Luceti Mods (
lucetimods) wrote2012-10-09 11:12 pm
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Some Plot Things
So we have a few plot things to discuss here. Nothing big or event-y, but informative for those of you who care about such things! Both of them are related to missions. The first is from the hospital mission and will soon be relevant to all of Luceti:
During the mission at the Desset City Hospital, Precis sacrificed herself to save everyone involved. As a result, she was awarded a boon by Specialist Davis. With it and information provided by friends, she has the means to access a new section in the tunnels previously inaccessible and unknown. About a half mile into the eastern tunnels is an invisible door facing south. So what is down there?
Beyond the Tunnels
When the code is finally inputted into the door, the door itself is finally revealed to all, even those without the special Shift-detecting shades. Sliding open, it reveals a narrow hallway that proceeds for twenty meters before coming to another door. Though sealed by a heavy airlock door, the wheel can be turned with a sufficient amount of strength to proceed further inside.
What they find inside is a control room, dimly lit only by emergency lighting that continues to flicker. The air is stale and a layer of dust covers everything. It is filled with panels on the wall of various measures and dials that all look antiquated. Most of the dials are unfortunate rusted away from time and no longer functioning. Any information that can be gleaned has been worn away from time and made effectively useless. In the northeast corner of the room is a work area that has long been abandoned. Unfortunately the file cabinets have been picked clean. A fact that seems to be persistent with the entire area.
The table at the center of the room acts as the central control unit of the room, but it too has seen better days. In the northwest is a map depicting the layout of the current floor. Curiously on the southern wall, beside either door, are two consoles with a keyswitch and large red levers. The levers won’t move and seem to be operated by a key switch. Neither of these keys seem to be present. Unfortunately the system does not appear to be able be rigged or bypassed in any way. Some form of Shift barrier produced from an unknown location seems to protect it, much as it does with the ceilings, floors, and walls.
To the west is a door that cannot be opened. The mechanism for opening it is unclear, but there currently is no way to bypass it. The map itself indicates there is an elevator beyond this door.
To the east is an abandoned laboratory. By far the most modern looking room, it is quite spacious and accommodating, though it lacks in much equipment, with only desks and tables having been left behind. Fortunately this room seems to have full power, with the lights overhead working and the power supply in the room being accommodating for anything that needs plugged in.
(The computer can probably be repaired, but it would be impractical, given how outdated it is compared to even a cell phone)
To the southeast is a room that houses (or once housed) the bunker’s mainframe. All computer storage has been wiped and if Luceti’s Geek Squad examines closely enough, they’ll be able to conclude that the wipe was an intentional one. Though the computer could be made operational with minor repair work, it would likely be considered pointless. The computing capacity of it doesn’t even match a cell phone. However, the mainframe is not the room’s main attraction. On the far eastern wall, a collage of sorts has survived the ravages of time. For whatever reason, it seems as though someone -- or several someones -- chose this wall to leave behind a legacy of messages. From faded chalk to carved concrete to some sort of magical indelible ink, many different mementos appear on the wall: some are stark and easy to read, others are scrawled and cryptic. All of them stand out in dizzying relief, lively and humane against the austere atmosphere presented by the rest of the bunker. (These are listed in a mod comment below)
In the far southwest corner of the level, a fourth room holds more dusty and (presumably) dated equipment. The room is mostly sparse and sports walls that seem to have been constructed for the sake of promoting good acoustics. One narrow workstation inhabits a corner; it may take someone familiar with technology to correctly identify it as a radio communications set-up. The chairs are split and fragile. A broken headset hangs from the desk’s edge. Although the equipment looks to be in better shape than its kin out in the central room, it is quickly determined that an unusual and robust power source (as well as a large radio array) would be necessary in order to make any of this workable once again.
Although this room was doubtless used primarily for official business, there is a device that looks something like an Earth record player, but its semi-gutted insides show a technology far more advanced than a connoisseur of Earth tech might be expecting. Unfortunately, if it does indeed use records, there seem to be none in the immediate area.
---
Now then, what does this all mean? There’s something beneath Luceti. Something that can’t just be accessed by tunneling or busting through with all their might. There’s a lot of surprises down there waiting to be uncovered. Getting the rest of the way through won’t be easy. The way forward is blocked, after all. But over time, more and more of it will be revealed. But if you have questions for what’s in this area right here? Ask away!
However, this is not yet a public discovery. Please wait for it to be announced ICly before having your character start bumbling around down there.
This next one deals with things that those on the droid sabotage mission would have discovered.
During the droid sabotage mission, the group had some dealings with the "Free the Test Subjects Association" who were there to protest. So here's some information on what could have been gleaned from them.
