the jungle's nocturnal creatures, with the occasional rustling in trees above as some animal moves through the branches. Having a fire burning through the night may be advisable to ward the wildlife off - or it could draw unwanted attention.
At some point in the dead of the night hours, characters will be disturbed by the sound of several large creatures moving at speed through the trees on the other side of the river. Five "rhinobear" beasts will emerge from the tree line, chasing a sixth. Physically resembling the others, the sixth will be immediately observable in being different due to its colouring being pale and white in comparison to their darker hides. It will also appear to have somehow lost much of the armouring at its head, and have some strange, unidentifiable growths along its back.
The beasts will chase this sixth across a shallow ford in the river, where the water will seem to harm and cause pain to it but not to them. It will just make it to the opposite shore before the five catch up to it, one attack to its hind bringing it down and allowing them to surround it. There will be some strange caution in how they seem to wait to take turns to attack it, when its head is turned or when another has caused it to fall, but the ordeal will not take long. Within a matter of minutes, they will have killed it. They will then disperse into the trees, leaving the body on the river bank, likely to eventually be drawn away by the acidic water.
There will be nothing more notable through the rest of the night. In the morning, characters will be able to continue their journey along the river. However, at this point it will only be a couple more hours of travel before they reach the 15 miles limit, and begin to feel the effects of the 'tether'. At this point, looking along the river, they will be able to see that it takes a sharp bend to the south another mile or so out - and that there appears to be what could be a very large rock, or some other dark object overgrown with vines and mostly obscured by trees at the point of this bend.
On the return journey back to the camp, characters will experience nothing more unusual in the jungle than has been described in the setting and FAQ pages.
NOTES: the scenario with the six rhinobears was written as complete for ease, but is absolutely open for character interaction at your discretion. Please just let us know what action characters would take, and we can describe the results! Similarly, what characters do when they reach the end of the tether has also been left open for reaction and choices in action, as well as being open to the incorporation of the Tranquility jumping as impetus to return.
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Characters: Harry Potter (
Preferred Date: 3rd week of September!
Preferred Length: No particular preference, but since modwork seems busy and we all have a lot going on perhaps shorter is better (if at all manageable; we're going the furthest into the ship as far as I can tell at the moment)-- I would be comfortable with 1 week
Area: The Oxygen Gardens
Intention: Seeds for planting crops, and pH analysis equipment
Skills:
- Harry Potter universe magic (full range, significant weaknesses include healing; likely spells will include Apparation to escape the ship if things look to be going South)
- Agriculture nanite access & geographical familiarity
- AN ADVENTURING SPIRIT
Supplies:GRANTED
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THE OXYGEN GARDENS | SEPTEMBER 16-19
Entering the ship through medical and the empty elevator shafts, characters will find the first seven doors they try are unresponsive or too damaged to open. The eighth will work, allowing them access into the corridor. At this point they can turn to head towards the far end of the ship.
Travel this way will take two days. Where the corridors in the belly of the Tranquility had previously seemed like a maze, the experience will now be worse for the obstacles characters will face in attempting to get through them. Many of the corridors contain signs of the damage done to the ship - debris will be strewn throughout, with system cables and conduits hanging free from some wall, ceiling or floor panels. Some corridors will be entirely collapsed inward, forcing them to double back and attempt to find another way. Some of the damage will have ripped through floors or ceilings enough to give access to other corridors, and sometimes they may need to find their way into one of the vertical elevator shafts.
However, there will be none of the previous unusual phenomena encountered by other expeditions into these corridors - the corridors will not move, there will be no holes or black holes, and characters will find no murals. There will also be no increased sense of paranoia or other mental pressure besides what may be caused by being in dark, closed conditions for so long. Other dangers will present themselves in unstable debris which will collapse further when disturbed, damaged corridors which may give out if walked over, and many of the cables and conduits will be exposed and still-live, making contact potentially deadly.
Proceeding carefully and cautiously, characters will eventually reach the Oxygen Gardens. Access will be easy through the first set of doors found, leading into the second level. Characters will immediately find that emergency power is still being supplied to the area, and that the artificial gravity is still active. This will mean that while the gardens will still show signs of having been disturbed by the crash, the general area will have been kept level, and the water filtration systems will not have flooded the gardens. Proceeding through the gardens, characters will be able to find the portable pH analysis devices in amongst the other tools stored in the secured sheds standing in scattered positions around the two upper jungle levels.
