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!]
Interior Design
Date: 2017-07-09 12:12 am (UTC)For stuff in the common areas, if anyone wants to put something there or change something, we can always title the message within this thread with the name of that room and then add on to it as people add stuff to the room.
Ofc I don't want to make anyone feel like they have to comment, but it seems like something that would be fun to do if people want to. It's just that, playing an Andan, this is something that I'm very interested in. xD]
Re: Interior Design - Ashari's Office
Date: 2017-07-09 01:07 am (UTC)They pin up a wall hanging behind their desk. It's a pretty innocent thing, displaying an array of flowers masterfully interwoven into elaborate knots. It's from their personal luggage, a souvenir from their last job. Technically, it was supposed to be a bed covering, but the quality of it was high enough quality that Ashari doubted that anyone who wasn't trained in these things would be able to tell.
They managed to wrestle a couple of cushions out of the matter printer, though the colors and shapes were off, but that was alright. They'd just have to present themself as more eccentric in the future. The cushions went on the chairs (there was one behind the desk, the another two in front of it).
On the table itself they scattered a couple of miscellaneous trinkets that seemed personal, but really meant very little: an odd color changing orb (really, it's an audio and video recorder, though they haven't exactly figured out its specifics yet), a small statue of a frog (gold, with small blue jewels for eyes), and an array of jeweled hairpins (scattered hectically around the desk in such a way as to create a sense of urgency).
They're not the best with bugs and tech, but their skills are passable. So, they plaster a small sensor under their desk. It should tell them if a bug is planted in the room, though they'll have to find it and disable it on their own, if it comes to that. It's not the most accurate thing in the world.
Re: Interior Design
Date: 2017-07-09 01:41 am (UTC)They have exactly three changes of clothes, more if they're willing to go a while without changing shirts. Just two copies of the pants and undershirt of the Rahal uniform sans identifying jacket, the dark gray dress and leggings that had made up their one civilian outfit, and a windbreaker that someone in the resistance had given them out of pity. Sulen folds all the items they're not currently wearing with intense precision and puts them in the storage cubby.
What's missing? Alcohol. Maybe there's some in the storage hold.
Re: Interior Design
Date: 2017-07-09 01:26 pm (UTC)[Still working on my player journal vs. personal journal habits. Sorry about the inconsistent usernames!]
Re: Interior Design: Ankat's quarters
Date: 2017-07-09 04:18 pm (UTC)Reaching further into his bag, stylized statues of a serpent, coiled around a tree, a group of people in exotic clothing, and an abstract form of flowing curves, unfamiliar to hexarchate eyes, are placed on his desk. He looks around for a suitable cabinet, before leaving for the matter printer. Returning, he carries a small metal locker (for some reason decorated with an eye-searing Andan-style floral print) with a sturdy, mechanical combination lock. A few invariant guns are taken out of the bag, disassembled, cleaned, oiled, reassembled, and locked inside.
As he reaches the bottom of the bag, he slows. He swallows uncomfortably, and his eyes go distant for a moment. He calls Yisrain to him, picking her up and giving her a treat as she comes, shaking slightly as he holds her in his arms. She bears this patiently for a moment before squirming free onto the bed, walking in a decisive circle about the foot of it, and lying down. Taking a breath, Ankat reaches into the bag and pulls out the hilt of a calendrical sword, glancing at the weapons locker before decisively hanging it above his pillow.
Re: Interior Design: Virmad
Date: 2017-07-09 06:06 pm (UTC)The books (Tlen Gwa materials included) and the painting he leaves on his nightstand; the icon he takes a long look at, then sighs and puts it back in his now-otherwise-empty bag.
Re: Interior Design
Date: 2017-07-09 06:14 pm (UTC)Inside, he seems to have gathered most of the useless sidetables around the Wasp. On them, if samples of the alcohol cargo are allowed, will be tall glass decanters with settling layers of various liquids, and various gridpaper with recipe notes. It’s too bad that grid searches aren’t working for him, or he could have looked up their specific gravities of the liquids, instead of keeping this obstacle maze of furniture in his room, all of them flimsy and easy to shove towards someone coming through the doorway.
