voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
MISSION 18: OOC DETAILS

Our next Mission begins 16th July (Symphony 8) and lasts until the 30th July. There will be a start log on the 16th, and then Ongoing on the 21st (Symphony 11). The finale will be on the 25th (Symphony 13) and a conclusion post will go up on the 30th.

The TL;DR of the mission is: a technologically advanced planet has been invaded by another and is on the brink of destruction. Fight monsters and destroy ships, protect the people of the planet. Areas will be split between 3 cities and the chance to go out into outer space.

Humans live on the planet, and non-humans will set off alarms initially, but the Voidtreckers can smooth over relations by showing they're there to help. As it's a catastrophe mission, there will be an urgent mood throughout it.


TEAM OBJECTIVES ~ LOCATION INFORMATION ~ OTHER DETAILS
ASK QUESTIONS ~ SHENANIGANS ~ TEAM PLOTTING ~ MISSION REWARDS

Read more... )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
MISSION 17: OOC DETAILS

It's that time again. Mission begins 13th March (7 Quicksand) and lasts until the 26th. There will be a start log on the 13th, and then Ongoing on the 21st (11 Quicksand). A conclusion post will go up on the 26th March.

But before we get into the mission itself, we do need to address a change being made.

!! PLEASE READ !! NOTE: A NEW MISSION SYSTEM.

ABOUT ¤ As you saw above, there is no finale post mentioned. That's because we're testing out a new system, where we will be putting more emphasis on the completion of team goals deciding a mission's outcome without a big boss battle. We want to reward people's efforts for threading, and to give more breathing room to do tasks. This is not planned to completely take over our normal mission system, but if it works we will look into using both, depending on which one works best for the plot of the mission we have planned.

MORE OBJECTIVES ¤ Since we're trying something new, we will be keeping this mission simple, with no escalation on our parts - promise! There will be additional choices to choose between from team objectives (a maximum of three), to hopefully give more for characters to pick from. If your character has the idea to do something not listed but that's helpful, let us know - we will be calculating what's being done and what isn't to decide the mission's outcome.

As such, during Ongoing, we will give an idea of areas that are getting better, but what might be lacking. So most objectives will carry over, but we may throw in a few more.

PROOF ¤ We will have a post where people can let us know what tasks their characters are focusing on, or have worked towards.

This is what we're looking for:
  • A check-in that tells us what your character focused on during Starting and Ongoing. No links required.
  • Link to all threads done, who with and which task(s). Any length is fine, but threads with five comments is perfect! If you don't have a thread for a task your character would have done, just note it down.
10 comment threads are for mission rewards only!

Some tasks will have a higher priority over others, and it will usually depend on the mission and objectives which will be more important.

REWARDS ¤ Characters will still only receive points for threads with 10 comments total. We hope the new list of objectives will give people better ideas of what Team Colour the task they're doing falls under. (We also want to properly reward the cooks and healers for their jobs!)

Thanks for reading the above. You can leave us any questions below, but for now - click below for your mission of Quicksand!


MINISTRY MESSAGE ~ TEAM OBJECTIVES ~ LOCATION INFORMATION ~ OTHER DETAILS
ASK QUESTIONS ~ SHENANIGANS ~ TEAM PLOTTING ~ MISSION TASKS/REWARDS

Read more... )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
On day eight of the month of Poi, the Voidtreckers' SCAs glow gold and a holographic screen appears.
We have been asked to assist the Ministry on System #281992471, Praeus. 150 years ago, outside influence led to the gods of the world becoming severely harmed, and now its lands continously suffer time distortions that cause fragments of the past to appear in the present. We have been sent information to help prepare for the mission. The weather will fluctuate, but will be mostly warm.

Red Team Some of the time distortions come from places of war and strife. Move in and shut them down. This will require battling the threats so that the equalisers can be set.

Orange Team Set up Equalisers once time distortions have been neutralised. Prepare camps for those rescued from time distortions. Monitor signals of new time distortions and coordinate with other teams.

Blue Team Rescue those displaced by time distortions and take them to the prepared camps. Help maintain calm in the camps and provide medical, nutritional and emotional support.

Purple Team Help neutralise time distortions. Protect orange team as they place neutralisers and help protect the camps from any threats that may escape out of time distorted areas.

Notes This is not a catastrophe mission. The Voidtrecker Express will be given a place to station if Voidtreckers and passengers wish to not participate in the mission. Map data will activate when we arrive on-planet. The Ministry believes it worth noting that hostiles will commonly be human for those who would find this distressing.

More information will be available when we arrive.

On a planet where the past met a future... )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
For those who helped as anchors in the finale of So Familiar a Gleam. Once the adrenaline wears off they will be hit by a deep and total exhaustion which will leave them not able to do much other than sleep, eat and maybe make it to the cinema carriage to flake out in front of a film, until Day 16 (platform day) when, as long as they did rest they will be feeling a bit better though and slowly recover to their full strength.

They will also find that sleep filled with vivid dreams. They aren't necessarily bad, many of them are good but they are strange and very vivid. Sometimes they experience lucid dreaming, falling from dream to dream, aware enough to know they are dreaming but not waking up. Sometimes they just dream of colours and wake with strong emotions of hope, fear, or even wonder for the vastness of the multiverse. These strange dreams will last throughout the month of Merriment though they might get the odd one now and again after that.

For everyone who spent time in Diagad (which for ooc purposes is everyone who provides a mission thread for AC) they will find, once they have recovered their strength and began to process all that has happened they have the potential inside them to tap into the power they had there. This will start in very minor ways- a very small fraction of what they were capable of on Diagad but if they train it and hone their abilities they will get stronger. We wouldn't expect anyone to be able to use their new powers in any real way by next mission- though they can certainly begin to explore them.

We hope you all had fun!
voidtreckermods: (sparkly train)
[personal profile] voidtreckermods
The next part of the missions is here. Since characters are beginning to break out of their AUs and beginning to try and solve the problem they have found themselves in here is another plotting post! The other one was pretty crowded!

Please continue to ask any questions here and if there are any shenanigans you want to run past mods in terms of investigating let us know here

Happy plotting!

Details of the environment going forward:

  • For those who can read energy/see through illusions, they will find borders between the different sections of the city. They will be able to gauge it looks more like this.

  • They will see people 'trapped' in these border parts - specifically, those walking by foot to another section of the city, or those taking air taxis. They can be taken out, but would need to be done so by people who won't be pulled into the strength of the illusion/hypnotism.

  • While most areas are starting to fall apart, the political/educational sector (the centre of the city) is doing better. People may be taken around there in spare buildings.

  • Food: It will still be around, but some people will realise - who can see through illusions - that everything has a viscous quality. Shaped to be what it's mimicking, watery if it's a drink. This will become more obvious to everyone by Day 8. It's safe to consume.
  • voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    On day Eleven of the month of Llama things get a little weird. The finale post this month is a little different and a little more free form.

    Characters who can fly will be able to but will find this maze has a lid, they wont be able to fly over the walls. Characters who can teleport will find that teleporting back to the city works fine, teleporting inside the affected area works partially- they end up somewhere different to where they started but not exactly where they intended. They find they can teleport backwards (so circle three to circle two or one) but not forward through the circles (circle one to circle two or three).

    Remember you can take part even if you didn't sign up but thank you to those who did, there were great ideas in there! As this is a finale post the mods will be jumping around to throw some extra things at your characters, these will be one off comments so you don't have to wait for the mods to continue your threads.

    To make things a little easier please make sure to specify in the subject line which circle your thread is in and leave that in the subject line throughout the thread.

    If you would rather not have input from the mods just write 'no mods' in the subject.

    There will be three 'circles' for the voidtreckers to navigate through. Write for whatever circle you wish- you can handwave any that you don't want to write out or have your character only get so far.

    The post should have plenty to play with but there are more ideas below for people who want extra! You can also add your own motifs, monsters, snippets of home and fears into the mix.

    Colours

    Dark blue, Light Blue, Navy
    Black, White
    Purple
    Gold
    Red, Pink
    Neon Green
    Orange, Yellow

    Symbols

    ~ Capsule Corp
    ~ Hyrule's Royal Crest
    ~ Ravager Flames
    ~ Hydra
    ~ A mark
    ~ Circuitry

    Sounds

    ~ The thrum of electricity.
    ~ Acoustic guitar
    ~ Erratic piano melody
    ~ Bamboo hitting stone
    ~ Roaring dragons
    ~ Eagle call
    ~ A hymn
    ~ This song
    ~ This lullaby

    Objects

    ~ An empty book
    ~ spears, knives
    ~ blitzballs
    ~ the sun, the moon, ocean
    ~ water, fire, ice, snow, wind, clouds
    ~ Flowers, golden daisies, rose, lotus
    ~ Playing cards
    ~ Gears and wheels
    ~ Butterflies, ravens, dogs
    ~ Food, red apples, honey
    ~ Crystals
    ~ Spiderwebs
    ~ Computers, tech, health bars

    Monsters and Creatures
      ~ Ghost animals (glowing green animals: one, two, three), zombie sheep
      ~ Animals: Wolves, feral dogs, lions, bears, sharks, alligators, orloni
      ~ Xuanwu (tortoise with a head like a snake)
      ~ Kuriboh: They wander around aimlessly, seemingly harmless. However, they may jump in the way of attacks and be destroyed in place of you taking damage, even against monstrous foes. Friend-shaped.
      ~ Chocobos: Odd oversized chickens that just stand around in the middle of monster fights. Don’t get attacked, nor will they attack unless you attack them first. Can be used as a mount. Music is sometimes heard. Maybe it’s your imagination.
      ~ Ayakashi: Eyeballs in the maze ‘hedges’ that will begin to multiple, feeding off the darkness in one’s heart and attempting to corrupt the good to eventually feed off them. Will go after those on both ends of the scale - be careful, Kingdom Hearters.
      ~ Lake Dragon: A dragon whose massive head and elongated neck will snap out from any maze corridors filled with even an inch of water. Incredibly endurable and speedy, swords or bullets will not damage it so easily. It will become incensed and try to eat those who even for a second think it would make a good meal.
      ~ Wallmasters: Giant hands that pick you up and move you around. While they appear as a shadow, they drop down swiftly and will disable those they grab. However, it can be attacked by others. Will send you to a different spot in the maze.
      ~ Little Witch minions: About the size of a child, they will rudely push and shove at you. One or two will quickly turn into twenty which will turn into twelve hundred. Run before they can group up on you.
      ~ Soul Catchers: Orbs that spawn butterflies that will attempt to swarm you, and drain you of your energy. Destroying the orbs will get rid of the butterflies.
      ~ Neoshadows: Imp-like shadows that travel in packs. Leave one alive, and more will continue to spawn in.
      ~ Sky Balance: Not very durable, but will attack with gale and electricity magic. Weak to fire, and ice on the rare occasion. Other times it repels it, along with every other element but fire.
      ~ Stalkers: Creatures that cannot be seen by the naked eye, generating an electrical field around itself. Swift and deadly, they can jump upon any surface and pin you under them. Electricity can take down their cloaking mechanism.
      ~ Colossal Ruin: A large mass of doll-parts and gears, it will bombard targets with doll-head bombs. Take out the heads actually attached to it to stop it, but watch out - the larger doll-head will open up and breathe out fire.
      ~ Rancors: Colossal beasts that look deadly upon appearances, but will not actually attack unless provoked. Hard to navigate around, and their bodies withstand most firepower. Best to not accidentally attack them.
      ~ HYDRA Agents: Normal humans in bullet-proof armour and wielding assault rifles. Usually appear when you turn a corner at the other end of the maze. Very inconvenient. Appear in groups of 2-3.
      ~ Zombies/Undeads: Refer to the undead on the mission post for faster undead to deal with. There are also less clothed undead to find, standing around as still as statues....until they spot you, paralysing you in their gaze. You may be able to shake off their state for a few seconds, but those who don’t will get jumped and become their snack.
      ~ Griffins: From Greek mythology. They will help guard god-like individuals and those good of heart. To anyone else, they will lead monster attacks to them with a majestic bawk. Will attack Neoshadows at random. Rude.
      ~ Finjicotes: What if bee, but the size of humans? Come in swarms of four, and while not too much trouble for a seasoned fighter, their stings can inflict poison.
      ~ Nightmare Rook: A winged beast with two cleavers that will fly around and swoop in on its targets, but also attack close-ranged with speedy attacks. Can summon geyers of fire. Video.

