ataraxites: (Default)
axmods. ([personal profile] ataraxites) wrote2011-08-18 09:41 pm

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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N A V I G A T I O N
(deleted comment)
corpse_soldier: (Default)

Salvage Request Revisions

[personal profile] corpse_soldier 2015-10-26 04:34 pm (UTC)(link)
Name:Malarkey
Characters: One Etrepa Seven ([personal profile] corpse_soldier)
Rue Lancaster ([personal profile] pixelation)
Rey ([personal profile] circumitus)

Preferred Date: Nothing too stringent. A little while after the upcoming jump/whenever it will be safe (some time in the nearish future, as suits the need for response time and IC safety).
Preferred Length: As short as possible. The most pressing task is the acquisition of salvage, to be cleaned and stored safely off of the ship. No need to hang about waiting for something to go wrong.
Area: Armory, using Rey's SEC interdepartmental accesses.
Intention: The primary goal is to acquire weapons and equipment: guns and munitions in particular, along with anything that might help with constructing fortifications or increase the efficacy of perimeter guards (military-engineering/recon equipment), so as to help arm the camp against potential hostilities. And Rue wants a rifle or a handgun in particular! A secondary, incidental goal is to build towards making contact with what's left of the TQ's central intelligence, and to find accesses to its computer systems, insofar as this is possible. This second goal is more a matter of looking toward the future and spotting opportunities; it'll be subordinated to the primary objective.
Skills: Rue was on board the ship before the crash, giving her the base accesses at least, and she's also a technopath, meaning she has means of dealing with mechanical systems. She also has practical survival skills and can almost effortlessly communicate with Etrepa via technopathy and/or telepathy, who is herself a machine intelligence. Etrepa has a functioning open-channel wireless interface built into her, meaning she can interface with computer systems not quite with Rue's instinctive effortlessness, but with more ease than your average meatbag. She's also tremendously strong, quick and frighteningly accurate with her sidearm; she possesses enhanced/augmented perceptions, and can extend a theoretically impenetrable personal shield around herself. She's also very experienced at working with and protecting human companions, and will be highly cognizant of potential threats to Rue's person. Rey is arguably an even more terrifyingly hardy cyborg, particularly with associated walking-bomb capacities, plus her association with SEC will give her the needed additional accesses. She's also very strong, meaning that the team can retrieve that much more material.
Supplies: A rope, courtesy of Rue- also a matchbook, hairties and bobby pins (for MacGyvering the shit out of problems). Whatever cabling, netting and webbing Etrepa can borrow from what has already been salvaged, as well as water and food sufficient for the expedition, as per the party's judgment.