Seed storage is found down on the bottom agricultural level, beyond the (currently rather overgrown) hydroponic vegetable and fruit beds. The area will be secured to agriculture nanites. The seeds are stored in a huge chilled area, aisles of large, white, numbered drawers. Unfortunately the seed catalogue, usually accessed on an interface console at the store's door, will give only errors. Characters will be forced to choose which seeds to take by memory alone, not only for particular plants or crops, but which climate they have been genetically modified to grow in.
Once they have completed their task to their satisfaction, they can choose to either return back the way they came (taking another two days) or Apparate immediately back to the camp.
Please don't hesitate to ask if you have any questions about this information, or need any clarification on particular points of interaction or exploration in the environment. We also sincerely apologise for the delay in delivering this information to you.
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Characters: Harry Potter (
Preferred date: No preference; the only conflict would be Harry's Salvage run, if both are approved for the same month/September
Preferred length: Per Melissa and my conversation, we just want to start out sketching some of the basics for the character community, so this can be relatively brief. A few days stretched out over 1-2 weeks should be fine. If that's too much modwork, I'm sure we'd be pleased to be hit by a storm/flock of critters/or something and dropped in the jungle overnight or something that would let you guys give us a more precise, singular hook! Alternatively if they just get a bunch of photos, they can go home with that relatively uneventful haul and disseminate that for other characters' hooks.
Area: The sky! Harry and Hermione are going to go upward on the broom until they hit the end of the tether and/or run out of comfortable atmosphere, and then start trying to construct a map of the area. Not a crazy Marauder's map, just standard.
Intention: Basic, highly general information-gathering about the terrain
Skills: Harry Potter magic, wilderness survival skills per canon
Supplies:
DECLINED
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Characters: Preferred Date: during the second week of september!
Preferred Length: no particular preference! a realistic amount of time to scale down into the ship without making a mess of it.
Area: main gunnery station!
Intention: guns and ammo out of the armory, ambitiously the machine guns if they can wrangle it.
Skills: wizardry, strength, support + medical know how, tech know how, earthquake generator.
Supplies: possibly the bare minimum? i'm not totally clear on how much is around to be spared, but i assume they'd take just what they needed for food, water and medical supplies before venturing in!
GRANTED
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GUNNERY | SEPTEMBER 12
Progress into the ship after the recent jump will find it sounding more unstable than previously, metal groaning and creaking near constantly in the pitch darkness - however, this will also have caused some other internal changes. Entering through medical and the empty elevator shafts, characters will this time find that the first set of doors encountered will open. The corridor behind will be collapsed inwards in places, but have space for characters to squeeze past, climb over or under obstacles, and show no signs of instability.
Progress in this manner will be slow going, but after having travelled the majority of the corridor, one pile of debris will noticeably include several of the larger machine guns previously housed in the armoury. These will be damaged, but more importantly indicate characters' location. Travelling a little further down the corridor will find the source, with a larger hole taking up the ceiling (now wall, with the ship being on its side) and the room adjacent, leading directly into the armoury.
The collapse that's occurred on one side of both levels here will mean that a large amount of time will be necessary to sort through the debris to find the weapons and ammunition. Many will be damaged, and ammunition will prove trickier to find. However, the longer they take, the louder and closer the structural groaning will become, eventually seeming to be near enough to be the room around them.
Characters will be able to return back the way they came, though the narrowness of the passage past cave-ins will not make transport of larger items easy, and it may be slower going if characters choose to retrieve anything of that size. The return journey will be otherwise straightforward, though still surrounded by the threateningly close sounds of structural disturbance.
A few minutes after entering the elevator shaft, there will be a distant, loud crack, following by a screeching of metal against metal that will grow louder and louder. The remains of the elevator, along with a large amount of debris, will roll down the shaft at increasing speed, and characters will need to move quickly to avoid being crushed by it. A few minutes after it passes, there will be a large crash as it meets the bottom of the shaft further down in the darkness.
NOTES: this salvage attempt should take approximately a day in total. Characters will be able to retrieve a maximum of 26 handguns, 19 electroshock guns, 8 rifles, and 1 machine gun, though the last will be incredibly difficult to bring out and slow their travel significantly. There will be approximately half of the ammunition needed for all weapons.
Please don't hesitate to contact us should you have any further questions about any of this information, specific interactions with the environment, or need anything clarified!
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Characters: Garrett Hawke (
Preferred date: No preferred date. Time has no meaning. Etc.
Preferred length: Probably something like 2-3 days? But depending on the material and the area and the fact I have no head for gauging distance and time, I am open to suggestion.