      Places, Temptations and Fears

      Please see here for more motifs, places, temptations and fears to incorporate if you wish.
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    The final challenge for the voidtreckers will go up on the 19th May (forwarded dated to Lllama 11). As mentioned in the initial ooc post this finale will not be in the form of a boss fight but a more open post where you can tag around with each other, however it will have some mod-led elements to it.

    Voidtreckers will be trying to make their way towards a central point and facing a number of challenges and fights. There will be options for you to choose what you want to throw at your characters so there is space for less fight orientated characters here too.

    To help us write it we could do with some information hence this sign up. Signing up here doesn't lock you into the finale and likewise if you don't sign up you will still be able to take part in the post itself it just means there we won't have taken any things from your character to create the finale.

    You don't need to answer every question if you don't wish. Sign ups are open until 18th May.

    voidtreckermods: (train)
    [personal profile] voidtreckermods
    On day eight of the month of Llama the voidtreckers will hear a message on their comms. A friend to lend help and ask for some herself.

    Ongoing is optional and the tasks of planting netpoints and getting close to key people across the city can be done alongside the original tasks which are still pressing. Even more pressing is the fact that the illusions are getting stronger and harder to resist.

    The netpoints just need placed around, they are small and seem to have a small camouflage that help them blend in though putting them out of the way is for the best.

    The scanners are small, small enough to be hidden under their SCA's. They do a lot of the work automatically but they only work in very close quarters, people will need to get basically to touching distance of a citizens watch in order to scan it- a hand shake is the best way.

    Tier One

    The voidtreckers have made good progress mapping the tier. Those who are helping Anan have plenty to do here as having the net spread around the whole information and server centres of the top tier is beneficial. There's plenty of people here who could be assumed to have access codes, though many of this tier have taken to bunking down, as the situation becomes more unstable.

    The illusions here are getting more real, not just images any more but sounds, voices. No people still but echos of words, of song, of screams.

    There's an urge as well, to stay. This is home after all. For those who helped free the monks in the towers of Erda this is a very familiar feeling. Going alone is unwise, after all it is a lot easier to fight the illusions when there's another person to help ground them.

    Tier Two

    Here too Anan will urge anyone who is helping place the netpoints to get them into as many places with the holograph projectors as possible, which means not just the crime scenes but other houses and offices as well. They can be sneaky about it or try and talk their way into the spaces to plant the devices.

    The corporation offices are good places to scan for data though that will take more subterfuge.

    And whilst all this is happening the monster attacks are getting more frequent. Voidtreckers will find themselves stalked by monsters, especially when they are trying to get into buildings or offices, as if the monsters are trying to prevent them from getting around.

    Tier Three

    Not so much data to scan for here unless anyone wants to infiltrate the factories and get to some of the higher management. However plenty of places to put netpoints, getting them onto spectura devices is the aim which means getting into homes, shops and into the hospital.

    Due to the work by those jumping into the game and the work of those hacking from the outside the Spectura situation has vastly improved. Many of the people have woken already though there are others still trapped. However inside the game the vines are getting more aggressive and harder to fight off, though soothing still works against them. The vines seem to target the voidtreckers as well, trying to cut them off from each other and attack them when alone.

    Tier Four

    For the voidtreckers who are infiltrating and asking around they will have found that their questions have led to more questions. Some of the people here are happy to be asking these questions, what is this prize? Why are the fights going wrong? What are people seeing?

    Some are angry and the leaders of the fighting rings and willing to help the voidtreckers get to the bottom of this. Others are angry at those asking questions for stirring the pot. Others are just angry because the situation is becoming unstable. There are whispers that no such prize exists, whispers that it is some nefarious plot. More whispers that those first whispers were started in order to thin out the competition.

    The visions are getting more common, violence is breaking out even outside of the fighting rings, bar brawls are more common, fighting in the streets. It seems whatever is affecting people is spreading, taking over the whole district.

    Getting close to the people who are likely to have access codes to anything is only possible by getting through to the higher rounds but those fights are getting more and more dangerous as time goes on.

    General information.

    ~ The ongoing post is here. It can be used for further infiltration things or just general mission-goal threads set on day eight and beyond.

    ~Getting the netpoints or scanners can be handwaved if you wish- you can assume either your character got them from Anan directly or the droid Chiff brought them- characters can also take enough to share around. However feel free to jump in an NPC thread with Anan if you wish.

    ~ Either way let us know below if your character is planting netpoints or scanning data and where/who they are doing it to (roughly- 'a fight overseer' is enough). If you want NPC threads for getting close and scanning data here if the post. Please give a brief line of what you are wanting in the thread (e.g 'a hospital boss to try and get data from) to help us!

    ~ Also I know there are a lot of character initiatives and attempts to help the people of the city both with the imidate issues and in general. I've popped a top level on here to consolidate that information so if your characters are doing anything either with hacking, helping or generally bigger more noticeable things please let me know there!
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    On the morning of Day 5 of the month of Llama (ooc: 9th May) the train symbol on everyone’s Safety Control Apparatus will shimmer in many colours, almost like the void itself. A moment later a holo-screen will pop up with the following information:

    Destination: System #93426194992.

    The city of Kamakan is a large population centre in an almost barren world. Constructed in four distinct tiers, the city is one of great wealth and desperate poverty. A series of strange events has been reported and void assistance has been requested.

    Orange Team

    On the very top level of the city is an information hub. As the information network of the city has reportedly been affected, this is a priority location. Infiltrate the facility and begin mapping the hub.

    Purple Team

    The second level is home to the elite. There have been a series of killings that have shaken the level, though news has been suppressed. Furthermore there are rumours of creatures stalking the plate: creatures from stories, or those extinct many years ago. Investigate and prevent any further fatalities.

    Blue Team

    The third level is where the bulk of workers live with cramped houses squeezed between factories. One of the main escapes of the youth in this sector is the Spectaura, a basic VR gaming system that uses goggles.

    A few days ago those using the Spectaura began to fall unconscious and seem to be unable to log out. Use the Spectaura to enter the system, and rescue the players. .

    Red Team

    On the ground level of the city there have been murmurings of strange goings on connected to a fighting ring that operates throughout the plate. Rumours that a new prize has been offered: a prize of a dream come true. There are also more worrying rumours of fighters going berserk or victors going mad. Infiltrate and investigate.

    Notes: The dressing carriage will be open for your convenience. The world was once part of a space-faring galaxy but has since lost this capability; it is not void active.

    Your SCA will allow you access throughout the city and also hold a small amount of credits for lodging or other necessary purchases. All Voidtreckers should be on their guard and be as discreet as they can..


    Additional Information

    All the information you will need for writing the mission is below. Remember that the only information characters know about IC before the mission is the blockquote section above, though they may learn the rest through play.

    Lay of the Land

      Overview

      Kamakan is a city in four distinct tiers, large plates built on top of each other with the narrowest at the top. The topmost layer hosts the centre of governance, command and information. The next holds the homes and workplaces of the elite and wealthy; the third is the industrial district, and the ground level is quite literally the underbelly of the city, being made up of slums and uninhabitable factory or power spaces.

      The world outside the city is grey and lifeless. The city is covered in a thick smog, making the air hard to breathe and irritating the eyes. The air is hot and humid with thunder rumbling overhead and the occasional flash of lightning.

      The city is very large. It would take the better part of a day to walk from one end to another, especially in the lower, wider tiers. The plates are held by large steel columns that double as lift shafts, allowing access between tiers. As explained by the train, their SCA's work to give them access through any checkpoints. They will notice that the citizens of the city wear watch-like devices of their own that seem to work as identity cards.

      It is a large population hub and it seems a popular travelling point, with transports arriving into stations around the city from other cities or smaller settlements almost hourly.

      The city is extremely noisy, especially on the lower tiers with billboards blaring advertisements and screens playing the latest music at all times of day and night. Nothing is beyond being sold, including canisters of breathable air with breathing masks.

      The rarest commodity is food: no one is starving, but the average diet consists of a nutrient paste, a thin bland porridge that contains all the nutrients needed to survive. Or, as advertised on every street corner: Nutri-slime, a brand name version of the same substance that comes in an array of luminous colours and tastes almost sickly sweet. Consequently, a less-than-legal trade of actual food is in operation especially in the ground-level tier. Real food is a good way to buy information, though flaunting too much will attract the wrong kind of attention.

      Tier One

      This tier is the smallest and is covered completely in a large glass dome, protecting the tier from inclement weather and providing it with filtered air. It is kept at a pleasant temperature and there are even some simple plants around, mostly ornamental shrubs and hedges.

      All the buildings here are sturdy metal, simple and practical, clearly all designed by a single architect or with severe planning restrictions in place. It also boasts the largest proportion of security staff.

      Tier Two

      The next tier down is covered in large houses and office blocks, connected by glass tubes that work as sealed streets - the smog would be unbearable otherwise. Alternatively, hovercars seem popular up here. Inside the houses and indeed some of the workplaces basic holograms are in fashion: a living room next to the ocean, cooking on a mountain top, sleeping in a forest. For the most part these holograms are very basic and don't stand up to much scrutiny, merely fancy decor for the very wealthy.

      Tier Three

      This layer is hot and crowded; factories make up the majority of this floor with cramped living quarters squashed between them. The air quality is worst in this sector because the fumes from the factory are trapped by the level above; circulation is poor, many of its residents wear gas masks with canisters of Breathe strapped on their backs or cover their faces with cloths.

      The people who live here are those with jobs in the factories, and their families. The factories operate all day and night, with constant rotating shifts meaning the streets are always busy. There are a lot of checkpoints and security gates to pass through to move around the sector, though the SCA's will pass muster. The one hospital in the tier is currently overwhelmed by the amount of unconscious gamers; it is something that has shaken the population of the tier, making for a subdued and worried atmosphere. Very few people don't have a friend or family member affected.

      Tier Four

      This is the ground level, a warren of homes and shady establishments home to those who can or will not work in the factories of the tier above. Here there are barely any checkpoints or law enforcement of any kind.

      It is incredibly claustrophobic, with large support columns, exposed wires and large pipes running alongside and over the 'roads'. At a guess this tier was never meant for people to live on, yet it seems to be the most densely populated tier.

    Routes

      Orange

      Though their SCA's show a map of the tier, it does not show the inside of the buildings or give any clue as to what the buildings contain. The only way for them to learn more is to infiltrate.

      Their SCA's will get them access but it is up to them how they wish to proceed: pretend to be scientists, full stealth, or another mad plan. Their main aim is to map the place and try to find the server hubs.

      This is a difficult task that will be made even more difficult by the fact that sometimes the buildings seem to change. That is, one moment they are in the buildings and the next they are somewhere else. Perhaps their childhood street, their old school, the jungles of Nion or another mission-world. Perhaps they are back on the train.

      Voidtreckers who are immune to illusions will not see these strange visions and those who are particularly strong willed will be able to fight them off. Once people know they are illusions they can focus through them to see reality even if it is overlaid with what their minds want to see. However they get more frequent as the mission progresses, it will take a lot of concentration to stay focused and get an accurate map.

      Though at first people will see their own things, illusions will start to merge. They might see something from the world of the Voidtrecker next to them, or two scenes might mesh.

      Back in reality! There are a lot of rooms and buildings to explore: labs, offices, meeting rooms. Everything is neat and clean, though there are many people out and about at all hours. Enough that people trying to blend in won't find it too difficult - as long as they don't do anything too obvious.

      It seems that the Voidtreckers aren't the only people who are seeing the illusions; those working here seem to be affected too, which works in the Voidtreckers' favour as the employees begin avoiding the buildings, rumours springing up about them being haunted.

      Purple

      This tier is in a state of panic. Six people have been killed in the last week, all from inside their own locked houses, all showing signs of an animal attack.