A protest group that is actively engaged in trying to dismantle the enclosure system. They are known for their dramatic stunts (such as kidnapping high-ranking Malnosso representatives and forcefully tattooing barcodes on their neck). A very vocal contingent is on-site protesting Enclosure-Con for ‘glorifying and exploiting’ the enclosure situation.
Facts about the FTSA that are made readily available by both its members and its pamphlets:
+ The FTSA has existed in its current state for the last fifty years, but many of its members claim that previous (and similarly visioned) organizations have existed for centuries.
+ They pander more in shock-value tactics than anything else. This may not always have been the case but it's the route that most of its members now see as the only available option. As such, many of their most influential members and leaders are supposedly in custody. No one seems to know where, exactly, they are being held.
+ Due to circumstances earlier alluded to, the protest movement is currently leaderless. Instead, power seems to be shared over a network of senior members -- none of which are present at this particular protest.
+ They are staunchly anti-Bubble-Fiction. They look upon the entire industry as villainous profiteering and one of their long-standing goals is to have enclosure-based narratives either become outlawed or at least heavily censored in order to be certain that they are no long considered exploitative.
Facts about the FTSA that might be learned by characters who interact more closely with them:
+ They've attempted to execute raids on rogue Malnosso facilities in the past but have never succeeded in getting far. They are apparently ignorant of the facitily below the resort.
+ They have had contact with ex-enclosure subjects in the past but have not been successful in recruiting many to their case. The FTSA blames this on 'Stockholm Syndrome'.
+ The movement is hemorrhaging money. They'll be bankrupt within the year if they don't find either a wealthy patron or a marketable protest strategy.
+ Despite their problems, they have a lofty-minded rehabilitation plan in stand-by for when the glorious revolution takes place and current enclosure subjects manage to throw off their shackles. Whispered rumours suggest that this rehab plan includes a haven-like community that is outside of the Malnosso's administrative reach. There's no word given on where this place is.
Should the volunteers cooperate with the FTSA:
+ Their main contact will be Pollock, a plucky young woman who seems cheerful enough until you get her on the subject of enclosures. Then, she turns into a raging dragon of political ire. One of the volunteers' main difficulties will be keeping Pollock on-topic and focused towards enacting actual change at the resort rather than simply soap-boxing all night.
+ The FTSA will desire more dramatic action than the current voted-for plan allows for. Consider that the FTSA -- and especially Pollock -- will have to be talked down into entertaining a strategy without a butcher's bill. In fact, they may learn that the FTSA was planning some sort of violent action regardless. However, the volunteers enlisting their help with their scheme will derail this plan.
And that's all of it. Sorry for how long it all was. As always, direct your questions to the Mod Questions comment!
During the mission at the Desset City Hospital, Precis sacrificed herself to save everyone involved. As a result, she was awarded a boon by Specialist Davis. With it and information provided by friends, she has the means to access a new section in the tunnels previously inaccessible and unknown. About a half mile into the eastern tunnels is an invisible door facing south. So what is down there?
Beyond the Tunnels
When the code is finally inputted into the door, the door itself is finally revealed to all, even those without the special Shift-detecting shades. Sliding open, it reveals a narrow hallway that proceeds for twenty meters before coming to another door. Though sealed by a heavy airlock door, the wheel can be turned with a sufficient amount of strength to proceed further inside.
What they find inside is a control room, dimly lit only by emergency lighting that continues to flicker. The air is stale and a layer of dust covers everything. It is filled with panels on the wall of various measures and dials that all look antiquated. Most of the dials are unfortunate rusted away from time and no longer functioning. Any information that can be gleaned has been worn away from time and made effectively useless. In the northeast corner of the room is a work area that has long been abandoned. Unfortunately the file cabinets have been picked clean. A fact that seems to be persistent with the entire area.
The table at the center of the room acts as the central control unit of the room, but it too has seen better days. In the northwest is a map depicting the layout of the current floor. Curiously on the southern wall, beside either door, are two consoles with a keyswitch and large red levers. The levers won’t move and seem to be operated by a key switch. Neither of these keys seem to be present. Unfortunately the system does not appear to be able be rigged or bypassed in any way. Some form of Shift barrier produced from an unknown location seems to protect it, much as it does with the ceilings, floors, and walls.
To the west is a door that cannot be opened. The mechanism for opening it is unclear, but there currently is no way to bypass it. The map itself indicates there is an elevator beyond this door.
To the east is an abandoned laboratory. By far the most modern looking room, it is quite spacious and accommodating, though it lacks in much equipment, with only desks and tables having been left behind. Fortunately this room seems to have full power, with the lights overhead working and the power supply in the room being accommodating for anything that needs plugged in.