Area: The characters will be crossing the river and heading for the triangle (unwittingly) as marked on the map, the one that is level with the ship.
Intention: A generalised exploration, seeing what is on the other side of the river. Food, materials, signs of life, portals back to Thedas, maybe not that last one.
Skills: Hawke and Lliorel both possess powerful combative magical ability, as well as some useful survivalist skills such as being able to generate fire, and Hawke has some generalised practical skill in living in the great outdoors, as does Lliorel with her Dalish heritage. The rest of the humans are all variously durable, with Carolyn sporting something in the way of leadership skills. You know Riddick's talents. No one has an especially scientific bent for whatever they trip across.
Supplies: Enough food to cover 3 or 4 days, or 5 at a stretch/supplemented with their own gathering and hunting. Basic camping gear. Each character will bring something to defend themselves with -- Hawke and Lliorel have magic, Kate has bow and arrows, Riddick has knives, Enfys has an axe, and we'll get Carolyn like a pointy stick or something.
GRANTED
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OVER THE RIVER | OCTOBER 15-17
Nearing the area indicated on the map, characters will first have to cross the acidic waters of the river. The shore on both sides is a pebble one, stones of various colours - some plain, some bright and clear - worn to a slick shine by the water. The majority of the river is very deep, but further up, towards the tether limits, there is a shallower area which can be used as a ford - though the acidic quality of the water will still pose a danger. Aside from this there will be no immediate means of crossing, such as fallen trees or raised rocks breaking the water's surface. Characters will have to discover their own means of getting across safely.
The jungle on the other side of the river will show no signs of being different to that characters have grown used to. As they make their way through the vegetation towards the area marked on the map, they will begin to notice signs of a large amount of damage experienced by the jungle in some time passed - the remains of quite a number of felled trees, now overgrown. Further investigation will find some odd pieces of very old metal debris, as well as - at the farther edges of the area - a small number of potentially recognisable smooth metal canisters. Some of these will be damaged, broken open, while others will still be fully sealed and contain a strange fluid.
Following the trail of damage and debris will lead characters to the site marked on the map. Here, overgrown by vines and other vegetation, they will find a plane wedged into the ground against another fallen tree, most of the nose broken away and one wing having torn off, found several metres further to the tether limits. Having evidently been there for quite some time, the remains of the plane are heavily rusted, and creak ominously if entered.
Inside, characters will find two bodies, decayed down to skeletons within the tattered fabric of their uniforms, as well as a large nest of creatures which will scatter from the plane when disturbed. There will be a third body between the main plane and the wing, and a further fourth several metres east of the site. Though there will be signs of injury on the two thrown bodies, there will be no other obvious signs of cause of death.
NOTES: Travel to the river will take approximately half a day as the crow flies. Crossing the river and time taken on the other side will depend on character action. Please don't hesitate to contact us should you have any further questions about any of this information, specific interactions with the environment, or need anything clarified!
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Characters: William Tsang
Preferred date: First half of October 2015 please!
Preferred length: Maximum 2 IC weeks preferred!
Area: East, toward the rightmost red triangle perhaps?
Intention: There are a couple of ways this could happen, but it's honestly almost the same thing. William will be using his astral projection to wander through the jungle in general, trying to keep an eye out for longer-distance threats. However, Takeshi (suited up) will periodically be wandering about too, and leave a note when he heads out further than about half a mile. Either of them can be the first to notice something of interest laying toward the East, and then go get the other, or possibly Takeshi will run off and William will go look for him. Alternatively, as they wander about foraging, they'll hit it!
They will definitely be sharing their discovery with other people. We might drama this up depending on what this is (e.g., one of them could get in trouble, the other go to get help).
Note that William's powers allow him to walk through walls (or fall through floors) and this might be useful for weird discoveries. Additionally, Takeshi is super strong and super fast in his suit, as you may know, and I imagine he can also climb trees and spy upon things from far away. He would be able to breach barriers and other physical obstacles that would stop most other people.
Skills: Basic survival skills, learned on-game, including foraging
Supplies:
GRANTED
We will endeavour to have your info pack later today, October 10th.
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AN UNDERGROUND DISCOVERY | WEEK OF OCTOBER 12
Upon reaching the designated area as marked on the map, one or both may find a strange incline in the landscape, like a sharply angled trench. The mass of foliage disguise the smooth cut of packed earth and stone, making it appear like a normal thorny dip in the landscape. Further investigation (or accidental slippage) will reveal that beneath all the jungle growth, there is a gap in the earth, and a relatively smooth 45 degree angle will send them sliding below the earth about 30 feet. Upon stopping, the incline only shallows, continuing in the form of rough steps (that seem to melt into the slippery slope the character's just slid down, as if packed over with earth and rubble).