      In a world where anything larger than a housecat went extinct a generation ago, this is beyond unimaginable. The houses where the killings happened have been cordoned off but those guarding the place are as worried as anyone else, distracted and nervous, and so it won't take much to get through.

      The first thing to notice is that the holograms in these houses seem… a lot more real. Almost like they really have walked into a forest, onto a beach or up a mountain. Voidtreckers who are immune to illusions will not see these strange visions and those who are particularly strong willed will be able to fight them off, seeing only the basic holograms in the homes.

      More worrying are the reports about sightings of animals around the tier. People being chased, hunted. The more the Voidtreckers search the more evidence they will find that this is true. A large cat, a wolf, perhaps a bear. Maybe a creature unique to their world or something they have seen on a previous mission. These creatures prowl and will attack if provoked. Or sometimes even if not.

      Because two things become certain pretty quickly: One- these creatures will attack Voidtreckers over citizens. Two- Even to those who can see through the illusions something is there. It's not very visible, a distortion of light. But these illusions are a lot more real than any they have seen before.

      Their mission will quickly become one of hunting down these creatures and keeping the tier safe from them.

      Blue

      Spectaura is a simple googles-based VR game. It's not as advanced as the VR that is on the train, though that might be because it seems to be a cheaper range gaming system. It hosts many games though and is immersive enough to be a good distraction, perfect for young people to escape the drudgery of factory work.

      Except around a week ago people using Spectaura began falling unconscious. They are alive, they seem to still be playing. However they can't be awoken. Unfortunately attempts to turn the game off in a couple of early cases led to the player's death and so subsequent cases have been left, transferred to the hospital or kept at home. Their bodies do not seem to be deteriorating despite the lack of food or water.

      There are some spare Spectaura devices around, or they can be bought with credits (though any shop assistant will make them sign a waiver to show they understand the danger of entering the game system.)

      There are a whole range of games to look through, though the two most popular ones where the majority of players can be found are an open-world farming MMO called AgriTopia VI Ultimate, with bright landscapes and calming diegetic music, and Aegis Force, a tournament team shooter with short battle scenarios and smaller maps.

      Whichever game they enter the problem will be obvious, and perhaps familiar, straight away. Red vines, overgrown everywhere, tangling systems and people. Anyone entering the game will lose consciousness in reality, and inside the game will find themselves being attacked by red vines within moments. These are difficult to fight off but possible.

      Inside the game world voidtreckers will not have their canon abilities but will gain game-appropriate abilities depending on what game they have entered. AgriTopia? Axes, hoes, and large secateurs can cut back the vines. Aegis Force? Gunfire forces them back to a degree. Additionally, Voidtreckers who entered the system of the Great Seasons in Jelly/January's mission will find they have the powers they were gifted then - most importantly, the ability to soothe the vines.

      Those without this ability can still fight to free people, it will just take more brute force and quick thinking. Once the people have been freed from the vines they will need help to make it to the end of the level, game or nearest save point so that they can leave the game safely and wake up.

      Red

      The first rule of fight club is don't talk about fight club. The second rule is if you make enough of a scene in their territory, the fight club will find you.

      Though our use of 'club' may sound singular, it is actually a whole network of fighting tournaments in various bars, basements and other establishments in the lowest tier. Entering is actually pretty simple: they will take anyone who wants to fight. Ranking higher is a bit harder.

      The Voidtreckers won't be the only new faces. After all, a prize of dreams come true has enticed many who wouldn't normally be drawn in. There are combatants of all strengths and size, and it soon becomes apparent that winning isn't the aim of the game. What is? Putting on a good show. The flashier the better! The audience wants drama, and those with a flair for the theatrical will do just as well as those who are good in a fight.

      The prize of a dream come true is one thing, but there are many more worrying rumours. One of the best fighters reportedly walked out of the city a day ago, no protective gear, no gear at all, out into the smog. They haven't been seen since.

      There's also talk of people going berserk or breaking down in fights. As the Voidtreckers progress and move from the small bars to the larger establishments, they will start to see the problem.

      Sometimes things… change. That opponent you are facing? They now look like your worst enemy, or perhaps your best friend, your lover. Sometimes you're no longer in the city but in a place of fond memories or your worst nightmares. Fights can very quickly go south when your opponent believes you their greatest foe.

      Voidtreckers who are immune to illusions will not see these strange visions and those who are particularly strong willed will be able to fight them off. Once people know they are illusions they can focus through them to see reality even if it is overlaid with what their minds want to see.

      For those who are not up for fighting, or don't wish to infiltrate in that way, there is plenty of gossip, petty crime and other ways to get in with those running the fighting ring. Schmoozing or bribery, fast-talking or gambling.

    People

      The people of the world are a bit of a mix. This world was once space-faring, and it shows in the population, with a variety of sapient species and a blend of genetics that tend towards the mutant. Personal aesthetics and appearances vary wildly, too, and in a poisonous world, coverings are the fashion. The nonhuman Voidtreckers do not need to worry about standing out. There are robotic and droids in the city though fully AI does not seem to exist with most being programmed to do basic tasks.

      However, while the world is high technology, magic is non-existent. Obvious use of it will bring attention. Some positive, some negative. Mostly the latter. With subtle or intelligent use, it might prove beneficial in some situations, but flagrant use will quickly cause panic. That said, with all of the flashy billboards and loud music going on, it's easier than you'd think to pass off an effect as pyrotechnics.

      Generally, the people of Kamakan are a people concerned with their own matters, who live in an inhospitable city with the faintest chance of elevating themselves to literal greater heights.

    Other Information


      The dressing carriage will open to provide clothing appropriate to the setting - think cyberpunk. There is food of a sort in the city, if you like nutrient paste, and all SCAs will have an amount of credits sufficient for food and housing for the week.

      Though it is a work-in-progress it may be worth looking here for ‘background’ mission preparation. Other initiatives are listed here and here is the list of community supplies that you can assume characters have access to.


    This mission will run from the 9th of May. A post will go up on the 9th May (L5) and will cover the Voidtreckers' arrival to Kamakan. An optional ongoing post will happen on the 15th May (L8). A final challenge for all teams on the 19th May (Forward dated to L11). The final this mission will be a little different and more information about that will go up soon.

    Rewards.


      Taking part in a mission in any way will earn you five team points. You claim those by submitting a link during AC.

      Also threads of 10 comments or more where mission goals are being worked towards will also earn you 10 team points. To claim those please fill in the form below and reply to the rewards header.



    Please feel free to use this as a plotting post. Remember there is nothing forcing your character to do the task assigned to their group so if you wish to do a different one, feel free! If your character decides to not do any of the tasks at all, that’s fine too, just let us know! Please reply under the colour you decide to go with once you decide.

    Have fun plotting!
    voidtreckermods: (sparkly train)
    [personal profile] voidtreckermods
    Foyers

    The foyers in each tower are largely identical, built to the same floorplan. Gilt script curves around the walls, with sayings and scripture advising wisdom and patience. The ground floor contains several antechambers, including spaces that seem to be designated classrooms and lecture halls, spaces for meditation, and a dining hall.

    Early Floors

    The lower floors are more classrooms, meeting halls, libraries stocked with scrolls and tomes. Most lie empty or unused, as though the spaces were intended for numbers far greater than now occupy them. The wards and doors here are often trapped. Not in deadly fashion, but intending to challenge and train. Doors will refuse to open until riddles are answered; floors will shift on unseen axes and threaten to tip intruders into pools of water or down slick chutes into the foyers; keys will be hidden as tiling, inside hidden compartments or within books.

    Upper Floors

    North Tower

    The north ward-tower's motto is the needs of the many outweigh the needs of one. As characters reach the upper floors, at random intervals glowing script will appear on the floor, written in three concentric squares with the largest a foot in width. For the next hour, silver mist will billow up from the floor and the walls and fill the tower. Anyone touched by the mist is frozen in place for ten minutes, after which they will unfreeze and be immune to the effects of the mist for five minutes.

    East Tower

    The east ward-tower's motto is when a door closes, another opens. The doors in the upper floors are bespelled such that whenever they are closed, they disappear, leaving behind a blank wall. They will reappear on another random wall somewhere else in the tower. Individual doors will always lead to the same location. There are no stairs in this tower beyond the early floors.

    South Tower

    The south ward-tower's motto is persistence in the face of chaos. Every other floor tile, a foot wide, beautifully laid out with tiny, unique mosaics of plants and animals, is ensorcelled to teleport anyone touching it to another random tile in the upper tower. There are no stairs in this tower beyond the early floors..

    West Tower

    The west ward-tower's motto is we must always question our path. Upon entering the upper floors through a large, bone-white door, the characters find themselves at the foot of a winding staircase, spiralling up into darkness. On both sides, a deep pit, seemingly bottomless. The only way up is to climb.

    Questions and character actions can be reported here! Generally we're happy to suggest puzzles for the lower floors, but we trust you to confound your characters.

    If you are searching a tower, please comment to the appropriate toplevel and note where the character is looking or if they're looking for anything in particular with any particular sense. Every character can search once. This represents a major notable find; they can have found smaller items.

    Mod responses to this post will be made most often between 6pm and 10pm UTC.
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    On the morning of Day 6 of the month of Kazoo (ooc: 11th March) the train symbol on everyone’s Safety Control Apparatus will shimmer in many colours, almost like the void itself. A moment later a holo-screen will pop up with the following information:

    Destination: System #86525656412355.

    Erda is a non-void active, pre-industrial world, connected to a corresponding demonic realm through ancient means.

    Strife between the two realms has lasted for centuries. However recently the scales have shifted in the demons' favour. Although the humans have been pushed back to one last stronghold, the Shining City, they were withstanding the attacks until a few days ago, when all fighting ceased.

    A large number of demon gates have opened around the realm, and sizable forces are marching through towards the final city. Without help, the city will fall, and the last of the world's people with it.

    Purple Team

    Defend the city. There are demons already inside the walls, and a larger force is approaching from the surrounding areas. Keep the city safe and hold off the demons.

    Orange Team

    The city's four ward-towers are manned by guardian monks who channel their energies into wards to protect the city. Enter the towers and investigate what has happened to the guardians. Beware any defences.

    Red Team

    The demon realm is connected to the human world by gates, each powered by a keystone. Residual protective wards are preventing large gates from opening within the city. Travel to the larger gates outside the city, and through them to destroy their keystones. The gates collapse thirty seconds after keystone destruction. They will be guarded.

    Blue Team

    Enter the Shining City to find out the reason for their lack of resistance. If fighting is impossible, locate the entrances to the catacombs that run under the city and escort the people out before there are further casualties.


    Additional Information

    All the information you will need for writing the mission is below. Remember that the only information characters know about IC before the mission is the blockquote section above, though they may learn the rest through play.
    Lay of the Land


      The Shining City

      For those that disembark within the walls, it is a large, sprawling city with simple wood-and-plaster houses around the outskirts and more sturdy stonework buildings towards the centre. It is a bustling hive of activity, with more people than perhaps usual living there.

      The city is surrounded by walls with large gates that are kept open throughout the day and closed at night. At the four corners stand ward-towers, with large doors leading into them from the inside of the city. Outside the city walls are fields and pastures; the ones nearby are manned, though it is rare to see anyone going further than a couple of fields away from the walls.

      The people are in fine spirits, though a few might mention strange occurrences: farmers going missing, uneasy dreams, some even claim to have seen animals attacking townspeople. Cows, dogs, even cats and chickens. Such talk is largely dismissed as nonsense.

      If asked about the demons they will rejoice: the demons were beaten back. The humans are victorious. The war has been won.

      Voidtreckers who are resistant to mind-controlling magic will not see the Shining City as described above, please refer below to 'Outside the City' for what they will see instead.

      Outside the City

      For those that disembark outside the city they will see the truth of the world. The landscape is ravaged, destroyed. Small homesteads lie in rubble, fields lay barren and rotting. The earth is scorched. The destruction is vast and comprehensive, but it seems to be fairly recent: stubborn plants grow beside rubble or sheltered by walls; half-wrecked buildings still hold food supplies that have not yet spoiled.

      Looking towards the city they will see a dilapidated, war-torn sight. The towers have large cracks running through their walls, and many of the buildings are held together with makeshift wooden scaffolding. Most of the remaining structures are more tent-like, blankets, carpets or hides over wooden frames.