His bed is off on the opposite side from the door, partly blocked by a tall storage cabinet. He has a emptied bag of belongings, as the few shirts and sweaters he has are flung around the room, folded but not precisely neat.
Re: Interior Design
Date: 2017-07-10 04:14 am (UTC)First come a perhaps surprising number of paperback and hardcover books--Yehan hadn't known what kind of grid access would be available going through the rifts and wasn't about to risk losing resources. The books have titles like The High Language: A Historical Linguistic Companion, Creolisation in the Early Heptarchate, and Papers of the 82nd Naxorian Linguistics Conference. Most she sets in a tall stack on the desk, but one very old and worn-looking book, Kirrish Folk Tales and Proverbs, she sets on the nightstand next to the bed.
She lights a stick of incense and sets it on the nightstand as well, though tucked carefully away from the book. On the bed she sets a brightly-colored woven blanket, stopping for a minute to let herself ball it up in her first and roll it around a bit. The texture soothes her.
After a trip to the matter printer, she adds one of the rainbow champagne flutes (more her style than shot glasses) and a few custom-printed lamps that match those she'd used at home. Standard lighting on moths always make her eyes hurt.
Re: Interior Design
Date: 2017-07-10 04:15 am (UTC)♥]
Re: Interior Design: Iawa's quarters
Date: 2017-07-10 03:26 pm (UTC)To counterbalance this, the rift's instability conferred the advantage of removing Iawa from their former academy in time to save their life. They're sure they'll cope without their philosophy books (brought to their academy dormitory from home), practical religion and anatomy texts, and oversized hardcover The Art of Paper-Folding: A Vidona Guide, Complete With Step By Step Diagrams And Morally Instructive Anecdotes.
The spareness of their quarters is appealing. They always liked the idea of minimalism, but had somehow never quite managed to commit to it in practice. They decide to look on this as a new start. Like when they had to pack for Vidona academy and had to leave most of their library at home, even the grid-based ones (Vidona cadets being restricted to books on their academy grid.)
Their belongings are still back at home with their parents in the future. This is just a much bigger move than the last one, that's all. There's no reason to be upset. This is an opportunity to think carefully and deliberately about what they want to acquire.
Especially since they're sharing a single matter printer with ten other people. They should probably limit themselves to a few changes of clothing... all right, and a more comfortable set of sheets. Something that won't make them think of the Vidona dormitory. They should go print that now, probably.
Iawa stares thoughtfully at the unadorned eggshell wall opposite their bed and doesn't move for a while.
Re: Interior Design - Alaric's Quarters
Date: 2017-07-20 02:31 am (UTC)Otherwise, he has printed out from digital files a few photos:
A much younger version of himself with some other young individuals by a seashore. The setting sun reflects oddly off the water with a slight rainbow sheen, and in the distance a fishing boat is towing something quite large behind it.
Sixth or so serious-looking student types posed for a formal portrait. The school uniform is quite elaborate in a vaguely Edwardian military fashion, lots of bling and rope and embroidery. Alaric is in the second row, fifth from the left.
A rather smaller group of students, more relaxed although still posed to an extent, and all in various colored lab coats. Several appear to be missing body parts - hands or arms seem to be the most obvious, although one has fire where his eye should be - and Alaric is rubbing at his chest. They sit on a hill covered in dark grass, an endless starry night above them.
Alaric, standing with aviator glasses next to a rocket ship labelled "Centennial Peacock".
Finally, a collage of Alaric standing near various landmarks, several recognizable as being from the ---archate. In the final, he is taking a selfie while a very perturbed-looking Vidona is marching up behind him.
Re: Interior Design - Alaric's Quarters
Date: 2017-07-20 03:39 am (UTC)*DIES*
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