The character/s have arrived in a tunnel. It leads persistently downwards into the darkness, but in the distance, there is a faint, greenish glow. The only light source otherwise is the remaining daylight struggling through the gap in the earth the characters just penetrated, obscured by jungle growth.
Descent will take half an hour of tentative footwork, and it only gets darker, so watch your footing, although the steps become increasingly more define and consistent. The tunnel would potentially allow five people to walk shoulder to shoulder.
That glow seen from before begins to resolve in the form of a strange greenish illumination that emanates from the cave walls. They follow geometric patterns carved into the stone, and when the wall is touched, the glow seems to gather where skin makes contact, and remains for a little while longer after the touch leaves. While still queasily dim, it's enough light to see by, and since arrival, the glow grows in strength, and seems to sort of follow the explorers as they descend.
They come across a dead end, a circular doorway sealed, with more of those patterns. The door is stone, with no obvious mechanics or handholds, with only traces of that glow decorating its patterns. The patterns are maze-like and carved into the stone, graduating to a flat circle bevelled into the centre. There is a trick to opening it (just touch the circle and allow the glow to flood it until it splits down the middle and slides open), but optionally, those who can walk through walls or break them may wish to cheat.
If opened properly, the chamber will instantly take on that same greenish glow, all around. If not, the chamber will remain dark. Arrows, both splintered and whole, will crackle underfoot. If the chamber is opened properly, nothing bad will happen. If the chamber is not, then a volley of three arrows will suddenly shoot from the darkness from a primitive if ingenious trap system, about chest high.
The chamber is round, set into the stone walls, three layers high, are human-length shelves. On each shelf, the bodies of the long deceased are wrapped in age-browned linens. There are thirty in total. They are wasted down to skeletons, and are decorated in jewellery, from gold circlets to jewels of deep purple on stiff collars, bracelets, and anklets. No evidence of even disintegrated clothing. Golden coins with similar patterns to the ones on the walls can be found in the skulls, as if they'd been placed in the mouths of the deceased, more more than one or two.
There is a stone altar in the middle of the room, about six feet in length, with more of the same geometric shapes. The glow will gather in places when touched, but nothing interesting will happen. There is also a storage chest, simply made, with the same aesthetics as the rest. The wood will be very old and wasted, so easy to pry apart. Within will be the evidence of disintegrated fabrics, more coins and jewels, one ornamental dagger with a strangely curving blade.
To leave, go back the way you came. The glow will not follow, once you backtrack halfway.
NOTES: This adventure will take a minimum of an hour and change, setting aside time spent for debate, more cautious exploration, optional injury, and gathering of items. You may also wish to set this event on a different day (from October 12) if it fits your schedule better, just as long as it takes place in October and you can confirm what date you prefer.
Please don't hesitate to contact us should you have any further questions about any of this information, specific interactions with the environment, or need anything clarified!
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I'm hitting all the things today
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PENDING
Please also bear in mind that we ask for at least a week of time between the time of an exploration or salvage request and when you would like it to happen in game! This is to give us time to fully develop and write the information pack.
Please don't hesitate to contact us if you have any questions or queries regarding salvage of the ship, such as what areas certain elements of the ship's systems would be housed, or avenues for your character to pick up knowledge of the ship ICly before entering it.
Salvage Request Revisions
PENDING
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Characters:
• Bucky Barnes (
• Gavroche Thernardier (
• Jack Benjamin (
• L (
• Remus Lupin (
• Rey (
• Rue Lancaster (
• Sirius Black (
Preferred date: Given how big the group is, we'd like to make sure they're not all AWOL for any major modplot events. Otherwise, as soon as is reasonable!
Preferred length: Up to a week.
Area: OOC, we're aiming for the southernmost red triangle. IC, they'll cross the river at the island above the cliffside and make their way down the cliff face--possibly with some engineering skills, rope, etc., possibly with side-along Apparition or other cheats, depending on what makes sense at the time. If something is visible from the cliff top, they may head straight for it. Otherwise they will set up camp near the river at the bottom of the cliff and divide the group in half or thirds to comb the surrounding area more thoroughly.
Intention: They'll be setting out with the specific intention of looking for weird shit that might shed light on all of the other weird shit. Along the way they'll also have an eye out for food or non-acidic water sources or signs of sentient life. They'll test and mark the tether range when they head that way.