      Demon Realm

      For those jumping through the gates they will find the demon realm looks almost like a grey-scale version of the human world, except somehow even more barren. Each gate has a keystone, which looks like a smooth black obelisk about a foot high, usually stood on a plinth or set above the gate location as a centrepiece. It needs to be destroyed to close the gate. Each is guarded: smaller gates might only have two or three guards, but larger gates have groups of demons to protect the keystone numbering in the dozens. Any attack able to damage stone can destroy the keys.

      The SCA allows the Voidtreckers to survive in the demon realm, a world otherwise entirely hostile to non-demonic life, but they will become fatigued easily and weakened if they try to remain there for long periods of time. Keeping their energy up through meals and regular rest - or the equivalent for non-humans - will be necessary.

    Routes


      Purple

      The train will drop them outside the city so they will see reality (see: Outside the City). However, if they enter the city or get too close to the walls they will see the Shining City. It's hard to shake off the illusion once they see it, but moving away from the city and remaining outside for a while will allow it to fade.

      The area that needs to be covered is large, and there are demons approaching from every direction. Many of the demons arrive on foot but some small portals are open both in the ruined countryside and inside the city itself, through which more may arrive.

      Orange

      The train will drop them inside of the city. Each of the four towers has a door that opens easily. Once inside they will find a staircase that leads them upwards through different levels until they reach the top. The staircase takes them onto each level and the next staircase begins at the opposite side of the floor. Each level of the tower is full of wards that, without their custodians to deactivate them, must be navigated through.

      We will put up a page with puzzle and trap ideas to play with when the start post goes up! During the start section of the mission they will be able to move up the towers but will not reach the final floor until 'ongoing'.

      Red

      The train will drop them outside of the city. Their SCA's will pinpoint the demon gates that need to be closed. The gates are all over the place and demons move in and out of them to get around; it seems they can move faster on their own plane than in the human world.

      Once the Voidtreckers destroy the keystone they will have roughly thirty seconds to leave before the gate collapses. If they don't make it they will be able to travel to another gate through the demon world since the geography is similar enough for the SCA to still lead them to the gates. They will emerge fatigued for it, however, as the very matter of the realm is inimical to life.

      Blue

      The train will drop them inside the city. Their SCA will pinpoint the entrances to the catacombs. There are roughly ten entrances around the city and, having been heavily sanctified, they are places that demons cannot easily enter.

      The catacombs are cold and dark and morale will be low; the townspeople will be resistant to leave their perfectly safe and comfortable city. The map on their SCA will show a route through the tunnels, though the way will be difficult. Some of the tunnels are partially collapsed and will need to be worked around; sometimes requiring the group to squeeze through small gaps or clamber over rubble.

    Creatures


      Demons

      The regular demons are large humanoid creatures, scaled in dark jewel tones. While they can stand and fight on two feet, they drop to all fours to run for greater speed and distance; their hind legs are two-jointed. They have large claws on both their hands and feet, and several layers of fangs running along their jaws, and are more than happy to use both in a fight. They are capable of withering plant life with a touch, though it is not a passive effect, and takes their attention.

      There are larger demons, towering above the others. These are slower, unable to run in the same quadrupedal way as their lesser cousins, but wield toxic whips with skill and unnerving accuracy to make them as dangerous at mid-range as they are up close. They are luckily rarer than the regular demons and are more likely to come through the larger portals away from the city.

      Even rarer are demons smaller than any of the others, waifish and sharp-featured. They carry short, ornate daggers and wield the same withering magic as their larger cohorts with far greater skill and power. They can throw spheres of anti-life - bodies grow fatigued, injuries worsen, mundane materials age and decay. Their preferred style is to bind their foes with shadowy chains and drain them slowly. The other demons defer to them in all matters.

      For those under the illusions of the Shining City these demons look like ordinary farm and domestic creatures though it will soon become apparent that they are now- once they attack.

      They can be fought and killed by ordinary means, though magic that is life affirming is the most effective against them. Necromancy and 'anti-life' magic does not have much effect at all.

      Humans

      The humans of the city are a mixture of people, as would be expected of the vestiges of humanity safe within its last stronghold. For the most part they are good-natured and friendly, welcoming the Voidtreckers though they may make comments about not having many visitors lately.

      As well as universally being under the illusions of the Shining City, they also all seem to share a sense of false history, one where the demon threat has been eliminated and peace has returned to the realm. It will be difficult to persuade them otherwise, and may take a day or so to get them to leave through the catacombs, though the people aren't particularly stubborn as a whole. If they hear enough arguments about needing to evacuate, public opinion will change, and they will begin to move.

      Once the boundaries of the city have been cleared and they are far enough through the tunnels, they will begin to come back to themselves (towards the third). They will be frightened and furious that they were tricked. Some, especially the youths, will want to return to avenge their fallen home, but the older members of the city will be more keen to regroup and come up with a plan first.

    Other Information


      The dressing carriage will open to provide tents and basic camping equipment. There is food in the city though supplies are running low- as many of the fields have been destroyed and much of the livestock killed. The demons themselves are not edible- decaying almost instantly on death.

      For the illusions of the shining city- Characters who are immune to mind influencing will not see the illusions at all. Characters who have strong mental defences or incredibly strong will power will be able to force themselves to see past the illusions once they know that they are illusions. Characters who have low will power or who are susceptible to mind control will have a much harder time shaking the illusions off once they have seen them. On average for the voidtreckers, once they have seen the illusions it will take a whole day of being away from the city boundaries before they begin to see reality again.

      Though it is a work-in-progress it may be worth looking here for ‘background’ mission preparation. Other initiatives are listed here and here is the list of community supplies that you can assume characters have access to.


    This mission will run from the 11th to the 25th March. A post will go up on the 11th March (K6) and will cover the Voidtreckers' arrival to the city. An ongoing post will happen on the 17th March (K9).. A final challenge for all teams on the 21st March (K11).

    Rewards.


      Taking part in a mission in any way will earn you five team points. You claim those by submitting a link during AC.

      Also threads of 10 comments or more where mission goals are being worked towards will also earn you 10 team points. To claim those please fill in the form below and reply to the rewards header.



    Please feel free to use this as a plotting post. Remember there is nothing forcing your character to do the task assigned to their group so if you wish to do a different one, feel free! If your character decides to not do any of the tasks at all that’s fine too, just let me know! Please reply under the colour you decide to go with once you decide for definite!

    Have fun plotting!
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    The next part of the mission is here.

    Just a couple of notes:

    ~ Each overseer is in the centre of it's sector- therefore for the first part characters are still separated. Once they enter through the panel everyone is together.

    ~ When the overseers look like trees- any Voidtreckers who are immune to mind affecting abilities will continue to see them as tubes, wire and pipes.

    ~ Likewise the 'animals' that attack, those immune to mind affecting abilities will see as small silver orbs about the size of a fist, they have blades and shoot energy beams.

    ~ For those who are seeing the illusion these creatures will look like any creature from their world that would feasibly be in a tree. If those creatures have any powers of their own they won't have here- they will all attack with claws and 'laser eyes'.

    ~ Inside the systems of the bio-dome- any characters who are immune to mind affecting abilities will just see white walls with pipes running down them, with red wires tangled up among them, rather than vines. The mongeese are instead undefined red blobs, clearly out of place in the area and likely to attack.

    ~ For everyone else inside the system they will find they have some control over what they look like- they can change their appearance, their clothes and they can turn the stick into another weapon- though it won't function like one, it will still only be capable of hitting things. They will find any magical abilities or powers they have do not work. However...

    ~ Every character who enters the system will be able to soothe the vines, causing them to disappear and freeing the forest.

    ~ On top of that characters will find themselves with some other powers to help them.

    For those who entered through the Great-Spring they will gain: New Life which heals small to moderate wounds and Rainblast which sends a blast of water towards an opponent, knocking them back and causing damage.

    For those who entered through the Great-Summer they will gain blinding rays which causes a flash of light to blind an opponent for around ten seconds and Fireball which sends a blast of fire towards an opponent.

    For those who entered through the Great-Autumn they will gain: Whirlwind which causes a wind to swirl around themselves or someone else, working as a shield for ten seconds and Dagger Leaves which cause leaves to fly at an opponent, cutting them.

    For those who entered through the Great-Winter they will gain Freeze which will freeze somebody in place for around ten seconds and Ice Shards which sends shards of ice flying at an opponent, causing them damage.

    ~ Though characters are able to be hurt and feel pain inside the system they do not bleed. If they are hurt enough that they 'die' they merely wake in their bodies at the trunk of whichever overseer they entered through. When they wake they will find themselves uninjured.
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    On the morning of Day Six of the month of Jelly (ooc: 11th January) the train on everyone’s Safety Control Apparatus will shimmer in many colours, almost like the void itself. A moment later a holo-screen will pop up with the following information.

    Destination: System #2207385. The overseers of a new biosphere shell in construction around the white star Crysohale IV have sent a distress signal.

    Your task is to enter the biosphere, investigate the nature of the threat and bring the biosphere back under control. The living creatures and plants of the biosphere are protected under System #2207385’s laws, so great care is needed to avoid damaging the fledgling ecosystem.

    Purple Team

    Find the Great-Autumn and lend them aid. Travel through the habitation modules under construction, fixing any issues and dealing with any hostiles along the way.

    Red Team

    Find the Great-Summer and lend them aid. Travel through the manufacturing modules under construction, fixing any issues and dealing with any hostiles along the way.

    Blue Team

    Find the Great-Spring and lend them aid. Travel through the pastoral modules under construction, fixing any issues and dealing with any hostiles along the way.

    Orange Team

    Find the Great-Winter and lend them aid. Travel through the life support modules under construction, fixing any issues and dealing with any hostiles along the way.

    Additional Information

    The threat is still to be determined but considering the nature of the world, Voidtreckers are advised to be on their guard and look out for one another. Despite the unfinished condition of the biosphere, it is suitable for habitation; atmosphere and gravity are fully functional and within acceptable parameters.


    All the information you will need for writing the mission is below. Remember that the only information characters know about IC before the mission is the blockquoted section above, though they may learn the rest through play.

    Lay of the Land


      The biosphere around Crysohale IV is essentially a dyson sphere - two concentric hollow spheres built around a star, forming a livable layer between the two. Gravity pulls towards the star, therefore ‘up’ is out into space and ‘down’ is towards the star on the interior of the sphere, although the star cannot be seen, as the panels and modules harvesting its energy take in all light before it reaches the habitable shell.

      The sphere is divided into quarters, with divisions from pole to pole, and is huge, approximately the same circumference as the Earth’s orbit around the Sun. The heart of each segment is the overseer structure, known as the Great-Spring (hydroponics and pastoral functions), the Great-Summer (manufacturing and power production), the Great-Autumn (habitation) and the Great-Winter (reservoirs, air filtration and cooling). The quarters are named similarly.

      Ordinarily, the sphere would be perfectly livable at this stage of construction, if bare in large patches, but the threat in question is wreaking havoc on the subsystems governing the habitable spaces, taking sections offline or disrupting processes. The threats in each section are different, see below. The Voidtreckers’ SCAs will always warn them if they are about to enter such an area.

      The sectors are very large and so it will take the first few days for them to move through and find the overseers that they are looking for. Their SCA’s show a map of the sector they are in and pinpoints roughly where they are aiming for.

    Routes


      Purple / Great-Autumn

      The Autumn sector is the least complete of the sectors, with shells of habitation pods and not much else. No one is expected to live here until nearing the end of construction, and so the pods are unfurnished, many missing doors, some missing internal walls.

      The pods open out into ‘streets’ that run through the sector, these are wide and sturdy. The streets are built on a grid pattern. However, they will find that these streets seem to shift, walls changing or the floors even disappearing, leading to dead ends and even trapping Voidtreckers in areas for periods of time until the structures shift again.

      This sector is where they are most likely to find Helpmates (see Creatures). There are small panels in the wall where one can be summoned for conversation, though these also are liable to be malfunctioning.