(The computer can probably be repaired, but it would be impractical, given how outdated it is compared to even a cell phone)
To the southeast is a room that houses (or once housed) the bunker’s mainframe. All computer storage has been wiped and if Luceti’s Geek Squad examines closely enough, they’ll be able to conclude that the wipe was an intentional one. Though the computer could be made operational with minor repair work, it would likely be considered pointless. The computing capacity of it doesn’t even match a cell phone. However, the mainframe is not the room’s main attraction. On the far eastern wall, a collage of sorts has survived the ravages of time. For whatever reason, it seems as though someone -- or several someones -- chose this wall to leave behind a legacy of messages. From faded chalk to carved concrete to some sort of magical indelible ink, many different mementos appear on the wall: some are stark and easy to read, others are scrawled and cryptic. All of them stand out in dizzying relief, lively and humane against the austere atmosphere presented by the rest of the bunker. (These are listed in a mod comment below)
In the far southwest corner of the level, a fourth room holds more dusty and (presumably) dated equipment. The room is mostly sparse and sports walls that seem to have been constructed for the sake of promoting good acoustics. One narrow workstation inhabits a corner; it may take someone familiar with technology to correctly identify it as a radio communications set-up. The chairs are split and fragile. A broken headset hangs from the desk’s edge. Although the equipment looks to be in better shape than its kin out in the central room, it is quickly determined that an unusual and robust power source (as well as a large radio array) would be necessary in order to make any of this workable once again.
Although this room was doubtless used primarily for official business, there is a device that looks something like an Earth record player, but its semi-gutted insides show a technology far more advanced than a connoisseur of Earth tech might be expecting. Unfortunately, if it does indeed use records, there seem to be none in the immediate area.
---
Now then, what does this all mean? There’s something beneath Luceti. Something that can’t just be accessed by tunneling or busting through with all their might. There’s a lot of surprises down there waiting to be uncovered. Getting the rest of the way through won’t be easy. The way forward is blocked, after all. But over time, more and more of it will be revealed. But if you have questions for what’s in this area right here? Ask away!
However, this is not yet a public discovery. Please wait for it to be announced ICly before having your character start bumbling around down there.
This next one deals with things that those on the droid sabotage mission would have discovered.
During the droid sabotage mission, the group had some dealings with the "Free the Test Subjects Association" who were there to protest. So here's some information on what could have been gleaned from them.
A protest group that is actively engaged in trying to dismantle the enclosure system. They are known for their dramatic stunts (such as kidnapping high-ranking Malnosso representatives and forcefully tattooing barcodes on their neck). A very vocal contingent is on-site protesting Enclosure-Con for ‘glorifying and exploiting’ the enclosure situation.
Facts about the FTSA that are made readily available by both its members and its pamphlets:
+ The FTSA has existed in its current state for the last fifty years, but many of its members claim that previous (and similarly visioned) organizations have existed for centuries.
+ They pander more in shock-value tactics than anything else. This may not always have been the case but it's the route that most of its members now see as the only available option. As such, many of their most influential members and leaders are supposedly in custody. No one seems to know where, exactly, they are being held.
+ Due to circumstances earlier alluded to, the protest movement is currently leaderless. Instead, power seems to be shared over a network of senior members -- none of which are present at this particular protest.
+ They are staunchly anti-Bubble-Fiction. They look upon the entire industry as villainous profiteering and one of their long-standing goals is to have enclosure-based narratives either become outlawed or at least heavily censored in order to be certain that they are no long considered exploitative.
Facts about the FTSA that might be learned by characters who interact more closely with them:
+ They've attempted to execute raids on rogue Malnosso facilities in the past but have never succeeded in getting far. They are apparently ignorant of the facitily below the resort.
+ They have had contact with ex-enclosure subjects in the past but have not been successful in recruiting many to their case. The FTSA blames this on 'Stockholm Syndrome'.
+ The movement is hemorrhaging money. They'll be bankrupt within the year if they don't find either a wealthy patron or a marketable protest strategy.
+ Despite their problems, they have a lofty-minded rehabilitation plan in stand-by for when the glorious revolution takes place and current enclosure subjects manage to throw off their shackles. Whispered rumours suggest that this rehab plan includes a haven-like community that is outside of the Malnosso's administrative reach. There's no word given on where this place is.
Should the volunteers cooperate with the FTSA:
+ Their main contact will be Pollock, a plucky young woman who seems cheerful enough until you get her on the subject of enclosures. Then, she turns into a raging dragon of political ire. One of the volunteers' main difficulties will be keeping Pollock on-topic and focused towards enacting actual change at the resort rather than simply soap-boxing all night.
+ The FTSA will desire more dramatic action than the current voted-for plan allows for. Consider that the FTSA -- and especially Pollock -- will have to be talked down into entertaining a strategy without a butcher's bill. In fact, they may learn that the FTSA was planning some sort of violent action regardless. However, the volunteers enlisting their help with their scheme will derail this plan.
And that's all of it. Sorry for how long it all was. As always, direct your questions to the Mod Questions comment!