Skills:
• Magic, including Apparition (Sirius only, Remus would splinch and it would be sad).
• Technopathy.
• Various levels of competency with guns, knives, and most 20th and 29th century weaponry.
• Hand-to-hand fighting.
• Pyrokinesis (basically, due to Rey’s heat/combustion abilities and how far she has leveled up her Reality Manipulation).
• Wilderness survival knowledge.
• Climbing.
• Stealth.
• Demolitions.
• Basic mechanics.
• Piloting.
• Virtual reality interface.
• Lockpicking.
• General technical skills.
• Deduction/close observation/etc. (Unlikely to miss pertinent details.)
• Military training + survival skills
Supplies:
• Canvas for tents.
• Bed rolls.
• Water and food.
• Knives.
• Potato gun.
• Lightning rifle.
• Rope.
• Matches.
• First aid basics.
• Blaster pistol.
• Lightsaber.
• Beretta M9 with 13 rounds
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Characters: Rey [
Preferred Date: I believe it will have to be next month, as Rey will be taking part in the water purifier salvage this month.
Preferred Length: A day at max, perhaps two.
Area: Rey & AJ want to climb all over the outside of the ship and scout for top-side entrances, as well as useful artifacts.
Intention: General scouting, and picking up any cool/useful salvage along the way. If there are any yet undiscovered entryways, they would report back to the rest of the ship first, probably.
Skills:
-Climbing (both)
-Scavenging (both)
-Electrical engineering (both)
-Mechanical engineering (Rey)
-Mechanically minded (both)
-Fair marksmanship (AJ, bow and arrows)
-Martial weapon use (Rey)
-Level 3 manifestation (AJ)
-Basic Force powers (Rey)
Supplies: Rey will have the clothes on her back, some rope, her quarterstaff, Luke's lightsaber, and some food. AJ will have a pack of food and other climbing-minded things, a bow and arrow, a comm device, and a mirror shard.
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Characters: Wash(
Chell (
Wanda Maximoff (
Eleanor Lamb (
Erik Lehnsherr (
Rey Why Does Neither Rey Have a Last Name (
Zoe Washburne (
Preferred Date: End of February
Preferred Length: However long it takes to get to the gardens and haul the equipment out
Area: Oxygen gardens
Intention: They're going after the water purification gear
Skills: Agriculture nanites and department knowledge (Chell)
Salvage experience (Wash, Zoe, Rey)
Tranquility exploration experience (Wash, Erik)
Experience keeping Wash out of trouble (Zoe)
Experience with water systems (Eleanor)
Being Magneto [Good for forcing through and hauling metal parts back] (Erik)
The Force (Rey)
Supplies: Various small arms
Longfall boots
Food and water proportional to the trip
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exploration request for March
Characters: AJ Harris(
Preferred date: Later in March, after some of the colonization gear has been found and spread through camp.
Preferred length: Anywhere from three to eight days
Area: North, along the cliff-side.
Intention: Algidus and AJ are finally deciding to strike away from the main camp to set up a base of their own. Now that they have some materials that will keep the ice alien chill, and the immediate threat of rampaging animals is over, the pair of antisocial ingrates have had enough of the non-stop emotion and memory transfers and are looking for somewhere a little quieter. They're using the visible cliff as a visual guide to get their bearings, and might run across the un-explored triangle north of the ship. If so, they'll explore it as a possible avenue for a place to stay, or else report it back to the camp if it appears dangerous. AJ's also on the look-out for more of the berries she used to create her first bottle of alcoholic swill, but that's something she's been off and on gathering since she first started leaving camp again.
Skills:
AJ: Bow-wielding (ranged abilities), climbing, survival/camping skills under malevolent conditions, telepathy resistance. Level 2 empathy and level 4 manifestation. Weak to hand to hand frays and feats requiring strength.
Algidus: Extreme proficiency with hand to hand combat, ice armor, anti-gravity (focused around himself), various ranged attacks utilizing 'hail' (large balls of spikey ice summoned overhead and shot towards a target), summoning sharp spires of ice from the ground to impale a target, modification of his own body to form tools (aka turning an arm into a spear or bludgeoning device), liquidization of his body to reform some distance away. General great endurance. Sensitivity to extreme heat.
Supplies: AJ will bring a backpack with rations for three days, some water (and a tarp to collect rain-water), rope, a knife, and both network equivalents. Algidus is mostly self-sufficient and will provide for hunting to offset the rations.
GRANTED