      Red / Great-Summer

      The Summer sector is, appropriately, the warmest of the quarters. It houses the power plants and the manufacturing infrastructure, siphoning excess heat out of the upper shell. The plants and factories themselves are autonomous and sealed off, though some are still under construction and can be traversed. There are clusters of building pods every few sections for citizen use, which, while unfurnished, have basic plumbing and amenities within their office and workshop spaces. These are roughly a day’s walk apart.

      Temperatures in the walkways and transport routes are normally reasonable, with cooling fully online from the Winter quarter. However, due to the disruptions, temperatures and power transmissions will flare wildly, rendering certain routes impassable with boiling heat, freezing cold or blasts of electricity crackling across a section. The buildings are safe from these problems.

      Blue / Great-Spring

      The Spring sector houses the hydroponics and pastoral sections. It alternates between grazing land and more heavily forested areas with rows of pine-like trees in a checkerboard pattern, with empty plots interspersed. Walkways divide each square, but all squares appear able to move about as required, as though on a conveyor system.

      In the grazing land live flocks of camelid creatures resembling alpacas with blueish wool, on average a metre and a half tall at the shoulders. These are tended to by Helpmates who appear on a timed system to herd or direct the flocks. These may malfunction, trying to attack any people nearby and causing the animals to panic, risking trampled crops.

      Orange / Great-Winter

      The Winter sector’s primary concern is life support. Huge banks of air scrubbers form artificial cliffs, while other sections are tanks filled with water in varying stages of processing or recycling.

      Here, as is the case in Summer, temperatures are likely to fluctuate, and this is causing issues with the pipes. Several sections are flooded to varying degrees. There are patch kits to be used by Helpmates but here almost all the Helpmates are malfunctioning, more likely to cause more damage to the machinery than fix it. A simple reboot at their panel can fix it. The patch kits do not have any instructions but are simple enough that anyone with a basic knowledge of how to fix things should be able to figure them out- though the more knowledge and expertise they have the better the fix!

    Creatures


      Helpmates

      Throughout the biome there are hardlight holograms called ‘Helpmates’. In some sectors these appear to undertake routine maintenance tasks. There are also panels where they can be called to give assistance. They are not full AI but rather simple constructs for aiding the future citizens of this world.

      Unfortunately many of them are malfunctioning. They wield no weapons but they will attack with hands or tools. The best way to defeat them is to find their panel and ‘reboot’ them. They can be fought normally and if dealt enough damage will ‘deactivate’.


    Other Notes

    At the first stage of the mission it is not possible to get into the technological systems of the world. There doesn’t seem to be any access points, computer terminals or ports. The closest they can find are the panels for the Helpmates. Hacking into these is difficult but possible for those with them know-how. Those that do so will be able to de-activate the ‘local’ helpmates.

    Though it is a work-in-progress it may be worth looking here for ‘background’ mission preparation. Other initiatives are listed here and here is the list of community supplies that you can assume characters have access to.

    Dates

    This mission will run from the 11th to the 24th January. A post will go up on the 11th January (J6) and will cover the initial infiltration of the biosphere. An ongoing post will happen on the 17th January (J9) which will cover finding the Overseers. A final challenge for all teams on the 21st January (J11).

    Rewards.


      Taking part in a mission in any way will earn you five team points. You claim those by submitting a link during AC.

      Also threads of 10 comments or more where mission goals are being worked towards will also earn you 10 team points. To claim those please fill in the form below and reply to the rewards header.



    Please feel free to use this as a plotting post. Remember there is nothing forcing your character to do the task assigned to their group so if you wish to do a different one, feel free! If your character decides to not do any of the tasks at all that’s fine too, just let me know! Please reply under the colour you decide to go with once you decide for definite!

    Have fun plotting!
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    On the morning of Day Seven of the month of Imagination (ooc: 13th November) the train on everyone’s Safety Control Apparatus will shimmer in multi colours looking almost like the void itself. A moment later a holo-screen will pop up with the following information.

    Destination: System #6416. The jungle planet Nion is a long-established nature preserve near the Hub worlds. Home to a variety of animals, the most notable of which are the Violet Pandas and Giant Armadillos, both unique to this system.

    It was once home to a human civilisation who have long left the planet to be reclaimed by the jungle. As such it hosts semi-automated planetary protection systems, which shield the planet. Unfortunately these ancient systems have long since gone offline. 

    A meteor cluster is on a direct collision course with Nion. A direct hit will cause devastation to the planet and its unique inhabitants.

    Your task is to reactivate the defence system, save Nion and help prevent future disasters.

    All Teams

    Locate and reactivate the planetary defence grid to prevent the destruction of Nion. There are three control stations to be located and activated. Orange are to travel to the north, Purple to the south and Blue and Red must travel together to the west. Control stations will be in overgrown areas and may be guarded.

    Once the initial danger has been eliminated, teams must work towards preventing any future disasters. The emergency power will not last long, but there are solar stations that can be activated for future use.

    Purple Team

    Locate the solar stations and liberate them from the jungle. This will involve clearing the undergrowth and plantlife above the panels, as well as within the stations. There are hundreds of these around the island, and most will be difficult to reach. Be careful of the automated guards and other defense systems. While outdated and likely low on power, they may still be armed.

    Red Team

    There are malfunctioning robots and machines still attached to the power grid all across Nion, which is causing the power to drain faster than the stations will be able to supply it. Find and destroy as many of these roaming remnants as possible. The fewer that remain on your departure, the longer the system will last.

    Blue Team

    There are packs of Violet Pandas and Giant Armadillos all over Nion, along with a number of lesser diverse lifeforms. Some of them live close to the solar stations, which, if they are to be reactivated, could be dangerous for both the packs and the future of the stations. Relocate the wildlife living within the station limits.

    Orange Team

    The main facility where the power stations are located were intended to be maintained by small automatons. These have long since fallen into disrepair, and can no longer fulfil their functions. Find as many as you can and repair them so that they can maintain the planetary defence system for the future.

    Additional Information

    The Voidtrecker Express will drop all passengers in a large clearing, ideal as a base camp and centre of operations. Tents and camping equipment will be provided.


    All the information you will need for writing the mission is below. Remember that the only information characters know about IC before the mission is the blockquoted section above, though they may learn the rest through play.

    Lay of the Land


      The jungles of Nion are as vast as they are overgrown. Left to grow wild for millennia, the plants are huge and hardy, and come in a dizzying array of shapes and colours. Most of them are safe, though largely inedible. There are a few that cause the SCA to beep in warning if they get near: a species of large teal mushrooms, each as large as a human child, and a sticky red moss that tends to grow on the northern sides of larger trees.

      The main hub area is a clearing, entirely devoid of the larger tree species. However it is still pretty overgrown and wild. The terrain is even and spacious enough to pitch tents, which the train will provide in the dressing carriage as usual.

    Routes


      The three control stations are roughly three hours’ hike through the jungle from the hub area. All routes are overgrown and difficult to navigate. The control stations themselves will require some clearing of plantlife. The systems will need to be reattached to the power lines. It’s not very difficult but will take some level of teamwork, especially as they have a time limit.

      The meteor is due to hit the planet five hours after the voidtreckers arrive, which will be enough time for the voidtreckers to reactivate the shields surrounding the planet.

      Purple

      There are hundreds of solar stations scattered across Nion. An explorer is more likely to run into the outer fences of one within an hour’s travel than not. They’re small complexes lined by wire fences now used only as supports for enterprising vines and climbing plants. The interiors are generally two or three chambers of concrete or metal cladding, containing large power cells, generators, and maintenance equipment for the small automatons Orange team will be retrieving. All of the chambers are thick with flora, and will need to be cleared. The solar panels are covered, and see little sun under the canopy; some of the larger trees may need to be pruned or guided away from the stations.

      Red

      Occasionally, their routes take them to the same solar stations as Purple team, however the majority of the excess machinery has long strayed out into the jungle, and can be found caught up in trees, half-buried in the earth, or roaming the clearer sections around rivers and streams. Fortunately, most of the machinery is loud or broken enough to be emitting sparks or flashing with warning lights, and can be detected from a decent range. Machine types vary from humanoid robots clearly designed and marked for security work, to larger terraforming constructs.

      Blue

      Once the system is rebooted, it will be obvious where the wiring and control boxes are: they audibly hum with the power flowing through them. This is enough to lure the violet pandas and other wildlife, since more often than not they are more curious than wise.

      They have no fear of people, and will approach voidtreckers with interest rather than caution. They can be moved on easily enough, though making them stay away from the power systems may be more of a challenge. It is up to the blue team how they do this.

      Orange

      The automatons are compact robots resembling insects, with a number of tough legs capable of telescopic lengthening for access to panels or sections of the station. They are not capable of traversing the jungle terrain, and most have simply gotten themselves stuck in the undergrowth and run out of power or lost sections of plating or wiring to the elements. There are replacements in sealed compartments in most solar stations, once a route has been cleared to access the maintenance sheds. Many require updates, which require them to be returned to their base stations in the sheds.

    Creatures


      Violet Pandas

      These creatures look similar to a terrestrial red panda in body shape and size. They have deep black fur with vivid purple strands. They live in small packs, and are protective of their young, the short, soft fur of which make them resemble nothing more than stuffed toys. They’re not particularly territorial, as the packs are nomadic in nature and tend to move about as the available food sources change with the seasons.

      Giant Armadillos

      These are around four feet tall, and while they somewhat resemble terrestrial armadillos, it’s clear that the name is a rough translation. Their leathery armoured shells are streaked with moss, and flush deep reds and purples when the creature is attempting intimidation or enticement. Their legs are reasonably long, bowed, with clawed feet including hooked back claws, and they have a short crest of fur at the base of their skull and at the tip of their segmented tail. They are equally found in the canopy and on the ground, and some can even be seen paddling through water or bobbing along a river half-curled in their shell. They live solitary lives, holding territory individually, but their areas overlap and confrontations are resolved through posturing rather than violence.

      Others

      There are an array of birds and insects and other small mammals that are evocative enough of terrestrial creatures to seem familiar. These creatures are timid and will hide from any voidtreckers who get close, though the very patient or calm will be able to spot them, especially in early mornings and late evenings.

    This mission will run from the 13th to the 26th November. A post will go up on the 13th November (I7) and will cover the initial run to turn on the planetary defence system and the ongoing tasks to future proof the system. A ‘finale’ post will happen on the 23rd November (I12), with a final challenge for all teams.

    This month the usual Ongoing post will not go up; instead, the start and ongoing parts will be combined, so that there are less parts for people to keep up with. However, we will be running optional side-missions. These will be related tasks that characters can do, whilst others continue with the main four tasks. Please reply to the interest check below if you would like to participate in these extra tasks. This isn’t a firm sign-up - you can change your mind, and if you don’t register interest now you can still take part later. But it will be helpful for us to know how many extra goals we need to create. The ongoing tasks would go up in a post on I9 (ooc 17th November).

    Additionally there is a chance for some meta plot! This will run as a small mission structured like the boss battles of previous missions. Five people will be able to take part in this mission and it will be decided by RNG. Please sign up in the comment below. Sign ups are by player, not character, and if someone with multiple characters is chosen they will be able to pick which character they want to take part. This part will also go up on I9 (ooc 17th November).

    Rewards.


      Taking part in a mission in any way will earn you five team points. You claim those by submitting a link during AC.

      Also threads of 10 comments or more where mission goals are being worked towards will also earn you 10 team points. To claim those please fill in the form below and reply to the rewards header.



    Please feel free to use this as a plotting post. Remember there is nothing forcing your character to do the task assigned to their group so if you wish to do a different one, feel free! If your character decides to not do any of the tasks at all that’s fine too, just let me know! Please reply under the colour you decide to go with once you decide for definite!

    Have fun plotting!
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    On the morning of Day 6 of the month of Horseshoe (OOC: 11th September) the screens on everyone’s SCA glow with the colours of the void. A holographic screen pops up with the following information:

    Destination: World # 5382110341. The kingdom of Irivar. Irivar is a large kingdom, with many different habitats and people. Magic is well-known there, and is a natural part of life. Though monsters do roam the countryside, the towns and villages are usually safe: most adults in the kingdom are fighters and many go on to join the guild of adventurers and travel the land to keep the peace. Currently there is a great war far in the west and many of the adventurers, as well as the kingdom's army, are busy holding back an invading force.

    Just over a week ago a great wave of elemental magic swept over the kingdom. Though the cause is unknown, it is thought to be an attack from the invaders aiming to destabilise the land and force the kingdom to withdraw its troops. The wave of magic has caused a range of problems, most seriously a magical blight- a corruption that destabilises the natural elemental energies of land and people, flora and fauna.

    The kingdom has called out for any adventurers remaining to tackle some of the more major problems, but there are simply not enough people. This is where the Voidtreckers come in.

    Red Team

    In the South East there is a range of volcanic mountains. This is the natural home of the fire sprites and is warded by a magical barrier- separating the fiery mountains from the icy tundra it neighbours. The two biomes exist in harmony - usually.

    The wave of magic has destabilised the crystals protecting the border of this fiery land. They need to be taken into the heart of the largest volcano to recharge. This process will take a few days. It is believed that the blight has affected those creatures living in this area and it is very likely that the power contained in the crystals will draw creatures that covet that power as their own.

    Move the crystals to the heart of the volcano, protect them whilst they regain power and then return them to their rightful place to reset the barrier.

    Blue Team

    Spanning the south of the kingdom is a vast icy tundra. Snow-covered landmasses and glaciers are connected by ice bridges that lead eventually to a central ice mountain, inside this mountain is Aerlie, also known as the Glacial Sovereign. Aerlie is a large dragon who rules the tundra and protects those who live inside the icy lands.

    There are a number of problems in this tundra: corrupted fire sprites have escaped from the neighbouring province, trapping creatures in fiery traps. Among these creatures are the fabled crystal wolves, Aerlie's noble protectors. The blight has also corrupted the ice sprites and a series of large, angry storms roam the land. A storm swirls around the central mountain and no one is sure of the fate of Aerlie.

    Rescue as many creatures as you can and help the crystal wolves travel to the central mountain to assist their sovereign dragon.

    Orange Team

    Whereas in animals the blight causes aggression and a shifting to an almost feral nature, in humans it causes shifts in their natural power. Some people have developed uncontrollable elemental powers, and others who practice magic already have found their control vanishing. The longer they are without a cure the more driven to use these new, unstable powers they are.

    However, there is a cure. It requires crystals from the pistil of calla lilies that can be found in the woodlands to the north of the kingdom.

    This is further complicated in that this area was hit badly by the magical wave, causing the land to break up and ascend into the clouds. This makes harvesting the crystals difficult. Fortunately, the huma birds who live naturally in the area are willing to help transport the harvested crystals to the places that need them, though some of their own number are also corrupted by the blight.

    Purple Team

    A small cluster of villages in the kingdom have been hit heavier by the wave of magic than most. These villages utilise rock golems – magical constructs developed for protection against the monsters and wild animals that are common in that part of the kingdom.

    The crystals powering the golems were corrupted during the wave of magic, leading them to attack the village and nearby creatures, driving wild animals and monsters towards the villages rather than warding them away.

    Help protect the village, try to pacify the animals and keep them away from the villages. Defeat any monsters. Track down the golems, remove the crystals from their cores and purify them in the sacred shrine, shared by the villages.

    Additional Notes: You will be dropped in the town of Royal Lake Hill, the meeting place for any who can respond to the call for adventurers. Irivar is filled with a whole host of different people and creatures, they are used to the unusual. However it is not void active nor do they know of the void. Please use the dressing room and be as discreet as possible in your interactions.

    It has also been noted that the use of ‘transportation’ magics are limited within blighted areas.


    This mission will run from the 11th to the 24th September. The initial arrival post will go up on the 11th September (H6) and will deal with voidtreckers arriving in Royal Lake Hill and being moved to their locations. The ‘onward’ post will go up on the 15th September (H8) which will cover the main quest of each team. A ‘finale’ post will happen on the 21st Septmber (H11) as missions reach their conclusion.

    All the information you will need for writing the mission is below. Remember that the only information characters know IC before the mission is that in the blockquoted area above, though they may learn the rest through play.

    Dressing Carriage
      As promised the dressing carriage has clothes for characters to blend in with the local populace. The dressers and wardrobes are full of many different clothes. They aren’t perfect historical re-enactment clothes, more LARP or cosplay-esque costumes, but it is enough that they will pass as adventurers from this world.

      The cloaks are notable in that they look like standard fantasy-ish cloaks but are completely waterproof, much like a modern jacket and they will keep them warm and dry.

      There are also a good selection of furs for those travelling into the tundra as well as some leather armour, both for protection against monsters and fire.

      Though the clothes do not adhere to voidtrecker colours they do have accents of team colours in muted, more natural hues. Some lacing here, a tassel there. There are an array of sizes and something for everyone!

      There are an array of tents- in more neutral colours, a lot simpler than the tents they have used on more futuristic worlds. They will keep them dry and warm though.

    People and NPCs
      Royal Lake Hill is a small walled town. Voidtreckers will find a variety of things to see here, market places selling predominately food, though simple clothes and trinkets can be found on sale as well. The people are predominately human though they may spot one or two more elfin-looking people. The voidtreckers may get curious looks, but they will be accepted as adventurers from afar unless they do anything too outlandish.

      Notably people are older or very young, most of those of fighting age have gone off to help in the war effort. Most people just quietly get on with business, with most children seeming busy with chores or on errands. There are a couple of young pickpockets but they are easily avoidable.

      There is a blacksmith and he does sell weapons but they are expensive. He will cite the heavy toll of the war effort and the scarcity of material, but if the price is right he will sell a sword or a dagger, which is all he has in stock.

      There are three inns in the city and they are where the recruitment is happening. A coloured dot on their SCA's will show the voidtreckers which one they need to report to. Purple at the Lion's Mane, Orange at Ducks in a Bucket and Red and Blue in The Thrice Struck Tree.

      The inns serve food and trade in service (fetching and carrying, washing dishes, killing rats in the cellar)- they are used to almost penniless adventurers!

      They will be in the town for almost a whole day- the recruitment happening late afternoon and they can take the time to find their bearings. They can leave the city if they wish and will find rugged countryside around them, woodland, hills filled with sheep, farming fields spread out from the east of the city, filled with a variety of crops.

      Purple

      The cluster of villages they are helping out have a mix of people. Human and elven for the most part, though there are a couple of families of small winged pixies. Once again they are mostly elderly or very young. There are a sparse number people of fighting age, those that didn't go to war for one reason or another.

      The blight hasn't affected everyone, but over half the population is afflicted in some way. For the most part it manifests as uncontrolled bursts of magic: a sneeze turns into a fireball, a moment of anger shakes the earth.

      Those affected are being well cared for, though any who wish to help keep an eye on things are welcome.

      Orange

      The Huma birds cannot speak but are intelligent and will help when they can. Predominantly that help will be transporting the crystals to the towns and villages across the kingdom when they are harvested. They will also help fend off any of the blighted Huma birds and generally try and be helpful to the voidtreckers in the area.

      If anyone wants an NPC please fill out the form in the comments below.

    Powers
      For the most part powers and magic are working fine. The blight was caused by the wave of magic that has now passed. It is not contagious and so voidtreckers will not be in danger of being blighted.

      They will initially be magically 'gated' to areas near where they need to be. It is not possible to gate into or around areas that are heavily blighted.

      Those are:

      ~ Purple: The villages themselves where the ground has become rocky. If you wish to teleport or otherwise mystically transport they must move outside of the villages.

      ~ Orange: Up on the floating islands. They must descend to the ground before they can teleport or mystically transport.

      ~ Blue: Within the elemental storms. They must move to an area where the storm is not blowing, or wait until it has moved from where they are before they can teleport or mystically transport.

      ~ Red: They cannot teleport with or near the crystals. They must be a decent distance away from them before magical teleportation can work.

      Other 'movement' like flight works fine.

    Routes
      Red

      They will arrive on the border of the fire and ice areas. They will find that with the crystals de-powered the two areas have started to invade each other. Icy tendrils leave frozen lava behind and on the other side, melting ice, swirls of fire in the snow.

      There are six crystals and each is about the size of a human head. They are polished gems that seem to dance with fire inside. Or at least they should. Currently they are a dull red colour, cold to the touch.

      They will be warned before they are sent that the crystals should not be put in any kind of extra dimensional storage or moved from this plane of existence, and so unfortunately they must carry them. It is just over half a day's march to the heart of the volcano.

      The ground is rocky and volcanic, with rivers of lava cutting the land. There are a couple of streams to cross but none are wider than can be jumped by the average person. They will find that, though it is warm, they don't suffer like they maybe would imagine they should being in such an area for a period of time.

      Getting to the heart of the volcano will not be too difficult but once they are there and the crystals begin to charge the magic will draw creatures who want it for themselves.

      Monsters

      Fire Dogs: Almost wolf-like in size, these dogs are large ruddy creatures with sharp teeth and claws. They have no trouble with the heat and can run through lava much like a dog splashes through a river. They traditionally hunt in packs of three.

      Corrupted Fire Sprites: These manifest as tendrils of fire, whipping out to attack or to grab at people and pull them towards the lava rivers. They can be cut with weapons or magic; they are especially weak to cold or ice magic.

      Lizards: These come up to an average human's knee and are small green reptiles that breathe fire. Most of those that they meet on the route will run rather than fight, but the closer to the volcano they get the more aggressive they will be. Whilst the crystals are being charged fire lizards will be among the creatures that attack.

      Blue

      They will arrive on the border of the fire and ice areas. They will find that with the crystals depowered the two areas have started to invade each other. Icy tendrils leave frozen lava behind and on the other side, melting ice, swirls of fire in the snow. Much like the red team- though they will be very cold they feel something is stopping them being as badly affected by the environment as they usually would be.

      The predominant danger is the Elemental Storm, a moving snow storm filled with corrupted ice elementals. The ice inside the storm shifts into shapes and attacks. They are fightable, it is just difficult to see or know what they are fighting. Fire magic works well, but so does just attacking or avoiding the ice needles the size of swords attacking from the chaos. The ice is brittle enough to shatter if it strikes a hard target. It is most dangerous on the bridges, where a wrong step could send them plummeting to the abyss below.

      It blows in quickly and disappears just as fast. The central mountain is enveloped by a large storm, one that does not move but remains around the mountain. That is the voidtreckers' ultimate destination.

      But first they must find the trapped creatures. The fire traps are bands of fire woven into a cage (a bit like this.) The fire can be cut away or destroyed by ice, or by cold magic. It fights back when approached, tendrils of fire reaching out to attack the rescuers.

      There are all manner of animals trapped: bears, hares, foxes, snow leopards, as well as the crystal wolves. The regular animals will run off into the wild once they are rescued but the crystal wolves will follow the voidtreckers as they make their way towards the mountain. They are completely silent, not even making noise as they cross the land. They will help fight the traps to rescue more creatures but their main aim is to reach the mountain and save their sovereign.

      Orange

      They will be gated to the ground below the floating chunks of land. Anyone who is hired to go to the forests will be given two Potions of Flight. A potion of flight allows them to fly for ten minutes, which is plenty of time for them to get up to one of the islands. From there it is up to them how to proceed. The islands move and float, sometimes coming up alongside each other and it is possible to jump from one to another. Though teleportation doesn't work up on the chunks, other means of flight and movement will.

      The calla lilies are not particularly difficult to find, and harvesting the crystals is not difficult though takes some level of coordination and care if they wish to do so without damaging the flowers. The kingdom requires a lot of crystals, so there is plenty of work.

      Monsters

      Blighted Birds: The Huma birds are allies but some of their number have been taken with blight. They are easy to spot: they look wilder, air crackles around them as they dive down to attack. The regular Huma birds will help defend the voidtreckers and keep their blighted brethren in line, but they can't be everywhere.

      Corrupted Air Spirits: These creatures are invisible. They are more mischievous rather than malicious but their games are less fun when you can not fly. They will cast magic causing voidtreckers to spin or fling them up in the air to dance around the buffeting winds. They might remember to put them down on an island afterwards but they are as likely to forget and send them plummeting. They will pull or push people around, often to the edges of the floating islands.

      On the other hand they can be helpful, they will carry voidtreckers from island to island if asked nicely. Trust them lightly though, their memories are very short!

      Purple

      There are six villages each a decent walk from another. In the centre of the six is a shrine. This is where the crystals are to be purified.

      The houses are simple two-roomed cottages for the most part, though there are a few larger ones. Villagers will allow the adventurers to stay with them if they wish, though they may find it easier to camp, and the villages will allow tents to be erected in the commons. The blighted ground is uncomfortable and will make sleep uneasy but will do them no actual harm. They can sleep outside the villages on untainted ground if they wish but they will be more vulnerable to monster attacks.

      Each village has a central area, where people gather to share chores and work together as well as a school room for the children. They are currently using the school room in each village as a place for those who are blighted, so they can be watched over.

      The surrounding areas are woodland with some cliffs and caves dotted around.

      It is by no means an everlasting siege on the villages. Though people will be required to protect them others should go out to find the golems before they create too much chaos. Others can help purify the crystals in a ritual at the shrine. It is a lengthy one but mostly involves reading from a book on incantations and can be done by anyone with the supervision of the village elders.

      Monsters

      Rock golems: These are magical constructs created to protect the village. They are twice as large as an average person, slow moving, exceptionally strong. They are powered by a crystal in their head, about the size of a human fist.

      They are strong but can be smashed up with enough force or magic. They will reform themselves unless the crystal is removed from them. It is also possible to depower them by simply removing the crystal, a process that isn't actually simple but would require a good level of athletics.

      Trolls: Large brutish creatures--though smaller than the golems. They are the predominant monster of these parts. They are cunning and will work in groups to distract and attack. They wield clubs and can channel power to make the ground shake when they stamp their feet.

      Some of the trolls are blighted. They are enraged and seem stronger, harder to take down. These ones are mindless in their berserk state, and will just attack without cunning or thought.

      Woodland creatures: Not necessarily monsters but certainly dangers. Bears, boars and wolves are natural in these parts and the blighted golems have disturbed the dens. Those that find their way to the village will attack. Some are blighted and feral.

      Others need protecting. Animal attacks can be prevented if the animal dens are kept safe from the golems; the animals would rather hide than attack. Once the cure starts arriving it can be given to the animals as well as the villagers.
    Rewards.
      Taking part in a mission in any way will earn you five team points! You claim those by submitting a link during AC!

      Also threads of 10 comments or more where mission goals are being worked towards will also earn you 10 team points. To claim those please fill in the form below and reply to the rewards header!


    If you have any questions just ask! Have fun!
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    The mission is now live! This is for preparation and the start of missions. An 'onward' set of team mission posts will go up on 13th July (Day 7) as mission continue. There will be a conclusion posts on the 19th July (Day 10) for the climax of the mission and a final wrap up on the 23rd July. You are very welcome to put up your own posts for the mission in [community profile] middleofsomewhere just be clear which team your character is working on!

    Remember for the plotting and planning only the information in the blockquoted area of this post is available to the characters before their arrival on world.

    Dressing Carriage

    The dressing carriage is open with optional extras as promised. There are flight suits, somewhat like those they wore into space, light weight and good at keeping body warmth. There don’t come with the helmets this time but there are hard hats for anyone who wants them. And thick work gloves. All these are in team colours.

    There are some harnasses in the four colours, as well as some rope, carabenas, belay devices and even some cam sets.

    There are bags to carry thing, also in team colours. There are also a number of red tents.

    People and NPCs

    Terran

    The Terran are the main people of Terra. They are large, if they stood upright an adult would measure between seven and eight feet in height. As it is they mostly move crouched over. They are bipedal but use their hands as much as their feet to navigate their tunnel environment. They can see in the dark, and those who work in more delicate scientific fields will train to acclimatise their eyes to the light.

    They are a very scientific people. They believe in using technology to make the best life they can out of their planet. Though they have achieved space travel they use it predominantly for trade and it space travel is considered a young persons career- something to fill those adventurous years before they are ready to settle down and get a ‘real job’. Most Terran work in factories, scientific facilities or other practical fields. There is not much in the way of arts in their culture. Education is prised highly with Terran children starting school before they are two and continuing until they graduate at around twenty years of age.

    The Terran homes are simple. They live communally so each home will hold up to twenty adults and usually twice as many children. They consist of a lot of small bedrooms all connecting to a central hub where meals are cooked and eaten, people gather and work gets done.

    Despite literally living underground in darkness they have a high level of technology. They have modern commodities for cooking and cleaning. They have computers, black screens with green text that might seem strange to anyone used to earth type worlds but will soon become apparent are as capable as modern-earth computers with internet.

    Any Terran under the age of twenty will also probably have a sand box- a device literally looks like a metal box of sand but is a computerised mining and building game where you can create miniature civilisations. It’s quite fun, but is clearly as much a teaching tool as it is a game.

    They are all trained in a form of unnamed martial arts, one very suited to their size and strength. Not all of them practice it seriously but most adults are at least competent. They do not own or carry any weapons and will look askew at any Voidtreckers who do so, though they will not openly condemn it.

    The voidtreckers may wish to avoid their traditional delicacies- consisting as they do mostly of insects and grubs (cooked to perfection of course) and will be glad to know that, especially among the young Terrans there is a rising market in off world foods- meat, various vegetables, rice and other food more palatable to humans and the like.

    The Gry

    The Gry are a much smaller people, both in number and stature. Most Gry do not grow past four feet, with many being smaller. They are generally slight in build and have two antennae on their head, which they mostly use for learning their space and moving more accurately. They are also capable of seeing in the dark tunnels where they live, and unlike the Terran do not use lights for astethic purposes, though they do use fire for cooking. Burning a coal like rock rather than wood.

    They are an honourable people who shun science and most technologies (though anyone befriending any teenage Gry will soon learn they literally all have illicit communication devices and access to the Terran internet!) They train with spears and short swords and even the youngest will spend time each morning going through simple drills.

    They are vegetarian and their diet consists mostly of root vegetables and various weeds which they manage to grow in the loose soil of their burrows.

    In the past they were hunted by the Terran’s, but they reached an uneasy truce three generations ago. They still keep themselves separate, though thanks to advances in communications there is more contact between the young Terran’s and the Gry then there is between those of previous generations

    They have belief in The Burrower, a god who they believe burrowed into the planet and lives their, bringing balance to the world. It is them that they believe the visions come from. Each Gry village is small and they live all together, there are some smaller off shoot caves for those who wish for privacy but for the most part everyone sleeps in the main cavern area- a tradition that began during the dark days of the Gry and Terran war when night raids were a common occurrence.

    If anyone wishes any NPCs please fill out the form below.

    Routes

    Red The surface of the planet is mostly red sand. Plant life is few and far between and when it appears is bare and thorny. The air is dry and dusty. There are some water sources, water springing out of the ground, to disappear under it again not long after. The day and night cycle seems to be pretty equal, ten hours of each. Sunrise and sunset is very sudden, the planet going from light to full darkness or vice versa in less than ten minutes. There is no light pollution and so night time is pitch black.

    Noticeable are the large entrances to the warrens. Covered entrances to underground. Though they are covered they are not locked, nor do there seem to be any guards. People come and go as they please. Not that there are many people on the surface, those they see will be labourers, moving in and out of the factories that rise up from the ground. Train tracks cross the land and there are trains a couple of times a day, passing at high speed.

    Mostly though the surface is barren, it is clear no one lives up here. The air, as well as being hot and dry is polluted from the chemicals spewing from the factories. The planet probably could be lived on with some work, but they will probably be grateful for the SCA.

    They won’t need to go far to find the orbs. Large and silver they almost look like they are made from liquid mercury. They are cool to the touch and feel firm but springy to the touch. If they try they can scoop some of the orb. The material acts almost like a liquid, but will firm up when pressure is put on it. (For an easy real world comparison think about what happens when you mix cornflour with water.) They don’t move of their own volition, though it is possible to move them around by pushing them. When they catch the light they are indeed beautiful, shimmering in greys and silvers.

    The orbs are a little eerie but apart from that they may wonder what they are doing here… Until night falls.

    Dark falls quickly, there is no moon and though there are stars, they are mostly obscured by smog. It won’t be long after dark that they are attacked. The monsters only attack at night and there are no signs of them in the day time.

    Orange

    The research laboratory is indeed large. A sprawling compound. It is only three floors high on the surface but goes down five more stories underground.

    The first thing they will notice is how light it is. There are four large floodlights on the outside of the building, flooding the surrounding area with light. Every light in the building is on and pressing switches doesn’t do anything.

    The building itself is made of a stark metal, corridors are wide and many of the inside walls are made of glass. Though there is an outer fence and warning signs to say they are entering a restricted space the gates are not locked, nor is the door. Indeed there don’t seem to be any locks. The floors are connected by a set of elevators.

    There don’t seem to be any people in the facility. It is notable that everything in the facility is made for a people larger than the average human.

    For more information on searching the lab go here.

    Purple

    Underground, in comparison to the surface is cool. Despite being underground the warrens are large and wide. Homes and businesses are built into the earth, leaving large corridors or tunnel between them. Tunnels aren’t level, they go up and down, twisting in strange angles and though it’s never impossible to navigate it sometimes will take some mad scrambling on the part of the Voidtreckers.

    It is possible to hear underwater rivers through the walls and there are plenty of places where pumps and taps have been fitted for access to water.

    Some tunnels are clearly for transport. As well as the obvious underground train system many of the Terrans drive large cylinder hover cars. It can be a bit chaotic, especially with no light.

    The Terran’s don’t live completely in darkness, their homes are often lit with soft lantern light, but it is clear this is an aesthetic choice rather than a necessity. They will not mind if Voidtreckers use their torches.

    The section of city that collapsed was one of the main thoroughfares between the business and living districts. They have managed to establish contact and remarkably there have been no fatalities, though there are a number of injuries. What is worrying is that tunnels are unstable and extracting people without causing further harm is going to be difficult.

    They will be grateful for any help, even if it is just the voidtreckers using their, mostly, smaller size to get supplies through to the trapped Terrans. They will also need people who can help stabilise the tunnels, either through knowledge of engineering, magic or shear strength. There are a good number of sections that need stabilised so there will plenty for everyone to do.

    The rescuers will invite the voidtreckers to stay with them in their homes, splitting them between homes- in a way that seems to half be to share resources and half because everyone wants to host the weird aliens.

    Blue

    The Gry live much closer to the surface. Though still underground their homes are more cave like, dipping just under the ground. Their connecting tunnels are a lot smaller though all but the largest voidtreckers should be able to walk normally in them.

    The Gry will welcome them and though they will be confused at their presence at first. They will tell them their visions- mostly vague fears. Often of predators (spiders, snakes) or of tunnel collapses, being trapped.

    Indeed when those visiting Voidtreckers sleep the first night they may indeed have disturbing dreams themselves.

    These nightmares will pray on fears. Not a persons individual fears. But the big cultural fears. Falling, drowning, the dark, fire. Even if this is not something they usually fear. None of the dreams will be vivid or solid enough to hold onto, but will leave them with the kind of terror that makes them want to flee, whilst fearing to get out of their sleeping bags for fear of what might be waiting.

    Of course they might not have any dreams at all, and wonder what all the fuss is about. During the day time things are peaceful and they are welcome to speak to the Gry and share in their day to day work.

    Monsters

    The monsters are grey, slender creatures with long arms and legs. They have jet black eyes, almost like gemstones. They move fast on all fours, though they can stand on their legs and do so to fight with their arms. Their hands are claws and their teeth are sharp.

    They can be beaten back with normal weapons but they don’t seem to get hurt all that much. Able to clamber back up and fight again after some rest.

    Though it will not be known IC at first. These monsters are weak to light. Even a flashlight beam is enough to make them stumble away in pain and brighter lights will damage them. Strong light directed into their eyes will destroy them and they seem to shatter when they are destroyed.

    They only attack at night and during the first two nights of the mission (days 5 and 6) only the red team will encounter them. Characters should be capable of figuring out how to take them down, though it might take a little while and some trial and error.

    Rewards.

    Taking part in a mission in any way will earn you five team points! You claim those by submitting a link during AC!

    Also threads of 10 comments or more where mission goals are being worked towards will also earn you 10 team points. To claim those please fill in the form below and reply to the rewards header!



    If you have any questions just ask! Have fun!
    [personal profile] voidtreckermods
    Below are the floors of the facility that orange team is exploring.

    The building itself is made of a stark metal, corridors are wide and many of the inside walls are made of glass. Though there is an outer fence and warning signs to say they are entering a restricted space the gates are not locked, nor is the door. Indeed there don’t seem to be any locks. The floors are connected by a set of elevators (shown as red blocks on the maps).

    To explore an area please reply under the comment and give the number of the area on the map you wish to explore.

    Each character may request TWO searches per IC day- though they may be in threads with others exploring and searching other places. This is to make sure everyone has a chance to search!
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    On the morning of Day Five of the month of Grasshopper (ooc: 9th of July) the train on everyone’s Safety Control Apparatus will shimmer in multi colours looking almost like the void itself. A moment later a holo-screen will pop up with the following information.

    Destination: System #789327772. The planet of Terra. This system is vast, consisting of hundreds of galaxies. It is not void active, always having been more interested in the exploration of its own many life-supporting worlds to start looking further.

    The planet of Terra is a large planet in a solar system of four planets that orbit a sun. Though the surface is suitable to life the people who live there live predominantly underground. Indeed there are two main peoples of Terra.

    The Terrans live in vast underground cities, they are a highly technological peoples, who are constantly innovating to bring the best life chances for their society. The Gry are the second civilisation on Terra, their society mostly shuns technology and lives a more traditional life. They live nearer the surface in shallower burrows. The two civilisations hold an uneasy truce, opting to have nothing to do with each other.

    Three days ago there was a report of a planet wide storm, it encompassed the whole surface of the planet at once, raging for an entire day and night. Such a meteorological event has never happened on Terra before. When the storm faded early reports came in of strange but beautiful liquid spheres, hovering just above ground level in all areas of the surface.

    Terran scientists from around the planet took samples to their six largest research laboratories. A few hours later- though not simultaneously, five of those laboratories were lost in explosions. Though readings suggest the sixth laboratory is still standing there has been no contact since.

    Meanwhile parts of one of the larger cities of Terra have suffered large amounts of damage due to shock waves from a nearby explosion and one of the burrows of the Gry are repeating strange visions that they claim to be from The Burrower

    Orange Team

    Investigate the remaining laboratory, collect any data taken from the spheres and try and work out what might have happened to the other five research stations. Rescue any scientists still within the facility and search for any clues about what might be happening on Terra.

    Blue Team

    Visit the burrow of the Gry people and investigate if there is any reasoning to their visions, ascertain if the visions are linked to the spheres. Protect the settlement from any threats that may occur and check for any structural damage caused by the explosions.

    Purple Team

    Travel to the damaged Terran city. Part of the city has collapsed and there are civilians trapped, help reinforce structures and repair damaged buildings. Protect the civilians and if necessary help move people to different parts of the city whilst repairs are carried out.

    Red Team

    There are still many reports of the strange spheres on the surface of the world. Investigate the spheres, travel out to where they are clustered and see what you can discover about them.

    Additional Notes Though system #789327772 is not void active it does comprise of many planets and as many people and so you should not fear that your forms will be strange to them. There are optional additional uniforms in the dressing carriage for those that wish them..


    The mission will run from the 9th to the 23rd July. I will put up a OOC information post with extra world information and team-relevant information on the 9th as well as the IC starter post for them arriving and beginning their missions.

    For avoidance of doubt the information in the block quote area above is the only information known IC before they arrive on the world. The information on the subsequent information post is for you as players to know what to expect and to give you the information you need for writing the mission. It is information characters will learn throughout the mission.

    There will be additional team posts on 13th July for onward mission journeys. There will be a final team post on the 19th July as missions reach their conclusion. You are free to put up your own posts on [community profile] middleofsomewhere throughout the event- always make it clear what team mission you are taking part in. There will be a final conclusion post on the 23rd July.

    Please feel free to use this as a plotting post. Remember there is nothing forcing your character to do the task assigned to their group so if you wish to do a different one, feel free! If character decide to not do any of the tasks at all that’s fine too, just let me know! Please reply under the colour you decide to go with once you decide for definite!

    Have fun plotting!
    voidtreckermods: (voidtrain)
    [personal profile] voidtreckermods
    The mission is now live. This initial post covers their arrival on world and the beginning of their adventures. An 'onward' set of team mission posts will go up on 13th May as missions continue. There will be climax set of posts on the 17th May and then a final conclusion post on the 21st May. You are very welcome to put up your own posts for the mission in [community profile] middleofsomewhere just be clear which team your character is working on!

    Remember for the plotting and planning only the information in the blockquoted area of this post is available to the characters before their arrival on world.

    Dressing Car

    The dressing car is open. Each passenger will find a wet suit in their team colour, a pair of flippers if they want them and a helmet. These are clear bubble helmets, the seals are in team colours. For a visual imagine something like this!

    The tube can be attached to a small square contraption. It is wore like a backpack and has a strap that fastens around the torso for extra security. It looks almost like a fan. When switched on it pulls air through allowing passengers to breathe in the helmet, when submerged in water it works almost like gills, allowing passengers to breathe. All of this equipment comes in necessary adapted means for those passengers who are not human shaped and sized.

    There is a simple instructional leaflet within the packs explaining how to attach the tube and the best way to breathe. It also explains that the helmets contain a simple short distance communication system. If they talk normally it will be broadcast to other helmets in a normal speaking distance.

    There are also waterproof bags available in team colours, for supplies to be taken.

    Lay of the Land

    The world, or at least the bit of the world they have arrived in is predominantly water. There are a lot of islands, mostly very small but covering a large area. The climate is hot though a cold wind can blow at night. The water is cold enough that those wet suits are welcome even for those not diving.

    The island of Gyueran is small and has a populace of a few hundred- though many have been reported missing. The world has a very low level of technology and people here are mostly fishers and farmers. Homes are simple one or two roomed cottages. The community is strong and that is clear from the start. The island is ruled by the spiritual leaders- a position that they are voted into though due to them receiving the blessing of the gods as part of their induction, is for life.

    Powers

    Please see this post for a detailed explanation of what powers are affected by whatever is going on in this world.

    Routes

    Blue

    The island slopes into the sea with sandy beaches apart from the northern edge of the island which is rugged cliffs.

    The islanders live spread about the island and indeed move from place to place quite often, housing and shelter is considered for the most part communal and islanders live where they need to be for the task they are doing. The largest cluster of homes is in the south east where there is a large sandy bay. There is a school house and houses where children and those who look after them live. Many of the fishers live here too as do traders who would normally trade with the people of Bui.

    The monsters have been emerging from the sea at sunset each day, all around the island. The islanders have been holding them off as best they can, but they are not traditionally warriors. Many of the monsters have gotten onto the island and so they can appear from the jungle or further inland. There is worry about an inland community of elderly islanders who live near the centre of the island, a retirement village almost.

    The islanders, especially the younger ones, are eager to protect their home but they need greater numbers and people who understand battle and how to deal with a monster invasion. The beaches need patrolled and monsters that have gotten further inland need dealing with. People need protecting and the many, many children probably need something useful to do before they try and take the monsters on themselves.

    Red

    The four sacred rock pools are scattered across the island, roughly at cardinal points, though the northern one is a bit off due to the cliffs! Their SCA maps will have them pinpointed and so they can find them.

    They are obvious because of unlike the other rockpools they look man made, built up and hold water at about two feet high.

    They don't have to wait very long to see that something very strange is happening, every ten or so minutes there is a rumbling and water shoots up into the air, to about ten feet.

    The instructions say to enter. If they do they will find the water cold but not too much so. When the water shoots up they shoot up with it and when the water dies down again, to those watching it is as if they have disappeared.

    Purple

    The entrance to the underwater caves is at the base of the cliffs on the northern side of the island. The entrance goes into the cliff face but then twists sharply with steps that go downwards and out under the sea.

    The spiritual leaders know the way and purple teams SCA's have a route planned out on the map. The terrain is tough, there are steps, tunnels to scramble up and down. Sometimes there are pools to swim across, sometimes underwater tunnels to navigate through. Sometimes they emerge onto the surface and there are sand banks to wade across.

    It would be a challenging treck even without the monsters.

    Orange

    The voidtrecker will land in a patch of ocean, activating an inflatable platform around the train, wide enough for people to walk around, with basic rope ladders that can be used to get from the ocean to the platform. The only doors that will open to the outside will be those of the luggage and dressing rooms.

    The SCA will show the city of Bui on their location. It is about one hundred metres under water. Those passengers who know anything about the ocean may be worried about the pressure levels, but it seems that something is protecting them from such forces.

    Hopefully they remember, or are reminded by their fellow passengers about the light on their SCA, because it will be necessary for anyone who cannot see in the dark. When they do have light there is a lot to see. Coral, interesting plant life, fish of all shape and sizes.

    The city of Bui rises from the sand. In fact it seems to be made of sand, sand and shells. Columns and spires, domes of sand and rock that almost seem to float in the water. The entrances of these domes are from the bottom and if they swim up into them they will find bubbles of breathable air.

    Inside and outside of the buildings they will find the people of Bui, a people who look almost like mermaids, however though their torso, arms and faces are human shaped they are still scaled. Their scales are iridescent. They have long hair of every colour that can be thought of.

    They are all sleeping. A simple check will tell that they are breathing and alive but no attempt at waking them will work.

    It seems whatever happened here happened swiftly. People have fallen in front of tasks, meals left half uneaten. There doesn't seem to be any sense of panic, just an eerie silence that penetrates the whole city.

    Anyone who evacuates using their SCA will end in luggage as usual and though they won't be able to get back to the island (unless they are prepared for a very long swim) they can join orange in their endeavours.

    Monsters

    These monsters are found invading the island and also in the tunnels purple team are travelling down.

    Giant Crabs Pretty much what it says on the tin. Giant crabs about the size of a five year old child. They have pincers, are fast moving and have tough shells that work like armour.

    Animated Seaweed Will tangle around legs to trap people to the floor. Can be cut or burned away, they don't damage anyone themselves but will hold voidtreckers in place and make them vulnerable to other monsters.

    Shark head beasts These creatures have the legs and arms of a bear, they are strong and have sharp claws. Their torso and head is a shark. The most terrifying and dangerous of the monsters they are fast moving and incredibly deadly.

    Giant Squid These don't leave the ocean, but their tentacles do, reaching forth and grabbing victims to drag them into the ocean to drown.

    Water Snakes Slithering creatures that can suck in sea water and fire it like a water canon, strong enough to knock people off their feet. Their bite is a poison that immobilises but does not kill their prey, which they prefer to swallow whole.

    People and NPCs

    The people of the islands are good natured and very community driven. They focus on those who need their help and their culture is one where everyone does what they can, when they can. At first it might seem a confusing bubble of people, there doesn't seem to be much in the way of nuclear family and children mingle and mix, trusting many of the adults. As the void treckers get to know them better they will soon be able to pick out families and groups, people are in relationships, children have parents and sibling groups but the survival and welfare of the whole community as one is the priority.

    The spiritual leaders are very stoic, they have been voted to lead and they take that duty seriously. They live with and work as hard as any other member of the community but they hold themselves apart. They are there to ensure the balance of the islands with nature and the gods and now that something has happened to the power that helps them do their job, they are determined to fix it.

    Though they are indeed low-technology they seem to know about the void. If asked they will say that visitors from the void appear in many of their stories, helping in times of trouble, once even arriving just in time to move the whole populace to the highest point of the island before tsunami struck, averting what could have been one of the greatest disasters of their people's history.

    As ever if you want to interact with an NPC please fill out the form below.

    Rewards.

    Taking part in a mission in any way will earn you five team points! You claim those by submitting a link during AC!

    Also threads of 10 comments or more where mission goals are being worked towards will also earn you 10 team points. To claim those please fill in the form below and reply to the rewards header!



    If you have any questions just ask! Have fun!